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GDI Structures


Unit Description Uses

CONSTRUCTION YARD

Armor: LIGHT
Cost: N/A
Seconds to produce: N/A
Power Usage: NONE
Purpose: PRODUCES STRUCTURES

The Construction Yard is the foundation of a base and allows the construction of other buildings.  You must protect this structure!  Without it, you cannot build any new structures.  The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to engineers.  Try surrounding your Construction Yard with walls to keep out unwanted guests.

If your pressed for cash and really don't need your yard anymore you can sell it for a quick $2500.  That will get your rush moving along nicely.

POWER PLANT

Armor: LIGHT
Cost:
300
Seconds to produce: 20
Power Usage: NONE
Purpose: PRO
VIDES POWER TO BASE

This unit provides power to the structures in your base. Power output is directly related to the Power Plant’s condition, so protect them during battles. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. The Power Plant outputs 100 units of power. These power plants are very important.  Keep them away from the line of enemy fire or else you may find your unit production going down the porcelain pee hole. 
ADVANCED POWER PLANT

Armor: Armor: LIGHT
Cost:
700
Seconds to produce: 47
Power Usage: NONE
Purpose: PROVIDES POWER TO BASE
This high-yield structure handles the energy strains of some later, more power-intensive structures. It may cost a bit more than the original Power Plant, but it generates double the amount of power (200 units). The only difference between this and the regular power plant is the price and output.  Use them only if you have limited space. If you put in two regular power plants you get the same output as an advanced, but you save $100.
INFANTRY BARRACKS

Armor: Armor: MEDIUM
Cost: 300
Seconds to produce: 20
Power Usage: 10
Purpose: PRODU
CES INFANTRY
This structure is a field training center for all available infantry units. Building multiple Barracks will increase the rate at which infantry are produced. This is a basic structure. Without it you will find that the shit is continually beat out of you.
GUARD TOWER

Armor: LIGHT
Cost: 500
Seconds to produce: 33
Power Usage: 10
Purpose: DEFENSE

Armed with a high-velocity machine gun, this structure provides manned defense against Nod ground attack. The Guard Tower is exceptionally useful against infantry and other light units, and since it doesn’t require any power, it will remain functional when your base loses power. It can also detect Nod Stealth Tanks when they are near.

Theses things are real nifty. They work without power, they detect stealth tanks, and they make minced meat out of infantry. Be careful though, as rocket infantry has a range longer than that of the Guard Tower.
ADVANCED GUARD TOWER

Armor: MEDIUM
Cost:
1000
Seconds to produce: 66
Power Usage: 20
Purpose: DEFENSE

Provides strong fortification against ground and air units. The Advanced Guard Tower (AGT) fires Tomahawk missiles at considerable range, but it requires power. Because of the AGT’s long range, it cannot hit units that are directly adjacent to it. It is always wise to back up the AGT with another defense like the Guard Tower. These things are somewhat more effective against vehicles than the regular guard towers are, but it comes with many drawbacks. The most important one is that if you are out of power they do not work.  But this is made up for in that they also provide nice anti-air defense. They are not as effective agianst infantry as the regular guard towers are. They are extremley powerful. If you drop a nuke on it, it will not even fall out of the green for unit strength.
REFINERY

Armor: MEDIUM
Cost: 2000
Seconds to produce: 133
Power Usage: 40
Purpose: CONVERTS TIBERIUM TO CREDITS

This unit processes Tiberium into its component elements. Building the refinery immediately deploys a Tiberium harvester and each Refinery can handle an infinite number of Harvesters. The refinery stores 1,000 credits of processed Tiberium. If the ConYard is the hear of your base, the refinery provides the lifeblood. Without it you dont get money, and without money you cant produce additional units and structures, and w/out them you are screwed.
SILO

Armor: LIGHT
Cost:
150
Seconds to produce: 10
Power Usage: 10
Purpose: HOLDS REFINED TIBERIUM

This unit stores up to 1,500 credits of processed Tiberium. When the Refinery fills to its maximum capacity of Tiberium, you will want to build Silos to handle the excess storage load. Guard it carefully. If destroyed or captured, the amount stored is deducted from your account. You should never have need for these. If you do build another Refinery or get building.....You are doing something wrong.
COMMUNICATIONS CENTER

Armor: Armor: MEDIUM
Cost:
1000
Seconds to produce: 66
Power Usage: 40
Purpose: BASE RADAR & COMMUNICATION
Allows the use of the radar screen as long as there is sufficient power. The radar screen allows for long range views of the battlefield and for commanding units over great distances. When playing as Nod against GDI in the solo play missions, destroying the GDI’s Radar Facility will keep GDI from launching A-10 airstrikes against you. The Comm Center is one important piece of equipment you dont want you're base to be without. Without them you cant build the advanced comm center (which gives you ion cannon acces
ADVANCED COMMUNICATIONS CENTER/ ION CANNON

Armor: HEAVY
Cost:
2800
Seconds to produce: 186
Power Usage: 200
Purpose: PARTICLE BEAM CANNON
An upgrade to the Communications Center, this structure not only provides radar, but is the uplink center for the Ion Cannon—GDI’s most devastating weapon. Once charged, it can unleash a blast on an unsuspecting target. The Ion Cannon requires power to charge: If your base is under powered, it will stop. To fire, left click on the Ion Cannon icon in the sidebar. Doomsday. Be careful though. The Ion Cannon can be very ineffective if it is not used correctly.  It is expensive, uses lots of power and if not properly protected, it can be easily destroyed (by commando, or a nuke, ion, and air strike all rolled into one).  Remember: It takes the equivalent of one whole advanced power plant to power GDIs ultimate structure.
WEAPONS FACTORY

Armor: MEDIUM
Cost:
2000
Seconds to produce: 133
Power Usage: 30
Purpose: PRODUCES HEAVY VEHICLES & AIR POWER

This structure builds GDI’s vehicles. It is well armored, but is also a favorite target for enemy Engineers. If your Weapons Factory is captured, not only do you lose the ability to build vehicles, but the enemy is able to build your vehicles in addition to his own. Building multiple Weapons Factories will decrease the amount of time it takes to create a vehicle. Ahhh.....The Weapons factory... One of the most important parts of your base, it allows you to build everything from harvesters, to Hummers, to the pride of GDI's Armour divisions the Mammoth Tank.
HELIPAD

Armor: Armor: MEDIUM
Cost: 1500
Seconds to produce: 100
Power Usage: 10
Purpose: HELICOPTER LANDING
Building the Helipad allows the use of the ORCA attack aircraft. The Helipad is also the rearming station for the ORCA. If the Helipad is lost, the ORCA will not be able to reload. Any ORCA can use any Helipad on your side. The Helipad is the most important part of your infrastructure in regards to your air force. If you do not have one you cannot build new air units and cannot rearm already existing units.  Tip: If you have 5 ORCAs you should have 5 helipads.
REPAIR FACILITY

Armor: Armor: LIGHT
Cost:
1200
Seconds to produce: 80
Power Usage: 30
Purpose: VEHICLE REPAIR
The repair facility allows you to repair damaged units. Moving a vehicle onto the repair pad will begin the repair process. All repairs are deduct-ed from your credits. If you run out of credits while repairs are in progress, repairs will stop. Damage to the facility significantly slows repair work. There really isn't much to say about this, because the name is self explanatory, but there is one thing you should know. It allows you to build the Mammoth Tank.
SANDBAG BARRIER

Armor: Armor: LIGHT
Cost: 50
Seconds to produce: 3
Power Usage: NONE
Purpose: BASE DEFENSE
Used to deter the enemy from advancing. Sandbags provide limited cover and may slow units down. Only explosive weapons such as grenades, missiles, and shells can damage Sandbags. These thins aren't really good at much of anything except they allow you to expand your base if you use them properly.
CHAIN LINK BARRIER

Armor: LIGHT
Cost:
75
Seconds to produce: 5
Power Usage: NONE
Purpose: BASE DEFENSE
Chain Link functions in the same way that the sandbags do, but they pro-vide more defense. Only explosive weapons such as grenades, missiles, and shells can damage a Chain Link Barrier. The chain link barrier is probably going to be the object voted Most Likely Not to Be Missed If It Is Removed From the Game.  Why? If you need something to expand your base, sand bags are cheaper, and if you need something to defend your base Concrete is better.  Tell me one good reason why it shouldn't be removed from the game.
CONCRETE BARRIER

Armor: MEDIUM
Cost: 100
Seconds to produce: 7
Power Usage: NONE
Purpose: BASE DEFENSE
Concrete walls are the most effective barrier. They are much harder to destroy and will take the enemy much longer to blast through. Only explosive weapons such as grenades, missiles, and shells can damage Concrete Barriers. These things aren't the best thing to use to expand your base but it may be a good idea to put around your CY if you fear an engineer rush.