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. |
HAND
OF NOD
Armor: MEDIUM
Cost: 300
Seconds to produce:
20
Power Usage:
20
Purpose:
PRODUCES INFANTRY |
This
creates elite infantry units for the Brotherhood of Nod.
Building multiple barracks will decrease the time necessary to
train a soldier. |
This
is a basic structure. Without it you will find that the shit
is continually beat out of you. |
TURRET
Armor:
HEAVY
Cost:
600
Seconds to produce:
17
Power Usage:
20
Purpose:
BASE
DEFENSE
|
For broad
sweep, short-range protection against heavy assault vehicles.
This is the staple of Nod’s base defense, so be sure to have
several of these around your base entrances. Fire-power wise,
they are the equivalent of a medium tank’s cannon—without
the mobility. |
These
things are NASTY! They work without power and are hell
on tanks. Make sure they are backed up with
anti-infantry units though, as they aren't to great against 'em. |
SAM
SITE
Armor:
HEAVY/LIGHT
Cost:
750
Seconds to produce:
50
Power Usage:
20
Purpose:
DEFENSIVE
ANTI-AIRBORNE UNITS
|
Fires
surface-to-air missiles at airborne GDI units. When the it is
recessed in the ground, it is difficult to harm. However, when
the launcher is exposed, it will damage more easily. Position
these around your base in a triangular layout. This gives you
the best chances of destroying aerial threats before they can
cause serious damage to your base. |
Nice
to have around in the event of a heli-rush. They usually
aren't worth it though: they take a while to build, cost a
lot, and only fire at air units as opposed to the GDI's
Advanced Guard Tower. Unless you know it's an aerial
game, dont get 'em. |
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 |
HELIPAD
Armor:
MEDIUM
Cost:
1500
Seconds to produce:
100
Power Usage:
10
Purpose:
HELICOPTER LANDING |
Building
the Helipad allows the use of the Apache attack aircraft. The
Helipad is also the rearming station for the Apache. If the
Helipad is lost, the Apache will not be able to reload. Any
Apache can use any Helipad on your side. |
Used
for the Heli-Rush strategy, it doesn't do much of anything
else. |
AIRFIELD
Armor:
HEAVY
Cost:
2000
Seconds to produce:
133
Power Usage:
30
Purpose:
WEAPONS RECEIVING AREA |
Nod
buys all its units. The Airfield allows cargo planes to land
and deliver equipment. It is functionally equivalent to the
GDI Weapons Factory. However, you do not instantly get the
unit when it is complete—it must be flown in, so plan
accordingly. Building multiple Airfields will increase the
ordering speed, and will enable you to have two units
delivered at a time. |
This
is the meat and potatoes of your base. Without it you
are uh.....how shall I put this nicely? I think screwed
will do nicely here. Yeah......that's it. Without
it you're screwed. |
OBELISK
OF LIGHT
Armor:
MEDIUM
Cost:
1500
Seconds to produce:
100
Power Usage: 150
Purpose:
LASER-EQUIPPED BASE DEFENSE |
This
high-power laser effectively destroys troops and armament at
long range. It is the most powerful on-board weapon in the
game. Its slow recharge time means that it cannot be the only
weapon defending your base, however. Make sure you have excess
power before building these, because damage to your power
plants will keep the obelisks off-line. |
The
most powerful weapon of Nod when you don't have your nuke
ready. Though it is stationary defense structure, it is definitely
not something you want to play around with: It is
expensive, takes a ton of power, and can be easily disable if
a commando knocks out your power. |
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. |
TEMPLE
OF NOD
Armor:
HEAVY
Cost:
3000
Seconds to produce:
200
Power Usage:
150
Purpose:
NUCLEAR MISSLE
|
Houses
the central computer core that is the hub of all Nod
communications and center of Nod command. It is heavily
armored. This structure also gives Nod players the ability to
fire nuclear missiles. |
The
mother of all structures. It can't be taken by engineer,
but watch out for the commandos, they can still blow sky high. |
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:
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. |