For other uses, see Construction yard. |
The construction yard was the heart of every GDI, Nod and CABAL base during the Second Tiberium War and the Firestorm Conflict. It was used to prepare all materials necessary for the construction of the respective faction's buildings.
It was created by unpacking a mobile construction vehicle. Despite the identical appearance of both the MCV and the construction yard, each side had its own techtree that was defined by the player's chosen faction. Capturing the opposing side's construction yard gave access to that side's techtree.
Game building[]
The construction yard can build the following structures:
GDI[]
Buildings[]
Provides power to base
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GDI Power Plant addon, boosts power plant output by 50%
Requires GDI Power Plant
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Requires GDI Power Plant
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Stores additional Tiberium
Requires Tiberium Refinery
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Infantry training facility
Requires GDI Power Plant
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Vehicle production facility
Requires Tiberium Refinery
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Radar provider, provides tier 2 access
Requires Tiberium Refinery
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Vehicle repair facility
Requires GDI War Factory
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Aircraft production and rearming
Requires Radar
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Provides tier 3 access
Requires GDI War Factory
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Support power control
Requires GDI Tech Center
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Upgrade Center addon, provides Ion Cannon support power
Requires Upgrade Center
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Upgrade Center addon, provides Hunter-Seeker support power
Requires Upgrade Center
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Upgrade Center addon, provides Drop Pod support power
Requires Upgrade Center
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Defenses[]
Requires Barracks
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Passive defense
Requires Barracks
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Passive defense, allows friendly units to enter and blocks enemy units
Requires Barracks
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Modular base defense
Requires Barracks
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Component Tower addon, anti-infantry base defense
Requires Component Tower
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Component Tower addon, anti-armor base defense
Requires Component Tower
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Component Tower addon, anti-aircraft base defense
Requires Component Tower
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Countermeasure defense, can temporarily immobilize cyborgs and vehicles
Requires Radar
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Advanced defense, provides Firestorm Defense support power
Requires GDI Tech Center
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Advanced barrier, when activated becomes impervious and prevents aircraft and missile attacks
Requires Firestorm Generator
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Nod[]
Buildings[]
Provides power to base
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Requires Nod Power Plant
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Stores additional Tiberium
Requires Tiberium Refinery
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Infantry training facility
Requires Nod Power Plant
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Vehicle production facility
Requires Hand of Nod and Tiberium Refinery
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Radar provider, provides tier 2 access
Requires Tiberium Refinery
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Provides power to base
Requires Nod War Factory
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Aircraft production and rearming
Requires Radar
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Provides tier 3 access
Requires Nod War Factory
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Provides tier 3 units, Hunter-Seeker support power
Requires Nod Tech Center
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Offensive support power control, provides Multi-Missile support power
Requires Nod Tech Center
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Veinhole processor, provides Chemical Missile support power
Requires GDI Tech Center
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Defenses[]
Requires Barracks
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Passive defense
Requires Hand of Nod
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Passive defense, allows friendly units to enter and blocks enemy units
Requires Hand of Nod
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Basic anti-ground base defense
Requires Hand of Nod
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Advanced passive defense
Requires Advanced Power Plant
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Anti-aircraft base defense
Requires Radar
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Countermeasure defense, can temporarily immobilize cyborgs and vehicles
Requires Radar
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Advanced anti-ground base defense
Requires Nod Tech Center
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Cloaks friendly units and structures around it
Requires Nod Tech Center
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Changelog[]
- Tiberian Sun patch 1.13:
- walling a construction yard in and undeploying it no longer causes it to disappear.
- the crash caused when an engineer captures a construction yard while the building placement cursor is active is fixed.
- Tiberian Sun patch 1.16a1: the bug where the player could get stuck in building placement mode if they lost their last construction yard is fixed.
- Tiberian Sun patch 1.17a: the bug where buildings could be built in arbitrary locations is fixed.
Gallery[]
See also[]
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