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{{Header Nav|game=Command & Conquer: Red Alert 3}} | {{Header Nav|game=Command & Conquer: Red Alert 3}} | ||
==Structures== | ==Structures== | ||
All Allied structures are built within the Construction Yard and placed on the battlefield upon completion. Allied production structures such as the Boot Camp must be within range of a Command Hub or the Construction Yard to recieve encrypted signals, which allows the production of higher tier units. | |||
===Construction Yard=== | ===Construction Yard=== | ||
Costs 5000. The main construction hub, required to build structures. Top secret protocols, as well as Superweapons and Ultimate Weapons require a Construction Yard. Can be packed up into a Mobile Construction Vehicle. | |||
===Boot Camp=== | ===Boot Camp=== | ||
Costs 750. Produces Allied infantry. Can only be built on land. | |||
===Power Plant=== | ===Power Plant=== | ||
Costs 800. Grants 100 Power. | |||
===Armor Facility=== | ===Armor Facility=== | ||
Costs 2000. Produces Allied vehicles. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on land. | |||
===Seaport=== | ===Seaport=== | ||
Costs 1000. Produces Allied naval units. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on water. | |||
===Airbase=== | ===Airbase=== | ||
Costs 1000. Produces Allied aircraft. Can repair up to 3 nearby non-infantry units at any given time. Can re-arm up to four Allied aircraft, excluding the Crypcopter. | |||
===Ore Refinery=== | ===Ore Refinery=== | ||
Costs 2000. Turns Ore collected by Prospectors into usable credits. Produces Prospectors. | |||
===Command Hub=== | ===Command Hub=== | ||
Costs 1200. Expands the field of construction, allowing for base expansions. | |||
===Defense Bureau=== | ===Defense Bureau=== | ||
Costs 1500. Tech structure that unlocks high tier units by allowing Maximum Clearance Upgrades for the Construction Yard and Command Hubs. | |||
==Support Structures== | ==Support Structures== |
Revision as of 23:35, 6 February 2009
Structures
All Allied structures are built within the Construction Yard and placed on the battlefield upon completion. Allied production structures such as the Boot Camp must be within range of a Command Hub or the Construction Yard to recieve encrypted signals, which allows the production of higher tier units.
Construction Yard
Costs 5000. The main construction hub, required to build structures. Top secret protocols, as well as Superweapons and Ultimate Weapons require a Construction Yard. Can be packed up into a Mobile Construction Vehicle.
Boot Camp
Costs 750. Produces Allied infantry. Can only be built on land.
Power Plant
Costs 800. Grants 100 Power.
Armor Facility
Costs 2000. Produces Allied vehicles. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on land.
Seaport
Costs 1000. Produces Allied naval units. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on water.
Airbase
Costs 1000. Produces Allied aircraft. Can repair up to 3 nearby non-infantry units at any given time. Can re-arm up to four Allied aircraft, excluding the Crypcopter.
Ore Refinery
Costs 2000. Turns Ore collected by Prospectors into usable credits. Produces Prospectors.
Command Hub
Costs 1200. Expands the field of construction, allowing for base expansions.
Defense Bureau
Costs 1500. Tech structure that unlocks high tier units by allowing Maximum Clearance Upgrades for the Construction Yard and Command Hubs.
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.