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This section contains the most up to date information available for the Allied structures Red Alert. If you believe any of this information is incorrect or you believe information is lacking. Please make send all your comments to Assassin


Picture Description
Without it, you can't build anything. It is the most important building in the game keep this well protected. When you get to the highest part of the tech tree you will be able to build MCVs which will allow you to have more contruction yards.The buildpic for this structure was created by Westwood and is offical but was never used in the final game. Because you cannot build a Con Yard straight off you have to build a MCV.
This is your primary power source and it is the first building you have to build to build any other structures.
Is a Cheaper and better power source it gives twice as much power as the normal powerplant but also takes up twice the room.
The Ore Refinery very important this will be the source of your credits just make sure to protect your ore truck and the refinery and the credits will start rolling in.
Stores additional credits. You may need to build lots of these especially if you have more than 2000. Don't forget the Ore Refineries store lots of ore so the more refineries you have the less you need these except when they are full. If you don't build a silo when one is needed you will stop reciveing credits. If you run out of room for silos start spending credits to free room up in the silos.
You need this to train your soldiers. This also allows some defensive structures to be built.
Enables you to build your tanks. Check Allied Units section for additional info.
Enables you to build your ships very useful for extending the battle to the sea.
You receive a helicopter with every Helipad for free. You can build as much as helicopters as you want having only one Helipad, but you will have to manually reload their ammo on the only helipad and that takes too long.
It repairs vehicles, tanks and helicopters. But you will have to pay 50% of the price of the unit to repair it!
The radar will enable you to see every area that your units explore on the radar screen in the top-right corner. If you build a Tech Center, you will get the GPS which will reveal the whole map for you.
Gives you the GPS which will reveal the whole map in 8 minutes at normal speed. Also allows you to build more destructive structures (Missile Silo), the Gap Generator, The Chronosphere, and 2 units.
This is very useful and effective against infantry. I recommend Camo-Pillboxes though because they can't be seen and last longer.
This is very useful and effective against infantry. The enemy can't see it, he can only see it firing. Always surround your base with these and turrets behind them because the computer will fire the first obstacle, so he will have to destroy the camo-pillbox before he can destroy the turret and by the time he does that, he would be destroyed or killed. Always keep on repairing these so they last longer in a fight.
These are very useful and effective against all tanks its disadvantage is its low range so long range tanks like the V2 rocket will be able to make short work of them. These are very useful and critical to the bases defence.
Always place these in the direction of the enemies base because computer aircrafts always attack in a straight line from their airfield/helipad, put 4 of these behind each other and they will destroy any incoming air attack in no time. If you place a few Rocket Launcher Infantry near them you will have a very strong and effective air defense against all kinds of air attacks.
Build these in your base to prevent the enemy from seeing what you build....They generate a shroud in a 10 squares diameter. So put these in the center. These are very useful to hide important structures, for example, you can build an advanced power plant and leave a space above it, then build a missile silo and put it above the adv. power plant, your enemy will not see where you constructed the missile silo because of the gap generator and he will need a while to notice it behind the adv.p.p., because it is now camouflaged!
It chronoshifts (teleports) any unit to a desired location. Note that if you chronosphere an APC, all the cargo will die. This is really good for chronosphering an MCV near your enemy's base and especially if you have a war factory ready and a tank on hold.
Use a gap generator to block this off when you build it and camouflage it behind an advanced power plant. Makes an A-Bomb, every 13 minutes at normal game speed and it does a hell of alot of damage especially to infantry.
These are the Allied fake structures, they are useful to trick your enemy, he can drop an a-bomb on them and think that he destroyed your base while you have set a different one somewhere else....


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