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GDI's buildings are akin to that of of an ordinary military. | GDI's buildings are akin to that of of an ordinary military. | ||
==Construction Yard== | ==Construction Yard== | ||
{{CnC unit|image=CnC3_GDIConyard.png|role=Base Construction|cost=2500 (MCV)|build=2500 seconds (MCV)|requirements=War Factory (MCV)}} | {{CnC unit|image=CnC3_GDIConyard.png|role=Base Construction|cost=2500 (MCV)|build=2500 seconds (MCV)|requirements=War Factory (MCV)|power=+10}} | ||
The construction yard is essential to base construction. Players always start with a construction yard, which can be reverted into its MCV form. Often nicknamed "Conyard", the Construction yard is what produces buildings. From Barracks to War Factories, defences to superweapons - everything is built here. | The construction yard is essential to base construction. Players always start with a construction yard, which can be reverted into its MCV form. Often nicknamed "Conyard", the Construction yard is what produces buildings. From Barracks to War Factories, defences to superweapons - everything is built here. | ||
Revision as of 14:26, 31 July 2008
GDI's buildings are akin to that of of an ordinary military.
Construction Yard
Cost | 2500 (MCV) |
---|---|
Requirements | War Factory (MCV) |
Role | Base Construction |
Build Time | 2500 seconds (MCV) |
Power | +10 |
The construction yard is essential to base construction. Players always start with a construction yard, which can be reverted into its MCV form. Often nicknamed "Conyard", the Construction yard is what produces buildings. From Barracks to War Factories, defences to superweapons - everything is built here.
Because all buildings are built here, losing a construction yard will often result in your losing the game. However, since cranes can also construct buildings, a crane can produce a War Factory, which can in turn produce another MCV. Both the crane and the construction yard must be eliminated to truly remove the enemy's ability to deploy buildings.
Power Plant
Cost | 800 |
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Requirements | Construction Yard or Crane |
Upgrades | Advanced Turbines |
Role | Generates Power |
Build Time | 8 seconds |
Power | +20 (+30 w. turbines) |
The Power Plant is the only building aside from the construction yard that produces power, so players will definitely want as many power plants as possible. Several bad things happen when the base is low on power: the minimap shuts down, units and buildings are produced slower, and the turrets do not fire.
Destroying or disabling (via EMP) power plants is a great precursor to an attack, as your forces will be able to penetrate enemy defences while they sit idle and useless.
Power plants can be upgraded with Advanced Turbines once a Tech Centre (or, in Kane's Wrath, a Command Post) is constructed, boosting their power output.
Outpost
Cost | 1500 |
---|---|
Requirements | Surveyor |
Role | Base Expansion |
Build Time | 15 seconds |
The outpost is a deployed Surveyor. Unlike conyards, these buildings cannot revert into Surveyors, so they must be deployed wisely.
Outposts have no defence or armour on their own, and as such must be defended. The later patches remove the build radius around several buildings, including Barracks and Power Plants. This makes rebuilding said buildings difficult without an outpost nearby.
Barracks
Cost | 500 |
---|---|
Requirements | Construction Yard/Crane |
Role | Trains Infantry |
Build Time | 5 seconds |
The barracks trains all your infantry. Ranging from simple Riflemen squads to the considerably heavier Zone troopers, the Barracks is the primary method of obtaining infantry aside from support powers.
Barracks are cheap and quick to build, but the infantry they train are a little slow, so building Barracks near the front lines will allow you to get infantry into the fight much easier.