As in previous titles, the Allied forces make use of high-tech weaponry. They maintain air dominance, and compensate the high cost and low variety of heavy vehicles and ships with great support units that can disable enemy units from firing or even moving. Their support powers allow them to quickly turn the tide of the battle.
Cost: $5000 (MCV) | Prerequisites: none
The basis for all Allied operations, the Construction Yard builds structures that train troops and create vehicles, and then releases clearances to upgrade the available technologies. It can unpack back into a Mobile Construction Vehicle (MCV).
Cost: $800 | Prerequisites: none
Power Plants keep all base structures and defenses running, without enough power to support a base, production stops.
Cost: $500 | Prerequisites: Power Plant
A first rate training centre for the Allies’ infantry, animals, spies and specialists. It is one of the few Allied structures which cannot be placed on water.
Cost: $2000 | Prerequisites: Power Plant
The centre of the Allied economy, Ore Refineries turn ore delivered by Prospectors into credits. Each Refinery comes with one Prospector free of charge. If the need arises, they can construct new Prospectors just like an Armour Facility can.
Cost: $2000 | Prerequisites: Ore Refinery
From armoured cars to Mirage Tanks, all the Allied land based vehicles are put together in the Armour Facility. The surrounding repair bots can repair friendly mechanized units. It is one of the few Allied structures which cannot be placed on water.
Cost: $1000 | Prerequisites: Ore Refinery
Seaports are tasked with creating a navy that can rule the waves. The surrounding repair bots can repair friendly mechanized units.
Cost: $1000 | Prerequisites: Power Plant
The first step to air superiority, an Airbase is responsible for building things that fly… and shoot, and bomb. The surrounding repair bots can repair friendly mechanized units.
Cost: $1500 | Prerequisites: Ore Refinery, Airbase
Ultra-weaponsand superior defenses are provided by the Defence Bureau, once the technology tier to build one has been unlocked.
Cost: $10 | Prerequisites: none
Defense at its most basic. Up to 4 pieces of wall section can be placed at once if near an existing wall section for quick building. It is one of the few Allied structures which cannot be placed on water.
Cost: $800 | Prerequisites: Power Plant
Basic base defences, garrisoning infantry in a Multigunner Turret will change its weapons to match the occupants.
Cost: $1200 | Prerequisites: Power Plant, Defence Bureau
Advanced base defenses sporting a spectrum dispersion cannon similar to the Mirage Tank’s. If Spectrum Towers are placed close enough together, they can fire one large, powerful beam by targeting each other and combining light beams on the target. It deactivates if the base’s power is low.
Cost: $1500 | Prerequisites: Defence Bureau
The Chronosphere has the ability to instantly teleport units anywhere on the battlefield, giving them a huge tactical advantage. It can also relocate units to hostile environments. Ships can be placed on land or enemy ground vehicles can be dropped in water, destroying them instantly. Applying the Chronosphere to any infantry units will kill them instantly. Like with other superweapons, when the Chronosphere is built, all players are notified and the shroud above the device is removed, with a timer visible to all players.
Note: Only one Chronosphere can be built at a time per player.
Cost: $2500 | Prerequisites: Defence Bureau
A base killer, the Proton Collider is the Allies’ weapon of last resort…. and final reckoning. This giant artillery cannon destroys everything on the ground or at sea in the selected area. Like with other superweapons, when the Proton Collider is built, all players are notified and the shroud above the device is removed, with a timer visible to all players.
Note: Only one Proton Collider can be built at a time per player.
Cost: $1000 (Prospector) | Prerequisites: none
A remote base outside the Construction Yard, Command Hubs help expand areas of control and can be used to up-tech buildings in their vicinity. Each Command Hub has a separate tech level to the main Construction Yard, and has to be upgraded individually. When a Prospector is deployed into a Command Hub, it cannot be packed back into its mobile form.