Allied Strucutures
Construction Yard
Power: 0
Armour: Heavy
Description: This is the heart of your base. Without it you cannot produce any structures. This is a vital building which you must keep heavy security on without this building you usually can't get very far. This strucutre usually comes in the form of an MCV which you must find a location with lots of flat ground space and deploy it. If your paraniod you can keep engineers around this building incase it gets captured. Just place the engineer close enough and keep him in guard mode so when your yard is almost dead he'll fix it for you. The Engineer also should be there in case it gets captured. If you know your opponent is heading for your construction yard and know it will be gone even though you finish his forces its not over for you yet...all you need is a war factory and a service depot and $3000. With these requirements you can build an MCV but at $3000 you could use that money for other things.
Power Plant
Costs: $800
Power: +200
Amour: Light
Description: This building will keep your buildings on-line. If you happen to how low power you will need more power plants and on low power your radar will shut off, most defenses will not function, building production will be slower. The problem is that power plants are fragile and easy to destroy and if a spy infiltrates your power plants you will have 0 power for 1 minute. This is the Allies only power plant so there is no other alternative in power like the Soviets.
Barracks
Costs: $500
Power: -10
Amour: Light
Description: This is where you produce all your infantry. This building is also the cheapest buildin you can produce. Build this structure before the refinery unless you have less than $2400. This building is usually not your enemy's first target but it is easy to destroy. Keeping 2 around won't hurt
Ore Refinery
Costs: $2000
Power: -50
Amour: Light
Description: This is where your chrono miners come to dump their ore in. Without this building your chrono miners are useless. Keep this building well protected since this is a favourite enemy target it is also vital to your cash flow. Once built it will give you a free Chrono miner.
War Factory
Costs: $2000
Power: -25
Armour: Light
Description: This is where all of your vehicles are made from. This is another vital structure you should defend well. It is not as vital as your ore refinery or construction yard but without it you won't have a very powerful army. Note: This is the computer's favourite target watch out for terrorists
Airforce command
Costs: $1000
Power: -50
Armour: Heavy
Description: This is your radar centre which can help you get from certain parts of the map quicker and helps your planning. ALthough it takes more space than its soviet counterpart it is also an airfield which can hold up to 4 fighter jets 4 Black eagles for Korea and 4 Harriers for other countries. You need more than 1 airforce command in order to have a good airforce
Naval Yard
Costs: $1000
Power: -25
Amour: Medium
Description: This is where you are able to build your naval units. This structure must be placed in the water. However unlike the original red alert the naval yard can be build quite far from your base. This also serves as a repair facility for all naval units including dolphins
Service Depot
Costs: $800
Power: -25
Armour: Light
Description: This is your repair centre. If you have a damaged vehicle or a terror drone this structure will heal your unit at a cost but will eliminate the terror drone forever. It also gives you the ability to make the MCV its worth the money even when its not used.
Battle Lab:
Costs: $2000
Power: -100
Armour: Light
Description: This building gives you the option to build advanced structures and unts. However unlike the technology centers from all the previous C&C games you must keep this building or else you lost those units. Keep them walled so spies cannot enter it to give them special units.
Ore Purifier
Costs: $2500
Power: -200
Armour: Light
Description: Build this building! This building will make your chrono miners give equal cash to that of the Soviet miners for mining less. This building will pay off every time. You can only build 1.
Walls
Costs: $100
Power: 0
Armour: Heavy
Description: Walls help protect your base and are much cheaper than the walls in previous C&C games. In fact walling in most structures will usually cost $400 all you need is 4 posts and it will connect together oly straight lines. Wall in your Battle Lab to prevent spies who get past your dogs. Don't Wall in any Refinery or building that makes units otherwise they won't come out refunding the cash you used.
Pillbox
Costs: $500
Power: 0
Armour: Heavy
Description: This building is your anti-infantry defense. It uses 0 power and doesn't need power to operate.  Put a few around your Construction yard to prevent Chrono Legionaires or Commandos access.
Prism Tower
Costs: $1500
Power -75
Armour: Heavy
Description: This is your main anti-tank defense as the Allies. Alone this strucutre does poorly and will fall easily even to conscripts when placed with a few other towers they will power up and charge each other to make the beam from one tower stronger than the other which can destroy the Apocalypse Tank in 1 shot. It requires power and will be shut off if there is low power.
Patriot Missile
Costs: $1000
Power: -50
Amour: Heavy
Description: This is the Allies Anti-Aircraft defense. This strucutre should be placed around your Prism towers and perhaps even all over your base. This building can shoot down rockets from Dreadnoughts and V3s helping your Prism towers from becoming easy meat.
Spy Satillite Uplink
Costs: $1500
Power: -100
Amour: Light
Description: This building gives you the GPS Satillite view enabling you to see all of the map without scouting. Only Gap Generators will cover up the area,. This is a useful building for planning your strategy and helps your air units find targets.
Gap Generators
Costs: $1000
Power:???
Amour: Medium
Description: This strucutre makes shroud so that the enemy cannot see you this makes usuing Harriers and Black eagles harder to use since you cannot attack units behind the shroud unless its uncovered. This building makes your opponents frustrated concealing you buildings and units. Against computers this structure is useless since they will be able to attack your base anyways.
Chronosphere
Costs: $2500
Power: -200
Amour: Heavy
Description: This building gives you the ability to take a small number of units and teleport them to any part of the map as you wish. You can even place them in terrain they don't belong in which will kill them instantly like ships on land. You are able to use this building on even enemies putting their tanks in water or ships on land Any infantry that it is used on will kill them. It takes 5 minutes to use this structure each time. Only 1 can be built. Enemies will also be able to see this building since all shroud on this structure will be uncovered even under gap generators. The timer will also be seen by all players
Weather Control Device
Costs: $5000
Power: -200
Armour: Heavy
Description: This building will give you the power to use lightning storms on your opponents. This ability is devestating to the area selected. This will heavily damage stronger vehicles caught in the area the storm is set in. The building is the most expensive to build in the Allied aresenal so keep this building safe since it costs more than your yard. It takes 10 minutes to prepare each storm. Only 1 can be built. Enemies will also be able to see this building since all shroud on this structure will be uncovered even under gap generators.
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