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« YURI'S REVENGE: SQUARED »
ALLIED STRUCTURES

Greetings commander, it has been some time since we last spoke. I am sorry that I had to pull you from your vacation early but we need your skills once again. You see recently both the Soviets and Yuri are moving again and have introduced a number of modifications to their armies that has forced us to skip ahead in the R&D department ourselves to keep up. I have called you here along with our other top commanders in time for the technical briefing with Lieutenant Eva who will give you the details on all modifications and additions that both ourselves and our enemies have made to their forces over the last few months.

Michael Dugan
~President of the United States of America

Welcome back, commanders!  As you probably know I am Lieutenant Eva, Chief Intelligence Officer for the Allied Nations.  During the past few weeks, Yuri's army has undergone considerable change that has in turn forced the Soviet Union to also increase development and modifications to its own forces.  As a result of this rapid progress we have also been forced to adapt to the new battlefield conditions, pushing ahead with our battlefield modification plans, and I have been instructed to brief you on these adjustments.

Let's begin with our very base structures.  After reviewing past battle materials we have come to the conclusion that our bases are not nearly as sturdy as we'd hoped when up against enemy fire.  As a result almost all of our base structure plans have been modified to include the very latest in construction technology which makes them more resilient to enemy fire.  Unfortunately enemy superweapons remain just as destructive.  Let's start by reviewing our base structures one by one:


CONSTRUCTION YARD

Construction Yard

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

Power Plant

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

Barracks

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

Ore Refinery

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

War Factory

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

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

Service Depot

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

Airforce Command HQ

Airforce Command HQ

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.

ParadropAmerica 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

Airpad

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

 


Airpad

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

Battle Lab

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.

ParadropForce 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

Ore Purifier

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.


No matter how well equipped our base is it can still be vulnerable to enemy attack.  Now we shall move onto our armory changes.
 Allied Armory »

 

 


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