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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===
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.
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===
Barracks, trains infantry. To train tanya or spies deploy a level 3 Conyard next to it.
Costs 750. Produces Allied infantry. Can only be built on land.


===Power Plant===
===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.
Costs 800. Grants 100 Power.


===Armor Facility===
===Armor Facility===
War Factory, constructs vehicle units. To deploy guardian tanks deploy a level 2 mcv near it and to use mirage tanks deploy a level 3 mcv near it.
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===
Constructs naval units.
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===
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).
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===
Converts ore harvested by Prospectors into credits. Can also construct new Prospectors. These are typically built directly in front of ore mines.
Costs 2000. Turns Ore collected by Prospectors into usable credits. Produces Prospectors.


===Command Hub===
===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.
Costs 1200. Expands the field of construction, allowing for base expansions.


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