Report article RSS Feed GDI: Structure List

All Information regarding Twisted Insurrection's GDI Structures.

Posted by Aro on Apr 3rd, 2014
Article


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

Unit pcture

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 aConstruction 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

Unit pcture

Power plants provide power for base structures and are critical to keeping base defenses online.

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


Barracks

Unit pcture

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

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


Tiberium Refinery

Unit pcture

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: 1750
  • Requires: Power Plant
  • Purpose: Resource Collection
  • Armour: Heavy
  • Storage: 150
  • Power Drain: -30
  • Tech Level: 1


Tiberium Silo

Unit pcture

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: Tiberium Refinery
  • Purpose: Storage
  • Armour: Average
  • Storage: 200
  • Power Drain: -10
  • Tech Level: 1


War Factory

Unit pcture

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

  • Cost: 2000
  • Requires: Power Plant, Barracks
  • Purpose: Vehicle Production
  • Armour: Heavy
  • Power Drain: -30
  • Tech Level: 2


Communications Center

Unit pcture

The Communications Center 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: Power Plant, Barracks
  • Superweapon: Scan Drone
  • Purpose: Support, Radar
  • Armour: Average
  • Power Drain: -40
  • Tech Level: 3


Service Bay

Unit pcture

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: Power Plant, War Factory
  • Purpose: Support
  • Armour: Average
  • Power Drain: -30
  • Tech Level: 6


Helipad

Unit pcture

These structures are the primary re-arming point for all of the G.D.I.s attack aircraft.

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


Technology Center

Unit pcture

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

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


Uplink Center

Unit pcture

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

  • Cost: 2000
  • Requires: Technology Center
  • Superweapon: Ion Cannon
  • Purpose: Superweapon Control
  • Armour: Very Heavy
  • Power Drain: -200
  • Tech Level: 10


E.M.P. Cannon

Unit pcture

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: Power Plant, Communications Center
  • Superweapon: EMP Blast
  • Purpose: Superweapon Control, Defense
  • Armour: Heavy
  • Power Drain: -200
  • Tech Level: 8


Firestorm Generator

Unit pcture

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: Technology Center
  • Superweapon: Firestorm Defense
  • Purpose: Superweapon Control
  • Armour: Heavy
  • Power Drain: -200
  • Tech Level: 10


Firestorm Wall

Unit pcture

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: Firestorm Generator
  • Purpose: Defense
  • Armour: Heavy
  • Power Drain: -2 (Per 1x1 Section)
  • Tech Level: 10


Sandbags

Unit pcture

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

  • Cost: 50
  • Requires: Barracks
  • Purpose: Defense
  • Armour: Light
  • Power Drain: 0
  • Tech Level: 2


Pavement

Unit pcture

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: Barracks
  • Purpose: Defense
  • Armour: Concrete
  • Power Drain: 0
  • Tech Level: 4


Fortress Walls

Unit pcture

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: Barracks
  • Purpose: Defense
  • Armour: Heavy
  • Power Drain: 0
  • Tech Level: 4


Fortress Gates

Unit pcture

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: Barracks
  • Purpose: Defense
  • Armour: Average
  • Power Drain: 0
  • Tech Level: 4


Vulcan Tower

Unit pcture

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: Power Plant, Barracks
  • Primary Weapon: Vulcan Cannon
  • Purpose: Defense, Anti-Infantry
  • Armour: Average
  • Power Drain: -10
  • Tech Level: 2
  • Upgrade Cost: 500
  • Upgrade Requirement: Technology Center
  • Upgrade Primary Weapon:Rapid Vulcan Cannon
  • Upgrade Power Drain: -15
  • Upgrade Tech Level: 7


R.P.G. Tower

Unit pcture

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: War Factory, Communications Center
  • Primary Weapon: RPG Cannon
  • Purpose: Defense, Anti-Armour
  • Armour: High
  • Power Drain: -30
  • Tech Level: 6
  • Upgrade Cost: 700
  • Upgrade Requirement: Technology Center
  • Upgrade Primary Weapon: Dual RPG Cannon
  • Upgrade Power Drain: -30
  • Upgrade Tech Level: 8


Gatling Tower

Unit pcture

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: War Factory, Communications Center
  • Primary Weapon: Twin Gatling Cannons
  • Purpose: Defense, Anti-Aircraft
  • Armour: High
  • Power Drain: -30
  • Tech Level: 5
  • Upgrade Cost: 900
  • Upgrade Requirement: Technology Center
  • Upgrade Primary Weapon: Dual Railgun Cannons
  • Upgrade Power Drain: -50
  • Upgrade Tech Level: 7
Post comment Comments
Nuttah
Nuttah Apr 4 2014, 9:39am says:

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

+1 vote     reply to comment
Aro
Aro Apr 4 2014, 9:52am replied:

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

+1 vote     reply to comment
Nuttah
Nuttah Apr 4 2014, 10:50am replied:

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.

+1 vote     reply to comment
Aro
Aro Apr 4 2014, 12:49pm replied:

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.

+1 vote     reply to comment
Nuttah
Nuttah Apr 4 2014, 3:01pm replied:

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.

+1 vote     reply to comment
phillon
phillon Apr 4 2014, 12:39pm says:

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

+2 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Feature
Browse
Features
Report Abuse
Report article
Related Mods
Twisted Insurrection (C&C: Tiberian Sun)
Twisted Insurrection C&C: Tiberian Sun - Single & Multiplayer Real Time Strategy
Related Games
C&C: Tiberian Sun
C&C: Tiberian Sun Single & Multiplayer Real Time Strategy
Related Groups
- Twisted Insurrection Team -
- Twisted Insurrection Team - Developer & Publisher with 16 members
C&C Paradise
C&C Paradise Fans & Clans group with 1,451 members
C&C Society
C&C Society Web & Community group with 211 members
Command & Conquer Westwood Fans
Command & Conquer Westwood Fans Fans & Clans group with 442 members
Revora Creative Network
Revora Creative Network Web & Community group with 94 members
SAGE 2D & 3D fans
SAGE 2D & 3D fans Fans & Clans group with 1,332 members
The Brotherhood of Nod
The Brotherhood of Nod Fans & Clans group with 189 members
United Kingdom
United Kingdom Geographic group with 678 members