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New Structures


 Productive
  • Construction Yard
  • Barracks
  • Cloning Vats
  • War Factory
  • Submarine Pen
  • Control Center
  • Industrial Plant
 Offensive
  • Genetic Mutator
  • Psychic Dominator
 Defensive
  • Citadel Walls
  • Tank Bunker
  • Gattling Cannon
  • Psychic Tower
  • Battle Bunker
  • Force Shield

 Other
  • Bio Reactor
  • Slave Miner
  • Psychic Radar
  • Battle Lab
  • Grinder




Construction_Yard

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Cost: 3000
Area: 4x4
Power: 0
Weapon: N/A
Armor: Concrete
Owner: Yuri
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.



Bio_Reactor

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Cost: 600
Area: 2x2
Power: +150
Weapon: N/A
Armor: Light
Owner: Yuri
Prerequisites: Yuri Construction Yard
Description: Alone, the Bio Reactor produces just a few units of power. It becomes really useful when you "feed" it captured enemies; each infantry contained inside the Reactor giving it an extra twenty units of power. While this seems like the ultimate luxury, you may want to note that the units placed in the Bio Reactor do not actually die - for if the Bio Reactor is destroyed, the enemy units once contained in it will again become the property of their original owners - a few GIs, or even Navy SEALs, could spell disaster if you are low on defensive measures and they happen to pop out.



Slave_Miner

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Cost: 1500
Area: 2x2
Power: 0
Weapon: 20mm Rapid
Armor: Medium
Owner: Yuri
Prerequisites: Yuri Construction Yard, Bio Reactor
Description: As with the two other sides in the game, Yuri needs Ore and/or Gems to provide for his war effort, also. The way he obtains these minerals is through the Slave Miner; basically a mobile version of the Allied and Soviet Refineries. Once parked near an Ore and/or Gem patch, it will release five mind-controlled slaves who will start shoveling the minerals into the Miner. If a slave is killed, one will automatically be regenerated by the Slave Miner. If the Slave Miner is destroyed, the slaves will give a quick cheer before siding with their freer, using their shovels as weapons.



Barracks

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Cost: 500
Area: 2x2
Power: -10
Weapon: N/A
Armor: Steel
Owner: Yuri
Prerequisites: Yuri Construction Yard, Bio Reactor
Description: The Barracks are needed in order to train Yuri's infantry. The units produced by this structure range from the standard Initiate to the powerful Yuri Prime. 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.



Cloning_Vats

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Cost: 2500
Area: 2x2
Power: -200
Weapon: N/A
Armor: Wood
Owner: Yuri
Prerequisites: Yuri Construction Yard, Yuri Battle Lab
Description: A very useful structure, the Cloning Vats duplicate any produced infantry unit. When you have the ability to build this structure, do it ASAP. You definitely don't want to miss out on this opportunity to gain a free infantry unit every time you buy one.



War_Factory

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Cost: 2000
Area: 5x3
Power: -25
Weapon: N/A
Armor: Wood
Owner: Yuri
Prerequisites: Yuri Construction Yard, Bio Reactor, Slave Miner
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.



Submarine_Pen

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Cost: 1000
Area: 4x4
Power: -25
Weapon: N/A
Armor: Concrete
Owner: Yuri
Prerequisites:
Description: A very real Yuri threat comes from the sea, and his only water-bound unit, the Boomer, is produced here at the Sub Pen. If the map in play has water, then Yuri should well take advantage of it - making the Sub Pen a very important structure.



Psychic_Radar

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Cost: 1000
Area: 2x2
Power: -50
Weapon: N/A
Armor: Wood
Owner: Yuri
Prerequisites: Yuri Construction Yard, Slave Miner
Description: When Yuri left the Soviet forces, he took his technology with him. Included was the Psychic Sensor, which now serves as a radar for him. It still serves as a sensor to detect incoming infantry, units and even spies.



Battle_Lab

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Cost: 2000
Area: 3x2
Power: -100
Weapon: N/A
Armor: Wood
Owner: Yuri
Prerequisites: Yuri Construction Yard, Psychic Radar, Yuri Weapon Factory
Description: This great structure gives you access to powerful units and structures - 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.



Grinder

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Cost: 600
Area: 3x3
Power: -50
Weapon: N/A
Armor: Wood
Owner: Yuri
Prerequisites: Yuri Construction Yard, Yuri War Factory
Description: Any unit that the player can capture with Yuri's psychic technology has the potential to be sent to the Grinder. This messy structure will "disassemble" the given unit in return for cash. Awarding the aggressive player, only units not useful in the battlefield should be sent here, unless you are running low on funds.



Genetic_Mutator

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Cost: 2500
Area: 3x3
Power: -200
Weapon: N/A
Armor: Concrete
Owner: Yuri
Prerequisites: Yuri Construction Yard, Yuri Battle Lab
Description: The Genetic Mutator is the equivalent of the Allied Chronosphere and the Soviet Iron Curtain. Once charged, you can use this weapon to change any infantry units in the targeted area into Brutes by instantly restructuring their DNA. This is especially useful when considering the effectiveness of the unit, who can tear through structures, flip tanks, and smash infantry. All non-human infantry inside the targeted area, such as Attack Dogs, will die an excruciatingly painful death.



Psychic_Dominator

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Cost: 5000
Area: 3x3
Power: -200
Weapon: N/A
Armor: Concrete
Owner: Yuri
Prerequisites: Yuri Construction Yard, Yuri Battle Lab
Description: The Psychic Dominator is the equivalent of the Allied Weather Control Device and the Soviet Nuclear Missile Silo. Once charged, you can use this weapon to convert all enemy units within the targeted area to Yuri's side. After conversion, laugh as the enemy sees their once loyal sodiers turn against their previous owner. The only unaffected units are friendly units, psychic-immune units, or units in a garrisoned structure or tank bunker. They'd do well to run for cover just before Yuri unleashes his madness.



Citadel_Walls

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Cost: 100
Area: 1x1
Power: 0
Weapon: N/A
Armor: Concrete
Owner: Yuri
Prerequisites: Yuri 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.



Tank_Bunker

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Cost: 400
Area: 2x2
Power: 0
Weapon: Bunkered Tank
Armor: Steel
Owner: Yuri
Prerequisites: Yuri Construction Yard
Description: The Tank Bunker provides protection for one vehicle. The structure increases the armor of the vehicle, providing a cheap, preliminary defense against early attacks.



Gattling_Cannon

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Cost: 1000
Area: 1x1
Power: -50
Weapon: Gattling Cannon
Armor: Steel
Owner: Yuri
Prerequisites: Yuri Construction Yard, Yuri Barracks
Description: The Gattling Cannon is Yuri's anti-air and anti-infantry defensive structure. While effective alone, it becomes even more powerful the longer the Cannon's barrels are spinning. If allowed to spin long enough, the Gattling Cannon may even be effective against some vehicles.



Psychic_Tower

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Cost: 1500
Area: 1x1
Power: -100
Weapon: Multiple Mind Control
Armor: Steel
Owner: Yuri
Prerequisites: Yuri Construction Yard, Yuri Pshycic Radar
Description: To provide for anti-tank defenses, Yuri puts his mind-controlling abilities to use once again. The first few units that come within the Psychic Tower's range will automatically become part of Yuri's army. Especially useful for detecting Allied Spies, this unique defensive structure will prove useful for trading in units for cash at the Grinder or using infantry for power in the Bio Reactor.




Control_Center

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Cost: 600
Area: 2x2
Power: -100
Weapon: N/A
Armor: Wood
Owner: Allies
Prerequisites: Allied Construction Yard, Allied War Factory
Description: The Control Center is needed in order to build Robot Tanks. Up to four tanks can be controlled by this structure. If destroyed, any displaced Robot Tanks will go with it. It is not yet sure as to if this structure will repair and/or reload the Robot Tanks.




Battle_Bunker

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Cost: 500
Area: 2x2
Power: 0
Weapon: N/A
Armor: Steel
Owner: Soviets
Prerequisites: Soviet Construction Yard
Description: The Battle Bunker provides protection for up to five Conscripts, similar to the fashion of garrisoning a building. The structure provides a solid defense against any enemy ground forces.




Industrial_Plant

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Cost: 2500
Area: 3x3
Power: -200
Weapon: N/A
Armor: Wood
Owner: Soviets
Prerequisites: Soviet Construction Yard, Soviet Refinery, Soviet Battle Lab
Description: The Industrial Plant is the equivalent of the Allied Ore Purifier and gives the Soviet commander 25% off of cost and build time for any unit produced out of the War Factory, it has a build limit of one.




Force_Shield

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Cost: N/A
Area: N/A
Power: N/A
Weapon: N/A
Armor: N/A
Owner: Allies, Soviets, & Yuri
Prerequisites: Battle Lab
Description: The Force Shield is a unique tool used to protect important structures from being destroyed. When activated, structures within a specified radius become invincible for a short period of time. The most obvious use of this defensive measure is against superweapons. It is unwise to use the Force Shield when being attacked, however, because the enormous drain on energy that it uses causes your base to go without power for 70 seconds.