![]() This large, high-yield structure handles the energy strains of some later, more power-intensive structures and defenses.Ĭost: $2000 | Power: -30 | Prerequisites: Power Plant They are physically weak and critically important, and they give less power when damaged, so keep them well-guarded.Ĭost: $500 | Power: +200 | Prerequisites: Power Plant Power Plants put out a good deal of energy, but larger bases will require multiple Power Plants to operate effectively. To get them to operate at peak efficiency, you must provide them with power. While some of your buildings, like your Construction Yard, provide their own power, most do not. 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.Ĭost: $300 | Power: +100 | Prerequisites: none 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. This structure is responsible for the creation of all other buildings in your base, from simple walls to the technologically-advanced Battle Labs and superweapons. The heart of every base is the Construction Yard. They lack efficient anti-infantry weapons.Ĭost: $2500 (MCV) | Power: 0 | Prerequisites: none They have a superior air force, but their naval fleet is only efficient when there are no anti-submarine ships in sight. Their tanks well-known for their firepower and armour, but are also slow and expensive. The Soviets rely on brute force to defeat their enemies.
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