Construction Yard: this is the core of your base. Without at least one of these, you can't build any structure, defensive
or otherwise.
Power plant: without this, your base has no power. Now, if your power starts to run low, you need to build more of these.
unlike the Soviets and Yuri who can have massive amounts of power just from a few power plants, these are the allied forces
only power plant and it only gives you about 200 units of power.
Ore Refinery: the heart of your economy. This comes with a free Chrono Miner, and it where is all Chrono miners return to
base to dump off there load.
Barracks: this is the first unit production facility you make (most of the time). it allows you to train infantry.
War Factory: this allows you to build the main part of any C&C game, TANKS!
Air force Command HQ: this has your Radar and it allows you to make up to 4 aircraft. To make more planes, build more of this
structure.
Naval Yard: quite possibly the most valuable building in the game, the navel yard allows you to make ships that can be used
for a number of purposes, Area air defenses, ship-to-shore bombardment ships, anti-submarine warfare ships, or even scouting
ships.
Service Depot: in war, everything gets hurt. use this structure to restore your tanks to proper fighting condition, or remove
terror drones that have infested your vehicles.
Allied Battle Lab: this gives you access to the most powerful technologies and units in the game.
Ore Purifier: by the time you have this structure up and running, the resources on most maps might reach critical. Build this
structure to enhance the income form ore and gems.
Robot Control Center (Yuri's Revenge only): this will allows you to build and control Robot tanks at the War Factory. The
tanks are immune to mind-control and they can hover. They are used as a fast-attack anti-armor raider.
****************************defenses
Walls: they are what there name suggests, WALLS! what more can be said?
Pillbox: this is the basic anti-infantry defense for the allies. It can also be used against tanks, provided they aren't heavy
tanks.
Patriot Missile: this is used for anti-aircraft proposes only. (In Generals, they must have fixed that bug; those could shoot
at land based targets as well)
Prism Tower: this thing is the anti-tank defense of the allies. It uses a beam of heat and light, not to dissimilar from a
magnifying glass. When they are placed close to each other, the damage from the second tower will be doubled, this can be
used for any number of towers, just be sure to place them close to each other.
Gap Generator: ever wanted to keep your base hidden from enemy eyes? Want to make them annoyed as to why there is a big black
blob on the radar when just a second ago there were oil derricks owned by you? Build a Gap Generator and they will become
lost and confused, while you quietly build up your forces.
Spy Satellite Uplink: this allows the map to be entirely revealed instantly! Very useful when combined with the gap Generator.
you can see them, but they can't see you!
France Grand Cannon: this is used for long-range base defense. It launches very powerful shells a long way and if placed correctly,
bombarded enemy bases. One of the best base defenses in the game.
Chronosphere: the very device that started the alternate time-line. This is used to transport matter through time and space.
this can only transport vehicles, but it can be used for some amusing things as well, such as, chronoing subs/ships onto land
/other units, chronoing tanks on top of other tanks, chronoing tanks on to ships, chronoing tanks into other enemies bases
just to name a few.
Weather Control Device: ever since the dawn of man, humans have felt a sort of awe and terror when a thunderstorm was overhead.
Now, you can install that feeling into the hearts of your enemies! When it is ready, you can call down a thunderstorm that
will have "Shocking" damage results. Though not as powerful as the Soviet nuke in some ways this weapon will still
be the best in the allied forces.
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