CONSTRUCTION YARD |


|
Cost: N/A
Prerequisite: Mobile Construction Vehicle (Deployed)
Armor: Concrete
|
| Purpose:
Base Construction |
|
For a side so visibly different in war doctrine
and philosophy, it is interesting to see that Yuri places as much
responsibility to the large, high-profile Construction Yard as the
rest of us. To him it is also the central hub of base activity,
whether it is in construction or expansion. Destroying the
Construction Yard in a base will surely cripple production
capabilities within if they did not have a spare MCV around, as so
far we have not seen his Construction Yards pop up without one of
those deploying into it yet.
His Construction Yard was the first structure to
demonstrate to us his bases higher resistance to our attacks,
officially declaring to us that his own buildings have undergone
armor enhancements as well, presumably to match both ours and the
Soviets.
|
BIO REACTOR |


|
Cost: 600
Prerequisite: Yuri Construction Yard
Armor: Wood
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| Purpose: Power
Generation |
|
Every time I think about
this structure it makes me sick to my stomach.
Using living beings as additional power sources?! I cannot imagine
the type of mind that
leads to such a callous use of life! On its own,
the structure provides as much power as a Soviet Tesla Reactor, but
it was amazing how much extra power was
generated per stored infantry; so amazing
in fact that it comes with little surprise (but a lot of pleasure)
to let you know that this effectiveness
has been severely reduced, hopefully reducing his appeal of
using infantry in such a disgusting way. Whereas
before we observed a 100 point power gain per infantry sent inside,
that has now been halved to 50 which corresponds to the rather
universal power/cost ratio of Yuri’s cheapest standard infantry:
the Initiate.
In addition to this, the Bio Reactor gains a
slightly higher bonus to its armor than the other structures, most
likely an opportunistic change to match it’s durability with our own
Power Plants.
|
BARRACKS |


|
Cost: 500
Prerequisite: Bio Reactor
Armor: Steel
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| Purpose:
Infantry Training |
|
And I thought the
Soviet’s were vain! Sacrificing practicality to fuel his own ego is
no doubt Yuri’s specialty; but apart from its rather comic look his
Barracks contains all the training equipment needed to deploy his
infantry battalions. While I'm sure he relies more on the fanatical
or mindless devotion of his troops more so than actual training, all
that is done inside this structure so that, if destroyed, his
infantry capabilities are destroyed along with it. No obvious
changes have been seen in this structure since you have last
encountered it, so no further discussion is necessary.
|
SLAVE MINER |


|
Cost: 2000
Prerequisite: Bio Reactor
Armor: Medium
Weapon: 20mm Machine Gun
Range: Short |
| Purpose:
Resource Processing |
|
Forget what I mentioned earlier. Yuri uses such
a different and despicable alternative to the standard
Miner/Refinery combo that it’s actually quite difficult to judge
it’s effectiveness in all cases compared to our common way. This
has since become an even tougher job as Yuri has made a lot of
changes to the Miner both deployed and undeployed. The most
noticeable change here as a structure is
its price increase by 250 to 2000, the
same as our Refineries, but we’ve also noticed Yuri commanders able
to place down Slave Miners further away
from nearby structures as normal building would suggest (the same
distance as advanced base defenses), allowing it to get to initial
Ore and Gem fields quicker (if they even need to move at all).
Finally, the Miner continues to self-heal from its vehicle state
even when deployed, in addition to begin able to use
Engineers to fully repair it at once. As you can see, it
indeed is quite difficult to compare it to our own capabilities.
Of course our priority target is still the Slave
Miner itself to free those unfortunate Slaves that Yuri forces to
manually shovel the resources from the ground. I’m sure you can
imagine how hard that kind of labour is, so focus on destroying the
Miner and not the Slaves themselves to damage his economy. Slaves
are much easier to replace for him than the Miners are.
Gameplay Enhancement: Can be built generically
in Unholy Alliance to match it up with the other two side’s
Refineries.
Graphical Enhancement: Slave Miners now
scatter Ore around when destroyed.
|
WAR FACTORY |


|
Cost: 2000
Prerequisite: Slave Miner
Armor: Wood
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| Purpose:
Vehicle/Aircraft Construction |
|
Apart from it being
easier for us to infiltrate and gain veteran vehicle construction
from this structure (which isn't actually as a result of any changes
in this structure itself), it behaves exactly the same way as
always. It's so similar in capabilities to our own it's almost
scary, but certainly the vehicles that are constructed inside are
very different, but I will get to those shortly. In the
mean time, you don't have to memorize anything here.
Graphical
Enhancement: The War Factory gains a modified identification cameo.
|
NAVAL YARD |


|
Cost: 1000
Prerequisite: Bio Reactor | Slave Miner
Armor: Concrete
|
| Purpose: Naval
Unit Construction/Repair |
|
Formally known as
the Submarine Pen. Due to the major revisions in his naval division,
this structure has been renamed to be official designated a Naval
Yard just like our own to build and service both sub and surface
ships. This change is in name only, and the structure itself has not
been noticeably altered as you can see.
Naturally, this
structure’s own repair and healing capabilities have been visibly
boosted to match both our and the Soviet’s changes as well, which is
why this has come as no surprise to us. Nonetheless, don’t take this
improvement lightly.
Gameplay Enhancement: Removed the Power Plant
prerequisite for the Naval Yard to keep
prerequisites in line with the Yuri's Revenge manual.
Graphical
Enhancement: The Naval Yard gains a modified identification cameo.
Multiplayer Enhancement: Can be built after a Bio Reactor in
Megawealth in line with the other two side’s equivalent structures.
|
GRINDER |


|
Cost: 600
Prerequisite: Yuri War Factory
Armor: Wood
|
| Purpose: Unit
Dismantling |
|
I would prefer to just skip past this structure.
While I somewhat understand the need to recycle damaged vehicles for
cash, his lack of restraint for sending in anything else, not to
mention the pilots of these vehicles is
just too horrible to think about. Thankfully we have not seen any
changes here to this… thing, so we’ll move on.
Graphics Enhancement: Reduced the possibilities
of some animation draw order issues when the Grinder
‘grinds’ something.
|
PSYCHIC RADAR |


|
Cost: 1000
Prerequisite: Slave Miner
Armor: Wood
|
| Purposes: Radar
Coverage |
|
A curious alteration here has resulted in the
Psychic Sensor being moved back to the Battle Lab tech level. Yes,
that also means his psychic prediction capabilities have been bumped
down which no doubt comes as a relief to a lot of you. It is
unknown why this has happened; maybe he exceeded his resource limits
initially set in the hopes that this war
would have ended quickly before these certain cutbacks were
necessary? According to our future troops, it most
certainly would have if not thanks to Professor
Einstein’s Time Machine.
Multiplayer Enhancements: Can be built after a
Barracks in Megawealth and an Ore Refinery
in Unholy Alliance in line with the other two side’s equivalent
structures.
Psychic Reveal:
Anyway, this structure appears now to just be a sole radar-producing
one. The Psychic Reveal seems not to have survived the changes, as
it does not appear in either the Psychic Radar or Psychic Sensor
structures. Don’t celebrate too quickly, as most of Yuri’s infantry
have better sight capabilities than our own anyway, and the changes
to his infantry force allow for more scouting options too which I
will get to soon enough.
|
BATTLE LAB |


|
Cost: 2000
Prerequisite: Yuri War Factory | Psychic Radar
Armor: Wood
|
| Purpose:
Technology Research |
|
Surprisingly this structure looks pretty
normal-looking considering some of Yuri’s other radical designs.
While the structure itself hasn’t changed, it represents a much
better repository of Mind Control knowledge for our Spies to steal
from due to our improvements in resisting
psychic-based detection. I will get into this more when I discuss
the improved Stolen Technology options, but solely to increase the
suspense; there are more possible merge results thanks to the
increased availability of his technology, as there is for all side’s
Battle Labs including our own.
Gameplay Enhancement: Now explicitly requires a
Psychic Radar to build.
Graphical
Enhancement: The Battle Lab gains a modified identification cameo.
Force Shield:
After our inability to keep the Force Shield available as a viable
superweapon defense, it came as no surprise when we also noticed
Yuri was not using this Shield as often when it came to defending
against our Lightning Strikes and the Soviet's Nuclear Missiles.
Sure enough, Spies sent inside the Battle Lab revealed no trace of
any Force Shield controls, confirming our suspicions. So the
good news is you won't have to worry about your superweapons going
to waste on their base, the bad news is you're just as bad off
against enemy strikes now, remember.
|
CLONING VATS |


|
Cost: 2500
Prerequisite: Yuri Battle Lab
Armor: Wood
|
| Purpose:
Infantry Cloning |
|
I suppose there are
benefits in being a sole supreme leader of an organisation… You
never have to endlessly drift into the ethical debates that result
in nothing being done, worse especially in times of war. Of course
that doesn’t excuse the obvious ethical violations in this case
where both physical and mental clones are made with perfect
accuracy. If we’re not careful, we could easily find ourselves up
against a massive army in comparison to our own, so be thankful that
it still remains just as expensive and far down in the tech tree as
always. So far nothing has been done to alter this structure in any
such way to change this, so always stay alert for clones armies,
especially when you have a Spy Satellite up to scan their base.
On a visual note,
you should notice the rather altered design of the both the
structure and its identification cameo. Yuri has probably wanted to
strip the last remaining vestiges of Soviet design, namely the hard
corners and right-angles, for some time, and finally we now see the
results. A waste of time if you ask me, considering it does nothing
to improve it’s capabilities in battle.
Graphical
Enhancement: The Cloning Vats gains a modified identification cameo. |