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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. |