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- Prereq: Allied MCV
- Armor: Concrete
- Cost: N/A
- Purpose: Base Construction
The heart of any Allied base, the construction yard serves as the construction point for all
of their structures. Be it for tech tree progression or defenses, the construction yard has
and produces the materials for them all. As such, this structure holds high importance for
maintaining a battlefield presence. As such, this structure has had its armor doubled to
better protect it from enemy assault.
Graphical Enhancement: The Construction Yard causes a screen shake when destroyed.
- Prereq: Construction Yard
- Armor: Wood
- Cost: 800
- Purpose: Power Production
The power plant is the Allied solution for producing and maintaining their bases' power
supply. As nearly all structures rely on this to function correctly, protecting these is a
valuable investment. However, the main problem surrounding them was not durability bust cost
efficiency. The Allied plant costs 200 credits more than their Soviet counterpart for a
mere 50 additional power units? Criminally inefficient, the Allies retuned their power
plant and it produces 25 percent more power units per structure at no cost increase.
Graphical Enhancement: Restored an unused destruction animation.
- Prereq: Power Plant
- Armor: Wood
- Cost: 2000
- Purpose: Income Production
The ore refinery continues to function as the earliest means of income production. While
the structure itself does not produce the income, the miners that dock to unload the ore do
provide the economy. As always, the structure comes with a miner when constructed. However,
no major changes have taken place except its ability to be placed further away from base
structures to be constructed closer to ore deposits.
Graphical Enhancement: Uses its prerelease image, and emits yellow smoke when ore is
deposited and when damaged.
Gameplay Enhancement: Violently explodes upon being destroyed and scatters ore about the
battlefield.
- Prereq: Power Plant
- Armor: Wood
- Cost: 500
- Purpose: Infantry Training
Not gaudy like the Soviet variant, the Allied barracks is the training ground for all of
their infantry forces. Little has changed with the function or how it performs. The only
real change is the switch from steel armor to wood armor.
Graphical Enhancement: Uses its prerelease image.
- Prereq: Power Plant, Barracks, Ore Refinery
- Armor: Wood
- Cost: 2000
- Purpose: Vehicle & Helicopter Construction
The War Factory, mainstay of any forward base. This factory continues to serve as the
construction point for all Allied vehicles, and their helicopters as well. Since the war
factory serves its function so well, no changes have been made to this structure.
Graphical Enhancement: Uses its prerelease image.
- Prereq: Power Plant, Ore Refinery
- Armor: Steel
- Cost: 1000
- Purpose: Radar | Aircraft Construction
The Airforce Command HQ serves as the radar station for Allied forces, and also allows for
the construction of their traditional aircraft. Since the structure efficiently fulfills
both of its roles, no changes were ordered to it for the sole exception of the American
variant; the American side no longer has its own version of the HQ, but instead has an
expansion plug to provide paratroopers.
Gameplay Enhancement: In-game string now reads 'AFC HQ'.
- Prereq: Airforce Command HQ
- Armor: Steel
- Cost: 500
- Purpose: Aircraft Landing Space
Rather than duplicating radar equipment when new pads were needed for additional airforce space, the Allies removed the equipment to just the pad itself. The new Airpad provides an additional four landing spaces and each pad provides the same rearming equipment as the AFC HQ. However, the AFC HQ is still required for the technology to actually construct new planes.
- Prereq: Power Plant, Barracks, Ore Refinery
- Armor: Concrete
- Cost: 1000
- Purpose: Ship Construction | Ship Repair
The Allied Shipyard is the naval equivalent of the War Factory. The Allies' naval forces are all produced from here. As with many Allied structures, the Shipyard performs its function to perfection so no changes have been made to this structure.
- Prereq: War Factory
- Armor: Wood
- Cost: 800
- Purpose: Vehicle Repair
When defenses and budgets are tight, the Reapir Depot services damaged vehicles, repairing
them to a fully reconditioned state. This saves the cost of producing another of the
vehicle, or a more expensive one. Additionally, the Repair Depot is able to remove the
Terror Drone parasite, sparing the vehicle from certain destruction.
Gamplay Enhancement: Cameo and in-game string read 'Repair Depot' to distinguish it from
the Soviet variant.
- Prereq: War Factory, Aiforce Command HQ
- Armor: Concrete
- Cost: 2000
- Purpose: Technological Advancement
The towering Battle Lab provides access to that high-tech weaponry that makes the Allied forces so potent. Being that this structure holds vital importance for upkeep in technology, the armor rating has been improved from wood materials to concrete to better protect it while under attack.
- Prereq: Battle Lab, Ore Refinery
- Armor: Wood
- Cost: 2500
- Purpose: Resource Purification
The Ore Purifier is a heavy investment, but it is a worthwhile investment. When ore is
limited or tight, the Purifier is able to make the difference between affording that tank
or being forced to wait on another bale. The cost ratio is quite good, as the Purifier is
able to recoup its heavy cost in short order, even more so now! The ratio of additional
funds from smelted ore has increased from twenty-five percent to an astounding FORTY
percent.
Graphical Enhancement: Releases smoke from the smoke stack when built and emits yellow
smoke when damaged.
Gameplay Enhancement: Explodes violently and scatters ore when destroyed.
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