Aircraft
 
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. 
 
 
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