Construction Yard: yes, another one of these things.
Bio-Reactor: you can put infantry into this structure, and in turn, they give you more power. If you have four of these, all
filled with infantry, they equal the nuclear reactor.
Barracks: allows you to train Yuri's infantry.
War Factory: allows you to build Yuri's vehicles.
Submarine pen: allows you to make Boomer subs and Hover Transports.
Psychic Radar: remember the Psychic sensor? This is exactly the same only much cheaper.
Battle lab: this is where Yuri gets his deadliest technology.
I also suggest that you defend this well, as Battle labs are Always a prime target in any battle
Grinder: NEVER accuse Yuri of not recycling! This structure is useful when your economy is low, and you have a lot of useless
units laying around. You tell the unit to go inside the grinder, and it is ground-up and the bits that are left are converted
into cash.
Cloning vats: see Soviet structures under "Cloning vats"
************************defenses
Tank Bunker: sort of like the Soviet Battle Bunker, except this one is for tanks
Walls: see Allied structures under "Walls"
Gattling cannon: this is used for all-purpose attacking, AA defenses and anti-infantry and anti-tank defenses.
Psychic Tower: this is mind-controls anything that gets near it. it can only mind-control 3 units. A good countermeasure is
to use artillery units to destroy the tower, or to neutralize the enemies' power supply.
Genetic Mutator: this machine creates brutes, by mutating the genetics of any infantry in the blast zone. This is very effective
for taking out large amounts of infantry that are destroying your units before they can reach the enemies base.
Psychic Dominator: this is the oddest superweapon in the game. it destroys buildings, and mind-controls units. it can even
be used to protect your units from being mind-controlled
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