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Allied Structures


 Productive
  • Construction Yard
  • Barracks
  • War Factory
  • Naval Yard
  • Helipad
 Defensive
  • Walls
  • Pillbox
  • Camouflaged Pillbox
  • Turret
  • AA Gun
  • Gap Generator
 Other
  • Fake Structures
  • Power Plant
  • Advanced Power Plant
  • Ore Refinery
  • Ore Silo
  • Radar Dome
  • Service Depot
  • Technology Center
  • Chronosphere
  • Missile Silo




Construction_Yard

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Cost: 5000
Armor: Heavy
Power: 0
Weapon: N/A
Sight Range: 5
Production Time: N/A
Description: The Construction Yard appears when the player deploys a MCV. When built, it allows creation of additional structures. It is the fundamental part of a base, and if destroyed early on in the game - before a second one has been made - it can turn the tide of a war in a matter of seconds. Without this structure, only units can be built (only if a War Factory, Barracks, etc. is present, along with enough funds). If the player does not already have the ability to build another MCV, their cause is all but lost.



Fake_Structures

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Cost: 40
Armor: Light
Power: 0
Weapon: N/A
Sight Range: 0
Production Time: 5 sec.
Description: Fake Structures are rarely used because they can rarely fool the enemy enough. One quick shot from a tank and they are almost destroyed. They may look to the enemy like the real thing, but having a few extra buildings around your base will not usually scare the opposition enough to be worthwhile. Some people like them and can use them effectively, but only in the latter stages of a long game.



Power_Plant

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Cost: 300
Armor: Light
Power: +100
Weapon: N/A
Sight Range: 4
Production Time: 15 sec.
Description: Only one Power Plant is usually built at the beginning of a game, as the Advanced Power Plant gives you more for your money. The only other time you may see this structure is when there isn't enough room for an Advanced Power Plant, being as it is slightly larger than the normal one. It gives out enough power to support an Ore Refinery, Barracks, and War Factory. If power consumption exceeds power output, everything being bulit or trained by the player will slow down and your structures will get slightly damaged.



Advanced_Power_Plant

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Cost: 700
Armor: Light
Power: +200
Weapon: N/A
Sight Range: 4
Production Time: 35 sec.
Description: The Advanced Power Plant gives out twice as much power as the normal Power Plant, is slightly stronger than it, and takes up about one-and-a-half times more space in your base. More advanced structures to be built later on consume an entire APP's output. They are quite weak, so you should try to always have a power surplus in case of a loss of any type of Power Plant.



Ore_Refinery

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Cost: 2000
Armor: Light
Power: -30
Weapon: N/A
Sight Range: 6
Production Time: 100 sec.
Description: This structure is needed to sustain any army. Ore Trucks must collect Ore and Gems and return them to the Refinery in order to bring in the funds needed to expand your empire. You should have several of these structures in your base whenever possible.



Ore_Silo

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Cost: 150
Armor: Light
Power: -10
Weapon: N/A
Sight Range: 4
Production Time: 8 sec.
Description: Ore Refineries can only store 2,000 credits worth of Ore and/or Gems. To prevent the loss of income, have a Silo or two around to store up to another 1,500 credits each.



Barracks

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Cost: 300
Armor: Light
Power: -20
Weapon: N/A
Sight Range: 5
Production Time: 15 sec.
Description: The Barracks are needed in order to train Allied infantry. They are useful to be built initially, but infantry rarely play a major role in the midst of a battle. The exception to this theory is the Rocket Soldier, who makes an effective anti-aircraft defense that won't suffer from the inevitable loss of power. Tanya is another useful infantry, who can only be trained after a Technology Center is owned by the player.



War_Factory

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Cost: 2000
Armor: Light
Power: -30
Weapon: N/A
Sight Range: 4
Production Time: 60 sec.
Description: The mainstay of any army, this vital structure allows the production of vehicles. Initially, only very basic units are allowed to be built, but more complex and powerful units become available as you progress through the technology tree. The more War Factories you own, the faster your production of vehicles is.



Naval_Yard

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Cost: 650
Armor: Light
Power: -30
Weapon: N/A
Sight Range: 4
Production Time: 35 sec.
Description: The real Allied threat comes from the sea, and all water-bound units are produced here. The Gunboat, Destroyer, and, the mightiest naval unit, the Cruiser, are all created here. If the map in play has water, then the Allies have a big advantage - making the Naval Yard a very important structure.



Radar_Dome

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Cost: 1000
Armor: Light
Power: -40
Weapon: N/A
Sight Range: 10
Production Time: 50 sec.
Description: Necessary to allow production of some structures and units, the Radar Dome also gives a small map of the battlefield with the distinction of all friendly and enemy troops, except aircraft. This is a very useful tool that will aide you in your tactical decisions.



Service_Depot

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Cost: 1200
Armor: Light
Power: -30
Weapon: N/A
Sight Range: 5
Production Time: 60 sec.
Description: Perhaps the most under-rated and under-used structure, the Service Depot repairs damaged vehicles and aircraft - a process that is much cheaper than constructing new ones. This structure also allows for the production of a MCV - usually the reason for it's construction.



Technology_Center

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Cost: 1500
Armor: Light
Power: -200
Weapon: N/A
Sight Range: 10
Production Time: 75 sec.
Description: Not only does this great structure give you a free Global Positioning Satellite (GPS), which uncovers the entire map, but also allows access to the Allied Chronosphere, Missile Silo, and Gap Generator as well as special units such as Tanya and the dreaded Cruiser - all of which are very important and very useful. It requires a lot of power to run, and is relatively weak. If destroyed, your GPS is lost - resetting the shroud over the entire map.



Gap_Generator

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Cost: 500
Armor: Light
Power: -60
Weapon: N/A
Sight Range: 10
Production Time: 25 sec.
Description: Putting one of these deceitful structures in the middle of your base causes a ten square diameter circle of blackness to enshroud the enemy radar and playing area. This is very useful for covering up sneaky moves you will make in the future. Beware, the shroud can be uncovered by Spy Planes (but will regenerate after a few short seconds), and they require a lot of power to function.



Chronosphere

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Cost: 2800
Armor: Light
Power: -200
Weapon: N/A
Sight Range: 10
Production Time: 140 sec.
Description: The pinnacle of Allied technology, the Chronosphere allows the movement of any unit to anywhere on the map instantly. It can be very useful to chronoshift a Cruiser to the enemy base if it is near water. After three minutes, the unit is returned to it's original position. Infantry cannot be chronoshifted at all, even if they are inside an APC or Transport. Beware; there are side effects to using this time travel technology - although most aren't very noticeable.



Missile_Silo

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Cost: 2500
Armor: Heavy
Power: -100
Weapon: Atomic Bomb
Sight Range: 5
Production Time: 125 sec.
Description: From this structure, a deadly Atomic Bomb can be launched at the enemy. Unfortunately, the time is takes to charge and the relative weakness of the A-bomb itself means it is often better to build a few tanks with the money instead. Still, it does give the enemy a fright when a few buildings are heavily damaged with no loss to your own forces.



Helipad

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Cost: 1500
Armor: Light
Power: -10
Weapon: N/A
Sight Range: 5
Production Time: 75 sec.
Description: When built, Helipads come with a pre-packaged Longbow Apache. Though helicopters can land anywhere on the map, the only way to reload them after an attack is by having them sit atop this structure.



Walls

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Cost: Varies
Armor: N/A
Power: 0
Weapon: N/A
Sight Range: 0
Production Time: Varies
Description: Walls are used to prevent the movement of on-coming infantry and vehicles. Sandbags (25 credits; 2 sec. to construct) are useful at stopping infantry, but can be run over by most tracked vehicles. Concrete Walls (100 credits; 5 sec. to construct) must be destroyed before anything can pass through them.



Pillbox

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Cost: 400
Armor: Light
Power: -10
Weapon: Vulcan Cannon
Sight Range: 5
Production Time: 20 sec.
Description: A simple defensive structure, the Pillbox is best at fighting off infantry. A few can stop a small group of tanks quite easily. Unfortunately, their range is quite short, but they are cheap.



Camouflaged_Pillbox

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Cost: 600
Armor: Light
Power: -10
Weapon: Vulcan Cannon
Sight Range: 5
Production Time: 30 sec.
Description: The Camouflaged Pillbox is rarely used by anyone other than the computer. Its price is higher than the normal Pillbox, but it performs the same functions, other than the fact that it blends into the surrounding terrain. It is more cost-efficient to just construct the regular Pillbox.



Turret

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Cost: 600
Armor: Heavy
Power: -40
Weapon: 105mm Cannon
Sight Range: 6
Production Time: 30 sec.
Description: This anti-tank defensive structure packs a heavy punch if it hits, but if the attacking tanks are fast and keep moving, then often the Turret will end up as rubble before it has done any real damage. However, it is very useful for blocking up entrances to your base.



AA_Gun

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Cost: 600
Armor: Heavy
Power: -40
Weapon: Dual ZSU-23 AA Guns
Sight Range: 6
Production Time: 30 sec.
Description: The AA Gun is very good at destroying enemy planes when placed in groups of at least two. If the enemy has any aircraft, put a few of these around any important structures. They serve as a very good deterrent, even if they can be penetrated relatively easily.