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GDI Structures


 Productive
  • Construction Yard
  • Barracks
  • War Factory
  • Helipad
 Defensive
  • Pavement
  • Concrete Walls
  • Automatic Gate
  • Firestorm Walls
  • Component Tower
  • Vulcan Cannon Upgrade
  • Rocket Propelled Grenade Upgrade
  • Surface-to-Air Missile Upgrade
  • Electromagnetic Pulse Cannon
 Other
  • Power Plant
  • Power Turbine
  • Tiberium Refinery
  • Tiberium Silo
  • Radar Installation
  • Service Depot
  • Technology Center
  • Firestorm Generator
  • Upgrade Center
  • Seeker Control
  • Ion Cannon Uplink




Construction_Yard

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Cost: N/A
Area: 9
Power: 0
Armor: Heavy
Weapon: N/A
Prerequisites: N/A
Description: The GDI Construction Yard is the main production facility, and without it, you cannot build any other structures. The C-Yard is built from the Mobile Construction Vehicle (MCV), so should your Construction Yard be destroyed, you can replace it, but only if the technology is available.



Power_Plant

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Cost: 300
Area: 4
Power: +100
Armor: Light
Weapon: N/A
Prerequisites: C-Yard
Description: The Power Plant provides your base with 100 units of power. The output of power will drop when the building is damaged - repair it to regain the precious power this structure produces.



Power_Turbine

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Cost: 100
Area: 1
Power: +50
Armor: Light
Weapon: N/A
Prerequisites: C-Yard, Power Plant
Description: The Power Turbine is used to boost the power generated by the Power Plant. Two turbines can be placed on each Power Plant, each giving you an extra 50 units of power.



Tiberium_Refinery

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Cost: 2000
Area: 12
Power: -30
Armor: Medium-Heavy
Weapon: N/A
Prerequisites: C-Yard, Power Plant
Description: The Tiberium Refinery is your money-making facility. Without it, you won't be able to harvest and convert Tiberium from its raw state to a valuable mineral. Each Refinery comes with one free Harvester, and enables you to build more Harvesters once a War Factory has been built - an essential way to improve your income.



Tiberium_Silo

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Cost: 150
Area: 4
Power: -10
Armor: Light
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Barracks
Description: This structure is used to store excess Tiberium. If destroyed while full of Tiberium, you lose all the credits that he Silo once contained.



Barracks

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Cost: 300
Area: 4
Power: -20
Armor: Light
Weapon: N/A
Prerequisites: C-Yard, Power Plant
Description: The Barracks is the structure that trains all your infantry units for battle. From the basic Light Infantry to the powerful Ghostalker, the Barracks is where you can find them all (although more powerful units require the addition of certain structures before they can be trained).



War_Factory

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Cost: 2000
Area: 12
Power: -30
Armor: Medium-Heavy
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Barracks
Description: The War Factory provides you with the needs to build vehicles. Ranging from small the small Wolverine to the Mammoth Mark II to the Amphibious APC, the War Factory is where you can find them all (although more powerful units require the addition of certain structures before they can be built).



Radar_Installation

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Cost: 1000
Area: 4
Power: -40
Armor: Medium
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Barracks
Description: The Radar Installation gives you the radar screen, an essential in each and every game for making tactical decisions. When your power levels are too low to support your base, the radar screen will go offline.



Service_Depot

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Cost: 1200
Area: 9
Power: -30
Armor: Medium
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Barracks, War Factory, Radar
Description: The Service Depot allows you to repair units that have been damaged in battle. Repairing a vehicle costs much less than building an entirely new one. Units can also be sold while on the Service Depot.



Technology_Center

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Cost: 1500
Area: 6
Power: -200
Armor: Medium
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Barracks, War Factory
Description: The Technology Center allows you to build more advanced units and structures, such as the Firestorm Generator, Mammoth Mark II, and other high tech. things. Once you've built the Technology Center, you can sell it and still have the technology it once provided.



Firestorm_Generator

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Cost: 2000
Area: 6
Power: -200
Armor: Medium
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Barracks, War Factory, Radar, Tech. Center
Description: The Firestorm Generator is your only defense against Nod missiles. It also holds back units and makes a nice barbeque when used properly. Because of its enormous power, it can only be activated for a short period of time, after which it must recharge before another use.



Upgrade_Center

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Cost: 1000
Area: 6
Power: -150
Armor: Medium
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Barracks, War Factory, Radar, Tech. Center
Description: The purpose of the Upgrade Center is to allow you to place two plug-ins that enable special weapons. Be sure to protect this building, since it's one of the most important buildings when fighting in a high-tech war.



Seeker_Control

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Cost: 1000
Area: 1
Power: -50
Armor: Light
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Barracks, War Factory, Radar, Upgrade Center
Description: The Seeker Control allows you to use the Hunter Seeker Droid, which, when released, automatically searches for an enemy target and detonates upon impact. The only downside to this is that you cannot control the Droid.



Ion_Cannon_Uplink

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Cost: 1500
Area: 1
Power: -100
Armor: Light
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Barracks, War Factory, Radar, Upgrade Center
Description: The Ion Cannon is GDI's most powerful weapon, and can be used to destroy enemy structures quick and effective. The Ion Cannon has a long reload time, but its worth the wait.



Helipad

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Cost: 500
Area: 4
Power: -10
Armor: Medium-Light
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Barracks, War Factory, Radar
Description: The Helipad provides you with access to build and reload aerial units. Though it only has a small landing area, unlimited airborne units can be built once it is constructed.



Pavement

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Cost: 75
Area: 16
Power: 0
Armor: N/A
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Barracks
Description: Pavement is used to prevent subterranean units from surfacing, doesn't allow the land to become deformed, and makes units travel faster. Be sure to place a lot of Pavement in and around your base so Nod will not have an advantage.



Concrete_Walls

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Cost: 250
Area: 1
Power: 0
Armor: Medium-Heavy
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Barracks
Description: Concrete Walls provide good protection against infantry, as they cannot destroy them. They are only a temporary problem for most vehicles, as they can either shoot over them or destroy them. Protect your Construction Yard and any other important structures from Engineers by building Concrete Walls around them.



Automatic_Gate

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Cost: 250
Area: 3
Power: 0
Armor: Medium-Heavy
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Barracks
Description: The Automatic Gate provides an entrance to your base when you've surrounded it with Concrete Walls. It automatically opens for friendly units, but stays closed to any enemy units attempting to enter your base.



Firestorm_Walls

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Cost: 250
Area: 1
Power: -2
Armor: Light
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Barracks, War Factory, Radar, Tech. Center, Firestorm Generator
Description: Firestorm Walls can be placed on any clear piece of land. Walls, or even complete floors, can be constructed with this special type of wall.



Component_Tower

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Cost: 200
Area: 1
Power: -10
Armor: Medium
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Barracks
Description: The Component Tower is the GDI's defensive system. It can be outfitted with one of three types of components: The Vulcan Cannon Upgrade, for lightly-armored threats; the RPG Upgrade, for heavily-armored threats; and the SAM Upgrade, for airborne threats.



Vulcan_Cannon_Upgrade

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Cost: 150
Area: 1
Power: -20
Armor: Light
Weapon: Dual Vulcan Cannons
Prerequisites: C-Yard, Power Plant, Barracks, Component Tower
Description: The Vulcan Cannon Upgrade is a ground-defensive upgrade for the Component Tower. It packs a dual Vulcan Machine Gun, which is great for taking out enemy infantry.



Rocket_Propelled_Grenade_Upgrade

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Cost: 600
Area: 1
Power: -20
Armor: Light
Weapon: Rocket Propelled Grenade Launcher
Prerequisites: C-Yard, Power Plant, Barracks, Component Tower
Description: The Rocket Propelled Grenade (RPG) Upgrade is a ground-defensive upgrade for the Component Tower. It packs a Rocket Propelled Grenade Launcher, which is great for taking out enemy vehicles.



SAM_Upgrade

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Cost: 300
Area: 1
Power: -30
Armor: Light
Weapon: Surface-to-Air Missile
Prerequisites: C-Yard, Power Plant, Barracks, Component Tower, Radar
Description: The Surface-to-Air Missile (SAM) Upgrade is a air-defensive upgrade for the Component Tower. It packs a Surface-to-Air Missile Launcher, which is great for taking out enemy aircraft.



Electromagnetic_Pulse_Cannon

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Cost: 1000
Area: 4
Power: -150
Armor: Medium-Light
Weapon: Electromagnetic Pulse
Prerequisites: C-Yard, Power Plant, Refinery, Barracks, War Factory, Radar
Description: The Electromagnetic Pulse (EMP) Cannon is a defensive weapon. When an EM Pulse hits a vehicle, it is unable to function for a short period of time. EM Pulses do not affect infantry and aircraft.