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CNC Guild - Version 2 || Tiberian Sun - Structures
Tiberian Sun - Structures


GDI Structures

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



Nod Structures

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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