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CNC Guild - Version 2 || Tiberian Dawn - Structures
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Tiberian
Dawn - Structures |
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Construction Yard |
Information |
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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 |
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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 |
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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): |
700 |
Barracks |
Information |
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The barracks
is the focal point for prepping and deployment of infantry. GDI's
excellent recruiting and expediting procedures appear to provide
an immediate and inexhaustible supply of trained soldiers. |
Cost
(in credits): |
300 |
Weapons Factory |
Information |
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This structure
allows you to build all the mechanized equipment used by GDI forces.
You will be able to make Humm Vees and the medium tank almost immediately.
Qualification to produce more advanced units will depend on successful
completion of mission objectives and the concurrence of GDI and
UN authorities. This factory is expensive and its products are costly. |
Cost
(in credits): |
2000 |
Communication Center |
Information |
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This powerful
electronics center coordinates the operation of geostationary satellites,
providing real time image analysis and updating to your EVA battlemap.Build
this structure ASAP, and pay attention to the overhead radar map
that appears in the upper right of your interface screen.. |
Cost
(in credits): |
1000 |
Refinery |
Information |
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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 GDI
harvesters deposit their finds. |
Cost
(in credits): |
2000 |
Repair Facility |
Information |
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The GDI 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 |
Guard Tower |
Information |
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This is a standard
defensive structure. Equipped with a machine gun, which is very
effective against ground troops, but practically usless against
armor.
Weapon: Machine gun |
Cost
(in credits): |
500 |
Adv Guard Tower |
Information |
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The advanced
guard tower is a combination of high, sturdy metal and a semi-automated,
self-reloading rocket launcher. It can withstand significantly more
damage and see farther than the standard tower, and its rockets
are much more potent than the standard tower's weapon.
Weapon: Tomahawk missile |
Cost
(in credits): |
1000 |
Adv Comm Center |
Information |
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This is a power
consuming, but powerful facility. The advanced communication center
not only has radar capabilities but also uplinks the powerful ION
cannon technology developed by GDI scientists. Use the cannon wisely
as it takes a large amount of power and time to charge. |
Cost
(in credits): |
2800 |
Silo |
Information |
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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 Tiberium.
Tiberium Capacity: 1000 credits |
Cost
(in credits): |
150 |
Helipad |
Information |
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When necessary
you will be entrusted with this costly facility, and you will be
able to manufacture Orca aircraft at your weapons factory.
One Orca is automatically supplied with each helipad built. |
Cost
(in credits): |
1500 |
Sandbags |
Information |
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Sandbags slow
the enemy slightly, as well as provide some cover to your troops. |
Cost
(in credits): |
50 |
Chainlink Fence |
Information |
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Chain-Link fences
block light NOD vehicles (attack cycles and buggies) but not heavier
vehicles. |
Cost
(in credits): |
N/A |
Concrete Wall |
Information |
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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 |
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): |
700 |
Hand Of Nod |
Information |
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The hand of NOD
takes the vast human resources (troops) available to the brotherhood
and molds these resources into a cohesive working entity. The spiritual
and physical training that are supplied by the hand create the perfect
follower, able to accomplish any mission you set before him or her.
Whether the easy-to-produce minigunner is needed or the vast electronic
knowledge of the engineer is called for, the hand of NOD will provide
your soldiers with the guidance required to succeed in their roles. |
Cost
(in credits): |
300 |
Airstrip |
Information |
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The airstrip
is the only direct link to the outside world that your NOD base
has. Large enough for the cargo planes to land, this structure allows
for the rapid placement of new NOD vehicles purchased and sent to
you by supporters of the brotherhood. |
Cost
(in credits): |
2000 |
Communication Center |
Information |
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The communications
center serves as your eyes. The ability to link in with the remote
sensors dropped by NOD units as they traverse the landscape gives
you the ability to keep up to speed on GDI activities. Knowledge
is power, and knowing where GDI is deploying forces allows you the
ability to counter GDI advances. Building the communications center
makes it possible it possible for you to watch events happening
on the battlefield in real time. |
Cost
(in credits): |
1000 |
Refinery |
Information |
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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 GDI
harvesters deposit their finds. |
Cost
(in credits): |
2000 |
Repair Facility |
Information |
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The NOD 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 |
Sam Site |
Information |
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The latest in
anti-aircraft defense, the Surface-to-air Missile (SAM) site protects
your base from the approach of enemy aircraft, including helicopters.
The ground-based bunkers from which SAMs are launched are reinforced
concrete, giving the SAM the ability to absorb a tremendous amount
of damage before falling. |
Cost
(in credits): |
750 |
Turret |
Information |
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Turrets are the
porcupine quills of the base, projecting their sharpened points
outward to impale all approaching enemy forces. Equipped with 120mm
cannons, your turrets easily destroy GDI armor as it approaches.
Built from reinforced concrete, NOD turrets can withstand a lot
of punishment before collapsing, making the turret your first line
of defense. |
Cost
(in credits): |
250 |
Obelisk of Light |
Information |
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Like the cobra,
the Obelisk Of Light has the ability to strike out at those that
would threaten its den. A watchful mother, the obelisk hovers over
your NOD base and protects it from all outside incursions. The high
powered laser used in this structure can annihilate targets at great
distances, in many cases destroying the enemy before they can even
get close enough to threaten the obelisk. |
Cost
(in credits): |
1500 |
Silo |
Information |
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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 Tiberium. Tiberium Capacity: 1000 credits
|
Cost
(in credits): |
150 |
Temple of Nod |
Information |
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The soul of the
NOD base, the temple is our gateway to heaven. All that NOD is,
is contained in the temple, the center for spiritual guidance and
strength. The temple commands and controls all brotherhood activity.
The central computer core, pathway for all communications, is nestled
deep within the heart of the temple. Our long and glorious history
resides here, as well as all the prophecies that guide our footsteps. |
Cost
(in credits): |
3000 |
Helipad |
Information |
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The helipad acts
as a nest for attack choppers. This is the only place available
for refueling and re-arming these helicopters. If one nest is lost,
you can still re-arm choppers at other helipads. Available only
in multiplayer games. |
Cost
(in credits): |
1500 |
Sandbags |
Information |
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Sandbags slow
the enemy slightly, as well as provide some cover to your troops. |
Cost
(in credits): |
50 |
Chainlink Fence |
Information |
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Chain-Link fences
block light GDI vehicles (humvees) but not heavier vehicles. |
Cost
(in credits): |
N/A |
Concrete Wall |
Information |
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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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