Learn about Allied Structures in Command & Conquer: Red Alert 3, including costs, requirements, and purposes. Discover the Proton Collider, the ultimate weapon.
Construction Yard
Type: Production. Purpose: Produces Structures. Armour: Very High. Size: Large. Cost: $5000 (through MCV). Power Consumption: Provides 50. Requires: MCV. Structures are built by the Construction Yard. If all Construction Yards are destroyed, no more Structures can be built. The more Construction Yards established, the faster other Structures can be built. Construction Yards can only be established through the MCV. Surround them with Walls; don't let them be Captured. Allied Construction Yards provide Security Clearance. Upgrade the Clearance Levels to Upgrade the nearby Production Structures to allow the production of better Units from the Structures.
Power Plant
Type: Power Provider. Purpose: Provides Power. Armour: Medium. Size: Medium. Cost: $800. Power Consumption: Provides 100. Requires: Available at Start. The Power Plant is a simple Power-Providing Structure for the Allies.
Boot Camp
Type: Production. Purpose: Produces Infantry. Armour: Medium. Size: Medium. Cost: $500. Power Consumption: 25. Requires: Available at Start. The Boot Camp produces Allied Infantry. The Boot Camp can only be built on land.
Ore Refinery
Type: Money Making. Purpose: Collects Ore. Armour: Medium. Size: Medium. Cost: $2000. Power Consumption: 50. Requires: Power Plant. The Ore Refinery is a Structure for Prospectors to dump their Ore. It is often placed on locations next to Ore Nodes indicated when placing this Structure.
Armour Facility
Type: Production. Purpose: Produces Armour. Armour: Medium. Size: Large. Cost: $2000. Power Consumption: 50. Requires: Ore Refinery. The Armour Facility produces Allied Armour. The Armour Facility also provides Repair Drones. The Armour Facility can only be placed on land.
Airbase
Type: Production. Purpose: Produces Aircraft. Armour: Medium. Size: Very Large. Cost: $1000. Power Consumption: 50. Requires: Power Plant. The Airbase builds the finest of Allied Aircraft. The Airbase also provides Repair Drones, and can hold up to 4 Jet Aircraft.
Seaport
Type: Production. Purpose: Produces Navals. Armour: Medium. Size: Large. Cost: $1000. Power Consumption: 50. Requires: Ore Refinery. The Seaport constructs true-blue Allied Navals and trains Allied Dolphins. The Seaport also provides Repair Drones. The Seaport can only be placed on the water.
Defence Bureau
Type: Technology. Purpose: Technology Extension. Armour: High. Size: Large. Cost: $1500. Power Consumption: 75. Requires: War Factory. The Defence Bureau allows the production of advanced FutureTech weapons, such as the Spectrum Tower, Proton Collider, and Pacifier FAVs.
Command HUB
Type: Territorial Control. Purpose: Base Expansion. Armour: Medium. Size: Medium. Cost: $1400. Power Consumption: 0. Requires: Prospector. Command HUBs provide Security Clearance. Upgrade the Clearance Levels to Upgrade the nearby Production Structures to allow the production of better Units from the Structures. Each time a Command HUB upgrades its Clearance Levels, its armour is boosted by 25%.
Fortress Wall
Type: Defence. Purpose: Blocks off areas. Armour: Low. Size: Small. Cost: $10. Power Consumption: 0. Requires: Available at Start. Walls can block off vital Structures, or can surround Bases or block off choke points. When built, Walls can be created by placing Wall parts a little bit away from existing Wall parts, stretching and blocking off the area indicated on the screen (minimap (the small circular map in the bottom-left corner of your screen)). They can be destroyed by Shells or explosives.
Multigunner Turret
Type: Defence. Purpose: Attacks Enemies. Armour: Medium. Size: Small. Cost: $800. Power Consumption: 25. Requires: Power Plant. The Multigunner Turret is a versatile Defence Structure. By itself, it is a formidable Anti-Armour and Anti-Air gun. Like the IFV, the Infantry Unit that enters this Structure determines its weapon (Peacekeepers can turn this into an Anti-Infantry Defence, Javelin Soldiers can enhance the Turret's Rocket Launching abilities, etc).
Spectrum Tower
Type: Defence. Purpose: Attacks Enemies. Armour: Medium. Size: Small. Cost: $1200. Power Consumption: 75. Requires: Power Plant, Defence Bureau. The Spectrum Tower, formerly known as the Prism Tower, is a powerful Defence. It can kill Infantry in one hit and can do lots of damage against Armour as well. Spectrum Towers placed together can deal out more damage than they can do alone.
Chronosphere
Type: Superweapon. Purpose: Teleports Armour and Navals. Armour: High. Size: Large. Cost: $1500. Power Consumption: 75. Requires: Defence Bureau. Despite the absence of Einstein, the guys at FutureTech allowed the Chronosphere to still be intact in the Allied Arsenal. It is capable of teleporting a small group of Armour or Navals to any location desirable. This can provide a good sneak attack on an unguarded base. It can also teleport enemy Armour to water, where they will be destroyed, and Navals to land, where they will have the same miserable fate. Last but not least, it can kill Infantry. To use the Chronosphere, first select the location of the Armour that will be transported. Then select the location where they will go and kick butt!
Proton Collider
Type: Ultimate Weapon. Purpose: Fires a barrage of Super Shells onto an area. Armour: Very High. Size: Very Large. Cost: $5000. Power Consumption: 75. Requires: Defence Bureau. The Proton Collider is the Allies' Ultimate Weapon. It can blow up an entire Base and lay waste to a large area!
- Protect your Construction Yards and Ore Refineries as they are vital for base expansion and income.
- Utilize the Multigunner Turret's ability to change its weapon based on the Infantry Unit inside for tactical flexibility.
- The Chronosphere can be used for surprise attacks or to strategically reposition enemy units into hazardous environments.
- Placing multiple Spectrum Towers together significantly increases their damage output.
- Walls are inexpensive but crucial for defending key structures and controlling map access.
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