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CONSTRUCTION YARD:
The Construction Yard is the foundation of
all Soviet and Allied bases. If you lose your CY your out of
business. Protect it at all costs! Build a Service Depot to get the
option of making MVCs, which are CYs on wheels. Just drive
em to where ya want to start another base and deploy the
MCV. You can also set the option in the beginning of the
game to repack your CY into an MCV and move it to another
spot! Great game feature.
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TESLA REACTOR:
The standard Soviet power plant. The more you
have of these the merrier.
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BARRACKS:
The training facility for
Soviet soldiers. These are for making your
primary scouts, among other things, for opening up the map early in the game.
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NUCLEAR REACTOR:
A Soviet Advanced Power Plant.
Lots and lots of power. When it
explodes, run for cover: radiation spreads fast. Do not place this
structure near any important buildings in case the enemy
targets it for destruction.
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REFINERY:
The place where Ore is brought to be turned into
credits, just like the original. The more of these you have, the
faster you will get credits to build your army.
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WAR FACTORY:
The place where vehicle units are
made, such as tanks, the V3 Rocket, etc.
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BATTLE LAB:
A specialized lab that gives the Soviets access
to a number of advanced units and buildings. Two sensors visible on
the building monitor Radiation levels and Chrono Particle levels.
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NAVAL YARD:
Yes, the navy is back once again. The
construction facility for naval units of the Soviet Navy. |
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RADAR TOWER:
A tall tower with a powerful radar that gives
the Soviets their radar map. An important building to construct
early in the game.
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SERVICE DEPOT:
Here, Soviet units can repair damaged vehicles
and re-arm depleted units.
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CLONING VATS:
Now listen, this is not to be used for cloning
sheep, cows, etc. ;) Whenever the player builds an infantry unit,
another one comes out at the Cloning Vats. In addition, if the
player gets control of an enemy infantry with Yuri, he can order the
infantry to enter the Tanks and the player permanently gets the
ability to make that unit type.
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IRON CURTAIN:
Anyone remember the old one from the original?
This one has been enhanced a tad. The Iron Curtain is a powerful
force-field that can make all units and/or buildings within its 3x3
grid immune to attack for 45 seconds. This ability does not affect
units in the air or under the water. Infantry hit by the Iron
Curtain are turned into human toast and die screaming.
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PSYCHIC SENSOR:
A see-all type of unit. The psychic sensor
detects enemy troop movements, super weapon attacks and enemy
attacks that occur within its sensor radius.
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FORTRESS WALLS:
These tried-and-true walls block enemy
movement. They are great against the computer in skirmish mode, but
quite often in multi-player there just isn't time to build them. But
if you have the time, they do help to slow a rush of enemy
units. |