Construction Yard
  • Cost: --
  • Prerequisite: Soviet 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 superweapons. 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.
People's Tribute
  • 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.

Tesla Reactor
  • Cost: $600
  • Prerequisite: Con. Yard
  • Power: +150
  • Strength: Medium
  • Armor: Light
  • Purpose: Power Supply

Tesla Reactors 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 War 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 winning the war against the capitalists as it produces most Soviet armor 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.

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

The Operations Tower is the hub of Soviet 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.
Spy Plane
  • Cost: $0
  • Charge Time: 4:30
  • Purpose: Recon
  • Requires Power: No
  • Duration: --

Soviet brute force must be backed with hard information on enemy movement and positioning. The Spy Plane can be called in to uncover areas of the battlefield from shroud.
Emergency Repair
  • Cost: $0
  • Charge Time: 3:00
  • Purpose: Vehicle Repair
  • Requires Power: No
  • Duration: 10sec

When cast over groups of vehicles Emergency Repair quickly restores most of a vehicles health. Also works on Volkov and Chitzkoi.

War Palace
  • Cost: $3000
  • Prerequisite: Con. Yard, Ops. Tower
  • Power: -200
  • Strength: High
  • Armor: Light
  • Purpose: Tier 3, Support Powers

The War Palace enables the most advanced and powerful technology in the Soviet 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.
Fortify
  • Cost: $750
  • Charge Time: 4:00
  • Purpose: Support
  • Requires Power: No
  • Duration: --

Used to help defend areas, Fortify! spawns a Battle Bunker anywhere on the battlefield with enough space. The Bunker acts just like the buildable version, capable of garrisoning 6 infantry however it cannot be sold.
Red Menace
  • Cost: $1500
  • Charge Time: 6:00
  • Purpose: Support
  • Requires Power: No
  • Duration: --

From the skies comes death in the form of Conscripts and Terrorists! The Red Menace paradrop carries 4 of each infantry in 2 planes dropping a total of 16 dedicated warriors, ready to die for the Soviet people! Terrorists provide a much needed damage boost against vehicles and structures however can also kill friendly soldiers upon death.

Nuclear Reactor
  • Cost: $1000
  • Prerequisite: Con. Yard, War Palace
  • Power: +1600
  • Strength: Medium
  • Armor: Heavy
  • Purpose: Advanced Power Supply

As the base grows larger so do its power requirements thus the Soviets employ the use of Nuclear Reactors - dangerous but cheap providers of massive amounts of energy. If destroyed they explode violently harming friend or foe... the Soviets however decided to put this to potential use. Should the Commander so wish it the Nuclear Reactor can deploy, starting a short self destruct sequence leading to its inevitable meltdown. If the Reactor is going to fall into enemy hands then let it be destroyed!
Further Information:
  • Can be infiltrated.
  • Vulnerable to EMP.

Industrial Plant
  • Cost: $2500
  • Prerequisite: Con. Yard, War Palace
  • Power: -200
  • Strength: Medium
  • Armor: Light
  • Purpose: Economic Support

Soviet power relies on superior armor and numbers - with the Industrial Plant Soviet commanders can have both! Once built the cost of all vehicles is reduced by 15% and defenses by 10%. Not only are their costs reduced but also the speed of construction.
Further Information:
  • Decreases cost of vehicles by 15% and defenses by 10%.
  • Cannot be captured.
  • Only 1 can be constructed at once.

Cloning Vats
  • Cost: $2000
  • Prerequisite: Con. Yard, War Palace
  • Power: -150
  • Strength: Low
  • Armor: Light
  • Purpose: Infantry Cloning

Soviet infantry may be lightly armed and ill-prepared but they are still effective in numbers. Watch as the Soviet horde is doubled for a fraction of the price! Cloning Vats duplicate every infantry trained at a Barracks. While the cost of infantry is increased by 25% it is still a huge saving in both money and time.
Further Information:
  • For every infantry produced at a Barracks, a clone is produced at the Vats.
  • Increases cost of infantry by 25%.
  • Can be infiltrated.
  • Cannot be captured.

Iron Curtain
  • Cost: $2500
  • Prerequisite: Con. Yard, War Palace
  • Power: -200
  • Strength: Medium
  • Armor: Heavy
  • Purpose: Tactical Superweapon

As Albert Einstein said "It's incredible!". The only thing scarier than a horde of Soviet tanks is an invincible horde. The Iron Curtain, through a method of 'resonating molecules', can temporarily make vehicles or structures, friend or foe, impervious to harm. Quickly it can turn the tide of a battle or break a fortified position easily.
Further Information:
  • Can be infiltrated.
  • Vulnerable to EMP.
  • Cannot be captured.
  • Only 1 can be constructed at once.
Invulnerability
  • Cost: --
  • Charge Time: 5:00
  • Purpose: Invulnerability
  • Requires Power: Yes
  • Duration: 50sec

Invulnerability effects a 3x3 area, making all vehicles or structures invulnerable to damage for its duration. Any infantry caught within the effect are instantly killed.

Nuclear Missile Silo
  • Cost: $5000
  • Prerequisite: Con. Yard, War Palace
  • Power: -200
  • Strength: High
  • Armor: Heavy
  • Purpose: Ultimate Superweapon

When the most devasting weapons are put into the hands of madmen, the whole world is in peril. Luckily the largest stock of nuclear warheads are in the hands of the Soviet Union, only to be put to use against the imperialists and their puppets. Nuclear strikes are powerful enough to destroy large portions of enemy bases, able to break the most hardily defended Allied positions.
Further Information:
  • Can be infiltrated.
  • Vulnerable to EMP.
  • Cannot be captured.
  • Only 1 can be constructed at once.
Nuke Attack
  • Cost: --
  • Charge Time: 10:00
  • Purpose: Base Destruction
  • Requires Power: Yes
  • Duration: --

A tactical nuclear missile is launched at the target, destroying most in the huge area of effect. Due to the time it takes for the missile to launch and return to Earth it can be avoided by a wily foe.

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

The Soviet 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.

Sentry Gun
  • Cost: $400
  • Prerequisite: Con. Yard, Barracks
  • Power: 0
  • Strength: Low
  • Armor: Medium
  • Purpose: Basic Defense
  • Primary: Dual Chainguns
  • Secondary: --
Sentry Guns are the basic defense for the Soviets. Their chainguns shread through enemy infantry and light vehicles easily. Due to their low cost they can be built quickly in rapid response to an early assault.
Further Information:
  • Cannot be captured.

Battle Bunker
  • Cost: $600
  • Prerequisite: Con. Yard, Barracks
  • Power: 0
  • Strength: Low
  • Armor: Heavy
  • Purpose: Garrisonable Defense
An early, highly useful defensive structure - the Battle Bunker can be occupied by any infantry capable of garrisoning structures making them customisable and potentially effective versus all ground targets. Their generally low range however makes them vulnerable to long ranged weapons but in the right position they can be formidable structures.
Further Information:
  • Up to 6 infantry can garrison the structure.
  • Cannot be captured.

Flak Cannon
  • Cost: $800
  • Prerequisite: Con. Yard, Barracks
  • Power: -50
  • Strength: Medium
  • Armor: Medium
  • Purpose: Anti-Air Defense
  • Primary: Flak Gun
  • Secondary: --
Soviet anti-air weapons are perfectly designed for swatting away pesky Allied aircraft, especially in groups. Flak Cannons paint the sky black when their weapons open fire on incoming aerial foes and shred them in moments.
Further Information:
  • Cannot be captured.
  • Vulnerable to EMP & can be disabled by Scramblers.

Tesla Coil
  • Cost: $1500
  • Prerequisite: Con. Yard, Ops. Tower
  • Power: -100
  • Strength: Low
  • Armor: Medium
  • Purpose: Advanced Defense
  • Primary: Tesla Charge
  • Secondary: --
Towering at the front of a Soviet base is often a Tesla Coil. These weapons are famed for their brutal effectiveness, directing thousands of volts of electricity at enemy infantry and vehicles, stripping flesh and armor alike. The Tesla Coils superior range allows it to hit enemies well before they can retaliate. If a friendly Tesla Trooper is nearby they may 'overcharge' the Tesla Coil further increasing range and damage.
Further Information:
  • Cannot be captured.
  • Vulnerable to EMP & can be disabled by Scramblers.

Psychic Sensor
  • Cost: $1000
  • Prerequisite: Con. Yard, Ops. Tower
  • Power: -50
  • Strength: Medium
  • Armor: Light
  • Purpose: Base Concealment
One of the experimental Psionic weapons developed by the Soviets, the Psychic Sensor has the incredible ability to reveal enemy actions within its range of detection. If an enemy commander makes a move to attack within that range his orders will be visible. Furthermore submerged or cloaked units are revealed, Spies are detected and nuclear launch targets within the radius are also displayed.
Further Information:
  • Psychic Sensor detector range of 15 cells.
  • Cannot be captured.
  • Vulnerable to EMP.

Service Crane
  • Cost: $800
  • Prerequisite: Con. Yard, War Factory, Ops Tower
  • Power: 0
  • Strength: Medium
  • Armor: Light
  • Purpose: Vehicle Repair
Instead of Service Depots, the Soviets 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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