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YR: Squared
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« YURI'S REVENGE: SQUARED »
YURI STRUCTURES

In an unexpected turn of events, Yuri's army has undergone a number of progressive yet radical changes to center his forces around a more extensive terrorist-style nature.  We are not sure what prompted this change but we suspect it was due to our strengthening position as a solid resistance thanks to our future troops' information, and most likely to more effectively destabilize both us and the Soviet Empire.  First up are his base structures, which in recent skirmishes also prove to be more durable.  It is unknown whether he stole our new techniques or responded with his own enhancements:


CONSTRUCTION YARD

Construction Yard

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

Bio Reactor

Bio Reactor

Cost: 600
Prerequisite: Yuri Construction Yard
Armor
: Wood

 
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

Barracks

Barracks

Cost: 500
Prerequisite: Bio Reactor
Armor
: Steel

 
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

Slave Miner

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.
Graphic
al Enhancement: Slave Miners now scatter Ore around when destroyed.
 

WAR FACTORY

War Factory

War Factory

Cost: 2000
Prerequisite: Slave Miner
Armor
: Wood

 
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

Naval Yard

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

Grinder

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

Psychic Radar

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 RadarPsychic 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

Battle Lab

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.

ParadropForce 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

Cloning Vats

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.


Yuri has also undergone changes to his defensive systems in order to effectively protect his upgraded base defense structures.  So without further ado we will move onto his armory.

Yuri Armory »« Soviet Vehicles

 

 


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