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CNC Guild - Version 2 || Red Alert - Structures
Red Alert - 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):
300

Adv Power Plant
Information
This structure produces half again the energy that a standard power plant can provide. The increase in cost is offset by its ability to produce greater amounts of energy. On the other side of the coin it is more susceptible to damage and the loss could be of greater importance. They will be a target so guard them well.
Cost (in credits):
600

Tent Barracks
Information
The barracks is the focal point for prepping and deployment of infantry, training center for allied troops.
Cost (in credits):
300

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

Radar Dome
Information
The radar dome 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 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):
1200

Pillbox
Information
The pilbox is a precarious yet cheaply effective base defense, whose objective is principally personnel.
Weapon: Machine gun
Cost (in credits):
400

Camo Pillbox
Information
The camouflated pilbox is a precarious yet cheaply effective base defense, whose objective is principally personnel. It is harder to spot at the ye, what makes them strategically important on irregular terrains
Weapon: Machine Gun
Cost (in credits):
600

AA-Gun
Information
The AA Gun is the Antiair defense for allies, using a low cadency gattling cannon, to battle out enemy Yaks, MiGs and Hinds
Cost (in credits):
600

Turret
Information
Turrets are the heavy defenses allies pose on their bases, using a potent 120mm cannon to skew through armored vehicles.
Cost (in credits):
600

Silo
Information
The harvesting and production of vast quantities of tiberium would be futile without someplace to put your resources. The silos allow storage of large quantities of refined Ore.
Ore Capacity: 1000 credits
Cost (in credits):
150

Helipad
Information
When necessary you will be entrusted with this costly facility, and you will be able to manufacture Longbows.
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):
650

Tech Center
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):
500

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):
2800

Missile Silo
Information
The Missile Silo is the other allied superweapon, capable of firing a Nuclear Missile, or A-Bomb, when fully loaded
Cost (in credits):
2500

Sandbags
Information
Sandbags slow the enemy slightly, as well as provide some cover to your troops.
Cost (in credits):
25

Concrete Wall
Information
Concrete 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):
100


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):
300

Adv Power Plant
Information
This structure produces half again the energy that a standard power plant can provide. The increase in cost is offset by its ability to produce greater amounts of energy. On the other side of the coin it is more susceptible to damage and the loss could be of greater importance. They will be a target so guard them well.
Cost (in credits):
600

Barracks
Information
The barracks is the focal point for prepping and deployment of infantry, training center for soviet troops.
Cost (in credits):
300

Kennel
Information
This structure allows production of Attack Dogs
Cost (in credits):
200

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 Dome
Information
The radar dome 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):
1200

Flame Tower
Information
The Antipersonnel defense for soviets is nothing more and nothing less than a fire spitting tower.
Weapon: Flamethrower
Cost (in credits):
600

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

SAM Site
Information
The SAM Siteis the Antiair defense for soviets, using surface to air missiles, to battle out enemy Longbows and Chinooks
Cost (in credits):
750

Silo
Information
The harvesting and production of vast quantities of tiberium would be futile without someplace to put your resources. The silos allow storage of large quantities of refined Ore.
Ore Capacity: 1000 credits
Cost (in credits):
150

Helipad
Information
When necessary you will be entrusted with this costly facility, and you will be able to manufacture Hinds.
Cost (in credits):
1500

Airfield
Information
When necessary you will be entrusted with this costly facility, and you will be able to manufacture Yaks and MiGs.
Cost (in credits):
600

Sub Pen
Information
This facility is a Naval War Factory, vulgarly speaking, as it allows production of naval units.
Cost (in credits):
650

Tech Center
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):
2800

Missile Silo
Information
The Missile Silo is the other allied superweapon, capable of firing a Nuclear Missile, or A-Bomb, when fully loaded
Cost (in credits):
2500

Barbed Wire
Information
Barbed Wire slows the enemy slightly, as well as provides some cover to your troops.
Cost (in credits):
25

Concrete Wall
Information
Concrete 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):
100

  

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