Chilren of the Sun - Structures
Epi-Centre
This is where all the psychic energy is channelled to allow the Children of the Sun to use their telekenetic powers to construct buildings. Like it's counterparts, it can pack up into a Mobile Psychic Vehicle (MPV).
Tech Required: Mobile Psychic Vehicle (MPV)
Psychic Conduits
Channelling psychic energy to the Psychic Centre powers the construction of buildings and production of units.
Tech Required: Epi-Centre
Genetics Lab
This flesh factory gives a new meaning to test tube baby, producing and growing yuriko's army of psychic warriors.
Tech Required: Epi-Centre
Refinery
The place where ore is brought to be turned into credits. Comes with 3 Ore Clones with the option to build more.
Tech Required: Psychic Conduits
War Factory
From the bizzarre to the wonderful, the War Facotry produces all the Children of the Sun's land-based vehicles.
Tech Required: Refinery
Docks
This is where the Children of the Sun's navy is born bringing there battle to the sea's, this structure has a purchased upgrade to add torpedo launchers to it.
Tech Required: Refinery
Super Conduits
This is the Children of the Sun's advanced power plant, it provides a massive boost to power.
Tech Required: Psychic Conduits
Psychic Booster
This tech structure provides access to Tier 2 units and structures for structures within its build radius.
Tech Required: Psychic Conduits, Refinery
Supreme Psychic Booster
This tech structure provides access to Tier 3 units and structures for structures within its build radius.
Tech Required: Psychic Booster
Aero-dome
This large pad acts as the launch point for the Children of the Sun's airforce.
Tech Required: Psychic Booster
Psi Barrier
Psychic energy is channeled between receivers to create a psychic barrier that can stop enemy units and projectiles from passing through.
Tech Required: Epi-Centre
Pulse Tower
Fires psychic pulses to protect your base from ground and air enemies, this turret can have a psychic unit garrisoned to enhance the weapon.
Tech Required: Psychic Conduits, Refinery
Wave Tower
Projecting a wave of psychic energy, this base defence can take out most tanks with the power of the mind!
Tech Required: Psychic Conduits, Refinery, Super Conduits
Psi Shield
Projecting energy to form a dome to protect the Children of the Sun's armies, it also creates a passive wave of pschic energy that boosts the armour of friendly units in range.
Tech Required: Psychic Conduits, Refinery, Supreme Psychic Booster
Psychic Takeover
Target enemy units to invade there minds and convert them to your cause.
Tech Required: Psychic Conduits, Refinery
Psychic Destroyer
Creates a massive psychic explosion big enough to wipe out hordes or units or most of your enemies base. Yuriko can be garrisoned in this structure, when she is garrisoned and the weapon is fired the damge is increased alot.
Tech Required: Psychic Conduits, Refinery, Psychic Booster
ESP Wave
Sends a wave of psychic energy from the structure to any target location destroying or damaging all enemies in its wake.
Tech Required: Psychic Conduits, Refinery, Supreme Psychic Booster
Finally! I was wondering when Yuriko's army will make an appearance. Go team Yuriko!
However... names'r kinda... boring...
looks more like aleians.
TRUE
does the shield tower stop superweapons too?
Wow, I've got to say one the most refreshing original designs I've seen in a long time for a C&C mod. Truly, while this mod holds pretty amount of quality I am just really drawn towards the abstract and unique approach regarding the treatment for the "Children of the Sun". I can only imagine the elegant units these structures will produce and support.