SOVIET STRUCTURES

3.1.1 Construction Yard You need an MCV to build a construction yard. If your constantly hammered by tank fire, build a concrete wall around it.
3.1.2 Power Plant Build a power plant as your first structure. If the power to your base drops below nominal, your buildings will take damage, and active systems like radar, Tesla coils, AA guns, and gap generators will fail. Productivity will also fall
3.1.3 Advanced Power Plant This provides twice the power for less cost and space than two normal power plants put together. It's easier to destroy a single advanced power plant than two normal power plants, so weigh your options.
3.1.4 Ore Refinery Build more than one ore refinery. Leave space around the ore refinery for the ore trucks to navigate. Each refinery has enough storage space for 2000 credits worth of ore.
3.1.5 Ore Silo Each silo can hold 1500 credits worth of ore. The ore is divided equally between all your silos and refineries. If you run out of space, any ore you mine is wasted.
3.1.6 Barracks Build a barracks after the power plant. In early stages of the game, it might be your only defense.
3.1.7 Kennel Attack dogs are trained in this facility.
3.1.8 War Factory War factories produce the vehicles you need to fight your battles. Leave space around it for vehicles to maneuver.
3.1.9 Sub Pen Sub pens allow you to build and repair submarines and transports. Stay on the lookout for spies. Don't let them gain a sonar pulse.
3.1.10 Airfield Airfields are heavily armored, but the aircraft they harbor are not. Giving your enemies a free shot at your planes is a dumb thing to do, so keep them to the rear. Air crews can reload one ammo unit every two and a half seconds.
3.1.11 Helipad Helicopters reload and rearm from here. Each ammo rock takes two and a half seconds to reload.
3.1.12 Service Depot Build the service depot near your front lines so it doesn't take too long to get units back home to repair. It repairs aircraft just as well as vehicles, but you can not select multiple aircraft to repair like you can with vehicles. The service depot repairs 10 points of damage every time it goes 'tick'. You can sell vehicles for half of their purchase cost by sending them to the vehicle depot and clicking on the sell icon.
3.1.13 Radar Dome The dome will give you a radar system that shows the whereabouts of enemy units and building in explored territory.
3.1.14 Technology Center Enables the construction of advanced buildings and vehicles.
3.1.15 Flame Tower Armored flame-throwers on steroids, this automated system launches exploding fireballs. These are great against infantry and buildings, but tend to not do more than scorch the paint of heavy tanks and vehicles. Allied rocket infantry can take them out from a distance since their rockets have greater range.
3.1.16 Tesla Coil The Tesla coil is the best defense against enemy land and sea units. The arcing electricity will destroy a light tank outright. It takes eight seconds for the Tesla coil capacitors to recharge.
3.1.17 SAM Site This is the only anti-aircraft structure at our disposal. Five direct hits will down an enemy chopper, and two will ruin a jet or propeller plane
3.1.18 Iron Curtain The Iron Curtain will change the molecular structure of a unit, making it impervious to all damage. This effect lasts for 45 seconds.
3.1.19 Missile Silo Launches atom bombs.
3.1.20 Barbed Wire Fence Twice as strong as sandbags, but tanks and other tracked vehicles are still able to bulldoze through.
3.1.21 Concrete Wall Not even the heaviest tanks can pass through concrete walls. Use concrete barriers to block access to the base, to protect vital structures, and to herd enemy units into chokepoint kill zones. Concrete will block line-of- sight weapons like rockets and tank rounds, but not artillery or similar ordnance.