Light (75% Cannon, 50% Rocket, 100% Grenade, 25% Gun, 1% Sniper)
As of the Third Tiberium War the GDI tech centers provides all of their best units, including Mammoth Mk. IIIs, Zone Troopers/Zone Raiders, Juggernaut artillery, Sonic emitter defences, Behemoths, Firehawks, Ion Cannon Control Centers, Space Command Uplink centers, and with the conjunction of the Armory, Commandos.
Another new concept introduced for technology centers during the Third Tiberium War was supporting "low tech" units with newer technology. Mortar, Railgun, and Tungsten AA shells upgrades were made available from the centers, though ZOCOM didn't implement Railguns. Steel Talons also employed the Adaptive armour upgrade from the technology center. Finally, the Advanced turbines upgrade enables a rapid 50% increase in power grid capacity, until that capability was extended to the Command post later in the conflict.
GDI tech center design follows the process of previous Tiberium Sun/2nd War Upgrade centers, in which most upgrades acquired also create addons for the building. Nod became dissatisfied with centers that were geared for only providing current technology and began replacing their technology centers with the research-oriented technology labs before the Third Tiberium War. It is probably not a coincidence that they look suspiciously like Scrin's Technology Assembler, which serve as the aliens' own technology centers.
|Mortar||Pitbulls can be equipped with light mortars, which increase their effectiveness against infantry units and structures. This upgrade costs $1000 and takes 0:30 to research (Ctrl+A).|
|Railgun||Railguns provide a significant firepower bonus to GDI's main battle tanks and other heavy armor, nearly doubling their damage per shot output. Predator Tanks, Mammoth Tanks, Guardian Cannons, and Battle Bases all benefit from Railguns. This upgrade costs $4000 and takes 1:30 to research (Ctrl+S).|
|Stratofighter Boosters (Tiberium Wars only)||Stratofighter Boosters provide Firehawks with the ability to quickly accelerate into the stratosphere and fly almost instantaneously to any location. This upgrade costs $1000 and takes 0:30 to research (Ctrl+D).|
|Adaptive armour (Kane's Wrath only, Steel Talons exclusive)||Titans and Mammoth Tanks can be fitted with adaptive armor, which, when activated, bestows them a significant armour increase and immunity to EMP. However, it also slows their firing rate. This upgrade costs $1000 and takes 0:30 to research. (Ctrl+D).|
|Tungsten shells (Kane's Wrath only)||Tungsten Shells increase the anti-air capability of the Slingshot and AA Battery, downing even the largest aircraft in seconds. This upgrade costs $2000 and takes 1:00 to research (Ctrl+D).|
Support powers provided
|Sharpshooter team||Three veteran GDI Sniper Teams are transported onto the battlefield, without the normal Sniper Team prerequisite of the Armory. This power costs $3500 credits and has a cooldown of 4:00.|
Compared to the Nod Techlab or the Scrin Technology Assembler, the Tech Center is a vital upgrade that boosts the effectiveness of all branches of the GDI Military, and should not be neglected under any circumstances. All of GDI's cost efficient units, including their most effective Mammoth tank (Tiberium Wars) unit, require this structure to be built. While Nod can get by with harassment and the Scrin with Shock troopers to hold the line, delay or denial of the Tech Centre can prove decisive in a GDI match.
In KW, Steel Talons are less vulnerable to this as their Titan Mk. II walkers are still rather effective (although they benefit strongly from the unlocked Adaptive armour research when available); meanwhile ZOCOM forces are reliant on deploying Zone Raiders to deal with enemy forces and teching to the MARV by constructing a Reclamator Hub, which once secured can offset the price of the technology rush. In a pinch Zone Shatterers can be deployed to assist in securing the MCV during the construction of the Tech Center.
When sold, Tech Centers return a Grenadier squad instead of the standard Rifleman Squad.