|
Construction Yard |
Information |
|
Basic structure,
allows you to build any other structure. |
Cost
(in credits): |
N/A |
Tiberium Refinery |
Information |
|
Used to drop
off tiberium, and contain it for further management. |
Cost
(in credits): |
2000 |
Tiberium Silo |
Information |
|
Contains refined
Tiberium, whn the refinery cannot hold anymore. |
Cost
(in credits): |
150 |
Power Plant |
Information |
|
One of the pillars
of your base, gives you power to make most of the structures functional. |
Cost
(in credits): |
300 |
Turbine Upgrade |
Information |
|
Increases power
output. |
Cost
(in credits): |
100 |
Barracks |
Information |
|
Allows construction
of infantry. |
Cost
(in credits): |
300 |
War Factory |
Information |
|
Allows construction
of ground vehicles. |
Cost
(in credits): |
2000 |
Component Tower |
Information |
|
Primitive defense,
needs for an upgrade to be built. |
Cost
(in credits): |
200 |
Radar Tower |
Information |
|
Gives radar to
its possesor, sight on the areas he has already explored. |
Cost
(in credits): |
1000 |
Helipad |
Information |
|
Air factory,
allows air units to be built, and reload. |
Cost
(in credits): |
500 |
Tech Center |
Information |
|
Allows further
advanced technology units and structures to be built. |
Cost
(in credits): |
1500 |
Service Depot |
Information |
|
Allows repairs
of vehicles, and the ability to sell units. |
Cost
(in credits): |
1200 |
Firestorm Generator |
Information |
|
Allows generation
of firestorm superdefense. |
Cost
(in credits): |
2000 |
Firestorm Wall Section |
Information |
|
When firestorm
is activated, areas with this structure are impassable by anything
but subterrainean. |
Cost
(in credits): |
50 |
Gate |
Information |
|
This structure
allowes passage of units from one place to another of your base. |
Cost
(in credits): |
250 |
EM Pulse Cannon |
Information |
|
EMP Cannons,
when reloaed fire a paralysing projectile for vehicles, that spreads
ona 6 cell radius |
Cost
(in credits): |
1000 |
Pavement |
Information |
|
Pavement prevents
subterrainean units from emerging in a 4x4 area. |
Cost
(in credits): |
75 |
Upgrade Center |
Information |
|
This structure
is used to introduce GDI superweapons. |
Cost
(in credits): |
1000 |
Seeker Control |
Information |
|
The Seeker control
is another supweapon, when loaded, it releases a drone that self
destructs on a random enemy object. |
Cost
(in credits): |
1000 |
Ion Cannon Node |
Information |
|
An upgrade for
the plug center that allows the GDI superweapon, the Ion Cannon |
Cost
(in credits): |
1500 |
Vulcan Cannon |
Information |
|
The anti personnel
upgrade for the Component Tower, fires a fast shot vulcan cannon |
Cost
(in credits): |
150 |
RPG Launcher |
Information |
|
The heavy AG
upgrade for the component tower, fires tough concussion grenades. |
Cost
(in credits): |
600 |
SAM Upgrade |
Information |
|
The AA upgrade
for the Component Tower, fires AA seeking missiles. |
Cost
(in credits): |
300 |
Concrete Wall |
Information |
|
The GDI walls,
prevenveins from growing, and narrow the access to bases. |
Cost
(in credits): |
50 |
Construction Yard |
Information |
|
Basic structure,
allows you to build any other structure. |
Cost
(in credits): |
N/A |
Tiberium Refinery |
Information |
|
Used to drop
off tiberium, and contain it for further management. |
Cost
(in credits): |
2000 |
Tiberium Silo |
Information |
|
Contains refined
Tiberium, whn the refinery cannot hold anymore. |
Cost
(in credits): |
150 |
Power Plant |
Information |
|
One of the pillars
of your base, gives you power to make most of the structures functional. |
Cost
(in credits): |
300 |
Advanced Power Plant |
Information |
|
Generates more
power than the normal plant. |
Cost
(in credits): |
500 |
Hand of Nod |
Information |
|
Allows construction
of infantry. |
Cost
(in credits): |
300 |
War Factory |
Information |
|
Allows construction
of ground vehicles. |
Cost
(in credits): |
2000 |
Laser Tower |
Information |
|
Early game base
defense, with a principally AP laser. |
Cost
(in credits): |
300 |
Radar Tower |
Information |
|
Gives radar to
its possesor, sight on the areas he has already explored. |
Cost
(in credits): |
1000 |
Helipad |
Information |
|
Air factory,
allows air units to be built, and reload. |
Cost
(in credits): |
500 |
Tech Center |
Information |
|
Allows further
advanced technology units and structures to be built. |
Cost
(in credits): |
1500 |
Obelisk of Light |
Information |
|
The Obelisk is
the heavy Nod defense, firing a pulverising laser beam. |
Cost
(in credits): |
1500 |
SAM |
Information |
|
This anti air
defense fires missiles against aircraft. |
Cost
(in credits): |
500 |
Tiberium Waste Facility |
Information |
|
The Weed Eater
drops Tiberium veins at this structure in order to construct chemical
missiles. |
Cost
(in credits): |
1600 |
Gate |
Information |
|
This structure
allowes passage of units from one place to another of your base. |
Cost
(in credits): |
250 |
EM Pulse Cannon |
Information |
|
EMP Cannons,
when reloaed fire a paralysing projectile for vehicles, that spreads
ona 6 cell radius |
Cost
(in credits): |
1600 |
Pavement |
Information |
|
Pavement prevents
subterrainean units from emerging in a 4x4 area. |
Cost
(in credits): |
75 |
Missile Silo |
Information |
|
The silo allows
the Multimissile, and when a Waste plant is present, the Chemical
Missile. |
Cost
(in credits): |
1300 |
Temple of Nod |
Information |
|
The Temple allows
construction of other powerful units, and allows Hunter Seeker. |
Cost
(in credits): |
2000 |
Laser Fence Post |
Information |
|
This structure
prevents enemy units from entering the base perimiter. |
Cost
(in credits): |
200 |
Stealth Generator |
Information |
|
This structure
allows to generate a cloak field, which make everything in a determined
radius invisible. |
Cost
(in credits): |
2500 |
Concrete Wall |
Information |
|
The Nod walls,
prevenveins from growing, and narrow the access to bases. |
Cost
(in credits): |
50 |
|
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