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CNC Guild - Version 2 || Red Alert 2 - Structures
Red Alert 2 - Structures


Allied Structures

Construction Yard
Information
The first structure to be deployed, the construction yard becomes the nucleus of your base. Protect this asset with extreme prejudice. Without this structure you cannot build any more structures.
Cost (in credits):
N/A

Power Plant
Information
The power plant is the muscle that allows the rest of your base to move, the heart that pumps energy into every facet of your base and allows you to accomplish your mission.
Cost (in credits):
800

Barracks
Information
The barracks is the focal point for prepping and deployment of infantry, training center for allied troops.
Cost (in credits):
500

War Factory
Information
This structure allows you to build all the mechanized equipment used by Allied forces. You will be able to make Rangers and the medium tank almost immediately. Qualification to produce more advanced units will depend on successful completion of mission objectives and technological advances. This factory is expensive and its products are costly.
Cost (in credits):
2000

Airforce HQ
Information
The airforce HQ provides information on the scouted areas, showing if there is any presence on them. They can be called the commander´s eyes. They also give aircraft construction ability.
Cost (in credits):
1000

Ore Refinery
Information
The true backbone of your base, the refinery allows for the collection and refinement of raw tiberium into the needed materials to build other structures and units. This structure is a temporary storage place where Allied Ore Trucks deposit their finds.
Cost (in credits):
2000

Service Depot
Information
The Allied repair facility powerfully augments your armored forces. Due to the many expensive components built into modern vehicles, repairing a damaged vehicle is unquestionably more cost-effective than building a new one.
Cost (in credits):
800

Pillbox
Information
The pilbox is a precarious yet cheaply effective base defense, whose objective is principally personnel.
Weapon: Machine gun
Cost (in credits):
500

Prism Tower
Information
These towers fire a sun reflection beam that can toast infantry and tanks in short time. They can also overpower the beam by combining their firepower.
Weapon: Prism beam
Cost (in credits):
1500

Patriot Missiles
Information
This is the Allies´ AA Structure: It fires a slow but powerful missile against aircraft.
Cost (in credits):
1000

Naval Yard
Information
This facility is a Naval War Factory, vulgarly speaking, as it allows production of naval units.
Cost (in credits):
1000

Battle Lab
Information
This Lab enabled later game units, the most advanced, technologically, as well as superweapons and the Spy Satelite
Cost (in credits):
1500

Gap Generator
Information
The Gap Generator obscures a certain area around itself, enemy radars cant unreveal what is nearby them. The perefect hideout.
Cost (in credits):
1500

Chronosphere
Information
One of the Allied superweapons, it has the ability of teletransporting units from one point of the battlefield to another when fully loaded.
Cost (in credits):
2500

Weather Control Device
Information
The WCD is the Allies primary superweapon: When loaded it can unload a tremendous storm upon the enemy.
Cost (in credits):
5000

Spy Satelite
Information
The Satelite Uplink reveals all the map when deployed.
Cost (in credits):
1500

Ore Purifier
Information
The purifier generates an extra income of 25% per ore loadout
Cost (in credits):
2500

Allied Walls
Information
Walls are the best way to keep out even the heaviest of vehicles. Used in conjuction with your defensive structures and vehicles you can use this inexpensive option to protect your investments.
Cost (in credits):
250

Grand Cannon
Information
This giant cannon has massive strength, and massive range. Of course, massive firepower too.
FRENCH SPECIAL STRUCTURE
Cost (in credits):
2000


Soviet Structures

Construction Yard
Information
The first structure to be deployed, the construction yard becomes the nucleus of your base. Protect this asset with extreme prejudice. Without this structure you cannot build any more structures.
Cost (in credits):
N/A

Power Plant
Information
The power plant is the muscle that allows the rest of your base to move, the heart that pumps energy into every facet of your base and allows you to accomplish your mission.
Cost (in credits):
500

Nuclear Reactor
Information
This structure provides more energy than the Tesla Reactor- The increase in cost is offset by its ability to produce greater amounts of energy. Upon destruction, they will set off a small nuclear explosion.
Cost (in credits):
1000

Barracks
Information
The barracks is the focal point for prepping and deployment of infantry, training center for soviet troops.
Cost (in credits):
500

War Factory
Information
This structure allows you to build all the mechanized equipment used by Soviet forces. Qualification to produce more advanced units will depend on successful completion of mission objectives and technological advances. This factory is expensive and its products are costly.
Cost (in credits):
2000

Radar Tower
Information
The radar tower provides information on the scouted areas, showing if there is any presence on them. They can be called the commander´s eyes.
Cost (in credits):
1000

Ore Refinery
Information
The true backbone of your base, the refinery allows for the collection and refinement of raw tiberium into the needed materials to build other structures and units. This structure is a temporary storage place where Soviet Ore Trucks deposit their finds.
Cost (in credits):
2000

Service Depot
Information
The Soviet repair facility powerfully augments your armored forces. Due to the many expensive components built into modern vehicles, repairing a damaged vehicle is unquestionably more cost-effective than building a new one.
Cost (in credits):
1000

Sentry Gun
Information
The Antipersonnel defense for soviets is nothing more and nothing less than a bullet spitting turret.
Weapon: Machine Gun
Cost (in credits):
500

Tesla Coil
Information
The Anti Armor defense for soviets, uses electrical charges to dismantle enemy troops and tanks.
Weapon: Electrical Ray
Cost (in credits):
1500

Flak Cannon
Information
Flak Cannons are the soviet AntiAirs,firing fragmentation spread-damaging projectiles.
Cost (in credits):
1000

Psychic Radar
Information
This radar device allows Soviets to know the targets of allied units if this last one is within this structure´s radius.
Cost (in credits):
1500

Naval Yard
Information
This facility is a Naval War Factory, vulgarly speaking, as it allows production of naval units.
Cost (in credits):
1000

Battle Lab
Information
This Lab enabled later game units, the most advanced, technologically, as well as superweapons.
Cost (in credits):
1500

Iron Curtain
Information
One of the Soviet superweapons, this structure is capable of bathing units in Iron when fully loaded, making them invulnerably for a short while
Cost (in credits):
2500

Nuke Silo
Information
The Missile Silo is the other soviet superweapon, capable of firing a Nuclear Missile, or A-Bomb, when fully loaded
Cost (in credits):
5000

Cloning Vats
Information
This structure can produce a clone of every infantry produced at the barracks
Cost (in credits):
2500

Soviet Walls
Information
Walls are the best way to keep out even the heaviest of vehicles. Used in conjuction with your defensive structures and vehicles you can use this inexpensive option to protect your investments.
Cost (in credits):
250

  

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