Post feature RSS Shattered Paradise: GDI Overview

A list that will introduce you to the GDI arsenal of Shattered Paradise.

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We have prepared several overviews of all the five factions of Shattered Paradise, with these we hope to familiarize newcomers with the arsenal that this mod brings.

This is the overview of the GDI arsenal. To see the arsenals of the other 4 factions, proceed to the corresponding articles.

To look up the desired faction/unit/etc., use the "Find..." function of your browser.


Buildings


Power Plant

Power Plant

Requirements: None

Cost: $300
Power: 100
Time: 00:08

  • Provides power for other structures

Barracks

Barracks

Requirements: Power Plant

Cost: $500
Power: -20
Time: 00:12

  • Arms infantry
  • Heals infantry in a certain radius around itself
  • Multiple Barracks increase production speed

Tiberium Refinery

Tiberium Refinery

Requirements: Power Plant

Cost: $1500
Power: -30
Time: 00:36

  • Processes raw tiberium into usable resources
  • Stores $1000

War Factory

War Factory

Requirements: Tiberium Refinery

Cost: $2000
Power: -30
Time: 00:48

  • Produces vehicles
  • Multiple War Factories increase production speed

Service Depot

Service Depot

Requirements: War Factory or Helipad

Cost: $900
Power: -30
Time: 00:22

  • Can repair vehicles for a cost
  • Applying a repair command to the vehicle will send it to the nearest service depot

Radar

Radar

Requirements: Tiberium Refinery

Cost: $1500
Power: -50
Time: 00:36

  • Provides access to tier 2
  • Enables minimap
  • Detects stealth
  • Requires power to operate

Helipad

Helipad

Requirements: Radar

Cost: $500
Power: -20
Time: 00:12

  • Produces and rearms aircraft
  • Multiple Helipads increase production speed

Tech Center

Tech Center

Requirements: Radar

Cost: $2000
Power: -200
Time: 00:48

  • Provides access to tier 3

Dropship Bay

Dropship Bay

Requirements: Tech Center

Cost: $1500
Power: -150
Time: 00:36

  • Provides access to Helldriver Drop support power
  • Unlocks Mammoth Mk.II
  • Requires power to operate

Defensive Buildings


Wall

Wall

Requirements: None

Cost: $100
Power: N/A
Time: 00:03

  • Stops infantry, vehicles and blocks enemy fire

Gate

Gate

Requirements: None

Cost: $50
Power: N/A
Time: 00:02

  • Automated barrier that opens to friendly units

Vulcan Tower

Vulcan Tower

Requirements: Barracks

Effective against: Infantry

Cost: $600
Power: -20
Time: 00:15

  • Detects stealth
  • Requires power to operate

RPG Tower

RPG Tower

Requirements: War Factory

Effective against: Vehicles

Cost: $600
Power: -20
Time: 00:15

  • Detects stealth
  • Requires power to operate

SAM Tower

SAM Tower

Requirements: Radar

Effective against: Aircraft

Cost: $800
Power: -20
Time: 00:20

  • Requires power to operate

Power Turbine

Power Turbine

Requirements: Power Plant, Radar

Cost: $200
Power: 100
Time: 00:05

  • Provides extra power

Tiberium Silo

Tiberium Silo

Requirements: Tiberium Refinery

Cost: $200
Power: -10
Time: 00:05

  • Stores $3000

EMP Cannon

EMP Cannon

Requirements: Radar

Cost: $1500
Power: -150
Time: 00:36

  • Fires a pulse blast which disables all vehicles and buildings in the area
  • Hover units located on water will be destroyed
  • Requires power to operate
  • Cannot be disabled

Ion Cannon Control Center

Ion Cannon Control Center

Requirements: Tech Center

Cost: $2500
Power: -200
Time: 01:00

  • Provides access to the Ion Cannon Array
  • Requires power to operate

Firestorm Generator

Firestorm Generator

Requirements: Power Plant, Radar

Cost: $1500
Power: -100
Time: 00:36

  • Hostile units trying to cross the firestorm will take damage
  • Increases the damage resistance of nearby friendly units by 30% when active
  • Does not block incoming projectiles
  • Consumes 300 power when active
  • Remains active for 12 seconds
  • Takes 90 seconds to recharge
  • Can't be deactivated by power loss

Infantry


Marine

Marine

Requirements: None

Effective against: Infantry

Cost: $150
Time: 00:04

  • Crush class: crushable

Phalanx

Phalanx

Requirements: None

Effective against: Vehicles, Aircraft

Cost: $150
Time: 00:04

  • Crush class: crushable

Engineer

Engineer

Requirements: None

Effective against: Buildings

Cost: $500
Time: 00:12

  • Can capture neutral and enemy buildings
  • Can repair friendly buildings
  • Crush class: crushable

Medic

Medic

Requirements: None

Cost: $200
Time: 00:05

  • Heals nearby infantry
  • Unarmed
  • Crush class: crushable

Jumpjet Infantry

Jumpjet Infantry

Requirements: Radar

Effective against: Infantry, Buildings

Cost: $450
Time: 00:11

  • Can fly
  • Lands when ordered to deploy
  • Crush class: crushable

Eagle Guard

Eagle Guard

Requirements: Tech Center

Effective against: Vehicles

Cost: $600
Time: 00:15

  • Disables vehicles and buildings for a short period of time
  • Does not receive damage from tiberium fields
  • Crush class: uncrushable

Vehicles


Harvester

Harvester

Requirements: None

Cost: $1000
Time: 00:24

  • Harvests tiberium
  • Immune to veins
  • Can crush infantry
  • Cannot be mindcontrolled

Wolverine

Wolverine

Requirements: None

Effective against: Infantry

Cost: $450
Time: 00:11

  • Detects stealth

Titan

Titan

Requirements: None

Effective against: Vehicles

Cost: $900
Time: 00:22

  • Can crush infantry

Amphibious APC

Amphibious APC

Requirements: Barracks

Effective against: Infantry

Cost: $700
Time: 00:17

  • Can transport 5 infantry units
  • Can travel over water
  • Can crush infantry

Hover MLRS

Hover MLRS

Requirements: Radar

Effective against: Vehicles, Aircraft

Cost: $1100
Time: 00:27

  • Can hover over water, veins and other obstacles

Juggernaut

Juggernaut

Requirements: Tech Center

Effective against: Infantry, Buildings

Cost: $1000
Time: 00:24

  • Deals AoE damage
  • Has a minimum attack distance
  • Can crush infantry

Disruptor

Disruptor

Requirements: Tech Center

Effective against: Ground targets

Cost: $1200
Time: 00:29

  • Deals damage to any unit in its line of fire
  • Can crush infantry

Mammoth Tank

Mammoth Tank

Requirements: Tech Center

Effective against: Vehicles, Aircraft

Cost: $1500
Time: 00:36

  • Selfhealing up to 50%
  • Can crush infantry

Mammoth Mk.II

Mammoth Mk.II

Requirements: Dropship Bay

Effective against: Everything

Cost: $3000
Time: 01:12

  • Maximum supply of 1
  • Selfhealing up to 100%
  • Delivered with a dropship
  • Can crush infantry, vehicles and cyborgs
  • Cannot be mindcontrolled

MCV

MCV

Requirements: Service Depot

Cost: $2000
Time: 00:48

  • Provides build radius
  • Has more health when deployed
  • Multiple Construction Yards increase production speed
  • Can crush infantry
  • Cannot be mindcontrolled

Aircraft


Orca Fighter

Orca Fighter

Requirements: None

Effective against: Vehicles, Aircraft

Cost: $1400
Time: 00:34

  • Detects stealth

Carryall

Carryall

Requirements: Service Depot

Cost: $600
Time: 00:15

  • Can carry a vehicle

Orca Bomber

Orca Bomber

Requirements: Tech Center

Effective against: Ground targets

Cost: $2000
Time: 00:48

  • Deals AoE damage


Comments
Templarfreak
Templarfreak - - 6,722 comments

I feel like that's a bit too long to build harvesters, but Idk I think I'd have to actually see how that has an impact on the economy.

Reply Good karma Bad karma+2 votes
Jeffman12
Jeffman12 - - 1,475 comments

Cabal's got a lot of stuff named "firestorm" considering that Firestorm Generators are still a thing, and the worker cyborgs are never displayed on the listing.

Reply Good karma Bad karma+1 vote
Windawz Author
Windawz - - 5 comments

2019 January 14th Update:

We've decided to rewrite the faction overviews as long lists instead of images, so that it's easier to read and look units up. Each faction will have its own article. The rest of the overviews will be ready soon.

Reply Good karma+1 vote
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