While GDI is already a technologically advanced army, the Zone Operations Command subfaction considers that statement quaint and makes use of experimental modifications to already potent weapons. They rely more on sonic weaponry, which they even arm their aircraft and heavy infantry with. However, they lack proper artillery units.
Structures
Construction Yard
Cost: $3500 (MCV) | Power: +10 | Prerequisites: none
The heavily-armoured Construction Yard doubles as ZOCOM’s forward base. It can pack into an MCV, affording mobility, but needs to be protected at all costs. The Construction Yard provides radar display to ZOCOM bases, provided the base’s power isn’t low.
Note: Due to an error in coding, a sold ZOCOM Construction Yard spawns GDI Riflemen instead of ZOCOM ones.
Abilities:
Pack into MCV
Cost: free | Cooldown: n/a | Prerequisites: none
Orders the Construction Yard to pack into an MCV. This order is reversible.
Power Plant
Cost: $700 | Power: +20 | Prerequisites: none
GDI’s Power Plants provide clean, efficient energy for their forward combat bases. Power Plants are critical to keeping base defenses online.
Upgrades:
Advanced Turbines
Cost: $300 | Prerequisites: Command Post
Adds two turbines to the selected Power Plant, increasing its power output to 30.
Tiberium Refinery
Cost: $3000 | Power: -15 | Prerequisites: Power Plant
The Tiberium Refinery is highly effective at processing Tiberium into useful resources. The Refinery comes with a free Rocket Harvester included and is essential to funding ZOCOM’s military efforts.
Barracks
Cost: $500 | Power: -5 | Prerequisites: Power Plant
The Barracks is a self-contained recruitment and training centre. ZOCOM infantry divisions can be outfitted for combat quickly and efficiently here.
War Factory
Cost: $2000 | Power: -7 | Prerequisites: Power Plant, Tiberium Refinery
The War Factory builds standard ZOCOM vehicles and is outfitted with automated repair drones that automatically repair damaged friendly vehicles in its immediate vicinity.
Abilities:
Repair
Cost: free | Cooldown: n/a | Prerequisites: none
Orders the repair drones to repair a specific unit.
Command Post
Cost: $1500 | Power: -9 | Prerequisites: Power Plant, Tiberium Refinery
The Command Post is an essential component of an advanced ZOCOM base. It can scan remote locations and is required to build to higher-tier units and structures.
Support powers:
Radar Scan
Cost: $300 | Cooldown: 2:00 | Prerequisites: none
Reveals the fog of war and uncovers stealthed units over a target area for a few seconds.
Sonic Repulsion Field
Cost: $500 | Cooldown: 0:15 | Prerequisites: none
Creates sonic fencing around the selected structure, doubling its armour and rendering it immune to explosive charges planted by Commandos and Shadow Teams, as well as Engineer-type capturing.
Upgrades:
Armour-Piercing (AP) Ammo
Cost: $2000 | Prerequisites: none
Doubles attack damage of Riflemen, Guardian APCs, Wolverines, Hammerheads, and Watchtowers.
Sensor Pods
Cost: $500 | Prerequisites: none
Allows Orcas to deploy stealth-detecting Sensor Pods.
Scanner Packs
Cost: $500 | Prerequisites: Tech Center
Increases Zone Raiders’ firing and sight range by 20% and allows them to detect stealth in a small radius.
Airfield
Cost: $1000 | Power: -8 | Prerequisites: Command Post
Airfields are tasked with construction and rearming of GDI aircraft. Each Airfield contains four hangars, one for each supported aircraft.
Support powers:
Orca Strike
Cost: $500 | Cooldown: 1:30
Calls a squadron of three Orca Strike Crafts to bombard the target area.
Bloodhounds
Cost: $3000 | Cooldown: 3:00
Deploys a team of 2 veteran Pitbulls and 2 veteran Guardian APCs by V-35 Ox Transports to the selected location.
Upgrades:
Stratofighter Boosters
Cost: $1000 | Prerequisites: none
Enables Firehawks to use their Stratofighter Boosters.
Ceramic Armour
Cost: $1000 | Prerequisites: none
Increases the armour of ZOCOM Orcas, Hammerheads, and Firehawks by 25%.
Armoury
Cost: $1000 | Power: -7 | Prerequisites: Barracks
The Armoury grants access to GDI’s most highly trained soldiers. It also researches infantry upgrades and acts as a medical bay that can heal wounded infantry and replace any missing squad members.
Support powers:
GDI Airborne
Cost: $1500 | Cooldown: 2:00
Deploys 2 veteran Rifleman Squads and 2 veteran Missile Squads by V-35 Ox Transports to the selected location.
Upgrades:
Tiberium Field Suits
Cost: $1000 | Prerequisites: none
Increases the armour of Riflemen, Missile Soldiers, and Grenadiers, and makes them immune to the effects of Tiberium.
Electro-Magnetic Pulse (EMP) Grenades
Cost: $1000 | Prerequisites: none
Enables Grenadier Squads to throw EMP Grenades.
Power Packs
Cost: $1000 | Prerequisites: Tech Center
Increases Zone Raiders’ hit points by 50% and allows them to self-heal.
Tech Center
Cost: $4000 | Power: -12 | Prerequisites: Command Post
The Tech Center provides cutting edge military technology to GDI forces. It grants access to some of GDI’s strongest units and upgrades.
Support powers:
Sharpshooter Team
Cost: $3500 | Cooldown: 4:00
Deploys 3 veteran Sniper Teams by V-35 Ox Transports to the selected location.
Upgrades:
Mortars
Cost: $1000 | Prerequisites: none
Refits Pitbulls with a long-range Mortar that is effective against infantry and structures, but is rather imprecise and takes a while to reload. Once upgraded, the Mortar will fire at all times.
Tungsten Shells
Cost: $2000 | Prerequisites: none
Increases the attack damage, but reduces the range, of AA Batteries and Slingshots.
Space Command Uplink
Cost: $3000 | Power: -15 | Prerequisites: Tech Center
This self-contained launch platform allows GDI to utilize their most powerful support powers for heavy offensives.
Support powers:
Zone Raider Drop Pods
Cost: $4500 | Cooldown: 2:00
Deploys 3 veteran Zone Raider Squads by orbital drop pods to the selected location. Until the drop pods open, they are vulnerable to attacks.
Shockwave Artillery
Cost: $2000 | Cooldown: 3:00
Bombards a target area with sonic artillery, which has an EMP effect alongside damage from the powerful shells themselves.
Supersonic Air Attack
Cost: $2000 | Cooldown: 5:00
Calls Supersonic Fighters to arrive to the target area at supersonic speeds and attack air units with powerful anti-air weapons. Deals double damage to Motherships.
Orbital Strike
Cost: $3000 | Cooldown: 7:00
Fires metal slugs from an orbital platform to the selected area, dealing large amounts of damage to objects on the ground.
Reclamator Hub
Cost: $3000 | Power: -10 | Prerequisites: Tech Center
The Reclamator Hub can build all ZOCOM vehicles like a standard War Factory, and is the only structure capable of deploying ZOCOM’s epic unit – the Mammoth Armed Reclamation Vehicle (MARV).
Note: Only one ZOCOM Reclamator Hub can be built at a time per player.
Crane
Cost: $1500 | Power: -10 | Prerequisites: none
Larger ZOCOM bases use Cranes to help sustain rapid construction schedules by adding one extra building production queue.
Note: Cranes can not build defensive structures, superweapons, or the Reclamator Hub.
Support structures
Watchtower
Cost: $600 | Power: -5 | Prerequisites: Power Plant
These tall structures, with a good line of sight and rapid firing capabilities, are automated anti-infantry machine guns ensuring the security of the base against lighter threats. They are capable of detecting stealthed units. They deactivate if the base’s power is low.
Upgrades:
Armour-Piercing (AP) Ammo
Cost: $2000 | Researched at: Command Post
Doubles attack damage of Riflemen, Guardian APCs, Wolverines, Hammerheads, and Watchtowers.
Guardian Cannon
Cost: $1200 | Power: -8 | Prerequisites: Barracks
Guardian Cannons are automated guns that can punch through tank armour, but are less effective against infantry. They are capable of detecting stealthed units. They deactivate if the base’s power is low.
Anti-Air (AA) Battery
Cost: $800 | Power: -5 | Prerequisites: Command Post
The AA Battery contains twin cannons capable of eliminating aircraft with deadly efficiency. The targeting systems and turret actuators can not track ground targets, so they are useless against infantry or tanks. They are capable of detecting stealthed units. They deactivate if the base’s power is low.
Upgrades:
Tungsten Shells
Cost: $2000 | Researched at: Tech Center
Increases the attack damage, but reduces the range, of AA Batteries and Slingshots.
Tiberium Silo
Cost: $100 | Power: 0 | Prerequisites: Tiberium Refinery
The Tiberium Silo, made of special materials that allow long term storage, is the perfect storage facility for excess Tiberium.
Sonic Emitter
Cost: $2000 | Power: -15 | Prerequisites: Tech Center
Sonic Emitters were originally developed for breaking down Tiberium, but gained a reputation as extremely powerful base defences. They fire mighty sonic waves in straight lines and are useful for eliminating vehicles… and stray Tiberium crystals. They are capable of detecting stealthed units. They deactivate if the base’s power is low.
Combat Support Airfield
Cost: $500 | Power: -5 | Prerequisites: Airfield
Combat Support Airfields have four landing pads for aircraft. They can repair and rearm, but cannot construct aircraft.
Note: Due to erroneous coding, building Combat Support Airfields can cause desync issues in multiplayer.
Ion Cannon Control Center
Cost: $5000 | Power: -20 | Prerequisites: Tech Center
By building this structure, you gain access to the latest version of GDI’s most feared weapon, the Ion Cannon. GDI commanders can call upon an orbital battle station to fire supercharged ion beams in one concentrated blast that vaporizes virtually everything within its significant blast radius. Like with other superweapons, when the Ion Cannon Control Center is built, all players are notified and the fog of war above the device is removed, with a timer visible to all players.
Note: Only one Ion Cannon Control Center can be built at a time per player.
Abilities:
Ion Cannon
Cost: free | Cooldown: 7:00 | Prerequisites: none
Orders the Ion Cannon to fire supercharged beams to a target area in circular formation, after which they converge to the center of that area and create a powerful finishing blast.
Foxhole
Cost: $100 (ability) | Power: 0 | Prerequisites: none
A bunker created by Rifleman Squads. It can hold two infantry squads.
Abilities:
Evacuate All
Cost: free | Cooldown: instant | Prerequisites: none
Orders all infantrymen within the Foxhole to leave the building.
Outpost
Cost: $1500 (Surveyor) | Power: 0 | Prerequisites: none
Gained from deploying a Surveyor, the GDI Outpost enables construction in its surrounding area, even if it is far away from the main base. An Outpost can not return back to its Surveyor form.
Battle Base
Cost: $2000 (Rig) | Power: 0 | Prerequisites: none
Gained from deploying a Rig, the Battle Base is armed with two integrated Guardian Cannons, a missile launcher, stealth detection scanners and automated repair drones. When mobile, it is slow and unarmed.
Abilities:
Pack into Rig
Cost: free | Cooldown: n/a | Prerequisites: none
Orders the Battle Base to pack back into a Rig. This order is reversible.