Nod Structures
| Automatic Gate |
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Description: The structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass, but will not open for enemy units. |
| Advanced Power Plant |
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Description: The Advanced Power Plant functions exactly like a regular Power Plant in that it generates power and supplies it to a base. However, due to its greater size and efficiency, an Advanced Power Plant generates twice as much power as a regular Power Plant. |
| Construction Yard |
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Description: The Construction Yard is where all life begins. It allows the player to build other structures, so defending it should be a top priority of any successful commander. In some missions, the player starts with an MCV, which can be deployed into a Construction Yard. In other missions, the construction yard has already been placed. |
| Electromagnetic (EMP) Pulse Cannon |
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Description: The EMP Cannon can fire a high powered blast of electro-magnetic energy that renders any mechanized vehicle inoperative for a short period. Any vehicle or structure caught in the blast is disabled until the effect wears off. |
| Hand of Nod |
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Description: The Hand of Nod is where Nod infantry units are trained. The Hand of Nod is also a prerequisite to building base defenses. |
| Helipad |
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Description: The Helipad allows for the construction and rearming of the Banshee and Harpy aircraft. |
| Laser |
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Description: The laser is Nod's main defense. Like its laser cousin, the Obelisk of Light, the laser fires a focused beam at enemy units. Recent advancements in laser technology allow Laser to generate its own power, so it can remain operational during low power conditions. |
| Laser Fencing |
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Description: Laser Fencing consists of emitter posts that project a continuous laser beam between them, effectively stopping vehicles and infantry. Because Laser Fence posts can be placed up to 4 cells apart, a defensive perimeter can be constructed quickly. However, Laser Fencing does require significant external power to remain online. |
| Missile Silo |
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Description: The Missile Silo allows Nod to launch long range weapons at an enemy, specifically a Multi-Missile or Chemical Missile. |
| Power Plant |
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Description: Power Plants supply power to all structures in a base. Without enough power, structures either will not function at all or will function in a reduced capacity. |
| Obelisk of Light |
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Description: The Obelisk of Light is a frighteningly powerful weapon. It has undergone significant improvement since it was last seen on the battlefield. Power output has been increased, and few units can survive a single hit from an obelisk laser bolt. |
| Radar |
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Description: A Radar Installation allows commanders to view the battlefield and the relative locations of friendly and enemy units. In order for the radar view to remain active, the Radar Installation must be constantly powered. |
| SAM Site |
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Description: The Surface to Air Missile Site, or SAM site, is the primary defense against enemy aircraft. It can only be used against flying units. |
| Stealth Generator |
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Description: The Stealth Generator can cloak all units and structures in a large area. The base will remain cloaked until the Stealth Generator is turned off, the base becomes underpowered, or the Stealth Generator is destroyed. Base defenses and units under the effect will uncloak only when firing or leaving the area of effect. It should be noted that units exiting from a War Factory or Hand of Nod, and harvesters exiting a refinery will be visible briefly before the Stealth Generator adjusts and cloaks them. |
| Tech Center |
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Description: The Tech Center is where Nod conducts its high-tech weapons research. This structure is required prior to the construction of certain high-tech units and structures. |
| Temple of Nod |
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Description: Within the halls of this mysteries structure, Nod continues its Tiberium experiments and conducts cutting-edge research. Construction of the temple enables you to use the Hunter Seeker Droid, and allows the recruitment of the Cyborg Commando and the Mutant Hijacker. Note that because of the resources required to produce these special soldiers, only one of each may be in your army at any one time. You may train another only if the one you currently own is destroyed. |
| Tiberium Refinery |
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Description: The refinery converts the harvester loads of Tiberium into credits for the player. It also stores a certain amount of Tiberium. Once a Refinery is full, Tiberium Silos must be created in order to store excess Tiberium. If there is no available storage capacity at a Refinery or Silos, excess Tiberium will be lost. |
| Tiberium Silo |
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Description: Tiberium Silos store excess Tiberium once the Tiberium Refineries are at maximum capacity. If a Tiberium Refinery is filled to capacity and there are no empty Silos available, excess Tiberium from a Harvester will be lost. |
| Tiberium Waste Facility |
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Description: The Tiberium Waste Facility serves as the drop-off point for the Weed Eater Unit. This structure refines and concentrates harvested Tiberium veins for use in the chemical missile. Once enough of this Tiberium substance has been collected, is is automatically loaded into a Chemical Missile, provided a Missile Silo is available. When built, the Waste Facility comes with a Weed Eater Unit. |
| Walls |
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Description: This basic base defense structure is effective in stopping both infantry and vehicles. Only certain units can fire over Nod walls. |
| War Factory |
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Description: This structure allows for the construction of vehicles. Certain advanced vehicles require additional structures before they can be built by a Weapons Factory. |
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