Heres an interesting mod called Whiteboy's Rules. There are several changes in this mod. Some of the changes include:
- Adds new vehicles, ships, aircraft, structures and infantry - 65 things in total
- Adds some new skirmish modes
- Changes the general rules of the game
- Changes/adds new in-game text
- Has new sidebar images - all of the new things have a cameo
- Adds some extra buttons to the advanced commands menu (at the bottom of the screen in-game)
There are also lots more of additions in this mod which are all lised in the readme (which is quite long)
====================================================================== ===== Whiteboy's Rules Modification - for Command & Conquer: Red Alert 2: Yuri's Revenge ===== ====================================================================== "You're playing by Whiteboy's rules now!" This mod: - Adds new vehicles, ships, aircraft, structures and infantry - 65 things in total - Adds some new skirmish modes - Changes the general rules of the game - Changes/adds new in-game text - Has new sidebar images - all of the new things have a cameo - Adds some extra buttons to the advanced commands menu (at the bottom of the screen in-game) Files in this mod: RULESMD.ini, RA2MD.csf, CAMEOMD.mix, MPMODESMD.ini, ARTMD.ini, UIMD.ini Total size of all of these files: 2.03 MB ============= =VERSION 1.0= ============= A Mod created by Whiteboy using the popular Rulesmd.ini file and a few others. Hope you like it! Do not rip-off my mod! Otherwise I'll have to take, er, legal action or something. Attention Webmasters! Ask me for permission before uploading Whiteboy's Rules to your site - or...else. This file is best viewed with word wrap turned OFF. It should print out perfectly, too, if you set the left and right margins to 0 in Page Setup and use the font Lucida Console, Regular size 10. I am hoping to turn this into HTML someday to put on a website. Maybe there are people out there who would be happy to offer (and contact me to ask for permission)? For contact info, see the bottom of this document. CONTENTS ======== 1. A Brief Overview 2. Version History 3. Installation Instructions 4. Faction Overviews 4.1 The Allies 4.2 The Soviets 4.3 Yuri's Forces 5. New Rules 6. New Units and Buildings 6.1 Shared Structures 6.2 Allied Structures 6.3 Allied Defences 6.4 Allied Infantry 6.5 Allied Vehicles/Aircraft/Navy 6.6 Soviet Structures 6.7 Soviet Defences 6.8 Soviet Infantry 6.9 Soviet Vehicles/Aircraft/Navy 6.10 Yuri Structures 6.11 Yuri Defences 6.12 Yuri Infantry 6.13 Yuri Vehicles/Aircraft/Navy 6.14 Extra Stuff 7. Known Bugs/Problems 8. Credits & Contact Info 1. A Brief Overview =================== This is a general purpose mod that basically advances and enhances the playing experience of Yuri's Revenge. It does this by adding new structures, infantry and vehicles, as well as by changing many aspects of the gameplay. There are well over 200 little tweaks I've made to the game - far too many to count accurately. There are 29 new structures in total, 16 new infantry, and 20 new vehicles/aircraft/ships. This mod was designed for Yuri's Revenge - it will NOT work on the original Red Alert 2. It was designed specifically for the skirmish mode and therefore works perfectly on this mode, but it does also work on the campaign mode. Be aware though, playing this mode will produce some strange situations, such as high technology in the first mission. Don't complain if the mod doesn't play perfectly in campaigns - although I'm sure it will make campaign mode more interesting, some missions will be much more difficult/easier. I know they are still POSSIBLE though, because I've completed both campaigns using the mod - Even the last Soviet mission (the hardest in the mod). Just remember that the mod was designed for skirmishes, not campaigns. I have NOT tested this mod with online games, but I assume that if the players all have the mod installed on their machines then it should work. This seems to be the case with most mods anyway. I would be grateful to recieve feedback from anyone who has tested the mod in online games. I am not responsible for any mad, strange stuff or damage that may happen if you try this mod in any other mode except skirmish. But I would be very grateful to recieve any emails confirming that the mod does work well in other modes. I do not recommend switching superweapons OFF because most of this mod was tested with it ON, so there may be some unpredictable oddities/bugs if you play the game with superweapons off. Don't say I didn't warn you. On the other hand, I did play the mod with Superweapons OFF and it worked just fine - I am sure this mod has no errors, so don't be afraid to try it out and have fun! A final warning: the only skirmish modes that this mod is guaranteed to work perfectly with are the original 3 ones: Free For All, Team Alliance and Battle. This mod DOES add on several extra playing modes that I have tried my best to make the mod compatible with. But you can expect general game flaws (for example, in "Meat Grinder" (low technology mode), Yuri has a significant disadvantage. This is because most of Yuri's useful units are only available at higher tech levels). If you would like to play Whiteboy's Rules in campaign mode at a later particular level, but cannot be bothered with playing up to that level, just load any previously saved game (the mod will be inactive) and then restart the mission - this will enable the mod. If you save a game with the mod active, the mod's features will also be saved - i.e. even if you uninstall the mod you will still see some of the features of Whiteboy's Rules present when you load the saved game. However, some things may not be present (probably cameos, I don't think the game saves them). OK, with all of that important stuff outta the way, on with the boring version history stuff! 2. Version History ================== April 29th 2003 - Okay, I couldn't leave the mod alone having no cameos, so I found out how to do them and well, I ended up making a new cameo for every new thing in the game. I hereby swear on my life that version 1 is finished now. Really, I need a break from mod making... April 1st 2003 - "Enhanced" this file and tweaked a few things. Added the UIMD.ini file. Version 1 is finished now. Honestly, it really is! March 16th 2003 - Added the four top-secret things (see in section 6.14), the ARTMD.ini file (for future cameo editing) and finished this file and the overall mod (for the third time... mod making is addictive)! February 17th 2003 - Played the mod and noticed one or two imperfections...fixed them all, hence, version 1.0 of Whiteboy's Rules is complete (again)! February 2003 - Wrote this very file you are reading right now! January 2003 - After thorough testing and editing (as well as adding neat lighting effects), I finally decided to call it a day. Hence, version 1.0 of Whiteboy's Rules is complete! 9th December 2002 - Finished first "complete" version of the mod, but I feel I still need to spice it up a bit. November 2002 - A few minor changes/additions and testing, nothing big. Early October 2002 - Version 0.9 complete - basically version 1 of the Mod but I haven't tested it enough yet, so I'm calling it version 0.9. Mid-September 2002 - Finished version 0.8 - it's good, but not good enough to be uploaded to the web as it still has some "holes" in the strategy area. Late June 2002 - Found the Rulesmd.ini file on the net while browsing the net. Started messing around with it, until I made my first ever changes to the game - extra money and units for skirmish mode, and powerful paradrops for each side. 3. Installation Instructions ============================ There should be an .exe file included with this readme document called Whiteboy's Rules Vx (where x is the version number). This is the installation file for the mod. Simply open the file and a Powerarchiver extractor window will appear. Follow the instructions, unzipping the six files in the folder where Red Alert 2 is installed (usually C:\westwood\ra2). The six files that make this mod work are RULESMD.ini (the main gameplay file), RA2MD.csf (the strings file), CAMEOMD.mix (the sidebar images), MPMODESMD.ini (the extra skirmish modes file), ARTMD.ini (the art file), and UIMD.ini (the extra interface commands file). After extracting these files, just play Yuri's Revenge as you normally would. To uninstall Whiteboy's Rules, just remove the six files mentioned above from your Red Alert 2 folder. You can also rename them if you like, to stop the mod from working. Take note that this mod does not make any permanent changes to Red Alert 2, Yuri's Revenge, or your computer. It will not "mess up" your game or computer. As long as the files are installed in the Red Alert 2 folder, the mod will be active whenever you play the game. But once the mod has been uninstalled (the files removed), the game will be back to normal. 4. Faction Overviews ==================== This section gives a basic description of each faction. Note that each country in skirmish mode still has it's own unique unit - so balance is still intact as much as possible. There is no one side that is much more powerful than another side, and this mod is (hopefully) NOT one of those bad mods that simply makes everything super-powerful and fast to build (that kind of mod is just stupid and boring IMO). 4.1 The Allies -------------- The Allies have been given general improvements, such as a new, more powerful power plant, more vehicles, and more infantry. There has been no focus on a certain category to improve, just general improvements all-round. However, the Allies have been given more new vehicles than the Soviets or Yuri. The Allies' main strength in this mod is good use of their high technology - vehicles such as the Assault Police Car and the Chrono Ultima Tank are excellent for stealthily ambushing enemy bases, for example. 4.2 The Soviets --------------- The Soviets have been given somewhat of a makeover. They have regained some of their old units from Yuri, as well as integrating many new types of structures and units. They have not been given as many new infantry as Yuri or as many new vehicles as the Allies, but what they have been given are quite good all-round units/buildings. The Soviet's main strengths lie in using good combinations of their many different types of units. The Soviets also have (arguably) the best new base defence - the Tesla Tower. The very good all-round improvements to the Soviets come at a price though - generally everything is more expensive than it should be and their new structures require a lot of power to run. 4.3 Yuri's Forces ----------------- Yuri has always had fewer, but more specialized units than the Allies and Soviets. This is also true with this mod - Yuri has few new units, but his existing ones have all been modified. For example - the Magnetron now chronos around the map and is equipped with missiles, the Mastermind is now subterranean, and the Chaos Drone is amphibious. Yuri now also has a lot more infantry available, most of them inexpensive and designed for close range attacking and urban combat. Most of Yuri's more useful units and structures are only available at the higher tech levels, however. 5. New Rules ============ Here are some of the main changes to the rules of the game. I suggest reading the "New Units and Buildings" list first, to understand what I am talking about. Of course, there are so many changes that I can not possibly remember or list them all here - you'll just have to play the mod to discover them! 1. The Allies can now train the "hidden" Chrono Commandos. You can have 8 at a time. 2. The Soviets can now train the "hidden" Chrono Ivans. You can have 8 at a time. 3. Yuri can now train the "hidden" Psi-Commandos. You can have 8 at a time. 4. The Soviets have got a few of their technologies back - namely the Cloning Vats and Yuri Clones. However, building the Cloning Vats can only be done by building the Research Cathedral first, and you must build the Cloning Vats before building Yuri's Clones. Yuri's side need only construct a Barracks and a Power Plant to build the Clones though. 5. Building the Cloning Vats with Yuri or the Soviets will allow them to construct IFVs. The Allies can still build IFVs though - the prerequisite being a War Factory. 6. A few units and structures have build limits (e.g. 1 President at a time; 20 Police cars at a time, 8 Chrono Ivans at a time). 7. The sub-Superweapons (Chronosphere etc.) have a build limit of 2, while the other supers (Psychic Dominator etc.) have a build limit of 4. This will have no effect on the superweapons themselves - it just allows you to construct several "backups", in case your enemy attacks you in hopes of disabling your superweapon capability. 8. A lot of existing units have had their various attributes changed for better/worse. It's all to balance the three sides out, trust me. 9. Some of the general aspects of the game like build times, power generation amount etc. have been changed, for the good of mankind. I can't list them all, there's too many! 10. You can now choose to start with up to 30 units in skirmish games. 11. You can now choose to start with up to 25,000 credits in skirmish games. 12. Two units are repair units, so don't fret when you can't see why their weapons aren't working. These units are the Allied Landing Craft and Yuri's School Bus. They can also detect Crazy/Chrono Ivan bombs, but cannot defuse them. Leave that to Engineers. 13. Due to much more intense battles and stealth/lighting effects on bases, this mod requires a bit more processing power than the normal Yuri's Revenge game. So make sure you have a powerful PC, like me - otherwise you'll be seeing a lot of slowdown. 14. The Force Shield is no longer classed as a superweapon. Neither are the various paradrops available in the mod. 15. The Battle Labs for each side can undeploy into units: Yuri's is the Mastermind, the Allies is the Prism Tank, and the Soviets is the Apocalypse Tank. To undeploy the Battle Labs, just click on them and tell the building to move, in the same way as undeploying a Construction Yard. You can also sell them. 16. Prism Tanks can now deploy into Prism Towers. Masterminds can now deploy into Psychic Towers. And the Russian Tesla Tank is now Stealth and can deploy into a Tesla Coil (it is also higher priced and requires a Soviet Flag as one of it's prerequisites). 17. Battle Fortresses can now go underground. 18. When certain buildings are destroyed, crates will be left behind. Some buildings will always leave money in their crate. It is up to you to discover which buildings do this. 19. For the Allies to use the Force Shield, build Einstein's Laboratory. For Yuri's Forces to use the Force Shield, build a Battle Lab. And for the Soviets, build a Service Depot. 20. There have been powerful paradrops added for each side. These paradrops all take 4 minutes and 30 seconds to recharge and they drop more advanced infantry than the usual American paradrop. The Americans can use two paradrops: the new one and their normal one (the amount of GIs that drop has been increased to 10). For the paradrops to be accessed, the Soviets should build a Battle Lab, Yuri should build a Communications Center, and the Allies should build a Battle Lab (for the advanced paradrop) or an Airforce Command HQ (for the normal, American paradrop). If you capture a Tech Airport, you will also be able to call in the new paradrops, but the Americans will call in their "normal" 10 GIs. 21. There has been a major technology change - if any side builds their "master" building (the White House, Kremlin, or Yuri's Fortress for the Allies, Soviets and Yuri respectively) then they will be able to create some units from another country of that side (e.g. the Americans will get Snipers and Tank Destroyers. If you then build the Armageddon Engine for your side, you will be able to create the remaining units from other countries on your side (e.g. the Americans will get the Grand Cannon and the Black Eagles). Of course, if you are already a country that can build these unique units, e.g. you are the Koreans, then you can already build the Black Eagles without building the Allied Armageddon Engine. Yuri's Armageddon Engine will give him the Soviet's Batle Bunker and Cosmonauts, while his Fortress will give him Giant Squids. 22. Building the Allied Armageddon Engine will enable you to build a Yuri Construction Vehicle, while Yuri's Armageddon Engine will give you the Soviet's Construction Vehicle, and the Soviet's Armageddon Engine will give you the ability to build an Allied Construction Vehicle. This means that after a while, you can construct a base consisting of all three side's buildings and technologies! 23. The amount of crates that appear in skirmishes has been increased, and you can find the new vehicles inside them (if you are lucky). Also inside crates is a free one-time shot of the Nuclear Missile (does not apply if you already have a Nuclear Missile Silo), instant cloaking in a small radius around the place where the crate was picked up, or an explosion in a small radius (the bogus crate powerup). 24. Some infantry units can now be garrisoned in buildings. This includes some of the new infantry. Just try it out for yourself - most of the new infantry do different and interesting things when inside IFVs or Battle Fortresses as well. 25. The Allied Ore Purifier purifies ore a little bit more and slowly generates money. 26. The Soviet Industrial Plant will slowly generate money. 27. Boris can swim! well actually, he sort of walks on water, rather like Jesus. He just doesn't like getting his furry coat wet. 28. Yuri's Slave Miner is faster, tougher, and generally better. It can also be repaired in the same way as structures can. 29. To build the Allied Night Hawk, you must build a Hydroelectric Power Station. The Night Hawk now gets a stealth ability when promoted to elite status. 30. When certain units get promoted, they become even better - for example, the Magnetron gets cloaked. 31. Some of the transport units (new and old) can transport vehicles - a Night Hawk can carry a few Tanks, for example. 32. Because most of the new units and buildings in this mod are made from editing existing civilian ones, civilians and their vehicles may attack you! I think this makes the game a little more interesting. 33. A few existing/new units and buildings require a Soviet, Allied or Yuri Flag to build. Be aware of this - don't say I didn't warn you when you tried to train Boris and you couldn't - it's because you haven't got a Soviet Flag up! 34. There are no two units that have the same voice scheme when you tell them to do something. Even if some things may seem like it - the Prism Battleship has the same voice as the Prism Tank when moving or attacking, BUT it has a different sound when being selected. I spent ages trying to make every unit's voice/sound scheme distinguishable - even if you think a certain unit has NO sound when being told to move, it does - it's probably just a quiet sound like the sound of an engine (e.g. the Mobile War Factory). 35. Some units make ambient sounds (e.g. the Prism Battleship), and some units make an announcement after being created (e.g. Einstein). 36. The sound effect for when the Nuke is fired is now the same sound as Yuri's Grinder when it's grinding. Please see section 7 for more details on this. 37. The ranges of which walls can be placed to create wall "lines" has been changed. It is +1 for the Allies and Yuri, the same for the Soviets, +2 for the Sandbag Walls, and +2 for the Soviet Imperial Wall. The default range is 5 cells. 38. Some new/existing buildings generate money slowly. When all of these buildings are built for any faction, the total money generated every so often is 100. This includes build limits. So for example, to reach the big 100 for the Allies, they will have to build an Ore Purifier (generates 30), TWO Einstein's Labs (generates 10 each, has a limit of 2), a White House (generates 20) and TWO Armageddon Engines (generates 15 each, limit is 2). Now 30 + (2x10) + 20 + (2x15) = 100. See? The other factions are similar. As long as you build up to the maximum build limit of money-generating buildings, each faction can generate 100 credits every few moments. To generate more, either capture an Oil Derrick, or capture enemy money-generating buildings. Of course, if you have a Construction Yard for another faction, you can build that faction's buildings and make 200 or 300 every few moments (depending on if you have two factions under your control or all three factions). 39. The build times of everything in the game have been lowered slightly. This may be hard to notice, but trust me, everything builds a little bit faster. 40. A siren will sound whenever a Statue of Liberty, Tesla Tower, Psychic Beacon, or Cluster Nuke Silo is built. Also, a small area of shroud will be revealed around the building, with the exception of the Cluster Nuke Silo. Building any Armageddon Engine will also reveal the shroud around it to your enemies. There are of course many, many more small changes that are simply too numerous to list here - play the mod and discover them for yourself! 6. New Units and Buildings ========================== The notation I will use for the prerequisites of the units/structures in the game goes like this: If I say a BARRACKS is the prerequisite to, for example, a Spy, that means that ANY of the three factions in the game can train a Spy because it requires ANYONE's Barracks. But if I say the prerequisite to the Secret Servce is an ALLIED BARRACKS, then ONLY the Allies can train that unit. In addition, I have combined some prerequisites for some units/buildings, e.g. a unit might require anyone's War Factory AND the Soviet's battle lab AND a Hospital (a shared structure for all sides). So the Soviets can build that unit, but if you are not the Soviets, all you need to do is capture a Soviet Battle Lab to access it (presuming you also have a War Factory and a Hospital). Understand? Good! I am including random advice on using some of the new units and structures, so look out for it. Also, the "Power" attribute tells you the amount of power a structure drains/creates: e.g. "-100" means a building drains 100 units of power, while "+100" means it creates 100 units of power. Armour ratings are different for vehicles, infantry and buildings. So a building rated as "strong" does not mean it has the same toughness as an infantry rated as "strong". For example, Vladimir is "strong" but so is the Army Hospital. In Vladimir's case, the "strong" actually means "strong for an infantry unit", and the hospital is "Strong for a building". The Tech Level for each new unit/structure only applies to campaign mode. Basically, the further you are in this mode, the higher the tech level will be, and the more things you can create. The tech level ranges from 1 to 10, where 10 is the most advanced. In the skirmish mode "Meat Grinder", the Tech Level is set to lower than normal. Note that the costs of almost everything can be reduced by constructing some of the more advanced structures (see their descriptions for more detail). With all the blurb out of the way, let's roll on with the new stuff! 6.1 Shared Structures ===================== Sandbag Wall ------------ Cost: 30 Tech Level: 1 Power: N/A Prerequisite(s): Power plant Primary Weapon: None Secondary Weapon: None Armour: Very weak Function: Basic base defence Information: The sandbag wall serves as a cheap, fast building form of base defence against infantry. However, heavy vehicles can destroy it with little effort. You can connect more Sandbags in a line than the other walls. Gates (2 different structures) ----- Cost: 250 Tech Level: 2 Power: -15 Prerequisite(s): Power Plant, Barracks Primary Weapon: None Secondary Weapon: None Armour: Quite weak Function: Base entrance/exit Information: The gates come in two varietes: one can be placed in the direction north-west to south-east, and the other south-west to north-east. They will open automatically for friendly units, but not for enemies. You can use it as the "door" to your base - especially useful for "filtering" out enemy units. Both gates can be placed on top of any wall, except for the Soviet's new Imperial Wall. Surveillance Post ----------------- Cost: 850 Tech Level: 5 Power: -100 Prerequisite(s): Power Plant, Radar, Battle Lab Primary Weapon: Elite Sniper Rifle Secondary Weapon: None Armour: Good Function: Basic shoreline defence - can only be placed on water Information: The Surveillance Post is actually quite a versatile form of defence. Not only has it got a long range sniper rifle for eliminating enemy infantry, but it can also defend a naval base from amphibious infantry attackers (e.g. Tanya). However, it is exposed to naval attacks and airstrikes. HINT - the Surveillance Post has great visibility, so build them across the sea to explore the map. Also, if you build them all the way to another shoreline, you will be able to construct land buildings there - useful if you want more than one base. Army Hospital ------------- Cost: 2000 Tech Level: 4 Power: -200 Prerequisite(s): Power Plant, Radar, Barracks Primary Weapon: None Secondary Weapon: None Armour: Strong Function: Infantry healing and promoting Information: This huge building may be costly, but in the long run, it'll be well worth building. It will heal all friendly infantry at an impressive rate, and is actually required to create some of the more advanced infantry units and a few structures. It's high armour rating makes it difficult to destroy, even with superweapons, but it is vulnerable to enemy Engineers. You can only ever have one Army Hospital at a time, unless you capture another one. The secondary purpose of the Army Hospital is promoting infantry to veteran status: select any infantry unit and tell them to move inside the building, and 2 seconds later they will walk out, fully promoted. You can only do this 7 times though, so make your choices wise ones. Note that the infantry will exit from the back of the hospital, hidden from view, but you can still see them because of the 3 yellow lines indicating promotion. Be careful not to build structures directly behind the Army Hospital - otherwise the infantry will never come out and you won't be able to promote any more infantry! Note - you cannot sell the Hospital. HINT - Surround the Army Hospital with a wall or sandbags to stop enemy Engineer's capturing efforts. If you want to promote more than 7 infantry, just force fire on the Army Hospital to destroy it, and then build a new one (it is unsellable). This costs money, but if you want to promote lots of infantry, you will have to make some sacrifices! Stealth Generator ----------------- Cost: 6500 Tech Level: 10 Power: -1000 Prerequisite(s): Power Plant, Radar, Barracks, Battle Lab, Army Hospital Primary Weapon: None Secondary Weapon: None Armour: Quite strong Function: Stealth Field Generator Information: While this high-tech structure is both expensive and power draining, it is extremely useful. It will create a powerful stealth field around itself, cloaking any friendly units or structures within a large radius. This makes it difficult for enemies to pinpoint the location of your base/units, especially human enemies. The Stealth Generator can be placed on land or on water. The downsides are: it will not cloak airborne units or units that are in the process of attacking, and if an enemy somehow cuts off your power, the Stealth Generator becomes susceptible to Engineers and airstrikes. Note that you cannot force fire on cloaked units. Armageddon Engine (actually 3 different structures, one for each faction) ----------------- Cost: 20000 Tech Level: 10 Power: +1000 Prerequisite(s): Radar, Army Hospital, Barracks, current side's Battle Lab, current side's Construction Yard, current side's "Master" Building (Whitehouse, Kremlin or Yuri's Fortress) Primary Weapon: Dragon-class Cruise Missile Secondary Weapon: None Armour: Extremely strong Function: Supreme power/Cruise Missile Silo for long-range bombardment Information: The Armageddon Engine is the single most potent structure you can own. It's also the most expensive, costing a massive 20000 credits - but it will be well spent because this structure will not only generate 1000 power for you, but it will act as a long range Cruise Missile Launcher, giving you the ability to launch powerful missiles at an enemy base from a very safe distance. These missiles are fired by selecting the building, and then clicking on an enemy target. They take a long time to reload though, and are only effective against certain targets, so use them along with backup support to take out enemy targets. There are more bonuses too - it is invisible to radar, it will generate money slowly, it can detect submerged and cloaked units within a very large radius, it has a build limit of 2, it will make all of your units and structures cheaper and thus reduce the building time (different with each side), it acts as a radar, it reveals the entire map - as well as other small bonuses. The only downsides are that it is completely undefended on it's own, with no weapon for defence against air or surface attacks, and it is vulnerable to Engineers. It will explode violently when destroyed. HINT - The Armageddon Engine is very effective against War Factories - it will almost take a whole one out with one Cruise Missile! Also, the more of them you build, the cheaper your units and structures become! The Soviet Armageddon Engine does not reduce the cost of everything - use it in conjunction with the Industrial Plant to increase your base economy. Note that this structure's weapon has a slow firing rate - but use more than one of them and you can slowly destroy an enemy base. ---------------------------------------------------------------------- 6.2 Allied Structures ===================== Allied Flag ----------- Cost: 100 Tech Level: 1 Power: -10 Prerequisite(s): Allied Construction Yard, Power Plant Primary Weapon: None Secondary Weapon: None Armour: Extremely weak Function: Base identification Information: The Allies' universal flag (actually a US flag, since the US leads the Allies) is really just to show off your base to the enemy. It is a prerequisite to some later units and structures, most importantly the White House. Build it on the outskirts of your base in online games if you want to indicate to your ally/enemy which side you are or where your base is. Hydroelectric Power Station --------------------------- Cost: 1500 Tech Level: 7 Power: +800 Prerequisite(s): Allied Construction Yard, Power Plant, Airforce Command HQ, Allied Battle Lab Primary Weapon: None Secondary Weapon: None Armour: Very good Function: Advanced power Information: This efficient power plant is the Allies' answer to the Soviet's Nuclear Reactor. It doesn't generate as much power, but it's slightly cheaper and a lot safer. It can also be placed on water, as this uses Hydroelectric technology that is based on the use of water. You must build this structure to be able to build the Spy Satellite Uplink. Einstein's Laboratory --------------------- Cost: 2500 Tech Level: 7 Power: -500 Prerequisite(s): Allied Construction Yard, Power Plant, Allied War Factory, Allied Battle Lab Primary Weapon: None Secondary Weapon: None Armour: Strong Function: High technology center and infantry promotion Information: Think of this as a step-up from the Battle Lab. It allows some advanced units and structures to be created, as well as granting the ability to promote soldiers in the same way as the Army Hospital (although you can only promote 5 infantry in Einstein's Lab). The promoted soldier will exit the building from the left, so be sure not to block the exit. You can only build two of these buildings at a time, so using Engineers to capture civilian or enemy ones is beneficial for promoting more infantry. This building also helps the economy of your base - it generates a small amount of money for your war efforts. The Force Shield mini-superweapon is accessed by building this structure. White House ----------- Cost: 10000 Tech Level: 10 Power: -300 Prerequisite(s): Allied Construction Yard, US Flag, Radar, Barracks, Allied War Factory, Army Hospital, Allied Battle Lab, Einstein's Laboratory Primary Weapon: None Secondary Weapon: None Armour: One of the three strongest structures available Function: Base civilization Information: This final technology structure demonstrates the superiority of your base. Although expensive and hard to build because of the many prerequisites, it is a strong and useful structure that can be garrisoned by 20 infantry. The White House will enable you to build some units from other Allied nations, and the Allies' most powerful unit - the Chrono Ultima Tank. It will also allow you to construct the Allied Armageddon Engine. The White House cannot be captured by Engineers, and you can only build one at a time. Another bonus is that it slowly generates money for your war efforts. President Duugan can only be trained after building the White House. 6.3 Allied Defences =================== Prism Pyramid ------------- Cost: 2250 Tech Level: 8 Power: -125 Prerequisite(s): Radar, Allied Battle Lab, Hydroelectric Power Station Primary Weapon: Rapid Fire Prism Laser Secondary Weapon: None Armour: Strong Function: Strong base defence Information: This is an upgraded version of the Prism Tower. It fires a similar laser beam, except it's high power input means that it fires much more frequently. It is more heavily armoured than the Prism Tower and cannot be mind-controlled, but it is vulnerable to capture and aerial attacks. Prism Pyramids cannot create the "linking" effect that several closely packed Prism Towers can create. Statue of Liberty ----------------- Cost: 3800 Tech Level: 9 Power: -490 Prerequisite(s): Power Plant, Einstein's Laboratory Primary Weapon: Long Range Chrono Neutralizer Secondary Weapon: Medusa-Class Anti-Aircraft Missile System Armour: Very strong Function: Advanced land and sea base defence Information: This high-end defensive structure proves it's "advanced" status - its extremely powerful weapon systems can be all that's required to defend a small base. The main weapon is a powered-up version of the Chrono Legionnaire's weapon - it fires a long range beam of energy that will almost instantly warp any target into another dimension. It's reload rate isn't bad, either. Liberty's air defence is also quite spectacular - it uses the same weapon as the Aegis Cruiser. This structure is vulnerable to mind-controlling units and Engineers, and it can detect enemy Spies. HINT - The best way to destroy this strong defence is to disable it's power. But if you can't do that, just use strength in numbers to exploit it's weak point: reloading time. Although it reloads reasonably fast, it can only fire on one thing at a time, so call in a paradrop and at the same time, move in a ground force. Another way is to sneak in a Floating Disk to disable it, giving the Disk some air cover with paradrops. Don't forget that the Statue of Liberty can be placed on water. 6.4 Allied Infantry =================== Secret Service -------------- Cost: 750 Tech Level: 5 Prerequisite(s): Allied Construction Yard, Barracks, Radar Primary Weapon: Pistol Secondary Weapon: None Strength: Above average Information: Straight from the Allies' top-secret training grounds comes this top-secret unit. The Secret Service is specially trained to steal enemy vehicles. They move faster than normal infantry and are armed with a weak pistol for defence against weak units. If you have stolen a vehicle and it is destroyed, there is a chance that the Secret Service will survive and live on to steal another vehicle. The Secret Service cannot be crushed by normal vehicles, but some heavier things like the Battle Fortress can. This infantry will heal itself over time, and is invisible to radar. Also, the Secret Service cannot be mind-controlled. When placed inside an IFV, it will become a suicide bomber! Sammy Stallion --------------- Cost: 1800 Tech Level: 6 Prerequisite(s): Allied Construction Yard, Barracks, Radar, Allied Repair Depot, Army Hospital Primary Weapon: Heavy Machine Gun Secondary Weapon: Customised Grenade Strength: Good Information: Sammy Stalion is a battle-hardened warrior with a passion for helping the Allies win the war. He loves his job, and you can tell - he has been authorised to use specially made Hand Grenades that are designed to destroy any building immediately upon contact. His Heavy Machine Gun can easily and quickly take out most infantry. He also has a Chrono pack fitted onto his back so he can warp instantly to anywhere on the battlefield - making him very useful for hit-and-run attacks on enemy bases. You can only ever have one Sammy Stallion in your army at a time (unless you mind-control one). He is immune to radiation. Albert Einstein --------------- Cost: 1600 Tech Level: 7 Prerequisite(s): Barracks, Army Hospital, Eintein's Laboratory Primary Weapon: Hover Missiles (only when garrisoning) Secondary Weapon: None Strength: Very strong Information: Tired of sitting around and playing with his scientific toys, Einstein decided to go outside once in a while for some fresh air. He went prepared. Einstein is powerful if used correctly. Although he has no weapons in most circumstances, he can chrono around the battlefield and when occupying a building, he fires anti-air/anti-surface missiles. When in an IFV, he fires a tesla bolt that is slightly more powerful than a Tesla Trooper's weapon. You can only have one Einstein in your army at a time. Einstein can detect enemy Spies, but he can also be crushed by vehicles and mind-controlled by psychics. NOTE - although it may seem like Einstein can fire on enemies (you can see the "fire" cursor), he can't. He can ONLY fire when occupying a building or inside an IFV. HINT - If you see an enemy air armada heading your way across some occupyable structures, a good way to take them out is to move Einstein into those structures. He will enter them immediately with no "de-chrono" time delay, and if he is in range, he will start firing his missiles. As the air unit(s) fly by, move Einstein inside the closest buiding as soon as possible to do some more damage. This trick works best on slow air units, like the Kirov. President Duugan ---------------- Cost: 2500 Tech Level: 10 Prerequisite(s): White House Primary Weapon: Tesla Lightning Bolt (only when garrisoning) Secondary Weapon: None Strength: Average Information: In desperate times, desperate measures are to be taken. When the Allies are desperate enough, they can send out the President himself to help in battle. He is armed with an extremely powerful Tesla Bolt that can only be set up when he is inside a building. So he can be used for defence (e.g. put him inside the White House) or offence (put him inside a civilian structure near an enemy base). His high price is worth paying for if you use him correctly. When placed inside an IFV, President Duugan will fire a Prism Laser at enemies. There can only be one President in your army at a time, unless you mind-control one, so use him well, and give him lots of cover when using him. The President can detect enemy Spies, and when he gets promoted to Elite status, he is cloaked - making him a very valuable asset for your army. NOTE - although it may seem like Duugan can fire on enemies (you can see the "fire" cursor), he can't. He can ONLY fire when occupying a building or inside an IFV. And his firing range is short when occupying - so don't expect him to fire the Tesla Bolt as far as the Tesla Tower does (see the Tesla Tower in the "Soviet Defences" section). 6.5 Allied Vehicles/Aircraft/Navy ================================= Scout Jeep ---------- Cost: 675 Tech Level: 2 Prerequisite(s): Allied Construction Yard, Allied War Factory Primary Weapon: AK-47 Secondary Weapon: None Armour: weak Information: Primarily intended for reconnaissance, the Scout Jeep is poorly armoured but surprisingly well-equipped (with a cheaply available AK-47) and very fast. It also has room for two passengers. HINT - Although very easily destroyed by most vehicles, if you build many, many Scout Jeeps (they're not that expensive) then you can overwhelm most enemy squadrons. Stealth Limousine ----------------- Cost: 1250 Tech Level: 3 Prerequisite(s): Allied War Factory Primary Weapon: Light Machine Gun Secondary Weapon: None Armour: Average Information: The Stealth Limo is excellent for stealthily moving up to 6 troops around. It is invisible to radar and reasonably fast. It carries a light weapon for basic defence. As an added bonus, the Stealth Limousine cannot be mind-controlled. HINT - Use the Night Hawk helicopter to help get the Limo across difficult terrain. Assault Police Car ------------------ Cost: 1750 Tech Level: 7 Prerequisite(s): Allied Flag, Radar, Allied War Factory, Allied Repair Depot Primary Weapon: Immobiliser Beam Secondary Weapon: Medusa-Class Anti-Aircraft and Anti-Infantry Missile System Armour: Good Information: This is a potent weapon in the right hands. It can target virtually anything on the battlefield and is quite well armoured. It has the ability to render any structure, vehicle or ship completely useless with it's EMP beam, which has long range. As for infantry and aircraft, the Assault Police Car comes with an advanced missile system that will quickly remove most threats. Since the Police Car is only an advanced prototype and is still in development, you can only build up to twenty of them at the same time (which should be more than enough anyway). HINT - Use several of these units to defend your base against paradrops, or use them to launch a tactical assault on an enemy base - you can disable Power Plants and halt production by targetting unit-producing facilities. You can even "switch off" things like Tesla Coils and Patriot Missiles. But take note - none of your forces can attack an immobilized unit/building so a good strategy is to target something, amass some units around it, put them in guard mode, and then tell the Assault Police Car to stop. As soon as the enemy unit/structure is "unfrozen", your forces will destroy it. Amphibious Chrono Attack Miner ------------------------------ Cost: 1900 Tech Level: 6 Prerequisite(s): Ore Refinery, Allied War Factory, Allied Battle Lab Primary Weapon: Machine Gun Secondary Weapon: None Armour: Very good Information: This is an upgrade from the Chrono Miner. It carries a Machine Gun for basic defence, and can carry 50% more Ore than it's older brother. It comes with added mobility thanks to it's anti-gravity engine - and it actually moves faster while travelling over water. Note that the Amphibious Chrono Attack Miner is immune to radiation and psychics. Mobile War Factory ------------------ Cost: 2300 Tech Level: 8 Prerequisite(s): War Factory, Robot Control Center, Allied Battle Lab Primary Weapon: Disrupter Wave Secondary Weapon: None Armour: Strong Information: This vehicle does exactly what it says on the tin - it brings the fight to the enemy by allowing you to deploy a War Factory anywhere on the battlefield. It must be well protected while moving though, as it's speed is not very good. It carries a Disrupter Wave for defensive purposes. HINT - Use this like a Construction Yard - deploy it somewhere near lots of ore and build a base around it! Prism Battleship ---------------- Cost: 1500 Tech Level: 6 Prerequisite(s): Radar, Allied War Factory, Allied Shipyard Primary Weapon: Prism Laser Secondary Weapon: None Armour: Strong Information: The Allies finally took their Prism technology to the seas. This high-tech package comes with a high-powered Prism Laser. It can detect submerged units, but it cannot fire on them - so use this ship to scout for submarines before using the rest of your navy to destroy them. Although designed for naval backup, if the Prism Battleship is used in large groups, you can cause some impressive carnage to enemy coastal bases/units. The downside for this ship is that is is vulnerable to enemy aircraft fire. Chrono Ultima Tank ------------------ Cost: 3200 Tech Level: 10 Prerequisite(s): Allied War Factory, Robot Control Center, White House Primary Weapon: Long Range Chrono Neutralizer Secondary Weapon: Patriot Missile Armour: Very strong Information: Representing the peak of Allied technology, this is the ultimate offensive tank for the Allies thanks to it's high tech Chrono Neutralizer weapon. It is basically a mobile version of the Statue of Liberty - it Chronos around the map and has the same weapon. For air defence, it carries Patriot Missiles. It is also able to transport one passenger around the field. Although it's armour isn't as tough as the best Soviet and Yuri tanks, it has arguably the best weapon. So if used correctly, you can take out entire enemy bases with this tank - justifying it's high price tag. Of course, if you build more than one, you stand a much higher chance of completely and quickly removing just about anything from the face of the Earth. The Chrono Ultima Tank will repair itself slowly over time. ---------------------------------------------------------------------- 6.6 Soviet Structures ====================== Soviet Flag ----------- Cost: 100 Tech Level: 1 Power: -10 Prerequisite(s): Soviet Construction Yard, Power Plant, Barracks Primary Weapon: None Secondary Weapon: None Armour: Extremely weak Function: Base identification Information: Like the Allied Flag, the Soviet one provides base recognition and serves to simply make your base look better. It also has the function of being a prerequisite to some Soviet things - most importantly the Kremlin. Vehicle Repair Shop ------------------- Cost: 3500 Tech Level: 5 Power: -300 Prerequisite(s): Soviet Construction Yard, Power Plant, Radar, Soviet War Factory Primary Weapon: None Secondary Weapon: None Armour: Quite strong Function: Vehicle auto-repairing and technology center Information: This expensive building is worth it's cost. It will cause all vehicles to auto- repair slowly. More importantly however, it is a prerequisite to some of the Soviets best vehicles - examples being the Kirov Airship and the Dreadnought. Although completely unarmed and vulnerable to Engineers, this structure has very good armour to help it survive most onslaughts. You can only build one Vehicle Repair Shop at a time. Research Cathedral ------------------ Cost: 3000 Tech Level: 9 Power: -600 Prerequisite(s): Soviet Construction Yard, Power Plant, Soviet War Factory, Soviet Battle Lab Primary Weapon: Double Artillery Cannon Secondary Weapon: None Armour: Strong Function: Advanced technology and research center Information: This structure serves four purposes - it acts as a high-technology center, it generates money slowly for your war efforts, it jamms radar by creating a black shroud around itself that only you can see through (like the Allied Gap Generator) and it can be used as a form of base defence - it carries a powerful Double Artillery Cannon. You can change the radius of the generated "gap" by double-clicking on the structure - but a larger gap will use up more power. Like most buildings, the Research Cathedral is vulnerable to Engineers and airstrikes. You can build two of these buildings at a time. Kremlin ------- Cost: 10000 Tech Level: 10 Power: -300 Prerequisite(s): Soviet Construction Yard, Soviet Flag, Power Plant, Soviet Barracks, Soviet Radar, Soviet War Factory, Army Hospital, Soviet Battle Lab, Research Cathedral Primary Weapon: None Secondary Weapon: None Armour: One of the three strongest structures available Function: Base civilization Information: The very center of the Soviet Union - the Kremlin houses important Soviet Technologies and is seen as a representation of civilization. It can hold up to 20 infantry within it's walls, just like the White House and Yuri's Fortress. This structure will allow you to create some of the finest Soviet units - examples being the Doomsday Devastator Tank and Premier Romanov himself. The Kremlin will slowly generate cash for you - and you can only have one at a time. Engineers cannot capture it. It will "unlock" some other Soviet nation's units for you, as well as being a prerequisite to the Soviet Armageddon Engine. 6.7 Soviet Defences =================== Imperial Wall ------------- Cost: 125 Tech Level: 5 Power: N/A Prerequisite(s): Soviet Flag, Soviet Barracks, Vehicle Repair Shop Primary Weapon: Secondary Weapon: Armour: Quite weak Function: Basic ground defence for structutes Information: Basically an upgraded version of the Soviet wall. This type of wall has more armour than the normal Soviet Wall, and you can place them in longer lines than normal. They do cost a little bit more, but if you're serious about defending your base from ground forces then the Imperial Wall makes a much better alternative to the Soviet Wall or Sandbags. One drawback however is that you cannot place Gates over the top of Imperial Walls. Magnetic Contamination Beacon ----------------------------- Cost: 1850 Tech Level: 7 Power: -150 Prerequisite(s): Soviet Construction Yard, Soviet Battle Lab Primary Weapon: Magnetic Beam Secondary Weapon: Radiation Deployer Armour: Very good Function: Strategic land and sea defence Information: Intended for strategic base defence, the MCB fits the part well. It can be built on water or land - depending on your strategy. This structure will magnetically attract vehicles and ships, pulling them towards your other base denences, such as Tesla Coils and even anti-aircraft weapons (as the unit is in the air while being "attracted"). You can use this structure to haul ships toward land, destroying them instantly. The same is true for vehicles, if you build an MCB on water near the coast. For infantry defence, the MCB will automatically deploy radiation when the infantry gets close enough, poisoning the land. This can have a bad effect on your units though, as the radiation hurts everything, not just your enemy's units/infantry. So strategic placement is required. This structure has no defence against aircraft, and it is capturable by Engineers. HINT - The Magnetic Contamination Beacon's Magnetic Beam weapon has a small minimum range. So if you build just one, then when you "suck in" an enemy vehicle, the MCB is useless. However, if you build several in a large radius around your base, and at a certain distance, you can create a chain-reaction effect - e.g. a vehicle could be attracted a long way away from your base, and when one MCB has finished attracting it, another one close-by could be the next one to attract it. You can build them in a star shape around your base, so that they all lead to the centre, where you will have lots of ground defences, or even psychic units/structures. If you want to force it to deploy radiation for whatever reason, just make it force-fire on one of your infantry units within it's range (hold down the CTRL key and click). The possibilities are endless! Tesla Tower ----------- Cost: 4000 Tech Level: 9 Power: -680 Prerequisite(s): Power Plant, Research Cathedral Primary Weapon: Tesla Lightning Bolt of DOOM Secondary Weapon: Elite Medusa-Class Anti-Aircraft Missile System Armour: Strong Function: Supreme base defence Information: This could be considered the most powerful defensive structure in any faction's arsenal. It fires an extremely powerful lightining bolt at enemies from a good distance. It is extremely good at destroying aircraft, and it's firing rate is very fast as well. Unlike the Statue of Liberty, the Tesla Tower cannot be placed on water. But it can detect enemy Spies, and it acts like Yuri's Psychic Radar, indicating the movements of your enemies within a certain range. The only disadvantages to this beast are high power consumption, high cost, lower armour than Yuri's or the Allies best defences, and vulnerability to Engineers and Psychics that can mind-control buildings. 6.8 Soviet Infantry =================== Arnnie Frankenfurter -------------------- Cost: 2000 Tech Level: 6 Prerequisite(s): Soviet Construction Yard, Barracks, Radar, Soviet Repair Depot, Army Hospital, Soviet Battle Lab Primary Weapon: Heavy Machine Gun Secondary Weapon: Customised Grenade Strength: Strong Information: Finding the acting life boring, Arnnie Frankenfurter decided on a change of lifestyle and signed up for the Soviet War cause. Why the Soviets and not the Allies? Because the Soviets offered him some meaty guns which the naive Mr. Frankenfurter could not resist. And they kept their promise - he is equipped with identical weaponry to the Allies' Sammy Stallion: He has a Grenade which can take out any building instantly, and his Heavy Machine Gun rips through infantry like a warm knife through butter. He is also equipped with a Chrono backpack that enables him to travel quickly and strategically. He is more heavily armoured than his Allied counterpart, but he is not immune to radiation. You can only have one Arnnie Frankenfurter at a time, unless you mind-control an enemy one. General Vladimir ---------------- Cost: 2000 Tech Level: 8 Prerequisite(s): Barracks, Army Hospital, Research Cathedral Primary Weapon: Super Mind Control Secondary Weapon: Medusa-Class Anti-Aircraft Missile System Strength: Strong Information: Mourning at the tragic loss of one of the Soviet Union's greatest generals, Premiere Romanov ordered a special squad of his most trusted men to capture the Time Machine and use it to bring back General Vladimir. Unfortunately for them, the Allies reclaimed their Time Machine shortly after the rescue. Nevertheless, General Vladimir was brought back to Moscow safely and told about his dark future. Natrually, he was a bit peeved at Yuri, and he decided to go out into the battlefield to get personal with him. Knowing Yuri's mind-control abilities, Vladimir decided he needed to fight fire with fire, so he dug up some of Yuri's old Psychic contraptions, and became a master of mind-control himself after some experimentation. He was also given the authority to use the Soviet's best anti-aircraft weapon - the Medusa Missile system. General Vladimir is immune to mind-control, and you can have up to four "copies" of him in your army at a time. He can detect enemy Spies. Premiere Romanov ---------------- Cost: 2500 Tech Level: 10 Prerequisite(s): Kremlin Primary Weapon: Tesla Lightning Bolt (only when garrisoning) Secondary Weapon: None Strength: Average Information: As if General Vladimir taking to the battlefield wasn't enough, Premiere Romanov also decided to get his hands dirty in desperate circumstances. KGB Spies managed to find the blueprints for the President's weapon, and have duplicated it for the Premiere - a powerful short-range Tesla Bolt that is only functional while Romanov is inside a building. He has the same weaponry as the President when inside an IFV, too. He can also detect enemy Spies and is Cloaked when promoted to elite status. You can only have one Premiere Romanov in your army at any one time, unless you mind-control one. NOTE - although it may seem like Romanov can fire on enemies (you can see the "fire" cursor), he can't. He can ONLY fire when occupying a building or inside an IFV. And his firing range is short when occupying - so don't expect him to fire the Tesla Bolt as far as the Tesla Tower does (see the Tesla Tower in the "Soviet Defences" section). 6.9 Soviet Vehicles/Aircraft/Navy ================================= Double Decker Bus ----------------- Cost: 1750 Tech Level: 6 Prerequisite(s): Barracks, Soviet Radar, Soviet War Factory, Soviet Repair Depot Primary Weapon: Disrupter Wave Secondary Weapon: None Armour: Very good Information: Intended for heavy vehicle and infantry tranportation, the Double Decker Bus can pack an amazingly large number of units inside it (up to 20). Additionally, it carries a high tech weapon designed for denfence, but it can be useful for attacking enemy structures. HINT - Use the Passenger Plane to help get the Double Decker Bus across difficult terrain. Passenger Plane --------------- Cost: 2000 Tech Level: 8 Prerequisite(s): Barracks, Radar, Soviet War Factory, Soviet Repair Depot, Soviet Battle Lab Primary Weapon: None Secondary Weapon: None Armour: Above average Information: The Soviets are serious when it comes to transporting it's vast armies across the globe. They have invented a plane that can carry up to 30 infantry/vehicles, making it the largest capacity transport in the game. It is quite fast and has a high visibility distance, making it ideal for scouting too. However it has no weapon, it has only above average armour, and unlike the Allied Night Hawk and Yuri's Hind Transport, it is not invisible to radar. Subterranean War Miner ---------------------- Cost: 2000 Tech Level: 6 Prerequisite(s): Ore Refinery, Soviet War Factory, Soviet Battle Lab Primary Weapon: Machine Gun Secondary Weapon: None Armour: Very good Information: This is a further developed version of the War Miner. It can carry 25% more ore than the earlier version, it is invisible to radar, and can travel underground, making it very safe from enemy fire. It has the same weapon as the War Miner, and higher speed. It is immune to mind-control. It's drawbacks are: it has less armour than the War Miner, it does not self-repair, and it is not immune to radiation. It is also quite expensive. When the Subterranean War Miner gets fully promoted, it cloaks itself, making it nearly impossible for enemies to detect, let alone destroy. Mobile Ore Refinery ------------------- Cost: 2500 Tech Level: 8 Prerequisite(s): War Factory, Soviet Battle Lab Primary Weapon: Immobiliser Beam Secondary Weapon: None Armour: Strong Information: Adding to the Soviet's new economical nature, the Mobile Ore Refinery is a useful vehicle that can be used to bring an Ore Refinery closer to the Ore, rather than previously bringing the Miner closer to it. It has a slightly high cost but this is outweighed by it's main function: it can be moved just about anywhere and then deploy into a Soviet Ore Refinery. It carries a high-tech weapon identical to the Assault Police Car's main weapon - a beam that possesses the ability to "freeze" any vehicle or structure. This weapon is intended for assault, not defence - meaning that this vehicle has two important functions for the Soviets. The Mobile Ore Refinery is NOT immune to mind control and it's weapon doesn't actually do any damage, so close cover is required when moving it through dangerous territory. HINT - Use this with the Passenger Plane or Amphibious Transport to deploy an Ore Refinery near a lot of ore, and then build a new base around it! Tesla Warship ------------- Cost: 1750 Tech Level: 6 Prerequisite(s): Soviet Radar, Soviet War Factory, Soviet Shipyard Primary Weapon: Tesla Bolt Secondary Weapon: None Armour: Strong Information: The Soviets went one step further with their Tesla technology and fitted a large Tesla Coil on the front of a massive Warship! This ship will fire a bolt of electricity from it's front mounted fork-shaped turret that has the same power as a Tesla Coil defensive structure. Obviously then, this ship makes an excellent naval suuport unit (as well as being good at destroying enemies near the coast). The Tesla Warship may be slower and more costly than it's Allied rival, the Prism Battleship, but it is better armoured. Watch out for enemy aircraft, though. Doomsday Devastator Tank ------------------------ Cost: 2750 Tech Level: 10 Prerequisite(s): Soviet War Factory, Kremlin Primary Weapon: Elite Twin 120mm Cannons Secondary Weapon: Elite Anti-Air Flak Cannon Armour: Extremely strong Information: The pinnacle of Soviet research and technology is embodied within this supreme tank. Yes, it may be expensive and only available at a high technology level, but it can be horribly prevailing in the right hands. Think of it as the Apocalypse MKIII (not MKII). It comes with a primary weapon identical to an elite Apocalypse's, a powerful anti-aircraft Flak Cannon, space for two infantry to fire out of (like the Battle Fortress) and the ability to go underground, safe from enemies and allowing for easy terrain crossing. Couple this functionality with the best armour out of the three "super" tanks (one for each side) and invulnerability to radiation, and you have a threat too serious for your enemies to ignore. The Doomsday Devastator Tank will change it's weaponry when under elite status - it's main weapon becomes identical to an elite Prism Tank's, and it's secondary weapon is changed to a Medusa-Class Anti-Aircraft Missile System. It can run over enemy vehicles just like infantry can be, and it automatically repairs itself over time. Perhaps it's only drawback is the fact that psychic units can easily mind-control it when they are within range. HINT - The successful way to using the Doomsday Devastator Tank is to use groups of them - you could have several that are fully promoted alongside ones that haven't beed promoted, to create a balanced attack force. Also, try experimenting with the infantry you can put inside it (a maximum of two) - my favourite combination is Whiteboy and General Vladimir. ---------------------------------------------------------------------- 6.10 Yuri Structures ==================== Yuri Flag --------- Cost: 100 Tech Level: 1 Power: -10 Prerequisite(s): Yuri Construction Yard, Power Plant Primary Weapon: None Secondary Weapon: None Armour: Extremely weak Function: Base identification Information: Like the Allied and Soviet Flags, Yuri's Flag is simply for aesthetics. It is a prerequisite to some of Yuri's important technologies as well, like the Yuri Prime, Yuri Statue, and Yuri's Fortress. Communications Center --------------------- Cost: 3250 Tech Level: 8 Power: +800 Prerequisite(s): Yuri Construction Yard, Power Plant, Radar, Yuri Battle Lab Primary Weapon: None Secondary Weapon: None Armour: Very good Function: Advanced technology center Information: Acting as a step between Yuri's Battle Lab and Yuri's Command Headquarters, the Communications Center has many functions, and you can only build one of them. It acts as an advanced power plant for Yuri, it allows you to call in Paratroopers, 10 infantry can garrison the building, it generates money slowly, and provides radar for Yuri should his Psychic Radar be knocked out. It is also a prerequisite to some of Yuri's more useful units, such as the Mastermind and Flint Westwood. These features justify the Communications Center's high price. Yuri's Command Headquarters --------------------------- Cost: 4000 Tech Level: 9 Power: -400 Prerequisite(s): Yuri Construction Yard, Power Plant, Yuri War Factory, Yuri Battle Lab, Communications Center Primary Weapon: Grand Cannon Secondary Weapon: None Armour: Strong Function: Advanced technology and research center Information: This is Yuri's most important technology building - the price says it all.
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