Building | Old version(s) | Changelog |
The Construction Yard is the primary base building of the Allied Nations.
Official description[]
The Allied Construction Yard is the most important structure in a base. With it, a commander has the capabilities of constructing all Allied buildings and defenses. This makes the Construction Yard a high priority target for enemies, and must be defended as such in order to maintain any major presence on the battlefield. A Construction Yard provides a small amount of power as well.[1]
Overview[]
For a detailed list of changes from the original game, click here.
The Allied Construction Yard can build the following Allied structures and defenses:
Structures[]
Structure | Description |
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Power Structure.
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Production Structure.
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Resource Structure.
Comes with a Chrono Miner. | |
Tech Structure.
Comes with two Field Medics. (Skirmish) | |
Production Structure.
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Production Structure.
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Production Structure.
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Tech Structure.
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Tech Structure.
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Tech Structure.
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Tech Structure.
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Production Structure.
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Tech Structure.
Only one Experimental Warpshop may be built at a time. | |
Economy Booster Structure.
Only one Ore Purifier may be built at a time. | |
Minor Superweapon.
Only one Chronosphere may be built at a time. | |
Major Superweapon.
Only one Weather Controller may be built at a time. |
Defenses[]
Structure | Description |
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Passive Defense.
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Passive Defense.
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Base Defense. Strong vs. Infantry.
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Base Defense. Strong vs. Armor.
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Base Defense. Strong vs. Aircraft (no ground attack).
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Base Defense. Strong vs. Infantry.
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Base Defense. Strong vs. Infantry, Armor.
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Advanced Base Defense. Strong vs. Armor.
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Support Structure.
Only one Ultra Dome may be built at a time. | |
Advanced Base Defense. Strong vs. Aircraft (no ground attack).
Only two Hyperions may be built at a time. | |
Advanced Hidden Base Defense.
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Support Structure.
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Support Structure.
Only three Warpnodes may be built at a time. |
Technically speaking there are actually at least four different variants of the Allied Construction Yard. Each Allied subfaction starts with and produces their own variant of the Allied MCV which includes the ability to construct their unique tier 2 technology building and all other standard Allied buildings. Allied MCVs produced by non-Allied players will be a generic variant that cannot construct any of the unique tier 2 technology buildings and in fact cannot construct any tier 3 Allied buildings even if the requisite buildings are already in place. For example if a Soviet player captures a United States Allied Construction Yard they will be able to construct all standard Allied buildings as well as the Mercury Network Uplink. If that same Soviet player loses that same Construction Yard but replaces it with an Allied MCV they produced themselves they would not be able to build a new Mercury Network Uplink or any tier 3 buildings.
Appearances[]
Act One[]
- The Allied Construction Yard first appears as an available structure in Red Dawn Rising alongside the other Allied buildings, at the beginning of the Third Great War.
Act Two[]
- Three Allied Construction Yards (two on Casual) are targets to infiltrate in the Stage IV of Babel. Once any of it is infiltrated, the Allies will immediately unpack it as MCV and teleport the MCV to the Pocket Dimension, allowing Infiltrators to enter the space for further actions.