BUILDINGBrotherhood, unity, peace!REPORT--------------------------
   >>>>>>>>>>>> CLASSIFIED <<<<<<<<<<<<
THIS REPORT IS ONLY FOR COMMANDER ANTON SLAVICK AND KANE
VIOLATION OF PROTOCOL PUNISHABLE BY DEATH


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Nod buildings--
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Construction yard

This is the heart of your base. Protect it very well. The enemy Con Yard is the first building you should destroy.

Nod power plant

It's the basic Nod power-producing building. Don't build too many of these unless you're at a low tech level, because you'll soon be able to build the advanced version.

Advanced power plant

Our advanced power plant produces much more power than an ordinary one. Building advanced power plants costs less than building normal ones (at the same power ouput).

Tiberium refinery

The Harvesters come here to unload. It can also store refined tiberium (money). Protect these well, but don't take them as primary enemy targets.

Tiberium silo

Simply a very cheap structure that stores refined tiberium (money). It's not too important.

Hand of Nod

This building trains Nod infantry. Because of the cyborgs and cyborg commandos, it can be more important than the war factory.

War factory

There's a Nod model and a GDI model. This structure builds vehicles. Protect is well. As for the enemy war factories, they should be the second type of enemy buildings to destroy.

Helipad

It's used by both Nod and GDI. It can build air units and this is where they go to reload. If you plan on blasting the enemy with banshees, build many of these. Also, they should be the fourth type of enemy buildings to annihilate.

Nod radar

A very important building, it enables the radar view. You need the radar mini-map to keep track of your units and enemy movements. You must have enough power to keep the radar on-line.

Concrete wall

Passive base defence. It only slows down the enemy, unless you also have active defences. As for enemy walls, never mind them.

Gate

Just like a wall, only that is opens for your units to pass through. Of course it doesn't open for enemies. When your opponent has gates, treat them like walls.

Pavament

Doesn't really do much. It's only useful because subterranean units can't surface through it. You can also build on it.

Laser turret

Our basic base defence. It's excellent because of its highly effective laser beams. It generates it's own power so it can stay on-line even in a low power situation.

SAM site

Our AA (anti-aircraft) base defence. Build these if the GDI uses orcas. The SAM needs power to operate.

Obelisk of Light

The annihilator. Death incarnate. This base defence focalises light in a single point creating a devastating beam. No unit can resist more than two shots (except the mammoth, who can resist three). With a few of these, your base is absolutely safe. But remember they need power to operate.

Nod tech center

The tech center gives us access to advanced technology. It's vital. However, you can only have one at a time.

EMP cannon

The EMP cannon is used by both Nod and GDI. It fires an EM pulse, that needs time to recharge. All vehicles in the range of the EM blast will be immobile and useless for a period of time. It's dangerous to the mechanized GDI forces, but it doesn't affect our best units (cyborg units).

Stealth generator

This is a very useful base "defense". Everything within it's range gets stealthed. Excellent for hiding a base, especially the obelisks of light. Build more of them if you have a large base. However, it uses a lot of power to remain on-line.

Laser fence post

These posts emit laser beams that form a permanent impenetrable barrier, but the enemy can always destroy the unprotected posts. Guard them well.

Missile silo

The missile silo produces our deadly missiles. It's an extremely useful building and every large Nod base must have one.

Temple of Nod

This is a very mysterious temple, since nobody outside the Brotherhood has ever entered one of these. As far as your base is concerned, it's a very useful structure which gives you highly advanced units.

Tiberium waste facility

   Our tiberium waste facility is very useful. It's similar to a refinery, but it stores tiberium veins that are unloaded by a weed eater. Once it's full, the tiberium veins are used to build a chemical missile and the tiberium waste facility is emptied. Of course, you can only have one of these at once. 
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GDI buildings--
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Construction yard

This is the heart of your base. Protect it very well. The enemy Con Yard is the first building you should destroy.

GDI power plant

This is the GDI power-producing building. It can have up to 3 power turbines. When it's built, it only has one. Then the GDI can add more. The disadvantage of this system is that you can destroy the fully-upgraded power plant just like an ordinary one. The advantage is that it takes less space.

Power turbine

The GDI's upgrade for their power plant. It can't be placed anywhere but on a vacant turbine slot.

Tiberium refinery

The Harvesters come here to unload. It can also store refined tiberium (money). Protect these well, but don't take them as primary enemy targets.

Tiberium silo

Simply a very cheap structure that stores refined tiberium (money). It's not too important.

Barracks

The GDI building that trains infantry. The GDI infantry isn't too useful, but the barracks is still an important target. The enemy barracks are the third type of buildings that you should wipe out.

War factory

There's a Nod model and a GDI model. This structure builds vehicles. Protect is well. As for the enemy war factories, they should be the second type of enemy buildings to destroy.

Helipad

It's used by both Nod and GDI. It can build air units and this is where they go to reload. If you plan on blasting the enemy with banshees, build many of these. Also, they should be the fourth type of enemy buildings to annihilate.

GDI radar

The GDI version of radar. It's like your own (enables the mini-map and must have enough power). By destroying it you seriously weaken your enemy, especially if he's human. You can also go for the power plants to disable his radar and most base defenses.

Concrete wall

Passive base defence. It only slows down the enemy, unless you also have active defences. As for enemy walls, never mind them.

Gate

Just like a wall, only that is opens for your units to pass through. Of course it doesn't open for enemies. When your opponent has gates, treat them like walls.

Pavament

Doesn't really do much. It's only useful because subterranean units can't surface through it. You can also build on it.

Component tower

The GDI uses the component tower as a "skeleton" for base defences. All their active defences must be built on component towers. A tower with no upgrade is useless.

Vulcan cannon

It's an upgrade for the GDI component tower. It's high rate of fire makes it pretty dangerous, especially since it generates it's own power so it can stay on-line even in a low power situation.

SAM upgrade

The GDI's AA base defence. It's an upgrade for the GDI component tower. If the enemy doesn't have any of these (or you destroyed them all), crush them with banshees. It needs power to operate.

RPG upgrade

This is the most powerful upgrade for the GDI component tower. The rocket propelled grenades are powerful and especially dangerous for vehicles. But the RPG upgrade needs power to operate.

Repair facility

This GDI building repairs vehicles. However, the repairing costs money. Our mobile repair vehicle is much better (it repairs for free and it's also mobile).

GDI tech center

It gives GDI access to their advanced technology. It's vital to them, but they can only have one at a time (like us). By destroying it you'll severely incapacitate them.

EMP cannon

The EMP cannon is used by both Nod and GDI. It fires an EM pulse, that needs time to recharge. All vehicles in the range of the EM blast will be immobile and useless for a period of time. It's dangerous to the mechanized GDI forces, but it doesn't affect our best units (cyborg units).

Firestorm defence generator

This GDI building generates their temporary, but impenetrable, firestorm defence. If it's stopping your army, just wait for the firestorm to wear off. Be careful: any air units ordered to move through the firestorm will disintegrate in mid air when they hit it.

Firestorm wall section

It's the firestorm defence emitter. GDI needs a generator to create the firestorm, but they also need these walls to emit it. When it's not emitting the firestorm, units can pass over these walls like they weren't there.

GDI upgrade centre

It's the GDI's most advanced building. It gives them access to their highly advanced units and it can support two superweapon add-ons.

Ion cannon uplink
   The most useful add-on for the GDI upgrade centre. It gives the GDI scums control of their ion cannon satellite. Watch out for their despised ion cannon.

Hunter seeker control
   This is the other add-on for the GDI upgrade centre. It allows them to build the hunter seeker, which is not too dangerous (usually). We can build it as well from the Temple of Nod.