GAMES: Command & Conquer – GDI Structures



construction_yard_gdiConstruction Yard
The Construction Yard is the foundation of a base and allows the construction of other buildings. You must protect this structure! Without it, you cannot build any new structures. The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to Engineers. Try surrounding your Construction Yard with walls to keep out unwanted guests.

power_plantPower Plant
This unit provides power to the structures in your base. Power output is directly related to the Power Plant’s condition, so protect them during battles. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. The Power Plant outputs 100 units of power.

adv_power_plantAdvanced 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).

barracksInfantry Barracks
This structure is a field training center for all available infantry units. Building multiple Barracks will increase the rate at which infantry are produced.

This structure processes Tiberium into its component elements. Building the refinery immediately deploys a Tiberium harvester and each Refinery can handle an infinite number of Harvesters. The refinery stores 1,000 credits of processed Tiberium.

guard_towerGuard Tower
Armed with a high-velocity machine gun, this structure provides manned defense against Nod ground attack. The Guard Tower is exceptionally useful against infantry and other light units, 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.

adv_guard_towerAdvanced Guard Tower
Provides strong fortification against ground and air units. The Advanced Guard Tower (AGT) fires Tomahawk missiles at considerable range, but it requires power. Because of the AGT’s long range, 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.

tiberium_siloTiberium Silo
This structure stores up to 1,500 credits 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.

comm_centerCommunications Center
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. When playing as Nod against GDI in the solo play missions, destroying the GDI’s Radar Facility will keep GDI from launching A-10 airstrikes against you.

adv_commAdvanced Communication Center/Ion Cannon
An upgrade to 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. The Ion Cannon requires power to charge: If your base is under powered, it will stop.

Building the Helipad allows the use of the ORCA attack aircraft. 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.

weapons_factoryWeapons Factory
This structure builds GDI’s vehicles. It is well armoured, but is also a favourite target for enemy Engineers. If your Weapons Factory is captured, not only do you lose the ability to build vehicles, but the enemy is able to build your vehicles in addition to his own. Building multiple Weapons Factories will decrease the amount of time it takes to create a vehicle.

repair_facilityRepair Facility
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.

sandbag_barrierSandbag Barrier
Used to deter the enemy from advancing. Sandbags provide limited cover and may slow units down. Only explosive weapons such as grenades, missiles, and shells can damage Sandbags.

chain_link_barrierChain Link Barrier
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.

concrete_barrierConcrete Barrier
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.

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