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Cost: $5000 (deploy MCV)
This is the central building of any base. It allows the construction of structures.
These are needed to power your base. They are cheap, but vulnerable to attack. The power output of a power plant is determined by its health, so keeping them in good condition is important.
Advanced Power Plant
This gives twice as much power as a normal power plant. Definitely needed for bases later on when more power output is needed fast.
This is where GDI infantry are trained. More barracks speeds up training of infantry. Also lets player build base defense structures.
Hand of Nod
This is where soldiers of Nod are trained. Having more constructed will speed up infantry training. It also lets player build base defense structures.
Both factions need to harvest Tiberium. Constructing a refinery gives a free harvester. When a harvester finishes harvesting, it will return to unload at the refinery. One refinery can hold $1000 worth of credits, and its destruction may cause these funds to be lost.
These are used to store excess tiberium in case your refinery cannot hold more. They hold an extra $1000 each. If captured or destroyed, its stored funds are deducted from your credits.
Building this turns on the minimap display and allows the construction of advanced technology.
Nod's vehicles are shipped in by air. One of these are needed to construct vehicles. If vehicles are built too fast, there is a waiting period before the next aircraft can go and deliver the next vehicle. It is unknown where Nod's vehicles come from.
GDI prefers to construct their war machines in a factory on the field. Building a weapons factory lets you build vehicles.
If damaged vehicles are sent here, they get repaired and funds are deducted based on the amount of health that needs to be recovered.
Construction of helipads gives the option of building helicopters. Orcas for GDI, Apache for Nod. Helipads are needed for helicopters to reload. A free helicopter comes with each constructed helipad.
Anti-infantry defense that can tear through infantry. Its guns can also damage light armor with ease.
Anti-tank defense. It shoots further range than a guard tower, but is inaccurate against infantry.
Advanced Guard tower
A dangerous long-range defense structure that can fire missiles far before most enemies apporoach. It is effective against aircraft, light vehicles, and infantry.
Obelisk of Light
A frightening ground defense structure. It fires a high damage laser that will severely damage armor and kill infantry and some light vehicles in a single hit.
Anti-air defense for Nod. It fires two missiles.
Supplies radar and gives the player uplink to GDI's space-based ion cannon.
Temple of Nod
Gives Nod the ability to use their Nuclear Strike attack.