
A filled miner will return to the Refinery to dump its load of ore before returning to the field. That place is the Ore Refinery, a structure at the very heart of your economic operation. Your Chrono Miners need somewhere to take the ore they collect. They are physically weak and critically important, so keep them well-guarded.Ĭost: $2000 | Power: -50 | Prerequisites: Power Plant Power Plants put out a good deal of energy, but larger bases will require multiple Power Plants to operate effectively. To get them to operate at peak efficiency, you must provide them with power. While some of your buildings, like your Construction Yard, provide their own power, most do not. In many missions, you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building.Ĭost: $600 | Power: +200 | Prerequisites: none Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. This structure is responsible for the creation of all other buildings in your base, from simple walls to the technologically-advanced Battle Labs and superweapons. The heart of every base is the Construction Yard.

However, their ground units lack good armour.Ĭost: $3000 (MCV) | Power: 0 | Prerequisites: none

They can not only gain information on the entire battlefield, but also deny their enemies information on their own bases. They have absolute dominance in the skies, and can make use of spies to disrupt enemy bases and even steal technologies. Their early ground units rely on speed, while their late game is notable for potent high-tech weaponry. The Allied army is a mixture of highly specialized units.
