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.