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Allied buildings
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Construction Yard
Construction Yard
The Con Yard is the heart of any base. It builds all the other structures. Guard your one very well (wall it) and always go for the enemy Con Yard when you attack a base.

Power Plant
Power Plant
The Power Plant provides power to allied bases. It costs a bit more than the soviet Tesla Reactor, but also produces a bit more power. Never put lots of Power Plants close together, because that area would make an ideal target.

Barracks
Barracks
This is where all allied soldiers are trained. It's cheap and you should always build more than one.

Refinery
Refinery
The Refinery is a vital structure to your economy. This is where Miners unload and you get money for their ore/gems. Each Refinery comes with a new Chrono Miner. Guard these buildings well.

Airforce Command HQ
Airforce Command HQ
This building provides radar to allied players. Besides that, it can also build Harriers/Black Eagles and has landing space for 4 such planes. You'll have to build 2 or 3 HQs to have a good airforce. And, of course, the radar needs power to operate.

War Factory
War Factory
The War Factory builds all allied vehicles. It's a vital structure and it's always the target for the AI players' superweapons. Human opponents also target this building most of the time. Build 2 of them if you can afford the expense.

Naval Yard
Naval Yard
This is where all allied naval units are created. On a map with no land access to your enemy (naval map), this might be the most important building of all. Naval Yards can build the most powerful allied units in the game (Carriers). So, if your base is near water, build a Naval Yard quickly and try to destroy the enemy one as soon as you can.

Repair Pad
Repair Pad
The Repair Pad can repair vehicles (for a cost). It can also remove Terror Drones and it's required in order to build an MCV. It's not vital for you or the enemy.

Battle Lab
Battle Lab
This building gives you access to advanced units, buildings and the superweapons. Always wall it, to protect it from spies. And be careful not to lose it, or you'll be thrown back to the "stone age" until you build another.

Spy Satellite Uplink
SpySat Uplink
The SpySat Uplink gives you access to allied spy satellites. In the actual game, this means that you can see the whole map, with no shroud. Only Gap Generators can hide territory from the SpySat. But if your Uplink is destroyed, the shroud gets reset for you as it was at the start of the game. Guard this structure well and build a second one if you can afford it. Remember that they need power to operate.

Ore Purifier
Ore Purifier
This building makes the ore more valuable for you, by "purifying" it. This means that you get more money for the same amount of ore. So the Ore Purifier pays for itself in a short time.

Gap Generator
-Gap Generator
The Gap Generator from RA1 returns. It's a building that creates shroud, so that all scouting within its range is only temporary. The terrain that the enemy discovered will be re-shrouded in a few seconds, as long as it's inside the Generator's range. But it won't work without power.

Walls
Walls
The walls in RA2 are more resistant than in previous Westwood games. They're useful for keeping spies out of important buildings. There are some units that can't damage walls at all, so it's a good idea to wall up your base if you can spare the time. As for enemy walls, try to go around them.

Pillbox
Pillbox
The Pillbox hasn't changed much from RA1. It's a cheap base defence, very good at mowing down infantry. Always keep at least a few of these around.

Patriot Missile Site
Patriot Missile Site
This is the allied air-defence structure. The Patriot Missile Site has great range and accuracy, It's great for defending bases against Kirovs and V3 missiles. But it won't work in a low power situation.

Prism Tower
-Prism Tower
The Prism Tower is the ultimate base defence! It fires a powerful beam that does lots of damage to vehicles and is still very useful against infantry. But it also has a special feature: If Prism Towers are built within each other's range, when one of them fires, the other will "charge it up" with energy, so that the one that fires will have a hugely powerful beam (that can kill some tanks in 1 shot). But in a low power situation, your Prism Towers won't work.

Chronosphere
Chronosphere
This is the "lesser" allied superweapon. It's still very powerful: The Chronosphere can instantly teleport up to 6 vehicles anywhere on the map. You can use it on your vehicles or enemy ones, and if the units can't stand on the new terrain, they'll explode/sink. Infantry will die if you use the Chronosphere on them. It's best to use the Chronosphere for a surprise attack with powerful units, or to "dispose" of a powerful attack force. But it will not work on moving units.
After building/using a Chronosphere, it will take 6 minutes to charge up.

Weather Controller
Weather Controller
It's the "greater" allied superweapon. It is capable of devastating an entire base in seconds. Once you have a Weather Controller, the Weather Storm will start charging. It takes the same time as it takes to recharge after being used: 10 minutes. A Weather Storm can be created anywhere on the map. Clouds will gather and lighting will strike the area. Most units and buildings can be destroyed by a single such lightning, and there's also splash damage. Only Construction Yards and extremely lucky units can survive.
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Soviet buildings
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Construction Yard
Construction Yard
The Con Yard is the heart of any base. It builds all the other structures. Guard your one very well (wall it) and always go for the enemy Con Yard when you attack a base.

Tesla Reactor
Tesla Reactor
The Tesla Reactor provides power to soviet bases. It costs a bit less than the allied Power Plant, but also produces a bit less power. The Tesla Reactors are great targets, especially if the enemy is relying on power-hungry defences.

Barracks
Barracks
This is where all soviet soldiers are trained. It's cheap and they usually build more than one. Enemy Barracks are not priority targets.

Refinery
Refinery
The Refinery is a vital structure to any economy. This is where Miners unload and the owner gets money for the ore/gems. Each Refinery comes with a new War Miner. Always try to destroy enemy Refineries, to cripple their economy.

Radar
Radar
This building provides radar to soviet players. It doesn't do anything else, but it is required for more advanced structures. Destroy soviet Radars to "blind" your enemy.

War Factory
War Factory
The War Factory builds all soviet vehicles. It's a vital structure and it's always the target for the AI players' superweapons. Human opponents also target this building most of the time. Always try to destroy the enemy one.

Naval Yard
Naval Yard
This is where all soviet naval units are created. On a map with no land access to the enemy (naval map), this might be the most important building of all. Naval Yards can build the most powerful soviet units in the game (Dreadnoughts). So try to destroy the enemy N-Yard as soon as you can.

Repair Pad
Repair Pad
The Repair Pad can repair vehicles (for a cost). It can also remove Terror Drones and it's required in order to build an MCV. It's not vital for you or the enemy.

Battle Lab
Battle Lab
This building gives access to advanced units, buildings and the superweapons. Enemy Battle Labs are good targets, because that way the opponent will lack important technologies until he builds another Lab. Before destroying them, try to infiltrate with a Spy (if you can).

Nuclear Reactor
Nuclear Reactor
The Nuclear Reactor is cheap and it provides an incredible amount of power. A single one can power an entire base. But it has a disadvantage: If it's destroyed, the Reactor will make a nuclear explosion. Soviet players will guard Nuclear Reactors at all costs, but if you can destroy one, there goes the enemy base...

Cloning Vats
Cloning Vats
This building practically halves the cost and build speed of all infantry, but you only get them in pairs. For each soldier trained, an identical (and free) one comes out of the Cloning Vats. Also, infantry can be "sold" by sending it into this structure. But a Cloning Vats is useless without a Barracks to create "originals".

Psychic Sensor
Psychic Sensor
The Psychic Sensor can read the minds of the enemies. If any enemy unit is sent within its range, the Sensor will show that unit's "target line" (a line linking the unit with the destination) to its owner. If your enemy has Psychic Sensors, first send your units just outside their range, and then attack.

Walls
Walls
The walls in RA2 are more resistant than in previous Westwood games. They're useful for keeping spies out of important buildings. There are some units that can't damage walls at all, so it's a good idea to wall up your base if you can spare the time. As for enemy walls, try to go around them.

Sentry Gun
Sentry Gun
The Sentry Gun is the basic soviet base defence. It's good against infantry, but weak against vehicles. Use your tanks against them.

Flak Cannon
Flak Cannon
Unlike other flak weapons, this building is only for anti-air defence. The Flak Cannon doesn't miss and it can make short work of your air units. Before an air assault, destroy these things or leave them without power (they won't work in a low power situation).

Tesla Coil
Tesla Coil
It's soviet tesla technology at it's best. Although it isn't as powerful as the allied Prism Tower, it can kill soldiers with one shot. It can be powered up by Tesla Troopers, and that's the only way to make it work in a low-power situation. Use tanks against Tesla Coils.

Iron Curtain
Iron Curtain
This is the "lesser" soviet superweapon. It's still very powerful: The Iron Curtain can make up to 6 vehicles temporarily invulnerable. If they happen to be powerful soviet tanks, the Iron Curtain can be devastating. After building/using an Iron Curtain, it will take 6 minutes to charge up. You can use the Chronosphere to get rid of invulnerable attackers. Infantry will die if the Iron Curtain is used on them.

Nuclear Missile Silo
Nuclear Missile Silo
It's the "greater" soviet superweapon. It is capable of smashing an entire base. Once they have a Missile Silo, the Nuclear Missile will start charging. It takes the same time as it takes to recharge after being used: 10 minutes. A Nuke can be launched anywhere on the map. There will be a nuclear explosion and radiation will be left in the area (but it will slowly disappear). Only a Construction Yard can survive a nuclear blast, so be careful. The total damage done by a Nuke is less than that of the Weather Storm, but the Nuke makes up for it with the radiation. The best way to protect yourself from a Nuclear Missile is to destroy the enemy Silo or infiltrate it with a Spy, but you could also try the "Chrono Invulnerability" strategy.
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Tech buildings
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These are civilian buildings that can be captured by players, using engineers. You can't build them, but you can build up a base next to a captured tech building. There are 4 kinds of such buildings:

Oil Derrick - It's the most useful tech building, it gives you a constant (but slow) ----------------------------------flow of money.
Airfield - The Airfield can be very useful. It gives you a recharging paradrop -------------------------ability. Each drop will consist of 6 GIs or 10 Conscripts, depending on -------------------------your side. If you play as America, the 6 GIs will be added to your -------------------------regular paradrop.
Hospital - It can be of some use. It heals infantry for free. It's great if you use ---------------------------advanced (and expensive) infantry.
Outpost - This thing is completely useless. It's just like a regular Repair Pad, ---------------------------except it has an IFV-like missile launcher. You still need money to ---------------------------repair vehicles. Only capture these if you plan to build another base ---------------------------around them. If you don't, then destroy them.