The construction yard was the heart of every Allied base during the Third World War and the Uprising.
Background[]
The Allied construction yard functions similarly to its predecessors. The construction yard generally completes all components before structure assembly begins at the desired site. If structures need to be built outside the base, command hubs have to be deployed.
The construction yard uses the Standardized Production Assembly Module (SPAM) technology. SPAM has existed for at least a decade and has already been used to assemble munitions in the field. A more revolutionary aspect is the integration of the Virtually Operated Industrial Production (VOIP) technology, which allows production of advanced munitions.
A new, important aspect of the construction yard is providing "Clearance". Clearance is divided into two levels, Heightened Clearance and Max Clearance, which must be purchased in order to assemble more sophisticated units and structures. Clearance for production structures is given to the area immediately around a construction yard. Clearance for areas well beyond the immediate confines of a field base is granted by establishing command hubs, which themselves must be upgraded independently.
In-game structure[]
The construction yard is still deployed from an MCV and is required for calling in Top Secret Protocols. It can be established either on land or at water to provide a build area where structures can be placed. Unlike either the Empire (which expands with quickly constructed but frail Nanocores) or the Soviets (which builds their structures gradually on the spot), the structure is created inside the construction yard itself and cannot be deployed until completion, after which they can be placed almost instantly.
The Construction Yard may also research Heightened Clearance and Max Clearance, granting access to advanced units under its influence. While the Command hub could also achieve this, it merely serves to expand the build radius, and said upgrades must be purchased individually.
Ability[]
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Pack Up | Converts to a Mobile Construction Vehicle, which may then redeploy to new locations. |
The Allied construction yard can build the following structures:
Building queue[]
Icon | Building | Requirements | Cost | Build time | Power |
---|---|---|---|---|---|
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Power plant | none | 800 | 0:10 | 100 |
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Boot Camp | none | 500 | 0:10 | -25 |
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Ore refinery | Power plant | 2000 | 0:20 | -50 |
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Armor facility | Ore refinery | 2000 | 0:20 | -50 |
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Seaport | Ore refinery | 1000 | 0:20 | -50 |
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Airbase | Power plant | 1000 | 0:15 | -50 |
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Defense bureau | Airbase Ore refinery |
1500 (RA3) 2000 (Uprising) |
0:30 | -75 |
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Heightened Clearance | Ore refinery | 1500 | 0:15 | - |
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Max Clearance | Heightened Clearance | 3000 | 1:00 | - |
Defense queue[]
Icon | Building | Requirements | Cost | Build time | Power |
---|---|---|---|---|---|
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Fortress wall | none | 10 | 0:05 | 0 |
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Multigunner turret | Power plant | 800 | 0:20 | -25 |
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Spectrum Tower | Defense bureau Power plant |
1200 | 0:30 | -75 |
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Chronosphere | Defense bureau (RA3) Airbase (Uprising) |
1500 (RA3) 3000 (Uprising) |
0:30 | -75 |
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Proton Collider | Defense bureau | 2500 (RA3) 5000 (Uprising) |
0:30 | -75 |
Changelog[]
- Red Alert 3 patch 1.08: fixed an exploit that granted credits and an engineer without destroying the construction yard when sold.
- Red Alert 3 patch 1.11: fixed a bug that allowed Soviet players to cast cash bounty on their own construction yard and then get a refund by selling it.
Gallery[]
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Concept art
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Selection Icon (Old)
See also[]
- Soviet construction yard (Red Alert 3) - Soviet equivalent
- Imperial construction yard - Imperial equivalent
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