Post feature Report RSS GDI: Structure List

All Information regarding Twisted Insurrection's GDI Structures.

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This is a complete list of the GDI Structures assigned to your command during Twisted Insurrection. Please note that changes will more than likely occur over time and some unit/cameos are still using placeholder images as we are still in our beta stages.



Construction Yard



The Construction Yard is where all life begins. It allows the player to build other structures, so defending it should be a top priority of any successful commander. In some missions, the player starts with an MCV, which can be deployed into a Construction Yard. In other missions, the Construction Yard has already been placed.

  • Cost: N/A
  • Requires: N/A
  • Purpose: Construction
  • Armour: Very Heavy
  • Power Drain: 0
  • Tech Level: N/A





Power Plant



Power plants provide power for base structures and are critical to keeping base defences on-line.

  • Cost: 500
  • Requires: Construction Yard
  • Purpose: Power Output
  • Armour: Average
  • Power Output: +200
  • Tech Level: 1





Barracks



The Barracks allow infantry units to be trained. It is also a prerequisite for base defensive structures.

  • Cost: 500
  • Requires: Construction Yard, Power Plant
  • Purpose: Infantry Production
  • Armour: Average
  • Power Drain: -20
  • Tech Level: 1





Tiberium Refinery



The refinery converts the Harvester loads of Tiberium into credits for the player. It also stores a certain amount of Tiberium. Once a refinery is full, silos must be created in order to store excess Tiberium. If there is no available storage capacity at a refinery or silos, excess Tiberium will be lost.

  • Cost: 2100
  • Requires: Construction Yard, Power Plant
  • Purpose: Resource Collection
  • Armour: Heavy
  • Storage: +150
  • Power Drain: -30
  • Tech Level: 1





Tiberium Silo



Tiberium Silos store excess Tiberium once the Tiberium refineries are at maximum capacity. If a Tiberium refinery is filled to capacity and there are no empty silos available, excess Tiberium from a Harvester will be lost.

  • Cost: 250
  • Requires: Construction Yard, Tiberium Refinery
  • Purpose: Storage
  • Armour: Average
  • Storage: +200
  • Power Drain: -10
  • Tech Level: 1





War Factory



This structure allows for the construction of vehicles. Certain advanced vehicles require additional structures before they can be built by a War Factory.

  • Cost: 200
  • Requires: Construction Yard, Power Plant, Barracks
  • Purpose: Vehicle Production
  • Armour: Heavy
  • Power Drain: -30
  • Tech Level: 2





Communications Centre



The Communications Centre allows commanders to view the battlefield and the relative locations of friendly and enemy units. In order for the RADAR view to remain active, the RADAR Installation must be constantly powered.

  • Cost: 1000
  • Requires: Construction Yard, Power Plant, Barracks
  • Purpose: Radar
  • Armour: Average
  • Power Drain: -40
  • Tech Level: 3





Repair Bay



Used to repair vehicles and aircraft. A vehicle or aircraft can land on this structure and if enough credits are available, the unit will be fully repaired. Units can be queued onto the pad by bandbox selecting all the units and targeting the service bay.

  • Cost: 800
  • Requires: Construction Yard, Power Plant, War Factory
  • Purpose: Support
  • Armour: Average
  • Power Drain: -30
  • Tech Level: 6





Helipad



These structures are the primary re-arming point for all of the GDIs attack aircraft.

  • Cost: 1000
  • Requires: Construction Yard, Power Plant, Communications Centre
  • Purpose: Aircraft Production
  • Armour: Light
  • Power Drain: -10
  • Tech Level: 5





Technology Centre



The Tech Centre is where the GDI conducts its high tech weapons research. This structure is required prior to the construction of certain high-tech units and structures.

  • Cost: 2500
  • Requires: Construction Yard, War Factory, Communications Centre
  • Purpose: Research
  • Armour: Heavy
  • Power Drain: -200
  • Tech Level: 7





Uplink Centre



The Uplink Centre allows targeting control of GDI’s orbital Ion Cannon weapon. Without this control, the Ion Cannon cannot be used. The Uplink centre also doubles as a Radar in-case the Communications Centre happens to be down.

  • Cost: 2000
  • Requires: Construction Yard, Technology Centre
  • Purpose: Superweapon Control, Radar
  • Armour: Very Heavy
  • Power Drain: -200
  • Tech Level: 10





EMP Cannon



The EMP Cannon can fire a high powered blast of Electro-magnetic energy that renders any mechanised vehicles inoperative for a short period. Any vehicle or structure caught in the blast is disabled until the effect wears off.

  • Cost: 1750
  • Requires: Construction Yard, Power Plant, Communications Centre
  • Superweapon: EMP Blast
  • Purpose: Superweapon Control, Defence
  • Armour: Heavy
  • Power Drain: -200
  • Tech Level: 8





Firestorm Generator



The Firestorm Defence Generator creates an infinitely high force field. Once the generator is constructed, special Firestorm Defence Emitters must be placed on the perimeter of an area to be defended, just like a wall. When activated, the force field that results from these emitters is impenetrable. The Firestorm Defence Generator consumes massive amounts of power. Because of this, it can only be active for a short period before it needs to recharge. The shield can be turned on and off at will.

  • Cost: 2000
  • Requires: Construction Yard, Technology Centre
  • Superweapon: Firestorm Defence
  • Purpose: Superweapon Control, Defence
  • Armour: Heavy
  • Power Drain: -200
  • Tech Level: 10





Firestorm Wall



Used in conjunction with the Firestorm Defence Generator, these emitters are placed like a wall and control the placement of the Firestorm Defence shield. These emitters can be used to completely encircle a base or can be used at key defensive positions.

  • Cost: 250
  • Requires: Construction Yard, Firestorm Generator
  • Purpose: Defence
  • Armour: Heavy
  • Power Drain: -2 (Per 1x1 Section)
  • Tech Level: 10





Fortress Walls



A robust defensive structure. Concrete Walls are effective at stopping both infantry and vehicles. Only certain units can shoot over these defensive walls.

  • Cost: 100
  • Requires: Construction Yard, Barracks
  • Purpose: Defence
  • Armour: Heavy
  • Power Drain: 0
  • Tech Level: 4





Sandbags



This basic base defence structure is effective in stopping infantry, however they are easily crushed by large vehicles.

  • Cost: 50
  • Requires: Construction Yard, Barracks
  • Purpose: Defence
  • Armour: Light
  • Power Drain: 0
  • Tech Level: 2





Pavement



Pavement is a simple method to prevent subterranean units from infiltrating bases and also prevents craters. Any tracked / wheeled units can also move at higher speeds on pavement.

  • Cost: 75
  • Requires: Construction Yard, Barracks
  • Purpose: Defence
  • Armour: Concrete
  • Power Drain: 0
  • Tech Level: 4





Fortress Gates



This structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass but will not open for enemy units.

  • Cost: 250
  • Requires: Construction Yard, Barracks
  • Purpose: Defence
  • Armour: Average
  • Power Drain: 0
  • Tech Level: 4





Vulcan Tower



Armed with dual Vulcan cannons, the GDI Vulcan Towers are capable of eliminating oncoming enemy infantry with ease. During longer battles when more technology is acquired, Vulcan Towers can be upgraded with an improved weapon.

  • Cost: 350
  • Requires: Construction Yard, Barracks
  • Primary Weapon: Vulcan Cannon
  • Purpose: Defence, Anti-Infantry
  • Armour: Average
  • Power Drain: -10
  • Tech Level: 2
  • Upgrade Cost: 500
  • Upgrade Requirement: Construction Yard, Vulcan Tower, Technology Centre
  • Upgrade Primary Weapon: Rapid Vulcan Cannon
  • Upgrade Power Drain: -15
  • Upgrade Tech Level: 7





RPG Tower



Armed with a powerful anti-tank weapon, the GDI RPG Towers are capable of eliminating oncoming enemy armour with ease. During longer battles when more technology is acquired, RPG Towers can be upgraded with an improved weapon.

  • Cost: 600
  • Requires: Construction Yard, War Factory, Communications Centre
  • Primary Weapon: RPG Launcher
  • Purpose: Defence, Anti-Armour
  • Armour: Heavy
  • Power Drain: -30
  • Tech Level: 6
  • Upgrade Cost: 700
  • Upgrade Requirement: Construction Yard, RPG Tower, Technology Centre
  • Upgrade Primary Weapon: Dual RPG Cannon
  • Upgrade Power Drain: -30
  • Upgrade Tech Level: 8





Gatling Tower



Armed with twin anti-aircraft gatling cannons, the GDI Gatling Towers are capable of eliminating in-coming light enemy aircraft with ease. During longer battles when more technology is acquired, Gatling Towers can be upgraded with a powerful anti-aircraft railgun cannon which prove to be very effective against heavier enemy aircraft, despite their very demanding power usage.

  • Cost: 750
  • Requires: Construction Yard, War Factory, Communications Centre
  • Primary Weapon: Twin Gatling Cannons
  • Purpose: Defence, Anti-Aircraft
  • Armour: Heavy
  • Power Drain: -30
  • Tech Level: 5
  • Upgrade Cost: 900
  • Upgrade Requirement: Construction Yard, Gatling Tower, Technology Center
  • Upgrade Primary Weapon: Dual Railgun Cannons
  • Upgrade Power Drain: -50
  • Upgrade Tech Level: 7


Post comment Comments
Nuttah
Nuttah - - 1,201 comments

Saving space aside, is there any other benefit to upgrading the power plants, rather than building more?

Reply Good karma Bad karma+1 vote
Aro Author
Aro - - 1,971 comments

The upgrade gives you more power output than two standard power plants.

Reply Good karma+1 vote
Nuttah
Nuttah - - 1,201 comments

But the price to output ratio is more or less same, and if* I'm doing the maths right, 2400 credits worth of the stuff would the net the same output.

*Said 'if' being only as big as a minor continent anyway.

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Aro Author
Aro - - 1,971 comments

Yes, that is essentially correct. Three power plants, one damaged to 50% health would be the same output as the fusion reactor upgrade, but the fusion reactor's additional 400 is an add-on to the power plants original 150, so it's a total of 550 power altogether for the cost of 1100.

It's slightly more costly as it is a significant space saver, as you mentioned in your first post. I consider that to be quite a benefit.

Reply Good karma+2 votes
Nuttah
Nuttah - - 1,201 comments

Really, I never actually considered it before, but the price tags made me check the ratio for some reason and I realised that, at least on the more open maps, more power plants might actually be the better option, if you're not playing LEGO with your base.

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Phillon82
Phillon82 - - 267 comments

Brilliant work on this. I especially love the communications center.

Reply Good karma Bad karma+3 votes
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