The barracks was a GDI structure designed to provide living quarters for soldiers as well as store their equipment during the Second Tiberium War and the Firestorm Conflict. Generally simple, they were designed to hold large numbers of soldiers comfortably. Sometime after the Second Tiberium War, the Barracks from this era was replaced by the next generation barracks.
Background[]
Addressing the numerous environmental hazards brought on by Tiberium infestation, GDI adapted their barracks design to address these new threats. The new barracks was an enclosed structure in a pavement foundation and featured a sloped rigid-frame design to enhance protection from the elements. It was designed as a self-contained facility for deploying infantry, complete with a basic communications center, storage facility, and living quarters. The structure featured environmental protection features such as sophisticated ventilation systems, self-sealing pressurized doors, and an auto maintenance robot. The exits are large enough to accommodate the Jump jet infantry suit.
Game building[]
The barracks takes up 4 ground tiles, allowing it to be placed in tighter spots than the Hand of Nod which takes up 6 tiles. Only 5 units may be trained at a time in the build queue. The more barracks a player owns, the faster the infantry production will be.
Production[]
The barracks can train the following infantry:
Basic infantry, immune to Veinhole attacks
|
Anti-ground support infantry, can attack over cliffs, immune to Veinhole attacks
|
Base support infantry, can capture and repair buildings, immune to Veinhole attacks
|
Personnel support infantry, self-heals and heals friendly infantry, immune to Veinhole attacks
|
Airborne assault infantry, uncrushable, can detect cloaked units (Firestorm only)
Requires Radar
|
Ghost Stalker (multiplayer only)
Requires GDI Tech Center, only one can be trained per player
|
Gallery[]
See also[]
|
|