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Nod Structures


 Productive
  • Construction Yard
  • Hand of Nod
  • War Factory
  • Helipad
 Defensive
  • Pavement
  • Walls
  • Laser Fences
  • Automatic Gate
  • Laser Turret
  • Obelisk of Light
  • Surface-to-Air Missile Site
  • Electromagnetic Pulse Cannon
 Other
  • Power Plant
  • Advanced Power Plant
  • Tiberium Refinery
  • Tiberium Silo
  • Radar
  • Technology Center
  • Stealth Generator
  • Temple of Nod
  • Missile Silo
  • Tiberium Waste Facility




Construction_Yard

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Cost: N/A
Area: 9
Power: 0
Armor: Heavy
Weapon: N/A
Prerequisites: N/A
Description: The Nod 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.



Advanced_Power_Plant

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Cost: 500
Area: 6
Power: +200
Armor: Medium
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Hand of Nod, War Factory
Description: The Advanced Power Plant provides your base with 200 power units. It takes up more space than a normal Power Plant, but is well worth being built. The output of power will drop when the building is damaged - repair it to regain those lost power units.



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, Hand of Nod
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.



Hand_of_Nod

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Cost: 300
Area: 6
Power: -20
Armor: Light
Weapon: N/A
Prerequisites: C-Yard, Power Plant
Description: The Hand of Nod is the structure that trains all your infantry units for battle. From the basic Light Infantry to the powerful Cyborg Commando, the Hand of Nod 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, Hand of Nod
Description: The War Factory provides you with the needs to build vehicles. Ranging from small the small Attack Buggies to the powerful Artillery to the Subterranean 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

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Cost: 1000
Area: 4
Power: -40
Armor: Medium
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Hand of Nod
Description: The Radar 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.



Technology_Center

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Cost: 1500
Area: 4
Power: -100
Armor: Medium
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Hand of Nod, Radar
Description: The Technology Center allows you to build more advanced units and structures, such as the Missile Silo, Cyborg Commando, and other high tech. things. Once you've built the Technology Center, you can sell it and still have the technology it once provided.



Stealth_Generator

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Cost: 2500
Area: 6
Power: -350
Armor: Medium-Light
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Hand of Nod, Radar, Tech. Center
Description: The Stealth Generator cloaks an area of your base, making it impossible for the enemy to see it.



Temple_of_Nod

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Cost: 2000
Area: 12
Power: -200
Armor: Medium-Heavy
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Hand of Nod, Radar, Tech. Center
Description: The Temple of Nod enables you to use the Hunter Seeker Droid and construct the Missile Silo.



Missile_Silo

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Cost: 1300
Area: 4
Power: -50
Armor: Medium
Weapon: Long-Range Ballistic Missile
Prerequisites: C-Yard, Power Plant, Refinery, Hand of Nod, Radar, Tech. Center
Description: The Missile Silo allows you to construct and fire the Multi-Cluster Missile. When a Tiberium Waste Facility has been built, the Chemical Missile is also allowed to be fired.



Tiberium_Waste_Facility

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Cost: 1600
Area: 9
Power: -40
Armor: Medium
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Hand of Nod, Radar, Tech. Center, Missile Silo
Description: The Tiberium Waste Facility is the place where Weed Eaters unload their cargo, which is then used to construct the Chemical Missile.



Helipad

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Cost: 500
Area: 4
Power: -10
Armor: Medium-Light
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Refinery, Hand of Nod, 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, Hand of Nod
Description: Pavement doesn't allow the land to become deformed and makes your units travel faster. Be sure to place a lot of it in and around your base to take advantage of the cheap-yet-effective Pavement.



Walls

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Cost: 250
Area: 1
Power: 0
Armor: Medium-Heavy
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Hand of Nod
Description: 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 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, Hand of Nod
Description: The Automatic Gate provides an entrance to your base when you've surrounded it with Walls. It automatically opens for friendly units, but stays closed to any enemy units attempting to enter your base.



Laser_Fences

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Cost: 200
Area: 1
Power: -25
Armor: Medium
Weapon: N/A
Prerequisites: C-Yard, Power Plant, Advanced Power Plant, Refinery, Hand of Nod, Radar
Description: Laser Fences consist of high-powered lasers found in between two posts of the fence. These lasers do not allow anything to pass through. The downside is that when you have low power, the fences go offline, allowing anything to pass through them. Additionally, if one post of the fence is destroyed, it will also take out any adjoining lasers, once again allowing anything to pass.



Laser_Turret

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Cost: 300
Area: 1
Power: -40
Armor: Medium
Weapon: High-Powered Laser Beam
Prerequisites: C-Yard, Power Plant, Hand of Nod
Description: The Laser Turret is the primary defense for the Nod base; the smaller version of the Obelisk of Light. It is cheaper and quicker to construct as compared to the Obelisk, and is primarily found only in the early stages of the game.



Obelisk_of_Light

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Cost: 1500
Area: 4
Power: -150
Armor: Medium-Heavy
Weapon: Ultra High-Powered Laser Beam
Prerequisites: C-Yard, Power Plant, Refinery, Hand of Nod, Radar, Tech. Center
Description: The Obelisk of Light is a mighty defensive structure, possibly the most powerful in the game. It can destroy most vehicles with just two shots. Unfortunately, it requires a lot of power to operate; without which, it will not function.



SAM_Site

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Cost: 500
Area: 1
Power: -30
Armor: Medium-Light
Weapon: Surface-to-Air Missile
Prerequisites: C-Yard, Power Plant, Refinery, Hand of Nod, Radar
Description: The Surface-to-Air Missile (SAM) Site is an anti-air defensive structure. The range of this device is so great that airborne threats can be eliminated before they even approach your base.



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, Hand of Nod, 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.