Construction Yard
  • Cost: --
  • Prerequisite: Allied MCV
  • Power: +50
  • Strength: High
  • Armor: Concrete
  • Purpose: Base Construction, Radar

Most battles begin with the Mobile Construction Vehicle which deploys into the Construction Yard. The center of any base, the Con. Yard constructs other and all structures from Barracks to super weapons. This makes it the most important structure you may own. Con. Yards also provide 50 power units allowing it to power a Barracks or Ore Refinery, for example, without the need of a separate Power Plant. Multiple Construction Yards increase production speed.
Further Information:
  • Provides radar.
  • Can be infiltrated.
  • Undeploys into mobile form if "Redeployable MCV" is enabled.
Secure Funding
  • Cost: $0
  • Charge Time: 1:30
  • Purpose: Income
  • Requires Power: No
  • Duration: --

A short, automatically firing support power that provides $600 directly into the players account.

Power Plant
  • Cost: $800
  • Prerequisite: Con. Yard
  • Power: +200
  • Strength: Medium
  • Armor: Light
  • Purpose: Power Supply

Power Plants supply necessary power to other base buildings maintaining optimal performance and base defense operation. They are fairly fragile structures and so should be defended well, especially from enemy Spies or Saboteurs.
Further Information:
  • Can be infiltrated.
  • Vulnerable to EMP.

Ore Refinery
  • Cost: $1600
  • Prerequisite: Con. Yard
  • Power: -50
  • Strength: High
  • Armor: Light
  • Purpose: Resource Conversion & Storage

Ore Refineries are required to convert harvested ore or gems into usable credits. Once harvesters return to the structure the minerals are stored, turned into credits and then removed from storage as spent. Multiple refineries are needed to store large amounts of credits. If a Refinery which currently holds ore is destroyed, that ore will be scattered around the site which can be harvested again and the value of the lost ore is deducted.
Further Information:
  • Can be infiltrated.
  • Stores up to 4500 credits.
  • Provides a Chrono Miner.

Barracks
  • Cost: $500
  • Prerequisite: Con. Yard
  • Power: -25
  • Strength: Low
  • Armor: Heavy
  • Purpose: Infantry Training

Barracks are often integral to early game shenanigans. Cheap and quick to build, they train and output all available infantry. Now available immediately after a Construction Yard allows even faster infantry harassment. Barracks also lead to basic base defenses and can be used to 'base crawl' to suitable building locations further afield. Multiple Barracks increase production speed.
Further Information:
  • Can be infiltrated.

War Factory
  • Cost: $1500
  • Prerequisite: Con. Yard, Ore Refinery
  • Power: -75
  • Strength: Medium
  • Armor: Heavy
  • Purpose: Vehicle Production

The War Factory is central to fighting a battle as it produces most Allied vehicles on the battlefield. Multiple War Factories increase production speed.
Further Information:
  • Can be infiltrated.

Naval Shipyard
  • Cost: $1000
  • Prerequisite: Con. Yard, Ore Refinery
  • Power: -50
  • Strength: High
  • Armor: Heavy
  • Purpose: Naval Production

Often, if a battlefield has large bodies of water, control of those means the difference between success and defeat. The Naval Shipyard can only be placed in water and produces all naval units. It can also repair docked naval or amphibious units. Multiple Naval Shipyards increase production speed.
Further Information:
  • Repairs naval & amphibious units.

Airforce Command Headquarters
  • Cost: $1000
  • Prerequisite: Con. Yard, Ore Refinery, Barracks
  • Power: -75
  • Strength: Medium
  • Armor: Heavy
  • Purpose: Aircraft Production

The diversity of the Allied arsenal is displayed here. Unlike the Soviets, the Allies maintain an extra factory and line of units: aircraft bound to an airport for maintenance and reloading. The advantage is that their aircraft are fast and quick attackers, able to outmanoeuvre any ground unit. They can also be produced alongside land or naval units allowing Allied commanders to provide support for their frontline troops quickly. The Airforce Command Headquarters specifically also plays the role of communicator, relaying signals to all aircraft on the battlefield. If all Airforce Command HQs on the map are destroyed then aircraft will not function. Any aircraft in the air will crash immediately! Multiple Airforce Command HQs increase production speed.
Further Information:
  • If destroyed all Aircraft cease to function.
  • Repairs & reloads up to 4 aircraft.

Nexus Center
  • Cost: $1000
  • Prerequisite: Con. Yard, Ore Refinery, Barracks
  • Power: -100
  • Strength: High
  • Armor: Light
  • Purpose: Tier 2, Support Powers

The Nexus Center is the hub of Allied technology and communication, enabling tier 2 units and structures. It also provides two support powers capable of shifting the favor of the battle.
Further Information:
  • Builds 2x slower than cost implies.
  • Vulnerable to EMP.
Force Shield
  • Cost: $0
  • Charge Time: 6:30
  • Purpose: Base Defense
  • Requires Power: Yes
  • Duration: 50sec

The Force Shield can be fired on any friendly structures, making them and surrounding buildings invincible for a short time, perfect for countering super weapons. The Force Shield requires so much energy to initiate however that it drains all base power for half of its duration.
Combat Drugs
  • Cost: $0
  • Charge Time: 1:30
  • Purpose: Infantry Support
  • Requires Power: No
  • Duration: 40sec

Boosting the usefulness of Allied infantry in battle, Combat Drugs increases the speed by 35% and firepower by 50% of all effected barracks level infantry. Effected units are indicated by a syringe icon next to them.

Science Lab
  • Cost: $3000
  • Prerequisite: Con. Yard, Nexus Center
  • Power: -200
  • Strength: High
  • Armor: Light
  • Purpose: Tier 3, Support Powers

The Science Lab enables the most advanced and powerful technology in the Allied arsenal. Along with unlocking tier 3 units it also provides two support powers.
Further Information:
  • Builds 1.5x slower than cost implies.
  • Can be infiltrated.
  • Vulnerable to EMP.
Safeguard
  • Cost: $1000
  • Charge Time: 5:00
  • Purpose: Support
  • Requires Power: No
  • Duration: --

Useful for supporting or harassing areas, Safeguard can spawn a Sentinel Nest anywhere on the map. Sentinel Nests are small structures housing two Sentinel Drones, aerial units which fire lasers against enemies that come into range. Sentinel Drones only do minor damage to most targets. You cannot build off or sell Sentinel Nests.
Equalizer Airstrike
  • Cost: $1500
  • Charge Time: 5:30
  • Purpose: Support
  • Requires Power: No
  • Duration: 65sec

The Equalizer can dramatically turn the tide of a vehicle battle. The Airstrike calls in a small drone fighter to a launch an EMP strike at the target location, disabling enemy units or structures vulnerable to EMP.

Ore Purifier
  • Cost: $2500
  • Prerequisite: Con. Yard, Science Lab
  • Power: -200
  • Strength: Medium
  • Armor: Light
  • Purpose: Economic Support

To help combat the mass production of the Soviet war machine the Allies construct Ore Purifiers, able to help sustain their economy well into a long battle. With the Purifier established all income from ore or gems is increased by 25% through additional refining.
Further Information:
  • Increases income by 25%. Extra income is not stored in Refineries and cannot be lost.
  • Cannot be captured.
  • Only 1 can be constructed at once.

Spy Satellite
  • Cost: $2000
  • Prerequisite: Con. Yard, Science Lab
  • Power: -150
  • Strength: Low
  • Armor: Light
  • Purpose: Map Reveal

One of the Allies most powerful weapons is information, brought to them by the Spy Satellite. Upon construction the Spy Sat immediately reveals the entire map providing an enormous advantage over enemies. Be careful however as if the structure is lost then the entire map is reshrouded. If infiltrated, Spy Satellites also re-reveal the map after 30 seconds and do not need to be rebuilt.
Further Information:
  • Re-reveals the map every 30 seconds.
  • Can be infiltrated.
  • Vulnerable to EMP.
  • Cannot be captured.
  • Only 1 can be constructed at once.
Master Control
  • Cost: $1000
  • Charge Time: 8
  • Purpose: Vehicle Hack
  • Requires Power: Yes
  • Duration: --

The Spy Satellite also links to the rest of the Allied space arsenal, including the new Master Control Satellite. Master Control allows the Allies to hack into enemy vehicles and take remote control. Hacking results in making the units immune to mind control and takes several seconds to apply, allowing vigilant commanders to avoid the strike.

Chronosphere
  • Cost: $2500
  • Prerequisite: Con. Yard, Science Lab
  • Power: -200
  • Strength: Medium
  • Armor: Heavy
  • Purpose: Tactical Superweapon

Proof of Allied genius and invented by Albert Einstein, the Chronosphere is a powerful and useful tool and the first Allied superweapon. The Chronosphere can teleport up to 9 vehicles anywhere on the battlefield. This can be used to perform surprise attacks or even remove unwanted enemy units by teleporting them into water or other impassable areas.
Further Information:
  • Can be infiltrated.
  • Vulnerable to EMP.
  • Cannot be captured.
  • Only 1 can be constructed at once.
Chronoshift
  • Cost: --
  • Charge Time: 7:00
  • Purpose: Teleportation
  • Requires Power: Yes
  • Duration: --

The Chronoshift comes in two stages. First target the 3x3 area of units you want to teleport then click again where you want to move them. All infantry (except Chrono Legionnaires) in the area of effect are killed instantly.

Weather Control Device
  • Cost: $5000
  • Prerequisite: Con. Yard, Science Lab
  • Power: -200
  • Strength: High
  • Armor: Heavy
  • Purpose: Ultimate Superweapon

The most awesome force on the planet: the power of nature is perhaps every generals worst enemy, but not for the Allies! The Weather Control Device is expensive in time and money but provides an incredibly powerful weapon, perfect for destroying enemy strongholds in the case of a stalemate.
Further Information:
  • Can be infiltrated.
  • Vulnerable to EMP.
  • Cannot be captured.
  • Only 1 can be constructed at once.
Lightning Storm
  • Cost: --
  • Charge Time: 10:00
  • Purpose: Base Destruction
  • Requires Power: Yes
  • Duration: 20sec

The power of lightning is unleashed over the target area in a large radius. Lightning bolts strike in random locations dealing massive damage against structures. Certain buildings, due to their advanced electronics inside, attract more lightning strikes such as Science Labs and War Palaces.

Concrete Wall
  • Cost: $100
  • Prerequisite: Con. Yard
  • Power: 0
  • Strength: Low
  • Armor: Heavy
  • Purpose: Passive Defense

The Allied Wall is strong and capable of slowing down an enemy advance, providing much needed time for an effective response. They also serve as excellent protection against Spies and any weapons which cannot fire over walls.
Further Information:
  • When placed in a line up to 5 cells apart, wall pieces will automatically fill the gap.
  • Cannot be captured.

Gates
  • Cost: $250
  • Prerequisite: Con. Yard, Barracks
  • Power: 0
  • Strength: Low
  • Armor: Heavy
  • Purpose: Passive Defense
Gates are placed along wall pieces allowing friendly units to pass through while keeping enemies out. Gates may become a weak point in the wall however so are best used in well defended positions.
Further Information:
  • Cannot be captured.

Pillbox
  • Cost: $400
  • Prerequisite: Con. Yard, Barracks
  • Power: 0
  • Strength: Low
  • Armor: Medium
  • Purpose: Basic Defense
  • Primary: Heavy Machine Gun
  • Secondary: 90mm Cannon
Pill Boxes are the Allies' first line of defense. Being cheap to build means they can be placed quickly in case of emergency. Their primary machine gun is perfect for cutting down enemy infantry and they also pack a light armor piercing cannon to help whittle down vehicle assaults as well.
Further Information:
  • Cannot be captured.

Patriot Missile System
  • Cost: $800
  • Prerequisite: Con. Yard, Barracks
  • Power: -50
  • Strength: Medium
  • Armor: Medium
  • Purpose: Anti-Air Defense
  • Primary: 'Red Eye' Missiles
  • Secondary: --
Housing powerful anti-air missiles, Patriot Missile Systems can track and target aircraft at large distances. Their missiles are fast and accurate doing high, precise damage. They cannot target paratroopers.
Further Information:
  • Cannot be captured.
  • Vulnerable to EMP & can be disabled by Scramblers.

Prism Tower
  • Cost: $1200
  • Prerequisite: Con. Yard, Nexus Center
  • Power: -75
  • Strength: Low
  • Armor: Medium
  • Purpose: Advanced Defense
  • Primary: 'Comet' Laser
  • Secondary: --
The advanced Allied base defense, Prism Towers use their powerful reflectors to focus sunlight into beams capable of melting armor and infantry alike. Their slower rate of fire leaves them vulnerable to swarms of enemies but they do have the unique ability to 'link' with other Prism Towers. They can focus light onto other towers, increasing the damage output through each connection made. This makes Prism Towers formidable in groups.
Further Information:
  • Cannot be captured.
  • Vulnerable to EMP & can be disabled by Scramblers.

Gap Generator
  • Cost: $1000
  • Prerequisite: Con. Yard, Nexus Center
  • Power: -100
  • Strength: Low
  • Armor: Medium
  • Purpose: Base Concealment
As part of the Allies' information war with the Soviets, Gap Generators go a long way in protecting Allied positions from Soviet eyes. When online these spires form an area of shroud around them, concealing the position from enemies.
Further Information:
  • Deploy to increase Gap radius from 8 to 14 cells at the cost of an extra -50 power.
  • Cannot be captured.
  • Vulnerable to EMP.

Grand Cannon
  • Cost: $2000
  • Prerequisite: Con. Yard, Science Lab
  • Power: -125
  • Strength: Medium
  • Armor: Medium
  • Purpose: Long Range Defense
  • Primary: 'Comet' Laser
  • Secondary: --
Further Information:
  • Cannot be captured.
  • Vulnerable to EMP & can be disabled by Scramblers.
  • Only 4 can be constructed at once.

Service Crane
  • Cost: $800
  • Prerequisite: Con. Yard, War Factory, Nexus Center
  • Power: 0
  • Strength: Medium
  • Armor: Light
  • Purpose: Vehicle Repair
Instead of Service Depots, the Allies make use of the Service Crane. This structure repairs all friendly vehicles within its repair ring. This allows multiple vehicles to be repaired simultaneously at no cost.
Further Information:
  • Cannot be captured.
  • Only 2 can be constructed at once.


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