Allied construction yard (Red Alert 3)
![]() Construction yard | |
---|---|
Structure | |
Internal name |
AlliedConstructionYard |
Affiliation | |
Role |
Base construction |
Production | |
Cost |
$3000 (MCV) |
Produced by | |
Function | |
Power |
+50 |
The construction yard was the heart of every Allied base during the Third World War and the Uprising.
Contents
Background
The Allied yard functions similarly to its predecessors. The construction yard generally completes all components before structure assembly begins at the desired site. If structures need to be built outside of the base, Command hubs can be deployed.
The yard leverages existing Standardized Production Assembly Module (SPAM) technology. SPAM had existed for at least a decade and was already used to assemble munitions in the field. A more revolutionary aspect was the integration of Virtually Operated Industrial Production (VOIP) which allowed production of advanced munitions.
A new, important aspect of the Construction yard is providing "Clearance". Clearance is separated into the two levels, Heightened Clearance and Max Clearance, which must be purchased in order to assemble more sophisticated units and structures. Clearance for production structures is given to the area immediately around a construction yard. Clearance for areas well beyond the immediate confines of a field base was granted by establishing Command Hubs, which themselves must be upgraded independently.
In-game structure
Construction yard is still deployed from an MCV. They can be established either on land or at water. Once established, they can construct buildings in a limited, but vast area. They manufacture buildings inside before deploying a complete set of building kits in a target area. The building is instantly constructed and completed in a flash. They can coordinate their construction efforts with the help of Command Hubs, delivering the complete structure kits to be deployed within the building radius of the hub. They also have capability to construct platform provisions in case of building some structures over water. They also contain advanced communication and coordination facilities to enable new, highly classified blueprints for construction. These facilities can also be used to call in top secret protocols. They cannot construct another Construction yard directly.
Ability
Pack Up | Converts to a Mobile Construction Vehicle, which may then redeploy to new locations. |
The Allied construction yard can build the following structures:
Building queue
Icon | Building | Requirements | Cost | Build time | Power |
---|---|---|---|---|---|
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Power plant | none | 800 | 0:10 | 100 |
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Boot Camp | none | 500 | 0:10 | -25 |
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Ore refinery | Power plant | 2000 | 0:20 | -50 |
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Armor facility | Ore refinery | 2000 | 0:20 | -50 |
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Seaport | Ore refinery | 1000 | 0:20 | -50 |
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Airbase | Power plant | 1000 | 0:15 | -50 |
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Defense bureau | Airbase Ore refinery |
1500 (RA3) 2000 (Uprising) |
0:30 | -75 |
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Heightened Clearance | Ore refinery | 1500 | 0:15 | - |
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Max Clearance | Heightened Clearance | 3000 | 1:00 | - |
Defense queue
Icon | Building | Requirements | Cost | Build time | Power |
---|---|---|---|---|---|
![]() |
Fortress wall | none | 10 | 0:05 | 0 |
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Multigunner turret | Power plant | 800 | 0:20 | -25 |
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Spectrum Tower | Defense bureau Power plant |
1200 | 0:30 | -75 |
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Chronosphere | Defense bureau (RA3) Airbase (Uprising) |
1500 (RA3) 3000 (Uprising) |
0:30 | -75 |
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Proton Collider | Defense bureau | 2500 (RA3) 5000 (Uprising) |
0:30 | -75 |
Changelog
- Red Alert 3 patch 1.08: fixed an exploit that granted credits and an engineer without destroying the construction yard when sold.
- Red Alert 3 patch 1.11: fixed a bug that allowed Soviet players to cast cash bounty on their own construction yard and then get a refund by selling it.
Gallery
See also
- Soviet construction yard (Red Alert 3) - Soviet equivalent
- Imperial construction yard - Imperial equivalent
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