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Allied Structures


 Productive
  • Construction Yard
  • Barracks
  • War Factory
  • Air Force Command
  • Naval Shipyard
 Offensive
  • Chronosphere
  • Weather Control Device
 Defensive
  • Fortress Walls
  • Pillbox
  • Prism Tower
  • Patriot Missile System
  • Gap Generator

 Special Structures
  • Grand Cannon
 Other
  • Power Plant
  • Ore Refinery
  • Service Depot
  • Ore Purifier
  • Battle Lab
  • Spy Satellite Uplink




Construction_Yard

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Cost: N/A
Area: 16 tiles
Power: 0
Weapon: N/A
Armor: Heavy
Prerequisites: MCV
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.



Power_Plant

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Cost: 800
Area: 4 tiles
Power: +200
Weapon: N/A
Armor: Medium-Light
Prerequisites: C-Yard
Description: The Power Plant is the only source of power for the Allied player. Producing 200 units of power, it is a very important structure. If power consumption exceeds power output, everything being built or trained by the player will slow down.



Ore_Refinery

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Cost: 2000
Area: 12 tiles
Power: -50
Weapon: N/A
Armor: Medium
Prerequisites: C-Yard, Power Plant
Description: This structure is needed to sustain any army. Chrono Miners must collect Ore and/or 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.



Barracks

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Cost: 500
Area: 6 tiles
Power: -10
Weapon: N/A
Armor: Medium
Prerequisites: C-Yard, Power Plant
Description: The Barracks are needed in order to train Allied infantry. The units produced by this structure range from the standard GI to the powerful Tanya. But, all infantry cannot be trained just as the structure is placed, as some more powerful units require the addition of structures found higher up in the technology ladder.



War_Factory

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Cost: 2000
Area: 15 tiles
Power: -25
Weapon: N/A
Armor: Medium
Prerequisites: C-Yard, Power Plant, Refinery
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.



Naval_Shipyard

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Cost: 1000
Area: 16 tiles
Power: -25
Weapon: N/A
Armor: Medium-Light
Prerequisites: C-Yard, Power Plant, Refinery
Description: A very real Allied threat comes from the sea, and all water-bound units are produced here, at the Naval Shipyard. If the map in play has water, then the Allies should well take advantage of it - making the Naval Shipyard a very important structure.



Air_Force_Command_Headquarters

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Cost: 1000
Area: 6 tiles
Power: -50
Weapon: N/A
Armor: Medium-Heavy
Prerequisites: C-Yard, Power Plant, Refinery
Description: The Air Force Command HQ acts as both a radar facility and a structure that allows the production of the Allied Harriers. It parks four of these aircraft, reloading and repairing them at the same time for their next sortie. The radar map it provides is an essential for each and every game.



Service_Depot

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Cost: 800
Area: 9 tiles
Power: -25
Weapon: N/A
Armor: Heavy
Prerequisites: C-Yard, Power Plant, Refinery, Air Force Command HQ
Description: Perhaps the most under-rated and under-used structure, the Service Depot repairs damaged vehicles - a process that is much cheaper than constructing entirely new ones. This structure also allows for the production of a MCV - usually the reason for it's construction.



Battle_Lab

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Cost: 2000
Area: 6 tiles
Power: -100
Weapon: N/A
Armor: Light
Prerequisites: C-Yard, Power Plant, Refinery, Air Force Command HQ
Description: This great structure gives you access to the Chronosphere, Weather Control Device, and Gap Generator as well as special units such as Tanya and the Prism Tank - all of which are very important and very useful. It requires a lot of power to run, and is relatively weak. If destroyed, the technology it once provided is lost.



Gap_Generator

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Cost: 1000
Area: 1 tile
Power: -100
Weapon: N/A
Armor: Medium-Light
Prerequisites: C-Yard, Power Plant, Refinery, Air Force Command HQ
Description: Putting one of these deceitful structures in the middle of your base causes a large 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 requires a lot of power to function - if a low power situation arises, the Gap Generator will cease to function until your power supply is restored.



Spy_Satellite_Uplink

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Cost: 1500
Area: 4 tiles
Power: -100
Weapon: N/A
Armor: Medium-Light
Prerequisites: C-Yard, Power Plant, Refinery, Air Force Command HQ, Battle Lab
Description: The Spy Satellite Uplink gives the player the ability to see the whole map. Lifting the shroud off the battlefield, the Spy Satellite Uplink also acts as a backup radar in the event that your Air Force Command HQ is destroyed. If the structure itself is destroyed, the shroud is reset over the entire map.



Ore_Purifier

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Cost: 2500
Area: 9 tiles
Power: -200
Weapon: N/A
Armor: Light
Prerequisites: C-Yard, Power Plant, Refinery, Air Force Command HQ, Battle Lab
Description: Though its price may seem steep and it may use much power, the Ore Purifier is well worth it. When constructed, it increases the worth of the Ore and/or Gems collected by your Chrono Miners by twenty percent. Over time, this structure will pay for not only itself, but also many other things needed inside any functioning base.



Chronosphere

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Cost: 2500
Area: 12 tile
Power: -200
Weapon: N/A
Armor: Light
Prerequisites: C-Yard, Power Plant, Refinery, Air Force Command HQ, Battle Lab
Description: The pinnacle of Allied technology, the Chronosphere allows the movement of any nine units to anywhere on the map instantly. Imagine how the enemy would feel when nine Prism Tanks suddenly appear in thier own base. Infantry cannot be chronoshifted alone, rather, they must be inside an IFV or Transport.



Weather_Control_Device

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Cost: 5000
Area: 9 tiles
Power: -200
Weapon: Weather Storm
Armor: Light
Prerequisites: C-Yard, Power Plant, Refinery, Air Force Command HQ, Battle Lab
Description: After charging for ten minutes (varies depending on game speed), the Allies have access to the Weather Storm, the most powerful weapon they own. Once targeted, a horrendous storm will be unleashed on the enemy. The storm devastates the targeted area, leaving only a few things standing.



Fortress_Walls

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Cost: 100
Area: 1 tile
Power: 0
Weapon: N/A
Armor: Heavy
Prerequisites: C-Yard, Power Plant, Barracks
Description: Fortress Walls are used to prevent the movement of on-coming infantry and vehicles. They must be destroyed before anything can pass through them.



Pillbox

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Cost: 500
Area: 1 tile
Power: 0
Weapon: Vulcan Cannon
Armor: Medium-Light
Prerequisites: C-Yard, Power Plant, Barracks
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.



Prism_Tower

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Cost: 1500
Area: 1 tile
Power: -75
Weapon: High-Powered Light Beam
Armor: Medium
Prerequisites: C-Yard, Power Plant, Refinery, Air Force Command HQ
Description: The Prism Tower is the main defensive structure put to use by the Allied forces. Its powerful beams can kill infantry in a single shot, and severly damage most tanks in just the same amount of time. Making it even more effective is the fact that Prism Towers can link together, causing the end beam to be even more powerful. As such, Prism Towers are definitely a force to be reckoned with.



Patriot_Missile_System

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Cost: 1000
Area: 1 tile
Power: -50
Weapon: Anti-Air Missile
Armor: Medium-Heavy
Prerequisites: C-Yard, Power Plant, Barracks
Description: Patriot Missile Systems are the only stationary defense the Allies have against enemy airborne units. Quite effective, these structures can take a good deal of damage before they are destroyed. Any smart commander will scatter this anti-air countermeasure throughout their base in order to defend against the potential airborne threat the enemy may pose.



Grand_Cannon

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Cost: 2000
Area: 4 tiles
Power: -100
Weapon: Concussion Shell
Armor: Heavy
Prerequisites: C-Yard, Power Plant, Refinery, Air Force Command HQ
Description: Rather then having a special unit, the French possess the Grand Cannon. This mammoth structure fires a concussion shell over long ranges at the enemy, causing great damage in a fairly large radius. The only weakness to be exploited for this structure is its lack of anti-air capabilities, which, if it had, would make the Grand Cannon an even more deadly threat to deal with.