-1 |
(none) |
no structure |
0 |
0 |
|
|
No
|
0 |
|
|
|
0 |
weap |
Weapons Factory |
200 |
3 |
2000 |
|
Al
|
30 |
|
Tiberium refinery
|
Produces vehicles. Production rate lowers to 67% if the base is less than 100% powered, to 40% if less than 50% powered, or to 25% if the power hits 0%.
|
1 |
gtwr |
Guard tower |
200 |
3 |
500 |
Chain Gun
|
Wo
|
10 |
|
Infantry barracks
/
Hand of Nod
|
machine gun defense
|
2 |
atwr |
Advanced Guard Tower |
300 |
4 |
1000 |
Twin TOW Missile Launchers
|
Al
|
20 |
|
Communications center
|
Missile defense tower. Cannot operate under power shortage.
|
3 |
obli |
Obelisk of Light |
200 |
5 |
1500 |
Obelisk Laser
|
Al
|
150 |
|
Communications center
|
Laser defense tower. Takes four seconds to charge once a target is identified. Cannot operate under power shortage. When hitting a Gunboat, a bullet with a "Laser" warhead always does damage equal to 3x the boat's current strength. Thus the Obelisk will always destroy a Gunboat in one shot.
* GDI can never build this in singleplayer, even if Nod construction yard is captured
|
4 |
hq |
Communications center |
500 |
10 |
1000 |
|
Wo
|
40 |
|
Tiberium refinery
|
Provides minimap while not under power shortage.
|
5 |
gun |
Turret |
200 |
5 |
600 |
Turret Gun
|
St
|
20 |
|
Infantry barracks
/
Hand of Nod
|
Fixed gun defense
|
6 |
fact |
Construction Yard |
400 |
3 |
|
|
Wo
|
15 |
|
|
Produces structures. Production rate lowers to 67% if the base is less than 100% powered, to 40% if less than 50% powered, or to 25% if the power hits 0%. Provides 30 power. The power output decreases linearly to zero as the structure's strength decreases.
|
7 |
proc |
Tiberium refinery |
450 |
4 |
2000 |
|
Wo
|
40 |
|
Power plant
/
Advanced Power Plant
|
Provides credits by processing tiberium dropped off by a harvester. Can store 1000 credits. Comes with a free harvester.
|
8 |
silo |
Tiberium silo |
150 |
2 |
150 |
|
Wo
|
10 |
|
Tiberium refinery
|
Can store 1500 credits.
|
9 |
hpad |
Orca/Apache Helipad |
400 |
3 |
1500 |
|
Wo
|
10 |
|
Infantry barracks
/
Hand of Nod
|
Rearms helicopters. Comes with a free Orca for GDI or Apache for Nod.
|
10 |
sam |
SAM site |
200 |
3 |
750 |
Nike SAM Launcher
|
St
|
20 |
|
Infantry barracks
/
Hand of Nod
|
Anti-air defense
|
11 |
afld |
Delivery Airstrip |
500 |
5 |
2000 |
|
St
|
30 |
|
Tiberium refinery
|
Produces vehicles by having them delivered by cargo plane. Production rate lowers to 67% if the base is less than 100% powered, to 40% if less than 50% powered, or to 25% if the power hits 0%. Units produced by an airfield have their production time reduced by 25%, to compensate for the delivery time.
|
12 |
nuke |
Power plant |
200 |
2 |
300 |
|
Wo
|
0 |
|
|
Provides 100 power at full strength. The power output decreases linearly down to zero as the structure's strength decreases. This isnt the Temple of Nod, that's "tmpl".
|
13 |
nuk2 |
Advanced Power Plant |
300 |
2 |
700 |
|
Wo
|
0 |
|
Power plant
|
Provides 200 power at full strength. The power output decreases linearly to zero as the structure's strength decreases. This isn't the Temple of Nod, that's "tmpl".
|
14 |
hosp |
Civilian hospital |
200 |
2 |
500 |
|
Wo
|
20 |
|
Infantry barracks
/
Hand of Nod
|
Setpiece. Doesn't do anything even though it can technically be built. Can store 100 credits
|
15 |
pyle |
Infantry barracks |
400 |
3 |
300 |
|
Wo
|
20 |
|
Power plant
/
Advanced Power Plant
|
Produces infantry. Production rate lowers to 67% if the base is less than 100% powered, to 40% if less than 50% powered, or to 25% if the power hits 0%.
|
16 |
arco |
Civilian "Tanker" |
100 |
2 |
|
|
Wo
|
0 |
|
|
Setpiece
|
17 |
fix |
Repair facility |
400 |
3 |
1200 |
|
Wo
|
30 |
|
Power plant
/
Advanced Power Plant
|
Repairs vehicles
|
18 |
bio |
Bio research lab |
300 |
2 |
500 |
|
Wo
|
40 |
|
Civilian hospital
|
Setpiece. Doesn't do anything even though it can technically be built. Can store 100 credits. This structure cannot be captured unless a "Cap=Win/Des=Lose" trigger is attached.
|
19 |
hand |
Hand of Nod |
400 |
3 |
300 |
|
Wo
|
20 |
|
Power plant
/
Advanced Power Plant
|
Produces infantry. Production rate lowers to 67% if the base is less than 100% powered, to 40% if less than 50% powered, or to 25% if the power hits 0%.
|
20 |
tmpl |
Temple of Nod |
1000 |
4 |
3000 |
|
Al
|
150 |
|
Communications center
|
Provides nuclear missile ability. The ability pauses its charging if the base experiences a power shortage. This structure cannot be captured unless a "Cap=Win/Des=Lose" trigger is attached.
* GDI can never build this in singleplayer, even if Nod construction yard is captured.
|
21 |
eye |
Advanced Communications Center |
500 |
10 |
2800 |
|
Wo
|
200 |
|
Communications center
|
Provides ion cannon ability in addition to minimap. If there is a power shortage, the minimap turns off and the ion cannon ability pauses its charging. This structure cannot be captured unless a "Cap=Win/Des=Lose" trigger is attached.
* Nod can never build this in singleplayer, even if GDI construction yard is captured
|
22 |
miss |
Prison |
200 |
2 |
|
|
Wo
|
0 |
|
|
Setpiece, used as an objective in various scenarios
|
60 |
sbag |
Sandbag wall |
20 |
0 |
50 |
|
|
0 |
|
|
Sandbags are implemented internally as overlays, meaning they take damage differently to other structures. See "Walls". Each sandbag wall section has a single damage level of strength 20.
|
61 |
cycl |
Chainlink Fence |
20 |
0 |
75 |
|
|
0 |
|
|
Chainlink fences are implemented internally as overlays, meaning they take damage differently to other structures. See "Walls". Each chainlink fence section has 2 damage levels, each of strength 10.
|
62 |
brik |
Concrete wall |
210 |
0 |
100 |
|
|
0 |
|
|
These are implemented internally as overlays, meaning they take damage differently to other structures. See "Walls". Each concrete wall section has 3 damage levels, each of strength 70.
|
63 |
barb |
Barbed wire |
2 |
0 |
25 |
|
|
0 |
|
|
These are implemented internally as overlays, meaning they take damage differently to other structures. See "Walls". Each barbed wire section has a single damage level of strength 2.
|
64 |
wood |
Wooden fence |
2 |
0 |
25 |
|
|
0 |
|
|
These are implemented internally as overlays, meaning they take damage differently to other structures. See "Walls". Each wooden fence section has a single damage level of strength 2.
|