The heart of every base is the Construction Yard. This structure is responsible for the creation of all other buildings in your base from simple walls to the technologically-advanced Battle Labs. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. In many missions, you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building.
The Soviet army depends on the Tesla Reactor to run its base operations. Like Power Plants, Tesla Reactors are extremely important, but are very vulnerable. These structures must be protected at all times. Spies are a particular nuisance.
Your War Miners need somewhere to take the Ore they collect. That place is the Ore Refinery, a structure at the very heart of your economic operation. A filled Miner will return to the Refinery to dump its load of Ore before returning to the field. This Ore is then converted into credits, which you can use to purchase structures and units. Each Ore Refinery comes with a Miner. You will need one of these buildings in every mission and will often want several. Make more Miners and Ore Refineries to make more money.
The creation of all infantry units from the basic Conscript to the advanced Crazy Ivan is performed at the Soviet Barracks. Many of your more powerful and effective structures and base defenses require the presence of a Barracks.
If you wish to build vehicles (and you will), you will need a War Factory. All ground vehicles are created at the War Factory, although many may require the addition of other buildings to allow for production.
Your navy will play an important role both in protecting your base and in attacking the enemy position. All of your naval units, including Giant Squid, are created at your Naval Yard. This structure must be placed entirely in water. Damaged ships can be returned to the Naval Yard to be repaired..
Because the Soviets do not have traditional aircraft, they have no need of an airfield. The Radar Tower, when created, activates the Soviet Radar display.
During the course of a battle, your units will become damaged. Moving a damaged vehicle into a Service Depot begins the repair process. Repairing damaged vehicles costs credits, with the cost depending on the severity of the damage to the unit.
Many of the more advanced Soviet units and defenses depend upon additional technology found only at the Battle Lab. To create the Soviet special weapons, you must have a Battle Lab at your base. While expensive to build and requiring a lot of power to run, the units and structures available with the Battle Lab make it a necessary addition to any Soviet base.
The Soviets have solved the problem of needing additional Tesla Reactors by developing the Nuclear Reactor. This large building puts out the equivalent of many Tesla Reactors, supplying the Soviet commander with virtually all of the power he will ever need. The destruction of a Nuclear Reactor causes a large nuclear explosion, and creates fallout that will kill infantry and lightly-armoured vehicles.
A unique piece of Soviet technology, the Cloning Vat allows you to duplicate any infantry unit you create with your Barracks for free. Once you have built and placed a Cloning Vat, any unit you create in your Barracks will also produce an identical unit at the Cloning Vat. Infantry units can be sent into the Cloning Vat and destroyed. This will give you a small amount of credits in return. Additionally, any infantry units captured by Yuri can be sent to the Cloning Vat. Try this for an extra cash bonus.
Fortress Wall Section
Walls are a passive defence system designed to stop enemy infantry and vehicles. Multiple pieces of wall section can be placed at once for quick building.
This stationary gun is used to defend against enemy infantry. It is not a very effective weapon against vehicles.
A powerful base-defence against all ground units, the Tesla Coil attacks with a powerful bolt of electricity. Unlike other base-defenses, a Tesla Coil can be charged by Tesla Troopers, and will remain active even if the base loses power.
The Soviet Flak Cannon is a basic form of defence against aerial units. It is extremely effective against all Allied air units, including Rocketeers.
Soviet research into psychic phenomena has resulted in the Psychic Sensor. When deployed, this device allows you to see the orders given to any enemy units planning to attack any friendly units or structures within the device’s radius. When built, the sensor shows the attack target when the target is within range of the Psychic Sensor.
A fascinating piece of Soviet technology, the Iron Curtain allows you to make units and structures invulnerable for a short period of time. When ready and selected, the Iron Curtain will make all structures and units in a small area completely invulnerable to attack. Invulnerable units cannot be attacked by Terror Drones, but can still be mind-controlled. The force of the Iron Curtain will kill any infantry units it is used on. In this way, it can be used against enemy infantry as a weapon. When the Iron Curtain is built, all players are notified and the shroud above the device is removed for all players.
Nuclear Missile Silo
The ultimate weapon in the Soviet arsenal is the Nuclear Missile Silo. Once built, the Nuclear Missile Silo creates a huge nuclear missile that can be used to cause incredible devastation in the chosen area. Additionally, the aftermath of the missile leaves radiation that will kill any infantry units in the area and will damage lightly-armoured vehicles. When the Nuclear Missile Silo is built, all players are notified and the shroud above the device is removed for all players.