It is summer, 1969. The Third Great World War has come to a close, the world's armies exhausted, her nations devastated by a year of the deadliest warfare in the history of Humankind. The Allied Nations, the Soviet Union and the Empire of the Rising Sun have entered an uneasy ceasefire, and for the first time in more than a decade it seems that there may be a chance for peace to return to a war-torn world. Yet one does not meddle with time without consequence, as the war is only truly beginning, and the world was just beginning to see the effects of the Paradox...

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  • A new campaign and epic story telling the consequences of the events of Red Alert 3, taking you from the Siberian Wastes to Outer Space!
  • New live action and CG cutscenes, filmed in HD resolution.
  • 5 Brand New Factions : The clever Confederate Revolutionaries, the noble Order of the Talon, the powerful Atomic Kingdom of China, the scheming Mediterranean Syndicate and the otherworldly Electrical Protectorate, each with their own unique play schemes, units and music!
  • Over two hundred new units, structures and defenses!
  • Dozens of new units for existing factions, expanding each to nearly twice the original side. Take to the field with classic units like the Anvil Heavy Tank, or command new and unique additions like the flexible Hanzo Z or the elusive Heisenberg Assault Copter!
  • New battle mechanics focused around fighting battles in the field for vital resources and tech-buildings, including the reintroduction of gems.
  • A revised and updated soundtrack featuring music by Chris Feres and Sandro "FuzzY" Cacciotti, featuring new battle and faction music.
  • Particle Collider Guns, Desolator Towers, Cosmic Horrors, Ray Guns, Holographic Treetop Snipers, Fan-Powered Halos, Submersible Aircraft Carriers, Black ICE, Weather Control, Molten Broadswords, Wormholes, Atomic Mutants, Robots and insane Russian Arsonists named Ivan. Is there any doubt this is Red Alert as it was meant to be?

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20 comments by Kerensky287 on Jan 23rd, 2010 digg this super bookmark


THE MEDITERRANEAN SYNDICATE

In the story of RA3: Paradox, the Syndicate is a massive criminal organization based within a corrupt corporation. They have some of the most advanced computer technology and electronics of any of the factions, thanks to their massive R&D divisions, and their tech advantage is put to great use arming the mercenaries they hire to do their dirty work. Of course, as a corporation, the Syndicate does not go to war in the same way traditional military forces do... and this document outlines how.

1) Nonstandard resource management

While most other nations are funded on the front lines by their ore refineries, the Syndicate generates war funds much the same way they make their money in peacetime - through revenue. Almost EVERY Syndicate structure is capable of switching, at any time, from its normal function to resource generation. For example, the Hall of Heroes, capable of constructing the battlesuit-armed units, can be ordered to cease unit production and begin selling off the armour, weapons and other commodities it would normally produce.

This means that a savvy Syndicate executive can, in mid-battle, put buildings that wouldn't otherwise be doing anything to good use. Is your enemy building a lot of anti-tank units? Then it's time to build some infantry, but not before switching your war factory to resource mode. It also allows for many strategies involving massive monetary gains. Build 10 seaports, set them to resource mode, turtle for a while, and when you feel you're ready, switch back to production mode and pump out the warships!

Thanks to their resource system, the Syndicate has no need for a refinery. They still put ore nodes to good use, however, in their...

2) Nonstandard power management

Where other factions would be constantly expanding to other ore nodes so they can keep their economy going, the Syndicate just needs ore nodes to avoid overcrowding. That's because a Syndicate Power Plant is powered by ore... and unlike other factions, a Syndicate base doesn't have perfect instant power transfer. Rather than the safe, underground power grids favored by everyone else in the world, the Syndicate settles for aboveground power lines. They do not restrict movement and are vulnerable only at the intermittent power posts, but if a building is to be powered in a Syndicate base, it must be connected to a power line.

This gives the Syndicate an inherent weakness - they can either spread out their base, leaving their power grid open to harassment, or they can clump together around the power posts, which makes the grid much easier to defend but which results in a lack of space and a horrible mess reminiscent of the Sprawls, the megacities of the Mediterranean Syndicate.

If you want extra buildings for resource production, then you're free to build them, but you'll eventually run out of space; even worse, if you lose some of your power grid, any part of it that isn't connected to a central Plant will be left... powerless. If a surprise attack disables a section near the Plant, it has the potential to leave half your base unpowered. Expanding to other ore nodes means that you have more space for your holdings to grow, and the closer your buildings are to a Power Plant, the less likely it is that they will be left unpowered when you are attacked.

3) Unique build system

Not actually a new development, since we actually revealed it shortly after the faction was announced, but this is as good a place as any to detail it.

Rather than the versatile MCVs of the other factions, the Syndicate begins with an immobile Headquarters as its central command center. From the Headquarters, a commander can build Lifters, specified construction units, in order to construct their base. A single lifter is only capable of building a single type of structure. Its construction style can be seen elsewhere in the form of the Soviet Engineer, surprisingly; the way that a Battle Bunker is constructed is almost identical to the way a Lifter performs its construction services.

The cost of a building is split between the lifter and the building itself. For example, say the Syndicate Barracks is $600; in this case, the Barracks Lifter will cost $300, and it will cost another $300 to use the secondary ability to construct the Barracks. Assuming your Lifter survives, this means that you can quickly churn out the same building many times - just like in the real world, you save money if you buy in bulk.

Unique structures like the Weather Control Device superweapon are built with specialized construction units that are consumed when they build, similar to Japanese Nanocores. Proponents of the Lifter system have criticized this seemingly arbitrary decision. But what use would there be in a WCD Lifter when only one WCD can be built at a time?

Thanks for reading about this new feature! Just a reminder, ParadoxCasts are taking place every Sunday at 8pm (GMT-5) and you can watch them live by following the link on the front page! As an added bit of news, the Achilles Minimod v2.2 is just about finished - we've fixed all the bugs that are fixable and added a few new general gameplay tweaks that will feature in the final game, such as the new tank locomotors! Keep watching this page for the download link... it'll show up over the next few days!

EDIT: Sorry, but due to unforeseen circumstances there will be no ParadoxCast today (Jan 24th). There will, however, be one next week, and by that time we'll hopefully have something new and awesome to show off, so tune in next Sunday at the link on the main page!
EDIT AGAIN: Okay, turns out that the ParadoxCast IS happening tonight. Open_Sketchbook won't be present, but Ferriswheel and Kerensky will be on answering questions, talking about unit suggestions and discussing such things as the icon-making process for new units.

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Achilles Minimod v2.2

Achilles Minimod v2.2

Jan 24, 2010 Demo 37 comments

The newest version of the minimod. Comes with fixes for all known bugs specific to previous versions, directional armour, new locomotors, and a few small...

Achilles Minimod V2.1

Achilles Minimod V2.1

Jan 16, 2010 Demo 18 comments

Includes a fix for the Hawker's "cloaking on airfield" bug and multiple balance changes.

Achilles Minimod V2

Achilles Minimod V2

Jan 06, 2010 Demo 85 comments

Fixed the massive amount of bugs and added the Hawker for you to play around with.

Red Alert 3 Paradox: Achilles Minimod

Red Alert 3 Paradox: Achilles Minimod

Aug 09, 2009 Demo 63 comments

While this isn't the official Paradox First Release (tm), it's the first time we've released content to the public. It contains the Aeronautics Complex...

Comments  (0 - 10 of 2,258)
Coldfinger
Coldfinger 2hours 37mins ago says:

Will Yuriko "blow up" infantry as in the mini-champaign (Uprising) ?

+1 vote     reply to comment
Vader91
Vader91 3hours 34mins ago says:

Oh how I wish to help you! I could be a Confederate voice (deep southern accent) or an Allied. I could probably pull Soviet if I tried. Sadly, I do not have equipment to do so.

Anyhow, I am willing to help if you need (or even want) me.

+1 vote     reply to comment
Vader91
Vader91 18hours 14mins ago says:

Hello Paradox! I can't wait for this Mod to come out. I downloaded and loved your mini-modd. I can't wait to play as the confederates though. Also, a question:

Will some Confederate units still use the Gadsen Flag like in your Concept art? If so that would make this mod 100% Perfect in my humble opinion.

+1 vote     reply to comment
Edge-2000
Edge-2000 Feb 7 2010, 11:59am says:

Nice. I haven't seen the seismic resonance thing outside of Tesla's work or commentaries on it.

+1 vote     reply to comment
vlamnire
vlamnire Feb 6 2010, 3:23pm says:

Instead of going through the Control panel and then click Mods blah blah just add this to your shortcut in target box -modConfig [mod skudef file] so like "C:\Program Files\Electronic Arts\RA3\RA3.exe" -modConfig "C:\Program Files\Electronic Arts\RA3\mods\pardox\achilles.skudef"

+1 vote     reply to comment
Kerensky287
Kerensky287 Feb 6 2010, 7:15pm replied:

That's an option too, but it's just simpler to bring up the Control Panel. I prefer having the option to decide between the mod and original game anyway, myself.

+1 vote     reply to comment
vlamnire
vlamnire 20hours 35mins ago replied:

I don't really like the stock version. I was disappointed in Red Alert 3, although I'm not sure why, I was expecting RA2 with uber graphics which is fine for me. So I prefer mods that seem to make it better, by the way Paradox mod is just something that will make RA3 so much better. What would be really cool is if you could really connect how the factions are similar.

This is unrelated but how will the cut scenes go for campaigns? I don't want it to be some guy holding a camera going, "Attack this and kill them all we are awesome."

+1 vote     reply to comment
moretanks!!!
moretanks!!! Feb 6 2010, 9:48am says:

the new cameos on the wiki look fantastic!!!

keep up the good work

+2 votes     reply to comment
KamuiK
KamuiK Feb 8 2010, 10:27am replied:

Credits for cameos go to Kiasukiasiman: Moddb.com / Paradox.infinityrealms.net
and FerrisWheel42 Moddb.com / Paradox.infinityrealms.net

+1 vote     reply to comment
shinmg92
shinmg92 Feb 5 2010, 9:08pm says:

great job! animations are great

+1 vote     reply to comment
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