For other uses, see Tech. |
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.
Tiberium universe
Tiberian Sun
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
Red Alert universe
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 universe
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
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