CONCRETE WALL |

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Cost: 100
Prerequisite: Allied Construction Yard
Armor: Concrete |
| Purpose:
Passive Defense |
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Our
concrete barriers are all that protects our base and structures
directly should enemy units get past our outer defenses. They excel
in their role to prevent Engineers and enemy Spies from
infiltrating our buildings, however we have been receiving
complaints from some of you that it takes too long for our
Concrete Walls to become available to assemble. We do listen
to your complaints, and that is why we have ordered the
Construction Yard alone to handle the building of our walls.
Now you can start building up your parameter as soon as you deploy
your MCV! Not only that, but we have also made them able to
be placed down further away from your base than before (10 cells
instead of 8).
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GATES |

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Cost:
250
Prerequisite: Allied Construction Yard
Armor: Concrete |
| Purpose:
Base Entry | Passive Defense |
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It has
come to my attention that a number of you were also requesting some sort
of base entry/exit regulation, especially with the increasing number
of disguisable units roaming the battlefield. As a result of
this, Command has ordered the general
production of Wall Gates into our armies! These simple yet
useful structures boast the durability of our normal walls packed
into a metal gate which slides open to let friendly and allied units
pass while preventing enemy ones from doing the same.
The extra time it takes for enemy units to destroy the gates to get
through should help us in our defensive operations.
One final note: While the display
above only illustrates a single direction of gate, you will have the
option of building gates facing the opposite direction as well.
Gameplay Enhancement:
Unlike standard
Walls, all units and structures are able to fire through Gates and
they cannot be crushed by the Battle Fortress.
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PILLBOX |


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Cost:
400
Prerequisite: Allied Barracks
Armor: Steel
Weapon: M249 Machine Gun
Range: Short |
| Purpose:
Anti-Infantry |
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The
versatile Pillbox has been our mainstream Anti-Infantry defense
structure since before even the first Great War and
it continues to be refined and adapted to modern battlefield
conditions. One of these refinements is a slight reduction
in the cost to construct a Pillbox, reduced to 400 from 500.
Another is the ability to deploy construction of these defense
structures further away from your base
(6 cells increased from 4)
making it easier to establish a defensive parameter.
Gameplay Enhancement:
Now explicitly requires an Allied Barracks to build.
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PATRIOT MISSILE SYSTEM |


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Cost:
750
Prerequisite: Allied Barracks | Airforce Command HQ
Armor: Steel
Weapons: Patriot Missiles
Range: Long |
| Purpose:
Anti-Aircraft |
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Patriot
Missiles remain the most sophisticated anti-aircraft system in current use, and we have recently begun some
modifications to the internal warhead rotation systems to make it
even more efficient.
Now also instead of one missile fired at a time from the duel
launchers, smaller yield warheads are being utilized. These
new warheads are designed to cope with the new faster rotation
system allowing a missile to be fired from the two launchers
together. The good news of this is the total amount of damage
dealt per volley to aircraft is slightly higher compared to when
only a single missile was launched.
Unfortunately
due to this new system and the recent strains on our resources, the Patriot Missile System
now requires an Airforce Command HQ as well as a Barracks to be
produced. Thankfully though the Patriot also benefits from
similar refinements as the Pillbox. It benefits from a 250
credit cost reduction (to 750) and it can be built at the
same distance away from our base as the Pillbox
(6 cells increased from 4).
Gameplay Enhancement:
Now explicitly requires an Allied Barracks to build.
|
PRISM TOWER |


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Cost: 1500
Prerequisite: Allied Barracks | Airforce Command HQ
Armor: Steel
Weapon: Prism Focus Dish
Range: Long |
| Purpose:
Prism-Based Defense |
|
This war
has marked the first time we have ventured into using
experimental,
high-tech base defense structures. As we suffered heavy
losses against the Soviet's Tesla Coil in the first war, we
thought that having our own heavy-duty structure would be more
useful than our aging stationary Gun Turret design. As you
are well aware, it's focused light beams make it effective against
all kinds of land targets, burning away tank hull and infantry
with equal effectiveness. When boosted by nearby Towers, a
single tower can decimate practically any enemy unit it detects.
I am sad to report that our
overconfidence in this new field to us was our downfall.
When Professor Einstein first briefed our top military officials
on this new weapon, he warned that if the power setting on its
support ability is set too high that they will
eventually burn themselves out. Unfortunately this began to happen not too long
ago resulting in costly component replacements, and Einstein urged us to tone down the power settings.
Reluctantly we have been forced to do so in the fear of this
structure becoming any most costly than it already is, and so
Prism Towers will no longer boost it's neighbors to such an
extent as it did previously. But, regardless of this, it is
still a valuable investment to do so.
The Prism Tower also was subjected
to the same construction refinements which
results in it
able to be placed further away from our bases. But because Prism
Towers were not able to be built as far away as Pillboxs and
Patriot Missiles from the start, it still remains that way (4 cells
increased from 2).
Gameplay Enhancements: Removed the Power Plant prerequisite for this
structure to keep prerequisites in line with the Yuri's Revenge
manual. Now explicitly requires an Airforce Command HQ to
build.
Graphical Enhancement: Prism
beams from the tower are now explosive like the Prism Tank and
it's animation is rendered for a bit longer after firing.
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Cost: 2000
Prerequisite: Allied Barracks | Airforce Command HQ
Armor: Steel
Weapon: 200mm Ballistic Cannon
Range: Long |
| Purpose:
Anti-Armor |
|
Our French allies continue to utilize their massive
Grand Cannons very well to help reduce their casualty numbers that
has plagued them in wars of the past. They certainly put to
good use their old Gun Turret technology from the previous war, so
their focus on
defending their bases is admirable. Their own boost to how
far the structure can be built from the main base (4 cells
increased from 2) definitely gives the deadliest result.
Their range is already formidable, and being able to be built
further away makes it even more effective.
Currently this gun
turret is not in the line for any other upgrades by French authorities, but
I will keep you informed should their government let us know of
any developments with this project.
Gameplay Enhancement:
Now explicitly requires an Airforce Command HQ to build.
Graphical Enhancements: Grand Cannons now have a bigger cannon
shell image to emphasize it's huge power. Tweaked its barrel
pitch and the shell's initial firing position to more appropriate
positions.
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GAP GENERATOR |


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Cost: 1000
Prerequisite: Allied Battle Lab
Armor: Wood |
| Purpose: Shroud
Generation |
|
The entire concept of generating a jamming effect on
enemy sensors in a localised area has been in use by our army for decades.
By making their scans of the battlefield unable to penetrate the
'field' surrounding working Gap Generators, we have surely
frustrated many Soviet and Yuri commanders.
Power has always been the weakness of these Generators as
blackouts within our bases can disable the operation of this
structure. To encourage those who take the extra time and
effort to improve base power options, we have developed a new ability onto the
Gap Generator. Should your
base have at least 1000 units of extra free power you may
sacrifice that power in order to put a Gap Generator into
'overdrive' mode. While in this mode the scattering field
produced is twice as large than during standard operations as long as
these 1000 units of power remain available. As soon as you
go into a low power situation any Gap Generators you have will
revert back to their original state in order to free up the extra
power they consumed. To overdrive a Gap Generator select it
and click on it once the 'deploy' cursor is visible (if the cursor
isn't visible, it means you do not meet the power requirements).
To switch it back to normal operation click on it again when you
see the same cursor. One overdrived Gap Generator is all you
would ever need to conceal not only an entire base but also any
attacking forces you may be organizing. It is a worthy
investment should you have the opportunity.
|
SPY SATELLITE UPLINK |


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Cost: 1500
Prerequisite: Allied Battle Lab
Armor: Wood |
| Purposes: Map
Reveal | Early-Warning System |
|
One vital and very important feature has been added to
our Spy Satellite Commanders; so it will do you well to listen
closely here. After Yuri shut down our long-range detection
systems at the beginning of the main war we have still not fully
recovered, so we have been working around the clock to develop an
alternative in the mean time. In addition to maintaining its current ability
of revealing the entire map to you, we have installed a prototype
early-warning alarm system which should aid you immensely in the
upcoming battles.
As soon as a Spy Satellite is placed, the early warning system activates
along with its map reveal. As long as your base remains at
optimal power levels, you will be alerted via siren whenever any
enemy vehicle or aircraft crosses into its area of effect.
You can check the area of effect by selecting the structure and
watch the radial indicator on your display as it rotates around.
Don't get too comfortable though, as this
system cannot warn you of any enemy
infantry closing in, nor will it see through any disguise or
cloaking abilities they may have. We have deliberately
programmed it to ignore the signature of enemy Miners, as in our
tests they just serve as an annoyance to the system.
Remember, the technology is
still in its prototype stages; the intensity of the current
war is the only reason why we've pushed it into the open field
so early. It cannot distinguish between attacking and
retreating vehicles, so you may be alerted at times when there is
no real threat. Plus it cannot pinpoint the exact location
of enemy units; you will need to search your radar and map
manually. Finally there is significant recharge time to
reset the scanners after a threat is discovered, and our enemies
have been taught to use that to their advantage.
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CHRONOSPHERE |


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Cost: 2500
Prerequisite: Allied Battle Lab
Armor: Concrete |
| Purposes: Unit
Teleportation |
|
Without
Professor Einstein's Chronosphere device, our last war with the
Soviets would never have been won so quickly. If we had to
push our way through miles of Soviet territory to get to Moscow
instead of teleporting our troops inside, many more lives would
have been lost. But of course you know all this from the
history books, it is just amazing how much we have come to rely on
this versatile Superweapon in our fight. Einstein's enhanced
version currently in use in this war has proven itself to be just
as useful, and so no changes have been ordered for the
structure.
Chronoshift:
Einstein is always going over and refining his work, evident in
the massive leap of capabilities that the Chronoshift effect does
compared to in the last war. So far we have yet to hear from
him about any successful improvements he has made to this effect.
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WEATHER CONTROL DEVICE |


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Cost: 5000
Prerequisite: Allied Battle Lab
Armor: Concrete |
| Purpose:
Lightning Storm Generation |
|
Who
would have known how quickly we would move away from conventional
high-yield missile strikes into controlling the forces of Mother
Nature herself? I must admit I was rather skeptical about
this whole concept and I'm sure many of you were as well.
With a technology this radical, we dare not
introduce any rash adjustments without making sure it would not
cause any unfortunate side effects. Currently we are not
ready to modify this structure in any way just yet, other than
introducing the new construction methods however to make the
structure itself stronger to conventional attacks.
Lightning
Storm: Humans
have feared lightning storms for as long as we have existed.
Now it is the same humans who can deliberately create these lightning storms,
deliberately harnessing their destructive power! As we have
not introduced any modifications to the Generator itself, the
lightning storm behaves in exactly the same way as always.
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