Description[edit | edit source]
The psychic tower was a tall rod with the primary psychic antenna on the top of the central spire. Around the central spire rotated several psychic matrices, which could automatically capture the minds of units that entered the range of the tower. However, whenever a unit was captured, one of the matrices had to be devoted to maintaining control of that unit. As such, the psychic tower could only control three units at a time. Furthermore, the psychic tower suffered the same inhibitions as other psychics: it could not control other psychics, miners, Tanya, Boris, attack dogs, robot tanks, aircraft, or already mind-controlled units.
In-game[edit | edit source]
The psychic tower is the only advanced base defence structure in the game which does not directly deal damage. Instead, it relies on the firepower of the units it controls.
When the three mind control slots have been used up, the psychic tower is incapable of controlling more units until at least one of them is destroyed or sent to a grinder. If the psychic tower is powered down, all controlled units are released.
Artillery units outrange the psychic tower, and it is helpless against aircraft.
Gallery[edit | edit source]
Trivia[edit | edit source]
- It is the only defence structure in the game to provide ground control, however only to other psychic towers. Essentially, a player could expand a line of psychic towers using other psychic towers.