Post feature Report RSS Nod: Buildings

An up to date list of all Nod (skirmish) structures.

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I wrote: But yeah, Nod should get their own list.


This is one of those documents which should have been created for ModDB a lot sooner. Unfortunately, most of the staff has been busy with other things (both the mod and real life).

The Brotherhood of Nod's special interest in Tiberium research has led to the development of more insidious technology. Their buildings are fairly fragile on the surface but tend to stretch underground, making them more difficult to destroy than might first be thought. The aesthetics of Nod structures is intended to keep the Brotherhood's troops motivated towards the completion of Kane's plan.
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Buildings:
The Brotherhood of Nod focusses on internal integrity in their structures. Their structures are generally more aesthetically orientated than most of what can be seen in the world of Tiberian Odyssey, but under the surface the technology is anything but flimsy. The Tiberium-reliance of many of Nod's structures makes them more costly and more volatile than GDI's buildings.

Construction Yard:
Construction Yard
The Construction Yard gives commanders space around which to build, and stores all the required materials for most of the basic construction options. Without the 'Conyard' no structures can be built.
Notes:

  • Strong Armour
  • Allows building construction in surrounding area
  • The Construction Yard drains no power

Tiberium Reactor:
Tiberium Reactor
Nod's Tiberium reactors use the by-products from Tiberium refinement to generate energy. This makes them highly efficient, but also makes them more volatile than a conventional Fission/Fusion plant.
Notes:

  • Medium Armour
  • Generates 20 units of power
  • Spreads Tiberium when destroyed

Advanced Tiberium Reactor:
Advanced Tiberium Reactor
Like the smaller version, this Tiberium reactor uses the by-products from Tiberium refinement to generate energy. The addition of further reactor cores makes the Advanced even more efficient, but also makes them more volatile.
Notes:

  • Medium Armour
  • Generates 40 units of power
  • Spreads Tiberium when destroyed

Tiberium Refinery:
Tiberium Refinery
The Tiberium Refinery processes Tiberium. Using upgraded and more advanced machinery, the 2040 Tiberium Processor can successfully process 90% of known Tiberium crystal forms, making it the most effective refinement facility ever developed by mankind. It cannot, however, process the "vein" roots of the veinhole creature.
The Refinery does not store Tiberium, the task of storage is carried out by the Tiberium Silo.
Notes:

  • Strong Armour
  • Refines Tiberium, generating credits
  • Comes with 100% free Tiberium Harvester
  • The Tiberium Refinery drains 5 power
  • Spreads Tiberium when destroyed

Tiberium Silo:
Tiberium Silo
The Tiberium Silo allows excess Tiberium to be stored until in can be processed by the Refinery. Without silos, excess Tiberium is lost, reducing income substantially.
Notes:

  • Light Armour
  • Stores harmful Tiberium until it can be processed
  • The Tiberium Silo drains 1 power
  • Spreads Tiberium when destroyed

Hand of Nod:
Hand of Nod
All the facilities used to "re-educate" and train troops for the Brotherhood cause are held here, at the Hand of Nod. The Hand's distinct superstructure also contains a specialised shrine for use by soldiers, intended to keep troops motivated towards the cause.
Notes:

  • Medium Armour
  • Trains Infantry units
  • The Hand of Nod drains 2 power

Communications Center:
Radar
The Brotherhood's communications center provides tactical information to commanders, and houses some of the required technology required to construct more developed units.
In some theatres of war, the Communications Centre can be used to coordinate drops of specialist defensive turrets to the field via Nod's new "Paltrus" dropship.
Notes:

  • Light Armour
  • Grants Minimap view
  • The Communications Center drains 20 power

Stealth Generator:
(No current in-game version)

[See. There's really not]

Allowing commanders to cloak sections of their base, the Stealth Generator is crucial for many hit-and-run tactics. The Stealth Generator bends light in such a way that it can make bases appear to vanish, however this does require a large amount of power.
Notes:

  • Light Armour
  • Cloaks all allied units and buildings within radius of effect
  • The Stealth Generator drains 20 power


Airpad:

Airpad
The Nod Airpad allows the construction and service of all of the Brotherhood's aircraft.
Once aircraft have attacked a target, they will return to the pad for refueling and rearming.
Notes:

  • Light Armour
  • Constructs aircraft
  • Rearms and refuels aircraft
  • The Airpad drains 3 power

War Factory:
War Factory
The Nod Weapons Factory holds the facilities used to build vehicles. Almost all of Nod's mechanical units are built here, in the underground bunkers which house the factory's machinery.
Notes:

  • Strong Armour
  • Constructs vehicles
  • The Weapons Factory drains 8 power

Naval Yard:
(No current in-game version)

[See. There's really not]

The Shipyard is the only building which can construct and maintain naval units, giving Nod the ability to construct its fast moving ships and submarines.
Notes:

  • Medium Armour
  • Constructs ships and submarines
  • The Naval Yard drains 8 power

Service Depot:
Repair Bay
[Developers Note: This may not end up in the final buildable Nod side, to maintain some diversity between GDI and Nod]
This pad allows Nod vehicles to be repaired after taking damage in the field, for a small fee.
This allows any weapons which have taken damage to be redeployed for a fraction of the price of constructing a new vehicle.
Notes:

  • Medium Armour
  • Repairs vehicles and aircraft
  • Reduces credit count accordingly when repairing
  • The Service Depot drains 5 power

Shrine of Nod:
Shrine of Nod
The Shrine of Nod holds all the information decoded from the Tacitus, and allows for the deployment of new Tiberium-based weaponry. The Shrine is where the inner sanctum of the Black Hand receives orders from the Crown, and is the core of most important Nod bases.
Notes:

  • Heavy Armour
  • Allows the deployment of the "Scarab" project
  • Allows the use of most captured tech
  • The Shrine of Nod drains 30 power

Genesis Facility:
(No current in-game version)

[See. There's really not]

This structure holds the key to Kane's vision of Divination. Here, Nod's best scientists develop the means and methods for controlled mutation and other applications of the Tiberium-human bond.
The Genesis facility sends out specialised harvester vehicles to harvest Tiberium veins to be used in weapons such as the Tiberium "Catalyst" Missile.
Notes:

  • Heavy Armour
  • Comes with 100% free Weed Eater
  • Allows the use of the Tiberium "Catalyst" Missile once enough veins have been processed
  • The Genesis Facility drains 30 power
  • Spreads Tiberium when destroyed

Temple of Nod:
(No current in-game version)

[See. There's really not]

The Temple is Nod's most sacred place. Within are the full secrets of Tiberium, Divination, and the future of humanity. More than alien, more than human, the next step in our evolution as a species.
The Temple is home to some of Nod's most secretive personnel and holds all the required secrets of the Brotherhood's arsenal.
Somewhere in the labyrinthine caverns at the depths of the temple are the new era of subterranean bombs which have been used to strike GDI bases from beneath, shattering foundations and destroying structures.
Notes:

  • Heavy Armour
  • Allows the use of the Subterranean Bomb superweapon
  • The Temple of Nod drains 50 power
  • Spreads Tiberium when destroyed

Catalyst Magnetic Launcher:
(No current in-game version)

[See. There's really not]

The magnetic launcher is the large missile silo used to launch the Catalyst Missile and other life shattering missile weapons.
Notes:

  • Strong Armour
  • Launches missile superweapons
  • The Magnetic Launcher drains 40 power

Laser Pillar:
Laser Pillar
Hidden beneath the ground, the pillar emerges once enemy units are detected by seismometers. Once it has targeted enemy units, it fires its laser in short bursts, burning flesh and cutting armour. However, the electronics of the Pillar are known to explode violently when the structure is destroyed, burning for a long time.
Notes:

  • Strong Armour
  • Defensive building. Effective against infantry and light vehicles
  • While underground, units can travel over the structure as if it were not there
  • Cannot target aircraft
  • Burns violently when destroyed
  • The Laser Pillar drains 4 power

SAM site:
(No current in-game version)

[See. There's really not]

The SAM site keeps pesky GDI aircraft at bay by launching a swarm of small heat-seeking missiles at it’s desired target. This is not highly accurate, but does tend to leave aircraft as smouldering scrap after spending extended periods close to these enemy SAMs.
Notes:

  • Medium Armour
  • Defensive building. Effective against aircraft
  • Cannot target land units
  • The SAM site drains 4 power

Obelisk of Light:
(No current in-game version)

[See. There's really not]

The Obelisk of Light is a legend and a central icon of the Brotherhood. This traditional Nod structure is armed with a high powered laser, making it capable of tearing through the most well armoured GDI units with ease. Known to frequently convert infantry to crispy ash on their first contact with the Obelisk's powerful laser, this structure is Nod's most powerful defensive structure.
Like the Laser Pillar, the Obelisk has a tendency to burn when destroyed.
Notes:

  • Heavy Armour
  • Defensive building. Effective against vehicles and infantry
  • Cannot target aircraft
  • Burns violently when destroyed
  • The Obelisk of Light drains 15 power

And, just like for GDI, that's pretty much it right at the moment.
(Although there might be a few things to be added as special campaign structures and capturable tech goodies... Maybe they'll get their own feature)

Post comment Comments
Alex_06
Alex_06 - - 1,126 comments

No Temple of Nod? :( (I'd have the Temple of Nod launch the missile instead of the catalyst launcher, personally...It's just an iconic and design decision, really)
I love the War Factory and Tech Center, BTW!

Reply Good karma Bad karma+3 votes
bartpp7
bartpp7 - - 382 comments

i like the style of the buildings looks awsome dark and mysteriouse.

Reply Good karma Bad karma+4 votes
Nikolyn
Nikolyn - - 99 comments

Like Alex said, you really need the Temple of Nod launch the missile.

Reply Good karma Bad karma+2 votes
Valherran
Valherran - - 2,443 comments

No, they don't. That's what the Missile Silo is for...

Reply Good karma Bad karma+3 votes
sgtteris
sgtteris - - 304 comments

Once again awesome design.

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Morpher
Morpher - - 91 comments

There is a Temple of Nod, should be on the list, I'll add it. Temple of Nod houses the Subterranean bomb super weapon.

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Orac| Author
Orac| - - 896 comments

I couldn't find any mention to it. I'll have a look, but I thought it was the Shrine?

Reply Good karma+2 votes
Morpher
Morpher - - 91 comments

Shrine is the tech center.

Temple is the temple still, with the Subterra SW, temple is way too iconic to remove.

Reply Good karma Bad karma+2 votes
Orac| Author
Orac| - - 896 comments

I understand - feel free to edit the feature then.

Reply Good karma+2 votes
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