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Structures

Construction Yard

Unpacks from an MCV and is used to construct buildings. Buildings are constructed internally over time, and then placed on the map (within the MCV's ground control zone) where they deploy almost instantly. Unlike the Soviets, ground control is not expanded with new buildings. Researching clearances at the Allied Construction Yard unlocks 2nd and then 3rd tier units for all production structures within the MCV's ground control zone. This has no effect on structures outside the ground control zone. They can also typically be re-packed back into an MCV.

Boot Camp

Barracks, trains infantry. To train tanya or spies deploy a level 3 Conyard next to it.

Power Plant

Provides power for the base. If the power requirements of the base exceed available power, production structures will operate more slowly and base defenses/super weapons will go offline.

Armor Facility

War Factory, constructs vehicle units.

Seaport

Constructs naval units.

Airbase

Constructs aircraft. The Airbase has 4 landing pads, so each airfield can only build up to 4 aircraft (excluding the Cryocopter, which does not require a landing pad).

Ore Refinery

Converts ore harvested by Prospectors into credits. Can also construct new Prospectors. These are typically built directly in front of ore mines.

Command Hub

Provides ground control. Rather than being constructed by the Construction Yard, Command Hubs unpack from a Prospector - and can do so anywhere in the map. Unlike a Construction Yard, Command Hubs cannot repack back into Prospectors. As with the Construction Yard, clearances can be researched to unlock 2nd and 3rd tier units from production structures within its ground control zone.

Defense Bureau

Unlocks high level structures once tier one clearance has been unlocked.

Support Structures

Multigunner Turret

1st tier base defense; it is essentially a fixed version of the Multigunner IFV. The weapon changes according to the infantry unit garrisoned in it, and the default is an anti-air/anti-ground missile launcher.


Spectrum Tower

Top tier base defense, functionally identical to the Prism Tower from Red Alert 2. Shoots a powerful beam of light at enemy units. Several Spectrum Towers in close proximity to each other can combine their fire into a single beam for greater damage.

Chronosphere

Support Superweapon. Teleports units within the area of effect to a specified location. It can also be used to destroy some enemy units, by teleporting land units onto water (or vice versa).

Proton Collider

Offensive Superweapon. Essentially a high-powered artillery cannon that delivers multiple extremely damaging explosions to the specified location. Can cause extreme damage to enemy bases.

Wall

Walls can be used to provide protective barriers around structures. A common tactic is to use the wall to fence in an Ore Mine and Ore Refinery to protect the ore harvester within from attack (especially from Soviet Terror Drones, which have no way to destroy the wall to gain access). Walls of all faction can be crushed by Assault Destroyers and Apocalypse tanks however.