Yuri's Psychic Army: Structures
With the addition of this new side, a whole heap of new structures are needed. Below you can find descriptions of the known structures.
| Construction Yard |
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Description: The heart of any base. The Construction Yard allows you to build structures, and is the starting point on the tech tree. |
| Bio Reactor |
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Description: The Bio Reactor is Yuri's standard power plant. However, Yuri cannot live on electricity alone, and must feed the Bio Reactor with infantry units to get additional energy to meet his base's voracious power needs. Up to five infantry units can provide extra "battery" power for a Bio Reactor, providing the building with up to an additional +20 in power. Thus a Yuri player would do well to go on the offensive early to harvest enemy units and save himself a few credits that might otherwise be spent on another Bio Reactor. Note that the units placed inside the Bio Reactor do not die; in fact, if a Bio Reactor is destroyed, the freed units will appear, instantly controllable by their original owners. |
| Slave Miner
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Description:
Rather than using a standard miner, Yuri's forces depend on the Slave Miner for their economy. The entire structure moves next to a mining site and deploys, releasing Slaves to gather Ore for processing. When mobile, damaged Slave Miners auto-repair, and when deployed, the structure can be repaired by sending an Engineer into it. Any Slaves killed by enemy action are automatically replaced by the Slave Miner. |
| Yuri's Barracks |
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Description:
The basic infantry training centre. Built in the image of Yuri. Equal to the barracks for the Allied and Soviets. |
| Citidel Walls |
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Description: A strong wall which can be put around bases to help stop the enemy entering. |
| Psychic Dominator |
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Description: The Psychic Dominator is the pinnacle of Yuri's insane forays into the dark recesses of mind-control research. After countdown, the Psychic Dominator sends out an ultra-concentrated mass brainwave that quickly engulfs all units in the targeted area and puts them permanently under control of the Yuri player. Units can then be told to attack their own base or attack each other. Either way, the result can cripple an enemy if used correctly. The only units not affected are friendly units, units that are psychic-immune, and units inside urban combat buildings or tank bunkers -- and they'd probably do well to run for cover. |
| War Factory |
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Description: All ground vehicles are created at the War Factory, although many may require the addition of other buildings to allow for production. Equal to the Allied and Soviets war factory. |
| Sub Pen |
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Description: This structure allows you to build the Boomer submarines and Yuri's Hover Transport. Identical to the Allied and Soviet Naval Yards, this structure can also repair the Boomer submarines. |
| Gattling Cannon |
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Description: This versatile structure has a pair of deadly gattling guns that can fire at ground- and air-based targets. The cannon gets its potency from the unique design of the gattling guns: the longer they remain firing, the faster they spin and the more damage they do. If faced with a number of targets, the gattling tank will eventually take less and less time to kill the same type of unit.
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| Battle Lab |
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Description: You will need this building to develop all the units and structures high up on the tech tree. |
| Psychic Tower |
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Description: This structure will automatically mind-control up to three enemy units that venture within its range. Once the units are under its influence, they'll be yours to do with as you choose, including using them to attack their own allies. You can even put them to use in one of the other new Yuri structures that are detailed below.
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| Psychic Radar |
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Description: The Psychic Radar allows Yuri to reveal areas of the map every three to four minutes using the Psychic Reveal. This structure also functions as Yuri's Psychic Sensor, allowing you to detect any enemy unit movements in range.
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| Psychic Reveal |
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Description: Not truly a structure or a unit, this ability is created with the placing of a Psychic Radar. When fully charged, the Psychic Reveal allows Yuri to uncover a sizable radius of the shroud, much like the Soviet Spy Plane.
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| Grinder |
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Description: Accuse Yuri of being a heartless maniac, but don't accuse him of not recycling. With the Grinder, Yuri can send in a mind-controlled unit and cash ‘em in for extra pocket money. What happens to the unit? Well...never mind, stop talking and eat already. This building rewards the aggressive Yuri player, who can boost his economy considerably and get an edge on the race up the tech tree by wisely "cashing in" enemy units that aren't useful on the battlefield.
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| Genetic Mutator |
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Description: This is one of the Yuri superweapons available in the expansion pack. When charged, it uses a satellite to fire down--onto any location on the map--a beam that can turn any enemy infantry within its blast radius into a Yuri brute. The mindless brutes will immediately proceed to smash up any infantry, vehicles, or structures they see. This weapon has the best results when it's fired at targets located in an enemy base.
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| Tank Bunker |
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Description: When placed, this structure has no method of defense on its own. However, any turreted vehicle except a Magnetron can be garrisoned inside the Tank Bunker, giving it both added defenses and additional firepower. |
| Force Shield |
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Description: Another superweapon, the force shield is a single shot defensive measure produced through the Battle Lab that, for a few seconds, puts up a force field around the base. This shield will protect from all superweapon attacks while it's active, but once it powers down, it will completely drain the base of all its power, leaving it vulnerable to attack. When used precisely, however, the force shield can be a lifesaver. |
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