Structures (C&C 3)

GDI

 * Construction Yard :
 * The most essential structure of the game, the Construction Yard is where all other base structures are manufactured on site.


 * Outpost:
 * The Outpost is created by the Surveyor. It allows the player to expand their base around the Outpost.


 * Power Plant:
 * This building will provide a base with its power, and can be upgraded with power turbines to provide additional energy per power plant by Tech Center (or Command post on Kane's Wrath). They allow the player to build a Barracks.


 * Tiberium Refinery:
 * The essential economic structure, the Refinery is where harvesters will deposit collected Tiberium, providing the player with the currency needed to produce further units and structures Having more Refineries allows greater Tiberium storage. Along with the Power plant, it allows the purchase of War Factory, and on its own, the Tiberium Silo.


 * Tiberium silo:
 * A Tiberium silo stores excess amounts of harvested Tiberium.


 * Barracks:
 * This structure will train all of GDI's infantry. It allows the building of an Armory and Guardian Cannons.


 * Foxholes:
 * Foxholes can be dug by GDI rifle squads. They provide a garrison structure for up to two infantry squads (Kane's Wrath).


 * War Factory:
 * This structure will produce all of GDI's ground vehicles, and repairs damaged vehicles in a small radius around itself.


 * Command Post:
 * The Command Post provides radar scan to the player and unlocks advanced units and structures, such as the Airfield and Tech Center. It also allows the purchase of AA batteries. On Kane's Wrath, it does the AP ammo, Sensor Pod and Scanner Pack upgrades.


 * Airfield:
 * The Airfield will produce as well as re-arm and repair GDI's air units. Each landing pad can hold up to 4 aircraft at once. The Airfield also allows the player to call Orca strikes and Ox transport.


 * Combat Support Airfield:
 * Can reload and repair aircraft, but cannot purchase upgrades nor any aircraft. A cheaper alternative than building another Airfield.


 * Armory:
 * The Armory will provide scanner packs, power packs, and composite armor upgrades for GDI's infantry units, most notably the Zone Troopers/Raiders. It allows EMP grenades to be researched for Grenadiers and Sniper teams to be built.


 * Tech center:
 * The tech center provides access to vehicle upgrades and allows for advanced units such as Zone troopers and Mammoth Tanks to be build from their dedicated structures. The Tech Center gives the ability to deploy sharpshooters and allows purchase of the Space Command Uplink. On Kane's Wrath, it allows construction of the Reclamator Hub.


 * Space Command Uplink:
 * Provides the player access to Zone Trooper drop pods and shockwave artillery. It also provides Sonic fighters and Orbital strike on Kane's Wrath.


 * Crane:
 * A building which can allow for the simultaneous construction of multiple structures alongside the standard construction yard. On Kane's Wrath, it doesn't allow the production of defensive structures.


 * Watch Tower:
 * GDI's basic anti-infantry defense. Can be upgraded with AP ammo (KW)


 * Guardian Cannon:
 * The basic anti-vehicle defense of GDI. Can be upgraded with Railguns (KW)


 * AA Battery:
 * GDI's anti-air batteries. Can be upgraded with Tungsten shells (KW)


 * Sonic Emitter:
 * Highly advanced ground-based defenses which are derived from the sonic resonance technology first featured in Command & Conquer: Tiberian Sun. Can tear through all units in the line of fire.


 * Ion Cannon Control Center:
 * An uplink for the ion cannon satellite, GDI's traditional and iconic superweapon.


 * Battle base
 * The Battle Base is created when a rig is deployed. It is armed with 2 cannons and 2 missiles which can be used as anti-air. The Battle Base has 3 drones to repair nearby units. It can be upgraded with Railguns (KW)


 * Reclaimer Hub(Kane's Wrath)
 * A building that needs a tech center before it can be built. It is needed for the epic unit, and also works just the same as a War Factory.

Nod

 * Construction Yard:
 * The most essential structure, the Construction Yard is where all other base structures are manufactured on site.


 * Crane:
 * The Crane provides the player with an extra structure tab. This enables the player to build another structure at the same time one is being constructed.


 * Outpost:
 * The Outpost is created by the Nod Emissary. It allows the player to expand his base around the Outpost.


 * Power Plant:
 * This building provides a base with its power, and can be upgraded with Liquid Tiberium Cores (once an Operations Center is built) to provide additional energy per power plant.


 * Tiberium Refinery:
 * The essential economic structure, the Refinery is where harvesters will deposit collected Tiberium providing the player with the currency needed to produce further units and structures.


 * Tiberium Silo:
 * Stores harvested Tiberium allowing for greater cash reserves.


 * Hand of Nod:
 * This structure will train all of the Brotherhood's infantry.


 * War Factory:
 * This structure will produce all of Nod's ground vehicles. It will also heal nearby friendly ground units.


 * Operations center:
 * The Brotherhood's version of the GDI Command Post, this will fully enable the tactical overview of the battlefield on the minimap for the Nod player. Allows Nod to fire a radar jamming missile and create decoy armies. It gives access to Cloaking field (KW)


 * Air Tower:
 * The Air Tower will allow for the production and the re-arming of Nod vertigo bomber. This structure can hold up to 4 aircraft units at a time. This structure also repairs aircraft and enables carryalls. Allows the use of Mine drop.


 * Combat Support Tower:
 * Can reload and hold aircraft, but cannot purchase upgrades nor any aircraft. A cheaper alternative than building another Air Tower.


 * Technology Center
 * The Technology Center provides upgrades and the ability to build advanced structures and units. It also has the ability to deploy cloaking fields.


 * Secret Shrine
 * The Secret Shrine provides upgrades for infantry.


 * Tiberium Chemical Plant
 * The chemical plant provides Nod with the Tiberium Vapor Bomb, the ability to Seed Tiberium, and a Tiberium Catalyst Missile. Vein Detonation is also available on Kane's Wrath.


 * Temple of Nod
 * The Temple of Nod allows the Brotherhood to launch their nuclear missile and gives the ability to use Master Computer Countermeasures, which bring buildings effected by EMP back online.


 * Shredder turret:
 * Nod's anti-infantry defense, it features three turrets which can be manually deployed from a central hub. There are 3 turrets. These turrets are automatically replaced when destroyed by enemy fire, and instead the opponent must focus on taking out the central hub in order to disable this structure. On KW, the hub can be upgraded for Quad turrets. and the subfactions can upgrade with particle beams respectively.


 * Laser turret:
 * The Brotherhood's standard laser defenses, laser turrets are effective defenses against infantry and vehicles alike. There are 3 turrets per hub. These turrets are automatically replaced when destroyed by enemy fire, and instead the opponent must focus on taking out the central hub in order to disable this structure.


 * Surface to Air Missile turret:
 * The Brotherhood's anti-air defenses, SAM turrets fire anti-air missile at incoming aircraft. There are 3 turrets per hub. These turrets are automatically replaced when destroyed by enemy fire, and instead the opponent must focus on taking out the central hub in order to disable this structure. This structure can be upgraded with Tiberium Core Missiles to upgrade the damage it deals.


 * Obelisk of Light:
 * Nod's iconic and most powerful base defense, the Obelisk of Light is highly effective against all types of enemy ground units, and can be combined with beam artillery to further improve upon both its range and its rate of fire.


 * Disruption Tower:
 * A static stealth generator identical in function to its counterpart of Command & Conquer: Tiberian Sun. Disruption Towers will cloak any base structures as well as friendly units in a large radius around themselves, however they consume vast amounts of power while in operation. Also, the Disruption Tower in question is not stealthed.


 * Voice of Kane: (Kane's Wrath)
 * The Voice of Kane is a propaganda tower which broadcasts his teachings and increases the firing rate and resilience of nearby Nod forces in the perimeter, as well as suppresses enemy infantry. Only one can be deployed at a time on the map.


 * Redeemer Engineering Facility (Kane's Wrath)
 * A building that needs a Tech Center before it can be built. It is needed for the epic unit, and also works just the same as a War Factory.

Scrin

 * Drone Platform:
 * The Drone Platform is the center of a Scrin base. It allows construction of other Scrin buildings and supplies radar.


 * Outpost:
 * When the Explorer deploys, it turns to an Outpost. It allows base buildings to be built around it.


 * Foundry:
 * Works just like a Crane. It allows building of a base without the Drone Platform by providing another structure building queue. However, it cannot produce base defences in Kane's Wrath.


 * Reactor:
 * The Scrin power plant. It makes efficient use of Tiberium radiation for power, and can be upgraded for twice the power production capabilities once a Nerve Center is built.


 * Extractor:
 * Scrin Harvesters unloads Tiberium here. Building an Extractor gives a free Harvester.


 * Portal:
 * Scrin infantry are transported to the battlefield through a Portal. However, it is not powerful enough to transport heavy units.


 * Warp Sphere:
 * The Warp Sphere has a gateway that teleports in Scrin vehicles. It also has drones that repairs vehicles near the building. The Warp Sphere also provides the ability to deploy reconstruction drones on the field.


 * Nerve Center:
 * The Nerve Center allows the construction of advanced Scrin structures. It also allows deployment of a Lightning Spike on the battlefield and use of Vibration Scan, which detects all Tiberium-based buildings on the map.


 * Gravity Stabilizer:
 * This is the Scrin fleet center. It controls gravitational fluctuations of the surface it is built on to allow safe teleportation of Scrin fleet units.


 * Stasis Chamber:
 * The Stasis Chamber is needed to sustain advanced Scrin troops such as the Mastermind and the Shock Trooper. It can project a Stasis Shield anywhere desired.


 * Technology Assembler:
 * Allows the construction of the Scrin's strongest units and upgrades. It can also render ground units impervious to attack for a short period of time.


 * Signal Transmitter:
 * Allows the summoning of the Scrin Mothership and can also change its frequency to open wormholes near it.


 * Growth Accelerator:
 * This can be built on any Tiberium field on the field no matter how far from a base. It speeds up growth output from Tiberium fields.


 * Growth Stimulator (Kane's Wrath)
 * Only for the Reaper-17 faction, this works almost the same as the Growth Accelerator, but gives a steady cashflow like tiberium spikes. It periodically gives cash in increments of 15.


 * Rift Generator:
 * The Scrin superweapon. It opens a rift by making a tear in the fabric of time and space anywhere designated in the battlefield that sucks everything into deep space.


 * Buzzer Hives:
 * A defense structure that stores Buzzers. They are unleashed on enemies and if killed, they regenerate rapidly.


 * Tiberium Hive: (Kane's Wrath)
 * Only obtainable through the Scrin's special abilities. It can be built over any Tiberium field, and infects it with a hive of creatures that damages any units on the ground walking in the Tiberium field, friend and foe alike.


 * Photon Cannon:
 * Anti-vehicle defense that is effective against infantry, but better against vehicles. It shoots a Photon Cannon blast.


 * Plasma Missile Battery:
 * This structure shoots out plasma discs to incinerate enemy aircraft.


 * Storm Column:
 * This generates a localized Ion Storm that helps Stormriders. It also focuses the storm into a long-ranged powerful lightning bolt that fires at enemy infantry, vehicles, or aircraft.


 * Lightning Spike:
 * This is deployed from the Nerve Center. It can be placed anywhere on the battlefield and shoots a bolt of lightning at any enemy units or structures.


 * Wormhole:
 * The Wormhole is created by the Signal Transmitter. It can be used to transport units both ways between its two entrances.


 * Warp Chasm Kane's Wrath)
 * A building that needs a tech center before it can be built. It is needed for the epic unit, and also works just the same as a Warp Sphere.