Tech building

Tech buildings are structures that originally belong to no particular faction and cannot be constructed by a standard faction, but can be captured for various bonuses. However, simply being garrisonable is not enough to be considered a tech building. They represent militarily useful civilian structures.

In the Tiberium and Red Alert series, it is necessary to use up an engineer to capture a building. In Generals, one needs infantry with the Capture Building ability.

Possible bonuses include: extra revenue, automatic repair of units, build radius expansion, defense, access to different technologies and others.

Tiberian Sun

 * Civilian Armory
 * Civilian Hospital

Tiberium Wars

 * EMP control center - allows the use of an EMP Pulse at regular intervals
 * Expansion Point - provides a build radius around itself
 * Defensive Tower - defensive structure
 * Mutant hovel - allows recruitment of Mutant Marauders
 * Reinforcement bay - provides reinforcements (campaign only)
 * Subway Hub - provides control over subway entrances
 * Subway Entrance - allows infantry to transfer between other entrances, similar to a Tunnel Network in Generals
 * Tiberium silo - provides a one-time credit bonus to the first player who captures it.
 * Tiberium spike - provides an initial credit bonus, and then a constant stream of funds

Tiberian Twilight

 * Refueling Station
 * TCN Node
 * Uplink Tower

Red Alert

 * Tech center (campaign only)

Red Alert 2
Tech buildings in Red Alert 2 are always designated with yellow flag with a black wrench. Once captured, they are considered an extension of a base and buildings may be constructed near them.
 * Tech Airport - provides the ability to call paratroopers.
 * Tech Oil Derrick - provides a constant stream of funds.
 * Tech Hospital - heals all friendly infantry that enter it except engineers.
 * Tech Outpost - defensive structure with an IFV's missile launcher, also acting as a service depot.

Yuri's Revenge

 * Tech Civilian Power Plant - generates additional power.
 * Tech Hospital - modified; heals all infantry belonging to the owner on the battlefield.
 * Tech Machine Shop - repairs all friendly vehicles on the battlefield, including ships and aircraft.
 * Tech Secret Lab - unlocks one country-specific unit or structure.

Red Alert 3
Unoccupied tech buildings are always seen with white flag with a gear symbol. Once captured, they are not considered part of a base and do not expand the build radius around themselves (unless otherwise noted).

Due to a glitch or an oversight, further re-capturing of the same tech building will only change the building's and the flag's colour, but not the flag design and insignia.


 * Dry Dock - repairs all friendly naval units on the battlefield
 * Garage - repairs all friendly vehicles on the battlefield
 * Tech Airport - repairs all friendly aircraft on the battlefield
 * Tech Hospital - heals all friendly infantry on the battlefield
 * Tech oil derrick - provides a constant stream of funds
 * Veteran Academy: All units are gaining veterancy when trained.
 * Observation Post: Provides a large area of visibility.

Campaign-only
These tech structures could be only seen in campaign and not in official skirmish maps. However, they could be built in custom Worldbuilder maps.


 * Imperial Com Tower - reveals a large portion of the fog of war from the battlefield. In the Allied Uprising campaign, it is used to call King Onis as reinforcements.
 * New York Stock Exchange - provides an initial credit bonus, and then a constant stream of funds ($100)
 * Swiss Bank - provides an initial credit bonus, and then a constant stream of funds ($5)
 * GAME, EBGames,GameStop, and Best Buy - these gaming retail stores were used as an Easter egg on exclusive maps. They provide a constant stream of funds ($10).
 * Cooling Tower - supports FutureTech Arsenals
 * Firebase

Generals
These are captured by infantry with the Capture Building ability. Like in Red Alert 2, they are distinguished by a yellow flag with a black wrench.


 * Tech Artillery Platform - defensive structure.
 * Tech Oil Derrick - provides a constant stream of funds
 * Tech Oil Refinery - reduces the cost of vehicle construction
 * Tech Hospital - heals all friendly infantry on the battlefield
 * Tech Repair Bay - repairs all friendly vehicles on the battlefield
 * Tech Reinforcement Pad - periodically provides vehicles as reinforcements