CONSTRUCTION YARD |


|
Cost: N/A
Prerequisite: Mobile Construction Vehicle (Deployed)
Armor: Concrete |
| Purpose:
Base Construction |
|
No
one can argue about the reliability and effectiveness of using
Mobile structures to build up remote bases. Not even our
enemies, who have also always used this same technique. Since the first Great War our Soviet rivals have
competed with us in the aspect of remote base setup. While
they continue to beat us in the sheer speed of their first strike tactics,
they have always tended to grow cocky of their progress.
This is
one of the contributing factors which led to their downfall under Stalin. Romanov
does not appear to have learned
much from the failures of the past.
In any case, their own construction
improvements have strengthened their structures considerably like
ours. We are already feeling the effects of this and our
future forces are equally at a loss wondering why this did not
happen in their timeline. We can only hope our own armor
improvements can match theirs.
|
TESLA REACTOR |


|
Cost: 600
Prerequisite: Soviet Construction Yard
Armor: Wood |
| Purpose: Power
Generation |
|
It
didn't take long for Professor Tesla to present detailed plans of
using his electrical technology to generate power as well as expel
it in his giant Tesla Coils (which we have experienced all too
much). Tesla power is an effective, renewable, cheap source
of power considering miniscule amounts are needed to generate enough to
maintain basic systems. Their Power Plants are cheaper than
ours, but produce less power per structure and also take up more
room with the giant tesla orb in the center. These are the
only advantages we have over the Soviet power abilities.
While they can set up a power system quicker than us, it requires
more space to expand; at least until their Nuclear Reactor is
available.
On the whole we have experienced no
differences in Tesla Reactors now than in the past. Apart
from their armor upgrade of course.
|
BARRACKS |


|
Cost: 500
Prerequisite: Tesla Reactor
Armor: Steel |
| Purpose:
Infantry Training |
|
How
vain can these communists get? Instead of settling for a
flag they decide to place an entire statue of the typical
conscript taking up space that could much better be served
improving the training of their troops! Oh well...
We cannot exactly complain about this, since it works in our
favor. Other than regular polishing of these statues, they
haven't made any changes to their Barrack's abilities.
|
ORE REFINERY |


|
Cost: 2000
Prerequisite: Tesla Reactor
Armor: Wood |
| Purpose:
Resource Processing |
|
The
Soviet's have adapted to the Yuri threat in the same way we have
by making their Miner's radio-controlled. I can't say I
blame them... No one would want to see their primary way
of gathering resources taken from you so easily. Their Ore
Refinery behaves in the exact same way as ours like always.
It's amazing to see how much we actually have in common with our
enemies, especially after Yuri's defection. In the few times
we have been forced to team up to fight our common enemy we've
seen how similar we actually are in our tactics and base
management.
Anyway, enough rambling. No
changes here Commanders, I should keep the small talk to a minimum
so I can have more time to talk about the buildings the Soviets have
changed.
Gameplay Enhancement: Ore Refineries now
scatter Ore around when destroyed.
|
WAR FACTORY |


|
Cost: 2000
Prerequisite: Soviet Ore Refinery
Armor: Wood |
| Purpose:
Vehicle/Aircraft Construction |
|
Why
fix what's not broken? We have not observed any noticeable
changes in the Soviets vehicle production methods either.
For the most part we are all concentrating on what's coming out of them
it seems. Our enhanced Spies have made it easier for us to assess
our enemies' plans, so I am confident that you will not
have any surprises thrown at you with this structure.
|
NAVAL YARD |


|
Cost: 1000
Prerequisite: Soviet Ore Refinery
Armor: Concrete |
| Purpose: Naval
Unit Construction/Repair |
|
I
am concerned that our enemies spying abilities are growing.
The Soviets have learnt about our enhanced maintenance methods
when it comes to repairing units and have applied them to both
their own Naval Yard and Service Depot. During naval battles
we have seen Soviet Subs retreat only to have them reappear fully
repaired within a much shorter amount of time. I am also
presuming repair costs are also reduced like ours.
Thankfully though this is the
only enhancement they have made to their Naval Yard, although it
really doesn't need much more improvement. Especially it's
armor: Like ours, you'd be lucky to destroy one of these
with Superweapon strikes.
Gameplay Enhancement:
Removed the Tesla Reactor prerequisite for this structure to keep
prerequisites in line with the Yuri's Revenge manual.
Graphical Enhancement: Swapped it's position on the Soviet Sidebar
with the War Factory to keep it in line with the other two sides.
|
SERVICE DEPOT |


|
Cost: 800
Prerequisite: Soviet War Factory
Armor: Wood |
| Purpose: Vehicle
Repair |
|
As
previously mentioned, the Service Depot receives the same benefits
from the same improved repair techniques as the Naval Yard. With deadlier
results too: Soviet tanks have always made their mark on the
battlefield by sporting the strongest weaponry possible. Now
they can repair them even quicker, ensuring they are out for the
maximum possible time in battle. Thankfully though we have
held our own with our enhanced Grizzly's and wider use of the
Robot Tank.
Gameplay Enhancement: The AI
will now build and utilize this structure in battle.
|
RADAR TOWER |


|
Cost: 1000
Prerequisite: Soviet Ore Refinery
Armor: Wood |
| Purpose: Radar
Coverage |
|
The
Soviet's Radar Tower continues being a sole Radar-producing
structure. Their improved Airforce does not share this
structure like ours does. Whether this is due to funding
issues or Romanov's preference we don't know, but regardless of
this it helps make up for our initial cost deficiency in producing
Power Plants over their Tesla Reactors. I still think their
radar dish is still overly large. But at least it gives it a
large profile. Easier for us to hit it's critical areas, even with it's
boosted armor.
Multiplayer Enhancement: Can
be built after the Ore Refinery instead of the War Factory in Unholy Alliance to balance it with
the other sides.
|
AIRFIELD |

 |
Cost: 500
Prerequisite: Radar Tower
Armor: Steel |
| Purpose:
Aircraft Construction/Maintenance |
|
This is where things begin to change! The
first new structure the Soviet's have introduced into their arsenal
since Yuri's defection is the central base for their airforce.
Instead of relying upon their War Factory to produce and manage
aircraft it seems they have separated all airforce management
operations to a dedicated structure. This one.
The
Airfield appears to be the prerequisite for all of their aircraft
now, including the ones manufactured still at their War
Factory. Not only that, the Airfield builds and houses its own aircraft
as well, and has space for two of such craft per structure.
The Soviet's will need to build multiple Airfields to manage a large
team. We still have the numbers advantage when it comes to
cost, but their reactivation of aircraft that dominated the skies in
the first Great War is a bit unnerving for us. I guess we
shall see what effect this will have in battles to come. Spy Plane:
Spy Plane management has been shifted
to the Airfield over the Radar Tower now. We noticed the
transmissions have shifted structures almost immediately after we
first began to see Airfields on the battlefield.
You notice the
modified cameo above? That is not a good sign. The
Soviet's have decided to switch back to their MiG-based U2 Spy
Planes. To be honest we weren't too surprised by this move
considering their older Spy Plane was such an inefficient model compared to what they
have used previously. Maybe their increased funding to
their airforce has brought about this change.
For those of you unfamiliar with
how the U2 compares to their old craft, it deals with terrain
scanning in a much more stealthy manner compared to their lumbering
obvious Yak-style plane. These planes fly so high and fast
that it's impossible for the targeting systems of our defensive
structures to lock onto them, or for our overhead radar to detect
them. There's nothing really we can do now to stop them
revealing their targets short of installing a Gap Generator to
block the scanning signals. Long story
short: Don't waste your resources to try and prevent this new Spy
Plane, concentrate on the rest of their improved Airforce.
 Mine Drop:
It did not take us
long when China entered the war to experience China's special
ability first hand. The horrific images showing victims of
Land Mines seemingly do nothing to dissuade the puppet Chinese
government to utilize this kind of inhumane weapon.
The Chinese have, on call, a
transport plane ready to fly over and drop five Proximity Mines
anywhere on the battlefield. These mines
camouflage themselves in with the surrounding terrain making them
virtually impossible to discover. They lie in wait for
any movement. The slightest bit of pressure will set them
off, devastating infantry and heavily damaging vehicles
nearby. Thankfully we have observed that they cannot (at the
present time anyway) differentiate friend and foe.
They will blow up even when neutral or friendly
units pass over them, so the Chinese have had to show some forward
thinking as to finding appropriate spots to drop their Mines. The problem is, they
know where the mines are, we don't, so
don't underestimate them.
|
BATTLE LAB |


|
Cost: 2000
Prerequisite: Soviet War Factory | Radar Tower
Armor: Wood |
| Purpose:
Technology Research |
|
I
do not want to know what kind of research goes on in this
structure. It is still a great target for our spies to gain
Soviet technological knowledge to combine with our own.
Battle Labs in general have always been weakly armored
compared with other base structures. While the relative
differences are still the same, these structures benefit the most
from the construction enhancements we have undergone lately.
Gameplay Enhancement:
Now explicitly requires a Radar Tower to build.
Meaning enemies must capture one of them along with a Soviet War
Factory to construct a Battle Lab, not just simply have their own
Radar structure available.
Force Shield: I am
quite surprised by this move. The Soviet's have also
pulled the Force Shield from active use even though they
acquired the modified technology from us which in turn was based
on their own designs! This might not be due to component
breakdown like our own, since I am sure they have the
knowledge to keep them operational. Instead they could be
looking at the long term for once; keeping two almost identical
superweapons that require twice the resources is quite
risky in their current situation. Whatever the
reason, now we only have to deal with the shorter-yield Iron
Curtain protecting critical base structures during superweapon
attacks.
|
NUCLEAR REACTOR |


|
Cost: 1000
Prerequisite: Soviet Battle Lab
Armor: Concrete |
| Purpose: Power
Generation |
|
We
all dream about a cheap, easy source of power. The Soviet Nuclear Reactor is
still the best power
plant available anywhere. Unfortunately, it is still just as
unstable when under enemy fire, so you will not want to be
anywhere near it if it is destroyed. As mentioned in our
section of the briefing, we have developed our own alternative to
boost the power output of our bases in the later stages, but our
addition doesn't even come close to the power/cost ratio of this
structure. We have observed no actual changes here though to
warrant further discussion.
|
INDUSTRIAL PLANT |


|
Cost: 2500
Prerequisite: Soviet Battle Lab
Armor: Wood |
| Purpose: Reduce
Vehicle Construction Costs |
|
I
wondered how long it would take the Soviets to discover
this. Based on intelligence we received it seemed Soviet funds were being
diverted elsewhere when it came to dismantling Industrial
Plants. Only 1000 Credits were being refunded to the base
upon selling the structure! It was relatively easy for us
observers to spot the difference, but it sure
took a while before they rectified this problem. In any
case, Industrial Plants now refund the full 1250 amount to Soviet
Commanders when it is sold.
The rest of the building's
operation remains the same as before we believe. It still
gives a very healthy 25% cost reduction on units. Something we
still don't know how they manage with the Empire being in it's
current position.
Gameplay Enhancement:
Removed the Ore Refinery prerequisite for this structure to keep
prerequisites in line with the Yuri's Revenge manual.
|