CONSTRUCTION YARD |


|
Cost: N/A
Prerequisite: Mobile Construction Vehicle (Deployed)
Armor: Concrete |
| Purpose:
Base Construction |
|
The
Construction Yard remains the heart of our base and is vital for
base construction and expansion. The Yard is still
formed automatically when our Mobile Construction Vehicle (MCV) is
deployed in an appropriate place. Yes, I'm afraid that due to the nature of our
construction techniques, Construction Yards are still unable to be
built directly so you must still build MCVs from our War Factory.
This building probably benefits the most from our
armor enhancements over structures. The Construction Yard
was very resistant to attacks initially, but now it is even more
resilient and can prove to stay intact for quite a while before
succumbing.
|
POWER PLANT |


|
Cost: 800
Prerequisite: Allied Construction Yard
Armor: Wood |
| Purpose: Power
Generation |
|
While
our Power Plants remain the most sophisticated ones available at
the beginning of constructing a base, its higher power output
still causes construction costs to be higher than our Soviet and
Yuri counterparts. This higher initial output has helped in
balancing our power demands with those of our enemies since they
are able to boost their power output using other means.
Regardless of this however we have succeeded in developing our own
upgrade to the Power Plant to boost its output at the minimum of expense! Our
budget remains tight though, so I only hope our new development
can remain in production, but I will explain the details of our new
upgrade later in the briefing.
|
BARRACKS |


|
Cost: 500
Prerequisite: Power Plant
Armor: Steel |
| Purpose:
Infantry Training |
|
At
the beginning of every battle the Barracks is usually the first
troop production facility we get up and running. It has
proven its worth in the training and deploying of our infantry for
as long as we can remember. Some ideas are being tossed
around the R&D lab to make our facility more unique than our
enemies but currently there are just too many more important
developments at this time that needs to be done first.
|
ORE REFINERY |


|
Cost: 2000
Prerequisite: Power Plant
Armor: Wood |
| Purpose:
Resource Processing |
|
Ore
remains the quickest and most efficient way to increase funds
during the heat of battle and so our Ore Refineries remain in the
same form that we have used for decades. One very important
development since the last Great War still remains a thorn in the
side of Yuri and his mind-controlling Corp. Pilots inside
the Ore Refinery continue to remotely pilot their Chrono Miners as
opposed to being inside them directly. The abundance of
qualified mining pilots is clear as unlike our Robot Tanks, Miners
remain operational even if all Refineries are destroyed. The
presence of our orbital satellites beam a backup control commands
should that event occur.
Gameplay Enhancement: Ore Refineries now
scatter Ore around when destroyed.
|
WAR FACTORY |


|
Cost: 2000
Prerequisite: Allied Ore Refinery
Armor: Wood |
| Purpose:
Vehicle/Aircraft Construction |
|
Once
you have a War Factory up and running Commanders, you are ready to
take the fight to the enemy. The Factory remains unchanged
in most aspects so you will be fully familiar with its use and
operations. All vehicles arrive from its interior and is also the base of
construction for all aircraft that are not required to land at a
designated pad. This structure is another one being looked
at to possibly add some extra benefits to it in the future.
I will be sure to let you know when a decision is made. Like
all our other structures it benefits from the same armor
increase.
Changes have
been made to the way our Robot
Tanks function. In recent battles we have found that the
purpose of housing the AI for our Robot Tanks was not being
effectively handled. As a result the Robot Control Center
has been removed from production and the AI handing controls have
been included here in the War Factory at no extra cost! This
means Robot Tanks are able to be constructed without any
additional structures and should greatly improve our chances
against mind control units.
One rather unknown factor that I'm sorry to say I
neglected at our last briefing was that should you have multiple
War Factories built at any one time, they are able to pool their
resources together and construct vehicles in a shorter time
overall. This applies to all of our production structures
including the Construction Yard, Barracks and Naval Yard.
|
NAVAL YARD |


|
Cost: 1000
Prerequisite: Allied Ore Refinery
Armor: Concrete |
| Purpose: Naval
Unit Construction/Repair |
|
Our
only water-based structure remains the base of operations for our
superior Naval forces. The Naval Yard still constructs all
naval units and remains the central training area for our Dolphin
fleet. You will notice a rather substantial increase in the
effectiveness of our repair and healing facilities on-hand at the
Yard. Naval units will be restored to full operational
capacity in less time than before, and the cost of doing this is
also reduced overall.
The Naval
Yard continues to be one of the few structures very resistant to
Superweapon strikes. On maps where water is in abundance a
navy will be quite often the only force able to be to construct
with our Barracks and War Factory never faring so well against
Nuclear and Dominator attacks.
Gameplay Enhancement:
Removed the Power Plant prerequisite for the Naval Yard to keep
prerequisites in line with the Yuri's Revenge manual.
|
SERVICE DEPOT |


|
Cost: 800
Prerequisite: Allied War Factory
Armor: Wood |
| Purpose: Vehicle
Repair |
|
I am
pleased to report that our Service Depot also benefits from
increased repair abilities like our Naval Yard. Our vehicles
will now be repaired in a shorter time than in previous battles
and costs have also been reduced due to more efficient recycling
and patching methods in effect. Taking the time to send
damaged units to our repair facility is now much more beneficial.
Gameplay Enhancement: The AI
will now build and utilize this structure in battle.
|
AIRFORCE COMMAND HEADQUARTERS |


|
Cost: 1000
Prerequisite: Allied Ore Refinery
Armor: Steel |
| Purposes: Radar
Coverage | Aircraft Construction/Maintenance |
|
The
decision to combine our airforce headquarters with radar coverage
was a great decision. This structure itself has served its
duel purposes so well on the battlefield that no changes have been
ordered for it. The four aircraft pads remain self-contained
away from the radar equipment to allow reloads to continue
uninhibited.

Paradrop:
Unfortunately
our unique Paradrop has taken a hit from recent budget revamps.
We have been forced to cut back on the number of troops we can
send without expense from eight GIs to six. This puts us in
line with the paradrop our Allies receive when they capture a Tech
Airport. Please do not look too disappointed Commanders, as
thanks to the lowered infantry amount less preparation time is
required, cutting the charge time of our Paradrop by one minute to
a mere three. Not only that but we still have the advantage
of being able to drop Paratroopers without the aide of the Tech
Building so our enemies must always be alert for attacks from the
sky. We even still gain the use of two separate paradrops
should we indeed capture an Airport.
|
AIRPAD |


|
Cost: 700
Prerequisite: Airforce Command HQ
Armor: Steel |
| Purposes:
Aircraft Maintenance |
|
You
will not be familiar with this structure everyone for it is the
first of a number of new additions we have made to our armies in
recent times. While analyzing battle reports from skirmishes
between the Soviets and Yuri, we have found that all too often you
are having to order funds spend on multiple Airforce Command HQ's
just for more Aircraft landing space. You end up wasting
extra funds on duplicate radar equipment that we see as
unnecessary.
So, as a result of this, we have officially
passed the Airpad into general use. Being available at a
cheaper price than the HQ, it can hold an additional four
aircraft. You will notice on the display that this structure
is only made up of four pads. It does not have the
capabilities of constructing aircraft, only to hold them.
You must have at least one HQ available in order to construct any
Aircraft as well as these Airpads themselves.
|
POWER TURBINE UPGRADE |

|
Cost:
300
Prerequisite: Power Plant | Airforce Command HQ
Armor: N/A |
| Purposes:
Advanced Power Generation |
|
Success!!
After years of research and development, we have finally readied
our cost-effective upgrade to our standard Power Plants! While it
requires more advanced materials from our Airforce Command HQ,
it is a very cheap source of power carrying absolutely no risk
to its owner! For a mere 300 credits you can boost the
output of any single existing Power Plant in your base by 50%.
The upgraded Power Plants' interior turns a distinctive red color to signify the improved geo-thermal efficiency, and if you
do the calculations Commanders, this upgrade is cheaper per unit
of power than any other power generation structure in use
with the exception of the unstable Soviet Nuclear Reactor.
Even Yuri's diabolical bio-feeding mechanisms on his Bio
Reactors don't come close! This addition has been a long
time in the making, so be sure to use it well!
|
BATTLE LAB |


|
Cost: 2000
Prerequisite: Allied War Factory | Airforce Command HQ
Armor: Wood |
| Purpose:
Technology Research |
|
The
technology R&D carried out in this building has proven itself
time and time again to make sure all the equipment needed for our
high-tech units and structures are available on demand.
Since it is carrying out its job so well, we seek no reason to
adjust its functionality or improve its capabilities.
Gameplay Enhancement:
Now explicitly requires an Airforce Command HQ to build.
Meaning enemies must capture one of them along with an Allied War
Factory to construct a Battle Lab, not just simply have their own
Radar structure available.
Force Shield: One
piece of technology has taken a severe hit was our only effective
defense system against enemy superweapons, the Force Shield.
We originally obtained the knowledge to implement this system
after our spies obtained some technical specifications for the
Soviet Iron Curtain. While results were promising after we
implemented it into our bases (despite the Soviets and Yuri
themselves capturing our knowledge not too long afterward in a
serious lapse of security), over time the shield systems began to
break down, probably due to our incomplete knowledge of the Iron
Curtain project. President Dugan has ordered the Force
Shield project be withdrawn until our scientists can figure out a
method to reenergize and repair the affected components.
|
ORE PURIFIER |


|
Cost: 2500
Prerequisite: Allied Battle Lab
Armor: Wood |
| Purposes:
Resource Purification |
|
What
we would do without this structure Commanders is beyond me.
It may be a heavy investment, but the bonus is provides to the
funds we receive from processing Ore and Gemstones is invaluable.
At this time we feel no changes are necessary, although we are
looking into ways into perhaps increasing its capabilities.
Gameplay Enhancements:
Removed the Ore Refinery prerequisite for this structure to keep
prerequisites in line with the Yuri's Revenge manual.
Ore Purifiers now scatter Ore around when destroyed. |