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Structure: |
Info and
Specs: |
Construction Yard |
Armor: Heavy |
Cost: ? |
Weapon: None |
Prerequisites: MCV |
Purpose: Allows
the construction of all other base structures. |
Like I said, this is the
most important structure in the game, so even let others touch it. It is
the foundation of a base and allows the construction of other buildings.
|
Power Plant |
Armor: ? |
Cost: ? |
Weapon: None |
Prerequisites: C-yard |
Purpose: Provides
power for base structures |
With Tiberium infesting
more and more good land, construction of buildings and structures must
be planned carefully. The new power facilities are equipped with upgrade
pods for additional generators so that you won't have to take up
valuable land with large cumbersome power plants.
Upgrades: You can add extra
genarators to a power plant to produce more power. |
|
Walls |
Armor: ? |
Cost: ? |
Weapon: None |
Prerequisites: |
Purpose: Protects
your base from enemy units and the spread of tiberium. |
Walls stops tanks and
other enemy units from rushing into your base. A interesting thing that
walls does is that it stops the spread of Tiberium from growing into
your base.
Upgrades: What do you think? |
|
Gates |
Armor: ? |
Cost: ? |
Weapon: None |
Prerequisites: C-yard |
Purpose: Let
friendly units in, Keep enemies out. |
The gate opens up for
your own units and other friendly units so that the enemies' units can't
come in. Be be warned, tough, fast and stealth units can slip in pass
the gate. Don't build lots of gates because then there are more ways for
your enemy to attack.
|
Tiberium Refinery |
Armor: ? |
Cost: ? |
Weapon: None |
Prerequisites: C-yard |
Purpose: Stores,
holds, and converts tiberium into spendable credits. |
Simply said, the Refinery
turns tiberium (collected by an harvester) into credits in which you can
spend on building units and structures.
Upgrades: You can add a silo
on the side to hold the tiberium. |
|
War Factory |
Armor: ? |
Cost: ? |
Weapon: None |
Prerequisites: C-yard |
Purpose:
Constructs vehicles. |
The War Factory will pump
out your high-tech, high-energy weapons. Unfortunately, many of these
are highly classified and will not become available to you until you
have proven your skills as a commanding officer.
|
Helipad |
Armor: ? |
Cost: ? |
Weapon: None |
Prerequisites: |
Purpose:
Constructs & reloads helicopters. |
The Helipad allows
construction of all helicopters and will reload any that are in need.
|
Lights |
Armor: ? |
Cost: ? |
Weapon: None |
Prerequisites: C-yard |
Purpose: To
provide light at dark. |
Now, THIS is an
interesting structure... Lights around your base will let you see at
dark, if you have enough power. You should build enough so that you can
see pretty much all of your base and who's coming to attack. If you
don't build enough lights, your defenses would simply not work because
they can't see who's coming! So, if you want to spot enemies and trash
them, build lights... don't ignore it just because they're everywhere on
the streets.
|
Watch Tower |
Armor: ? |
Cost: ? |
Weapon: Spotlight |
Prerequisites: C-yard |
Purpose: Shine
light at enemy unit. |
This watch tower will
guard your base for any units that can be spotted by this tower.
It will aim a light at the unit so that your units and defensive
building can destroy the entruder with ease.
|
EM Pulse Cannon |
Armor: ? |
Cost: ? |
Weapon: EM Pulse Cannon |
Prerequisites: C-yard |
Purpose: Shuts
down enemy units. |
This building will shoot
a EM Pulse Cannon at units that are within 30 cells, or squares.
That unit will be shutdown temporarly and not able to defend
itself. In other words, that unit will not be able to move or
fire, so you can destroy it. This will help the lame "tank
rush" strategy, a common problem in previous C&C games.
|

Structure: |
Info and
Specs: |
Com Center |
Armor: ? |
Cost: ? |
Weapon: None |
Prerequisites: C-yard |
Purpose: Allows
the construction of all other base structures. |
The Communications Center
will give you an overhead view of the battlefield when fully powered.
Many buildings like your communications center can be enhanced by adding
upgrades to one of the available pods.
Upgrades:
You can get upgrades such
as the Threat-Assessment Targeter, which detects the closest,
most dangerous unit, and turn your automated defense systems on
it first. Also, you can upgrade to Ion Control, which gives you
the ability to take Ion Cannon shots at the enemy. And finally,
the Hunter/Seeker upgrade is also available, allowing you to
send out drones. |
|
Barracks |
Armor: ? |
Cost: ? |
Weapon: None |
Prerequisites: C-yard |
Purpose: Trains
infantry units. |
The GDI barracks are used
to train all types of soldiers, from light infantry to medics and
engineers. However, nothing can train and advance your troops' abilities
better than battlefield experience.
|
Vulcan Cannon
Guard Tower |
Armor: ? |
Cost: ? |
Weapon: Vulcan Cannon |
Prerequisites: C-yard |
Purpose:
Anti-infantry defense. |
Armed with a rapid fire
vulcan cannon, the Vulcan Cannon Guard Tower is ideal for defending your
base from enemy troops.
|
Rocket Propelled
Guard Tower |
Armor: ? |
Cost: ? |
Weapon: Rockets |
Prerequisites: C-yard |
Purpose:
Anti-tank defense. |
Another kind of a GDI
guard towers is the Rocket-Propelled Grenade Launcher. It is used best
against tanks and armor.
|
SAM
Guard Tower |
Armor: ? |
Cost: ? |
Weapon: Missiles |
Prerequisites: C-yard |
Purpose:
Anti-aircraft defense |
This SAM Guard Tower
automatically launches long-ranging missiles at enmy aircrafts. Slower
moving or hovering aircraft will fare the worst against this defensive
structure.
|
Firestorm Defense |
Armor: ? |
Cost: ? |
Weapon: Force field |
Prerequisites: C-yard |
Purpose: Defend
against enemies' units. |
This Firestorm building
is the utimate defense. It generates a huge force field that keeps
unfriendly units (and some weapons) out of your base. Westwood has
not decided how this structure will work (and be destroyed) in detail.
|

Structure: |
Info and
Specs: |
Hand of NOD |
Armor: ? |
Cost: ? |
Weapon: None |
Prerequisites: C-yard |
Purpose: The
training facility for NOD infantry availible in TS. |
The Hand of NOD, if you
don't remember from the first C&C game, trains NOD infantry.
It's like a NOD barracks.
|
Stealth Generator |
Armor: ? |
Cost: ? |
Weapon: Stealth |
Prerequisites: C-yard |
Purpose: Hides
buildings |
This building is just like the Gap
Generator in Red Alert. It hides buildings and units around it
within a certain radius. However, your enemies' units would
be able to see the cloaked buildings if they are close enough
|
Temple of NOD |
Armor: ? |
Cost: ? |
Weapon: Special |
Prerequisites: C-yard |
Purpose: Gives
player access to special weapons |
This building is back form the original
C&C and of course it's better. It will have the usual nuke,
but only better. There will be other special weapons availible be
I'm unsure at this moment.
|
Laser Fence |
Armor: ? |
Cost: ? |
Weapon: Laser |
Prerequisites: C-yard |
Purpose: Defends
units from entering base. |
This laser fence will keep enemy units
from going into your base. It's like GDI's concrete wall but this
is more advanced, and it requires more power. Any infantry or
lightly armoured unit will be gone almost in a instant if they think
they are tough enough to go though this fence. Tanks might
survive, but it won't do much good after.
|
Obelisk |
Armor: ? |
Cost: ? |
Weapon: Laser |
Prerequisites: C-yard |
Purpose: Shoots
out laser to burn any unit. |
This building is known as the Obelisk or
the Obelisk of Light. It will direct a red penatrating laser at
any unfriendly units that comes to range. It usually takes out men
in one shot, and mechinary in 2 to 4 shots. It's now
improved to attack air units also.
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SAM Site |
Armor: ? |
Cost: ? |
Weapon: Sam missiles |
Prerequisites: C-yard |
Purpose: Defends
against air units. |
If you have played C&C: Tiberian Dawn
ot Red Alert, you'll recognize this structure. Simply, all it does
is it protects your base from air attacks by firing missles at the
helicopters/planes. It's most vonluable when it's opened and poped-up.
|
Other
Structures in TS
Structure: |
Info and
Specs: |
Bridge Repair
House |
Armor: ? |
Cost: ? |
Weapon: None |
Prerequisites: Bridge |
Purpose: Fixes a
broken bridge. |
Well, here's another
interesting structure. It's found in most of the bridges that will
be in the TS Game. When a bridge is shot down, a player will be
able to fix it by sending an engineer into this little house.
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