
|
Name:
Construction Yard |
Cost:
unknown |
| Power:
0 |
Armor:
Heavy |
| Prerequisites:
MCV |
Side:
Nod Gdi |
| Description:
The construction yard is the starting point of your base - it allows you
to construct buildings. It can be re-deployed into a Mobile Construction
Vehicle, so you can move your base to another location. If the construction
yard is destroyed, you will not be able to build any new buildings unless
you build a Mobile Construction Vehicle to create another construction
yard. |

|
Name:
Tiberium Refinery |
Cost:
unknown |
| Power:
unknown |
Armor:
Medium |
| Prerequisites:
Cyard |
Side:
Nod Gdi |
| Description:
The refinery is where all the tiberium that's gathered by the harvesters
is dumped for processing. You get credits for all the tiberium your harvesters
deposit in these buildings. |
|
Name:
Nod Radar |
Cost:
unknown |
| Power:
unknown |
Armor:
Medium |
| Prerequisites:
Cyard |
Side:
Nod |
| Description:
The Radar allows you to see a minimap view of the whole battlefield. You
lose radar view with low power, and if your radar builing gets destroyed.
This building is quite important if you want to know what the enemy is
up to and where new tiberium deposits appear. |
|
Name:
GDI Comm Center |
Cost:
unknown |
| Power:
unknown |
Armor:
Medium |
| Prerequisites:
Cyard |
Side:
Gdi |
| Description:
The Comm Center allows you to see a minimap view of the whole battlefield.
You lose radar view with low power, and if your radar builing gets destroyed.
This building is quite important if you want to know what the enemy is
up to and where new tiberium deposits appear. It can be upgraded with several
different options: the Threat Assessment Targeter, a unit that picks the
biggest threat within range and directs all of your automatic defensive
fire in that direction; the Ion Control Center, which gives you the ability
to fire Ion Cannon shots at enemy positions; and The Hunter Seeker Control
Center, which enables the use of hunter-seekers (a unit that attaches to
an enemy unit and allows you to see what that unit sees). |
|
Name:
Nod Factory |
Cost:
unknown |
| Power:
unknown |
Armor:
Medium |
| Prerequisites:
Cyard |
Side:
Nod |
| Description:
The Vehicle factory produces all the vehicles in the game. |
|
Name:
GDI War Factory |
Cost:
unknown |
| Power:
unknown |
Armor:
Medium |
| Prerequisites:
Cyard |
Side:
Gdi |
| Description:
The Vehicle factory produces all the vehicles in the game. |
|
Name:
Hand of NOD |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Nod |
| Description:
The Hand of NOD is what produces all the infantry in the game. |
|
Name:
GDI Barracks |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Gdi |
| Description:
The barracks is what produces all the infantry in the game. |
|
Name:
Nod Power Plant |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Nod |
| Description:
Supplies power to the Nod structures. Most structures require power to
operate correctly, and will cease to function or slow down their operations
if there is not enough power. Fortunately power can be turned off to certain
buildings. |
|
Name:
GDI Power Plant |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Gdi |
| Description:
Supplies power to the Gdi structures. Supplies power to the Nod structures.
Most structures require power to operate correctly, and will cease to function
or slow down their operations if there is not enough power. Fortunately
power can be turned off to certain buildings. |
|
Name:
Stealth Generator |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Nod |
| Description:
This structure makes any of your buildings and units within a radius of
the structure invisible to the enemy. It is subject to ion storms and the
deployable sensor array. |
|
Name:
Firestorm Defense System |
Cost:
unknown |
| Power:
unknown |
Armor:
Medium |
| Prerequisites:
Cyard |
Side:
Gdi |
| Description:
The ultimate defensive structure, the Fire Storm is a huge force field
that transfers any damage it takes directly to the generator attached to
it. Although they can be overloaded (and dug under), this system is very,
very good at keeping out unwanted guests. |
|
Name:
Tiberium Silos |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Nod |
| Description:
These things are just storage bins to keep unspent tiberium in, if they
get destroyed you can lose some money. |
|
Name:
Helicopter Pads |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Gdi |
| Description:
Where the orcas take off and land, and where they reload their rockets. |
|
Name:
Obelisk |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Nod |
| Description:
The obelisk is the strongest base defense structure. It takes out infantry
in one shot each, vehicles in 2 or 3 shots. It takes up a large amount
of power. |
|
Name:
Laser Turret |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Nod |
| Description:
The laser turret is similar to the obelisk technology, but different in
use and weaker. Since Obelisks fire at ground targets, the laser turret
should have the ability to shoot down air targets. |
|
Name:
Missile Silo |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Nod |
| Description:
This building can be armed with several different types of missiles, based
on what the player wants. Two examples currently available are the Cluster
Missile, which when fired breaks apart into ten smaller missiles,
littering a wide area with explosive goodness; and the Bio-Missile, which
releases a compound that encourages harmful biological growth in your enemy's
base - a great way to keep your enemy occupied without actually having
to be there. |
|
Name:
Watch Tower |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Gdi |
| Description:
GDI Guard Towers extend your range of vision and can be equipped with a
variety of different hard points to shoot down whatever menace you suspect
might be attacking. Some options available are the Vulcan Cannon (most
effective against infantry), the RPGL (Rocket Propelled Grenade Launcher,
great against tanks and larger ground enemies), and SAMLs (Surface to Air
Missile Launchers, designed to drop any attacking aircraft). |
|
Name:
Guard Tower |
Cost:
unknown |
| Power:
unknown |
Armor:
Medium |
| Prerequisites:
Cyard |
Side:
Nod Gdi |
| Description:
The guard tower has a spotlight that searches in front of the base for
enemy units. When it finds one, it locks on and the turrets start firing
at the enemy unit. |
|
Name:
Light Pole |
Cost:
unknown |
| Power:
low |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Nod Gdi |
| Description:
The light pole is used to light up your base at night. If your power goes
out at night, you will lose your lights and your ability to see enemy units.
You have to keep them up if you don't want unwelcome night visitors. |
|
Name:
Wall |
Cost:
unknown |
| Power:
0 |
Armor:
Medium |
| Prerequisites:
Cyard |
Side:
Nod Gdi |
| Description:
Walls prevent the enemy from just walking into your base. No units can
shoot over walls but mechs. They are useful for keeping out enemy intruders. |
|
Name:
Nod Laser Fence |
Cost:
unknown |
| Power:
unknown |
Armor:
Medium |
| Prerequisites:
Cyard |
Side:
Nod |
| Description:
The Nod Laser fence is stronger that a wall, making it better for keeping
enemy out of your base. |
|
Name:
Nod Gate |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
Cyard |
Side:
Nod |
| Description:
Only lets Nod units to enter and exit the base. It appears to always be
built over roads. |
|
Name:
Gdi Gate |
Cost:
unknown |
| Power:
unknown |
Armor:
Medium |
| Prerequisites:
Cyard |
Side:
Gdi |
| Description:
Only lets GDI units to enter and exit the base. It appears to always be
built over roads. |
|
Name:
Construction hut |
Cost:
unknown |
| Power:
unknown |
Armor:
Light |
| Prerequisites:
none |
Side:
Neutral |
| Description:
If a bridge gets destroyed, send some engineers out to the construction
hut to repair the bridge. |
|
Name:
Civilian Building |
Cost:
Nothing(Can't Build) |
| Power:
None |
Armor:
Unknown |
| Prerequisites:
none |
Side:
Civilian |
| Description:
These are just some Civilian Buildings in TS. |