Allied naval shipyard (Red Alert 2)
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| Naval shipyard | |
|---|---|
![]() ![]() ![]() | |
| Structure | |
| Affiliation | |
| Role |
Ship production and repair |
| Protection |
Heavy |
| Tier |
2 |
| Tech level |
4 |
| Properties | |
| Hit points |
1500 |
| Armor type |
Concrete |
| Production | |
| Cost |
$1000 |
| Build time |
0:40 |
| Produced by | |
| Requires | |
| Combat | |
| Sight range |
10 |
| Function | |
| Power |
-25 |
| Produces |
(See production section) |
The Naval shipyard is the Allied equivalent of the naval shipyards used by the Soviets and Yuri's army.
Contents |
Background
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The Naval shipyard builds Allied naval units. As with the Soviet and Yuri naval facilities, it is capable of conducting repairs to friendly naval units.
Also, as with the other naval facilities used at the time, it used some power during its operation, which means that, should the power be cut off, production at the shipyard would take longer.
As this structure was given heavy armour, it is capable of withstanding a super-weapon blast (such as a Soviet nuclear missile), but it had no way of defending itself from other attacks.
It was replaced by the Seaport in the War of the Three Powers.
In-game structure
Edit
It can produce:
- Amphibious Transports
- Destroyers
- Aegis cruisers (require Airforce Command Headquarter)
- Dolphins (require Battle lab)
- Aircraft carriers (require Battle lab)
See also
Edit
- Soviet naval shipyard (Red Alert 2) - Soviets equivalent
- Submarine pen (Red Alert 2) - Yuri equivalent
- Seaport - successor
