Command & Conquer: Remastered – Nod Structures

cncremastered

 

The Brotherhood of Nod makes up for its lack of armour with speed and low production costs, therefore making use of their strength in numbers. Mobile artillery pieces and experimental vehicles are the mainstays of their tank battalions.

 

 

Structures

Construction YardConstruction Yard
Cost: $5000 (MCV) | Power: +15 | Prerequisites: none
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 Temple of Nod. 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.

Power PlantPower Plant
Cost: $300 | Power: +100 | Prerequisites: none
While some of your buildings, like your Construction Yard, provide their own power, most do not. To get them to operate at peak efficiency, you must provide them with power. Power Plants put a good deal of energy, but larger bases will require multiple Power Plants to operate effectively. They are physically weak and critically important, and they give less power when damaged, so keep them well-guarded.

Advanced Power PlantAdvanced Power Plant
Cost:
$700 | Power: +200 | Prerequisites: Power Plant
This high-yield structure handles the energy strains of some later, more power-intensive structures. It may cost a bit more than the original Power Plant, but it generates double the amount of power.

Tiberium RefineryTiberium Refinery
Cost:
$2000 | Power: -30 | Prerequisites: Power Plant
The refinery converts the harvester loads of Tiberium into credits for the player. It also stores a 1000 credits worth of Tiberium. Once a Refinery is full, Tiberium Silos must be created in order to store excess Tiberium. If there is no available storage capacity at a Refinery or Silos, excess Tiberium will be lost. Each Tiberium Refinery comes with a free Harvester.

Hand of NodHand of Nod
Cost:
$300 | Power: -20 | Prerequisites: Power Plant
This uniquely-shaped building trains all infantry units for the Brotherhood of Nod. Building multiple Hands of Nod will decrease the time necessary to train a soldier.

 

AirstripAirstrip
Cost:
$2000 | Power: -30 | Prerequisites: Tiberium Refinery
Instead of building vehicles in the field like GDI does, Nod does so in more secure locations, and deploys them by air as necessary. The Airstrip allows cargo planes to land and deliver these vehicles. You do not instantly get the unit when it is complete – it must be flown in, which creates a delay between the unit’s completion and its delivery on the battlefield. Building multiple Airfields will increase the building speed, and will enable you to have two units delivered at a time.
Note: In legacy balance, the time needed for the cargo plane to reach the airfield depends on the distance of the airfield from the east edge of the map. In modern balance, it is normalized to 5 seconds in all cases.

Communications CenterCommunications Center
Cost:
$1000 | Power: -40 | Prerequisites: Tiberium Refinery
Allows the use of the radar screen as long as there is sufficient power. The radar screen allows for long range views of the battlefield and for commanding units over great distances.

 

HelipadHelipad
Cost:
$1500 | Power: -10 | Prerequisites: Hand of Nod
Building the Helipad allows the use of the Apache and the Transport. The Helipad is also the rearming station for the Apache. If the Helipad is lost, the Apache will not be able to reload. Any Apache can use any Helipad on your side.

Repair FacilityRepair Facility
Cost:
$1200 | Power: -30 | Prerequisites: Power Plant
The Repair Facility allows you to repair damaged units. Moving a vehicle onto the repair pad will begin the repair process. All repairs are deducted from your credits. If you run out of credits while repairs are in progress, repairs will stop. Damage to the facility significantly slows repair work. The damaged unit can also be sold here, and a percentage of its purchase value will be returned to the owner.

Temple of NodTemple of Nod
Cost:
$3000 | Power: -150 | Prerequisites: Communications Center
Houses the central computer core that is the hub of all Nod communications and center of Nod command. It is heavily armoured, but nonetheless requires protection, as it also gives Nod forces the ability to fire nuclear missiles.

 

Support structures

SandbagsSandbags
Cost: $50 | Power: 0 | Prerequisites: none
The Sandbag barrier is good for stopping non-tracked vehicles and infantry. All tracked vehicles can run right over this barrier. Up to 4 pieces of sandbag section can be placed at once if near an existing wall section for quick building.

Chain Link FenceChain Link Fence
Cost: $75 | Power: 0 | Prerequisites: none
Chain Link functions in the same way that the sandbags do, but they provide more defense. Only explosive weapons such as grenades, missiles, and shells can damage a Chain Link Barrier. Up to 4 pieces of fence section can be placed at once if near an existing wall section for quick building.

Concrete WallConcrete Wall
Cost: $100 | Power: 0 | Prerequisites: none
Concrete Walls are the most effective barrier. They are much harder to destroy and will take the enemy much longer to blast through. Only explosive weapons such as grenades, missiles, and shells can damage Concrete Barriers. Up to 4 pieces of wall section can be placed at once if near an existing wall section for quick building.

Tiberium SiloTiberium Silo
Cost: $150 | Power: -10 | Prerequisites: Tiberium Refinery
This structure stores up to 1500 credits worth of processed Tiberium. When the Refinery fills to its maximum capacity of Tiberium, you will want to build Silos to handle the excess storage load. Guard it carefully. If destroyed or captured, the amount stored is deducted from your account.

TurretTurret
Cost:
$600 | Power: -20 | Prerequisites: Hand of Nod
For broad sweep, short-range protection against heavy assault vehicles. This is the staple of Nod’s base defense, so be sure to have several of these around your base entrances. Firepower-wise, they are the equivalent of a Medium Tank’s cannon – without the mobility.

SAM SiteSurface-to-Air Missile (SAM) Site
Cost:
$750 | Power: -20 | Prerequisites: Hand of Nod
Fires surface-to-air missiles at airborne GDI units. When the it is recessed in the ground, it is difficult to harm. However, when the launcher is exposed, it will damage more easily. Position these around your base in a triangular layout. This gives you the best chances of destroying aerial threats before they can cause serious damage to your base. It deactivates if the base’s power is low.

Obelisk of LightObelisk of Light
Cost:
$1500 | Power: -150 | Prerequisites: Communications Center
This high-power laser effectively destroys troops and armament at long range. It is the most powerful on-board weapon in the game. Its slow recharge time means that it cannot be the only weapon defending your base, however. It deactivates if the base’s power is low.

 

Support powers

Nuclear Missile StrikeNuclear Missile Strike
Cost:
free | Prerequisites: Temple of Nod
Launches a devastating nuclear missile to the selected location, dealing considerable damage in the blast area.

 

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