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==Power Plant==
==Power Plant==
*Cost 300
*Cost 300


These structure provide power to bases.
The Power Plant is the life-blood of the base. Without power, structures cease to function and productivity grinds to a halt. Although a base can continue to build new buildings and train new units, the rate of building is crippled with increasingly lower amounts of power.
 
These structures have light armor and are destroyed relatively easily with just a small handful of units. It's best to protect these structures near the back of the base which is not easily accessible by attacking armies.


==Refinery==
==Refinery==
Cost 2000


Provides a Harvester to seek out Tiberium to gain cash. Build more than one for good things to happen.
* Cost 2000
 
The Refinery and Tiberium Harvester are the means by which you gain resources to produce units and build additional structures. Each Refinery comes with a single Tiberium Harvester (a 1400 credit value) for free. That Tiberium Harvester will go and collect tiberium, and bring it back to the Refinery, where it is slowly drained from the Harvester storage.
 
These structures are vital to the success of any base, and must be protected at all costs. Although they have light armor, they have quite of bit of health, and can take quite a bit of punishment, but it is a good idea to have an engineer handy to fix the building quickly should it come under attack.
 
Even at 2000 credits, multiple Refineries are desirable as long as the tiberium fields are plentiful.


==Barracks==
==Barracks==
*Cost 300
*Cost 300


Trains infantry
The Barracks are the backbone of any base, and will be one of the first structures built to protect the base. Because the cost of the Barracks are low, building multiple Barracks increases productivity by reducing the training time for new units.


==Advanced Power Plant==
==Advanced Power Plant==
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==Helipad==
==Helipad==
*Cost 1500 for an expensive structure why its build time is short?
* Cost 1500
* Unusually short build time.
 
This structure is used to make Orcas for GDI and Apaches for NOD, and includes one such aircraft along with constructing the helipad.  When an aircraft runs out of ammo, it will automatically return to the helipad to rearm itself.


This production structure is used to make Orcas for GDI and Apaches for Nod. It can also make transport helicopters for both sides.
In a multiplayer game, they may also produce chinooks to transport units.


==Weapons Factory==
==Weapons Factory==
*Cost 2000 what to expect from a factory
*Cost 2000 what to expect from a factory


Used to make tanks.
Used to make tanks. Building more factories makes making tanks faster.


==Repair Bay==
==Repair Bay==
*Cost 1200
*Cost 1200


Used to repair tanks
Used to repair tanks and if playing as GDI allows Mammoth tanks to be built.


==Advance Communication Center==
==Advance Communication Center==
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Used for ION Cannon controls and radar.
Used for ION Cannon controls and radar.
It also provides more advanced tech options such as the commando, SSM and MCV.


==Communications center==
==Communications center==
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==Advance Guard Tower==
==Advance Guard Tower==
*Cost 1000
*Range Long
*Range Long
*Weapon Missiles
*Weapon Missiles
*Cost 1000


This thing has good weapons and armour.
This thing has good weapons and armour.

Latest revision as of 20:17, 9 April 2020

Power Plant[edit | edit source]

  • Cost 300

The Power Plant is the life-blood of the base. Without power, structures cease to function and productivity grinds to a halt. Although a base can continue to build new buildings and train new units, the rate of building is crippled with increasingly lower amounts of power.

These structures have light armor and are destroyed relatively easily with just a small handful of units. It's best to protect these structures near the back of the base which is not easily accessible by attacking armies.

Refinery[edit | edit source]

  • Cost 2000

The Refinery and Tiberium Harvester are the means by which you gain resources to produce units and build additional structures. Each Refinery comes with a single Tiberium Harvester (a 1400 credit value) for free. That Tiberium Harvester will go and collect tiberium, and bring it back to the Refinery, where it is slowly drained from the Harvester storage.

These structures are vital to the success of any base, and must be protected at all costs. Although they have light armor, they have quite of bit of health, and can take quite a bit of punishment, but it is a good idea to have an engineer handy to fix the building quickly should it come under attack.

Even at 2000 credits, multiple Refineries are desirable as long as the tiberium fields are plentiful.

Barracks[edit | edit source]

  • Cost 300

The Barracks are the backbone of any base, and will be one of the first structures built to protect the base. Because the cost of the Barracks are low, building multiple Barracks increases productivity by reducing the training time for new units.

Advanced Power Plant[edit | edit source]

  • Cost 700

Same as Power Plants only provides more power.

Helipad[edit | edit source]

  • Cost 1500
  • Unusually short build time.

This structure is used to make Orcas for GDI and Apaches for NOD, and includes one such aircraft along with constructing the helipad. When an aircraft runs out of ammo, it will automatically return to the helipad to rearm itself.

In a multiplayer game, they may also produce chinooks to transport units.

Weapons Factory[edit | edit source]

  • Cost 2000 what to expect from a factory

Used to make tanks. Building more factories makes making tanks faster.

Repair Bay[edit | edit source]

  • Cost 1200

Used to repair tanks and if playing as GDI allows Mammoth tanks to be built.

Advance Communication Center[edit | edit source]

  • Cost 2800

Used for ION Cannon controls and radar. It also provides more advanced tech options such as the commando, SSM and MCV.

Communications center[edit | edit source]

  • Cost 1000

Provides Radar.

Advance Guard Tower[edit | edit source]

  • Cost 1000
  • Range Long
  • Weapon Missiles

This thing has good weapons and armour.

Guard Tower[edit | edit source]

  • Cost 500
  • Range Medium because Artillery can destroy it
  • Weapon Guns

This thing has chainguns for enemy engineers.