Soviet construction yard (Red Alert 3)
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Unit | |
Internal name | SovietConstructionYard |
Affiliation |
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Role |
Base construction Radar provider |
Tier | 1 |
Properties | |
Hit points | 5000 |
Armor type | BaseFactionStructureArmor (0% Melee, 0% Sniper, 100% Gun, 50% Auto Cannon, 100% Flak, 100% Rocket, 100% Cannon, 100% Concussive, 100% Prism, 100% Tesla, 125% Explosive, 0% Radiation) |
Production | |
Produced by | Soviet MCV |
Combat | |
Sight range | 1000 |
Function | |
Power | +50 |
The Soviet Construction yard was the heart of every Soviet forward base during the Third World War and The Uprising.
Contents
Background
The Soviet construction yard was often called "Little Basil" by Soviet troops due to architectural similarities to St. Basil's Cathedral. Unlike its Allied counterpart, the Soviet construction yard was unable to build an entire structure and then deploy it as a whole. Instead, an external civilian construction team required it to build structures from the foundation up at a predetermined location. This made the structure being built vulnerable to attack during the construction process.[1]
In-game structure
Like the other construction yards, the Soviet construction yard is responsible for base construction, providing radar, and granting access to Top Secret Protocols. It is heavily armored, yet completely unarmed, and it is also the prime target for enemies due to its significance, so it must be protected at all cost. However, it is not completely defenseless, it can pack up into an MCV in order to prevent capture by an enemy engineer or, in an emergency, crush enemy units.
The Soviet construction yard can also build Crusher cranes, which can produce buildings just like the construction yard. This makes the loss of a construction yard less of a critical blow for Soviet commanders.
Ability
Pack Up | Converts to a Mobile Construction Vehicle, which may then redeploy to new locations. |
The Soviet construction yard can build the following structures:
Building queue
Icon | Building | Requirements | Cost | Build time | Power |
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Reactor | none | 800 | 0:10 | 100 |
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Barracks | none | 500 | 0:10 | -25 |
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Ore refinery | Reactor | 2000 | 0:20 | -50 |
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War factory | Ore refinery | 2000 | 0:20 | -50 |
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Naval yard | Ore refinery | 1000 | 0:20 | -50 |
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Airfield | Super reactor | 1000 | 0:30 | -50 |
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Battle lab | Super reactor | 3000 | 1:00 | -75 |
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Super reactor | Ore refinery | 2000 | 0:30 | 350 |
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Crusher crane | none | 1500 | 0:20 | -50 |
Defense queue
Icon | Building | Requirements | Cost | Build time | Power |
---|---|---|---|---|---|
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Fortress wall | none | 10 | 0:05 | 0 |
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Sentry gun | Power plant | 800 | 0:20 | -25 |
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Tesla Coil | Super reactor | 1500 | 0:30 | -75 |
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Iron Curtain | Battle lab | 1500 (RA3) | 0:30 | -75 |
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Vacuum Imploder | Battle lab | 2500 (RA3) | 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
- Allied construction yard (Red Alert 3) - Allied equivalent
- Imperial construction yard - Imperial equivalent
References
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