The Global Defense Initiative relies on well-armoured and powerful, but slow units. They take conventional technologies and upgrade them to increase firepower and efficiency. However, they lack a long-range weapon in the early game.
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 Advanced Communications Centers. 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.
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 100 units 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 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 (200 units).
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.
Cost: $300 | Power: -20 | Prerequisites: Power Plant
This structure is a field training center for all GDI infantry units. Building multiple Barracks will increase the rate at which infantry are produced.
Cost: $2000 | Power: -30 | Prerequisites: Tiberium Refinery
This structure builds GDI’s vehicles. Building multiple Weapons Factories will decrease the amount of time it takes to create a vehicle.
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. In the campaign, the Communications Center allows GDI players to use the Air Strike support power.
Cost: $1500 | Power: -10 | Prerequisites: Barracks
Building the Helipad allows the use of the Orca and the Transport. The Helipad is also the rearming station for the Orca. If the Helipad is lost, the Orca will not be able to reload. Any Orca can use any Helipad on your side.
Cost: $1200 | Power: -10 | 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.
Advanced Communications Center
Cost: $2800 | Power: -200 | Prerequisites: Communications Center
An upgraded version of the Communications Center, this structure not only provides radar, but is the uplink center for the Ion Cannon – GDI’s most devastating weapon. Once charged, it can unleash a blast on an unsuspecting target. It deactivates if the base’s power is low.
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 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.
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.
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.
Cost: $500 | Power: -10 | Prerequisites: Barracks
Armed with a high-velocity machine gun, this structure provides manned defense against Nod ground attacks. The Guard Tower is exceptionally useful against infantry and light behicles, and since it doesn’t require any power, it will remain functional when your base loses power. It can also detect Nod Stealth Tanks when they are near.
Advanced Guard Tower
Cost: $1000 | Power: -20 | Prerequisites: Communications Center
Provides strong fortification against ground and air units. The Advanced Guard Tower (AGT) fires Tomahawk missiles at considerable range, but it cannot hit units that are directly adjacent to it. It is always wise to back up the AGT with another defense like the Guard Tower. It deactivates if the base’s power is low.
Air Strike (campaign only)
Cost: free | Prerequisites: Communications Center
When all enemy SAM sites are destroyed, GDI players can call in an A-10 Warthog to decimate any remaining Nod forces with its napalm bombs. This is particularly effective against infantry and structures.
Cost: free | Prerequisites: Advanced Communications Center
Orders the Ion Cannon, GDI’s orbital weapon, to fire its beam on the selected location, dealing considerable damage.