List of buildings in Command & Conquer: Red Alert

Construction Yard

 * Owner: Allies, Soviets
 * Cost: $2500
 * The construction yard is the building required to construct all other base buildings.

Power Plant

 * Owner: Allies, Soviets
 * Cost: $300
 * The Power Plant Provides power to all base structure and defenses.

Advance Power Plant

 * Owner: Allies, Soviets
 * Cost: $500
 * Provides more power to the base, used to power later, more advanced structures.

Ore Refinery

 * Owner: Allies, Soviets
 * Cost: $2000

This is where the ore trucks unload or for processing and converting into cash. Stores up to $2000 of ore.

Silo

 * Owner: Allies, Soviets
 * Cost: $150
 * Stores up to $1000 extra ore reserves. If destroyed or captured, the amount is deducted from your credits.

Soviet Barracks

 * Owner: Soviets
 * Cost: $300
 * Trains soviet infantry. The more barracks built, the faster the build rate.

Allied Barracks

 * Owner: Allies
 * Cost: $300
 * Trains allied infantry. The more barracks built, the faster the build rate.

Kennel

 * Owner: Soviets
 * Cost: $200
 * Trains attack dogs that can be used to attack infantry or detect spies.

War Factory

 * Owner: Allies, Soviets
 * Cost: $2000
 * Allows both teams to builds vehicles. The more built, the faster vehicles are constructed.

Service Depot

 * Owner: Allies, Soviets
 * Cost: $1200
 * Repairs damaged vehicles at a fraction of its cost, and also reloads mine layers parked on it.

Helipad

 * Owner: Allies,Soviets
 * Cost: $1500
 * Used to produce and reload helicopters. When built the helipad comes with a free helicopter.

Air Field

 * Owner: Soviets
 * Cost: $600
 * Allows building and use of planes. The mig and yak attack planes are built here. It also provides spy plane and paratroopers.

Naval Yard

 * Owner: Allies
 * Cost: $650
 * Builds naval ships and transports for the allies. Also repairs docked naval units.

Sub Pen

 * Owner: Soviets
 * Cost: $650
 * The sub pen allows the submarines and transports to be built. It also repairs docked naval units.


 * If an enemy managed to infiltrate a sub pen, he can use the Sonar Pulse ability. This allows the player to see all enemy submarines submerged in the water.

Radar Dome

 * Owner: Allies, Soviets
 * Cost: $1000
 * Provides radar display to the player, opens up in a minimap.

Soviet's Technology Center

 * Owner: Soviets
 * Cost: $1500
 * Provides advanced technology of buildings and units for the soviets such as iron curtain and flamethrowers.

Allies' Technology Center

 * Owner: Allies
 * Cost: $1500
 * Provides advance units and structures for the allies such as the chronospehere, cruiser, and spy. Also starts a launch of a gps satellite.


 * GPS Satellite: reveals all the shroud on the map. If the technology center is destroyed, the map is lost.

Fake Structures

 * Owner: Allies
 * Cost: Varies
 * Fake structures are all cheaper than the original, and are much weaker, but are used to deceive the enemy.

Gap Generator

 * Owner: Allies
 * Cost: $500
 * Shrouds the area around where it is built. If enemy removes the shroud, it re-creates it when the unit leaves or is destroyed.

Turret

 * Owner: Allies
 * Cost: $600
 * Anti-tank defense of the allies, but cannot battle soviet tanks all alone.

Pill Box

 * Owner: Allies
 * Cost: $400
 * The pillbox is an anti-infantry defense that eliminates infantry effectively.

Camo PillBox

 * Owner: Allies
 * Cost: $600
 * A stronger, more armored and camouflagued pillbox that has a color that matches the terrain.

Flame Tower

 * Owner: Soviets
 * Cost: $600
 * Anti-infantry defense that melts infantry with a fireball. It is also effective on light vehicles.

Tesla Coil

 * Owner: Soviets
 * Cost: $1500
 * Anti-infantry and anti-tank defense that shoots a bolt of electricity to zap infantry and tanks to their deaths. Based off the invention of the serbian electrician Nikola Tesla.

AA Gun

 * Owner: Allies
 * Cost: $600
 * An anti-air defense with short range, but good accuracy and high rate of fire.

SAM Site

 * Owner: Soviets
 * Cost: $750
 * Launches surface to air missiles at enemy aircraft over long ranges.

Barbed wire

 * Owner: Soviets
 * Cost: $25
 * Barbed wires are crushable barriers that only stop infantry and light vehicles. It is also easily destroyed by grenades or tanks.

Sandbags

 * Owner: Soviets
 * Cost: $25
 * Same as the barbed wire, the sandbag can be crushed or destroyed and only stops infantry and light vehicles.

Concrete

 * Owner: Allies,Soviets
 * Cost: $100
 * Concrete walls effectively stop infantry and vehicles, and is harder to destroy. These walls are able to stop tank shells.

Iron Curtain

 * Owner: Soviets
 * Cost: $2800
 * The Iron Curtain is the soviet superweapon that provides invulnerability. This weapon is based off of the Iron Curtian plan to preserve communism.


 * Invulnerability allows one vehicle to be put under the iron curtain and is invincible during the time it is still pink.

Chronosphere

 * Owner: Allies
 * Cost: $2800

The allied superweapon that gives the ability to chronoshift.


 * Chronoshift allows one vehicle to be transported across time to a designated location. There are side effects on over use and on using on specific units. Infantry cannot be transported, even if they are located inside an APC.

Missile Silo

 * Owner: Allies(Multiplayer Only), Soviets
 * Cost: $2500
 * The Missile silo is the structure that deploys the A-bomb.


 * Atomic Bomb is a destructive superweapon that kills all infantry, and damages and destroys vehicle and buildings in the designated area. A direct hit can destroy power plants, but stronger buildings are merely damaged by it.


 * It is not built in-game during the missions.

Command Center

 * Owner: Soviets(Singleplayer Only)
 * Cost: Not Buildable
 * The Command Center is a structure found only in Soviet missions. Most of the time, you cannot let this be destroyed or you fail the mission.