POWER
PLANT
Armor:
LIGHT
Cost:
300
Seconds to produce:
20
Power Usage:
NONE
Purpose:
PROVIDES POWER TO BASE
|
This
unit provides power to the structures in your base. Power
output is directly related to the Power Plant’s condition,
so protect them during battles. If they get damaged, you must
repair them quickly or else some of your base defenses may
cease to function. The Power Plant outputs 100 units of power. |
These
power plants are very important. Keep them away from the
line of enemy fire or else you may find your unit production
going down the porcelain pee hole. |
ADVANCED
POWER PLANT
Armor:
Armor: LIGHT
Cost: 700
Seconds to produce:
47
Power Usage:
NONE
Purpose:
PROVIDES POWER TO BASE |
This
high-yield structure handles the energy strains of some later,
more power-intensive structures. It may cost a bit more than
the original Power Plant, but it generates double the amount
of power (200 units). |
The
only difference between this and the regular power plant is
the price and output. Use them only if you have limited
space. If you put in two regular power plants you get the same
output as an advanced, but you save $100. |
INFANTRY
BARRACKS
Armor:
Armor: MEDIUM
Cost: 300
Seconds to produce:
20
Power Usage:
10
Purpose: PRODUCES INFANTRY |
This
structure is a field training center for all available
infantry units. Building multiple Barracks will increase the
rate at which infantry are produced. |
This
is a basic structure. Without it you will find that the shit
is continually beat out of you. |
GUARD
TOWER
Armor:
LIGHT
Cost:
500
Seconds to produce:
33
Power Usage:
10
Purpose:
DEFENSE
|
Armed
with a high-velocity machine gun, this structure provides
manned defense against Nod ground attack. The Guard Tower is
exceptionally useful against infantry and other light units,
and since it doesn’t require any power, it will remain
functional when your base loses power. It can also detect Nod
Stealth Tanks when they are near. |
Theses
things are real nifty. They work without power, they detect
stealth tanks, and they make minced meat out of infantry. Be
careful though, as rocket infantry has a range longer than
that of the Guard Tower. |
ADVANCED
GUARD TOWER
Armor:
MEDIUM
Cost:
1000
Seconds to produce:
66
Power Usage:
20
Purpose:
DEFENSE
|
Provides
strong fortification against ground and air units. The
Advanced Guard Tower (AGT) fires Tomahawk missiles at
considerable range, but it requires power. Because of the
AGT’s long range, it cannot hit units that are directly
adjacent to it. It is always wise to back up the AGT with
another defense like the Guard Tower. |
These
things are somewhat more effective against vehicles than the
regular guard towers are, but it comes with many drawbacks.
The most important one is that if you are out of power they do
not work. But this is made up for in that they also
provide nice anti-air defense. They are not as effective
agianst infantry as the regular guard towers are. They are
extremley powerful. If you drop a nuke on it, it will not even
fall out of the green for unit strength. |
REFINERY
Armor:
MEDIUM
Cost:
2000
Seconds to produce:
133
Power Usage:
40
Purpose:
CONVERTS TIBERIUM TO CREDITS
|
This
unit processes Tiberium into its component elements. Building
the refinery immediately deploys a Tiberium harvester and each
Refinery can handle an infinite number of Harvesters. The
refinery stores 1,000 credits of processed Tiberium. |
If
the ConYard is the hear of your base, the refinery provides
the lifeblood. Without it you dont get money, and without
money you cant produce additional units and structures, and
w/out them you are screwed. |
SILO
Armor:
LIGHT
Cost:
150
Seconds to produce:
10
Power Usage:
10
Purpose:
HOLDS REFINED TIBERIUM
|
This
unit stores up to 1,500 credits of processed Tiberium. When
the Refinery fills to its maximum capacity of Tiberium, you
will want to build Silos to handle the excess storage load.
Guard it carefully. If destroyed or captured, the amount
stored is deducted from your account. |
You
should never have need for these. If you do build another
Refinery or get building.....You are doing something wrong. |
COMMUNICATIONS
CENTER
Armor:
Armor:
MEDIUM
Cost: 1000
Seconds to produce:
66
Power Usage:
40
Purpose: BASE RADAR & COMMUNICATION |
Allows
the use of the radar screen as long as there is sufficient
power. The radar screen allows for long range views of the
battlefield and for commanding units over great distances.
When playing as Nod against GDI in the solo play missions,
destroying the GDI’s Radar Facility will keep GDI from
launching A-10 airstrikes against you. |
The
Comm Center is one important piece of equipment you dont want
you're base to be without. Without them you cant build the
advanced comm center (which gives you ion cannon acces |
ADVANCED
COMMUNICATIONS CENTER/ ION CANNON
Armor:
HEAVY
Cost: 2800
Seconds to produce:
186
Power Usage:
200
Purpose: PARTICLE BEAM CANNON |
An
upgrade to the Communications Center, this structure not only
provides radar, but is the uplink center for the Ion Cannon—GDI’s
most devastating weapon. Once charged, it can unleash a blast
on an unsuspecting target. The Ion Cannon requires power to
charge: If your base is under powered, it will stop. To fire,
left click on the Ion Cannon icon in the sidebar. |
Doomsday.
Be careful though. The Ion Cannon can be very ineffective if
it is not used correctly. It is expensive, uses lots of
power and if not properly protected, it can be easily
destroyed (by commando, or a nuke, ion, and air strike all
rolled into one). Remember: It takes the equivalent of
one whole advanced power plant to power GDIs ultimate
structure. |
WEAPONS
FACTORY
Armor:
MEDIUM
Cost:
2000
Seconds to produce:
133
Power Usage:
30
Purpose:
PRODUCES HEAVY VEHICLES & AIR POWER
|
This
structure builds GDI’s vehicles. It is well armored, but is
also a favorite target for enemy Engineers. If your Weapons
Factory is captured, not only do you lose the ability to build
vehicles, but the enemy is able to build your vehicles in
addition to his own. Building multiple Weapons Factories will
decrease the amount of time it takes to create a vehicle. |
Ahhh.....The
Weapons factory... One of the most important parts of your
base, it allows you to build everything from harvesters, to Hummers,
to the pride of GDI's Armour divisions the Mammoth Tank. |
HELIPAD
Armor:
Armor:
MEDIUM
Cost: 1500
Seconds to produce:
100
Power Usage:
10
Purpose: HELICOPTER LANDING |
Building
the Helipad allows the use of the ORCA attack aircraft. The
Helipad is also the rearming station for the ORCA. If the
Helipad is lost, the ORCA will not be able to reload. Any ORCA
can use any Helipad on your side. |
The
Helipad is the most important part of your infrastructure in
regards to your air force. If you do not have one you cannot
build new air units and cannot rearm already existing
units. Tip: If you have 5 ORCAs you should have 5
helipads. |
REPAIR
FACILITY
Armor:
Armor:
LIGHT
Cost: 1200
Seconds to produce:
80
Power Usage:
30
Purpose: VEHICLE REPAIR |
The
repair facility allows you to repair damaged units. Moving a
vehicle onto the repair pad will begin the repair process. All
repairs are deduct-ed from your credits. If you run out of
credits while repairs are in progress, repairs will stop.
Damage to the facility significantly slows repair work. |
There
really isn't much to say about this, because the name is self explanatory,
but there is one thing you should know. It allows you to build
the Mammoth Tank. |
SANDBAG
BARRIER
Armor:
Armor:
LIGHT
Cost: 50
Seconds to produce:
3
Power Usage:
NONE
Purpose: BASE DEFENSE |
Used
to deter the enemy from advancing. Sandbags provide limited
cover and may slow units down. Only explosive weapons such as
grenades, missiles, and shells can damage Sandbags. |
These
thins aren't really good at much of anything except they allow
you to expand your base if you use them properly. |
CHAIN
LINK BARRIER
Armor: LIGHT
Cost: 75
Seconds to produce: 5
Power Usage:
NONE
Purpose: BASE DEFENSE |
Chain
Link functions in the same way that the sandbags do, but they
pro-vide more defense. Only explosive weapons such as
grenades, missiles, and shells can damage a Chain Link
Barrier. |
The
chain link barrier is probably going to be the object voted
Most Likely Not to Be Missed If It Is Removed From the
Game. Why? If you need something to expand your base,
sand bags are cheaper, and if you need something to defend
your base Concrete is better. Tell me one good reason
why it shouldn't be removed from the game. |
CONCRETE BARRIER
Armor:
MEDIUM
Cost: 100
Seconds to produce:
7
Power Usage:
NONE
Purpose:
BASE DEFENSE |
Concrete
walls are the most effective barrier. They are much harder to
destroy and will take the enemy much longer to blast through.
Only explosive weapons such as grenades, missiles, and shells
can damage Concrete Barriers. |
These
things aren't the best thing to use to expand your base but it
may be a good idea to put around your CY if you fear an
engineer rush. |