Here you'll find a list of the Allied Structures avaible in Red Alert.

This is the only place on a site you can see the structures with in-game pictures, icons, default statistics along with a description.

Any productive buildings such as the War Factory or Construction Yard produce faster if there are more than one of them. Note, in Aftermath this increase in speed does not exist for any more than 2 buildings. The notable exceptions to this rule are the Missile silo, Iron Curtain and Chronosphere.

Note: New special structures found in Counterstrike and Aftermath can be found on their respective pages.


Icon In-game Information Description
Construction Yard
Rules.ini name: FACT
Strength: 1000
Armor: heavy
Sight: 5
Cost: N/A
Power: 0
Prerequisites: N/A
Appears when an MCV is deployed. When built it allows creation of structures if the player has enough money. It is the fundamental part of a players base and if destroyed early on in the game before a second one has been made it can turn the tide of a war in seconds. Without this structure only units can be built and if the player does not already have the ability to build another MCV then his cause is all but lost.
Fake Construction Yard
Rules.ini name: FACF
Strength: 30
Armor: none
Sight: 4
Cost: 50
Power: -2
Prerequisites: N/A
Fake Construction Yard have a fraction of the hit-points of a normal structure, but can be used to absorb attacks from Soviet MiGs that may have destroyed their real construction yard. These could also be put into outpost bases to make them appear to be full bases.
Sand Bags
Rules.ini name: SBAG
Armor: none
Cost: 25
Prerequisites: N/A
Used to prevent the movement on oncoming infantry. This type of wall can be driven over by tracked vehicles such as tanks.
Concrete Wall
Rules.ini name: BRIK
Armor: Concrete
Cost: 100
Prerequisites: N/A
Used to prevent the movement on oncoming infantry and vehicles. Unlike Sand Bags Concrete walls must be destroyed before moving on.
Power Plant
Rules.ini name: POWR
Strength: 400
Armor: Wood
Sight: 4
Cost: 300
Power: +100
Prerequisites: N/A
Only usually built at the beginning of a game as soon as the MCV is deployed. It gives out enough power to support a barracks, ore refinery and War Factory. If power consumption exceeds power output then everything being created by the player slows down and buildings get slighly damaged.
Advanced Power Plant
Rules.ini name: APWR
Strength: 700
Armor: Wood
Sight: 4
Cost: 500
Power: +200
Prerequisites: Power Plant
Gives out twice as much power as the normal power station, it is also slightly stronger and takes up about one-and-a-half times as much space in your base. The more advanced structures consume an entire APWR's output. They are quite weak, mainly due to wooden armour so you should try to always have a power surplus in case one is destroyed.
Ore Refinery
Rules.ini name: PROC
Strength: 900
Armor: Wood
Sight: 6
Cost: 2000
Power: -30
Ore Storage: 2000
Prerequisites: Power Plant
This structure is needed to sustain any Red Alert army. Ore trucks must collect gold and gems and return them to the refinery in order to bring in cash supplies to build new structures/units. You should have several of these in your base whenever possible.
Ore Silo
Rules.ini name: SILO
Strength: 300
Armor: Wood
Sight: 4
Cost: 150
Power: -10
Ore Storage: 1500
Prerequisites: Ore Refinery
Refineries store 2000 credits worth of ore. To prevent loss of income, have a silo or two around to store up to another 1500 credits.
Allied Barracks
Rules.ini name: TENT
Strength: 800
Armor: Wood
Sight: 5
Cost: 300
Power: -20
Prerequisites: Power Plant
Needed for Allied infantry. Useful to be built initially but infantry rarely play a major part in RA battles. The exceptions are Rocket soldiers who make effective anti-aircraft defences and don't suffer from loss of power, and Tanyas who also need tech centres to be built.
War Factory
Rules.ini name: WEAP
Strength: 1000
Armor: Light
Sight: 4
Cost: 2000
Power: -30
Prerequisites: Ore Refinery
The mainstay of any Red alert force, this allows production of and and all vehicles when the necessary prerequisite buildings are available. Have at least two of these around the base for faster production.
Fake War Factory
Rules.ini name: WEAF
Strength: 30
Armor: none
Sight: 4
Cost: 50
Power: -2
Prerequisites: Ore Refinery
Fake War Factory have a fraction of the hit-points of War Factory, but can be used to create the illusion that critical structures are in a different location.
Service Depot
Rules.ini name: FIX
Strength: 800
Armor: Wood
Sight: 5
Cost: 1200
Power: -30
Prerequisites: War Factory
Possibly the most under-rated structure. Repairing damaged vehicles and aircraft is much cheaper than making new ones, and doesn't take much longer either, although the visual speed suggests otherwise. Also allows production of an MCV which is usually the reason for it's building.
Radar Dome
Rules.ini name: DOME
Strength: 1000
Armor: Wood
Sight: 10
Cost: 1000
Power: -40
Prerequisites: Ore Refinery
Necessary to allow production of some structures and units, this also gives a small map of the playing area with detection of all friendly and enemy units, except aircraft. Very useful for any tactical decisions.
Fake Radar Dome
Rules.ini name: DOMF
Strength: 30
Armor: none
Sight: 4
Cost: 50
Power: -2
Prerequisites: Ore Refinery
Fake Radar Dome have a fraction of the hit-points of Radar Dome, but can be used to create the illusion that critical structures are in a different location.
Naval Yard
Rules.ini name: SYRD
Strength: 1000
Armor: Light
Sight: 4
Cost: 650
Power: -30
Prerequisites: Power Plant
The real Allied threat comes from here. Gunboats, Destroyers and most importantly Cruisers are created here. If the map has water then the Allies have a big advantage, so the Shipyard is very important if you can survive a Soviet ground onslaught.
Fake Naval Yard
Rules.ini name: SYRF
Strength: 30
Armor: none
Sight: 4
Cost: 50
Power: -2
Prerequisites: Power Plant
Fake Naval Yard have a fraction of the hit-points of Naval Yard, but can be used to create the illusion that critical structures are in a different location.
Pillbox
Rules.ini name: PBOX
Strength: 400
Armor: Wood
Weapon: Vulcan Machine Gun
Range: Medium
Sight: 5
Cost: 400
Power: -15
Prerequisites: Allied Barracks
A simple defensive structure. Useful to have a few around to take out infantry. A few can stop a tank quite easily. Unfortunately, their range is quite short, but they are cheap at the price.
Camouflaged Pillbox
Rules.ini name: HBOX
Strength: 600
Armor: Wood
Weapon: Vulcan Machine Gun
Range: Medium
Sight: 5
Cost: 600
Power: -15
Prerequisites: Allied Barracks
Neatly tucked behind a tree or building this can catch out enemy infantry such as Tanyas very easily. Also, a few together are an efficient tank stopper since their shots rarely miss, unlike the Turret Gun.
Turret Gun
Rules.ini name: GUN
Strength: 400
Armor: Heavy
Weapon: Turret Cannon
Range: Medium
Sight: 6
Cost: 600
Power: -40
Prerequisites: Allied Barracks
This anti-tank defensive structure packs a heavy punch if it hits, but if the attacking tanks keep on moving then often this ends up as rubble before it has done any real damage. However, very useful for blocking up entrances to your base.
AA Gun
Rules.ini name: AGUN
Strength: 400
Armor: Heavy
Weapon: ZSU-23
Range: Long
Sight: 6
Cost: 600
Power: -50
Prerequisites: Radar Dome
Very good at destroying enemy planes when placed in groups of at least two. If the enemy has any aircraft, put a few of these around any important structures. They serve as a very good deterrent, even if they can be penetrated relatively easily.
Helipad
Rules.ini name: HPAD
Strength: 800
Armor: Wood
Sight: 5
Cost: 1500
Power: -10
Prerequisites: Radar Dome
Necessary to allow production of some structures and units, this also gives a small map of the playing area with detection of all friendly and enemy units, except aircraft. Very useful for any tactical decisions.
Aliied Tech Center
Rules.ini name: ATEK
Strength: 400
Armor: Wood
Sight: 10
Cost: 1500
Power: -200
Prerequisites: War Factory, Radar Dome
This great structure not only gives a free GPS uncovering the entire map, but allows access to the Allied chronosphere, missile silo and gap generator aswell as special units such as Tanya and cruisers. It requires a lot of power and is relatively weak though. If destroyed, your GPS is lost, so have another already built if you don't want to be enshrouded in darkness.
Gap Generator
Rules.ini name: GAP
Strength: 1000
Armor: Wood
Sight: 10
Cost: 500
Power: -60
Prerequisites: Allied Tech Center
Put one of these in the middle of your base and a 10 square diameter circle of blackness enshrouds the enemy radar and playing area. Very useful for covering sneaky moves such as Tanyas. Beware, the shroud can be uncovered by Spy planes, and they require power to function.
Chronosphere
Rules.ini name: PDOX
Strength: 400
Armor: Wood
Sight: 10
Cost: 2800
Power: -200
Prerequisites: Allied Tech Center
The pinnacle of Allied Technology. This allows the movement of any unit to anywhere on the map instantly. Very useful with a Cruiser if the enemy base is near water. After 3 minutes the unit is returned to it's original position. Infantry cannot be chronoshifted at all, even inside an APC or LST. Beware, there are side effects to using this time travel technology, although most aren't very noticeable.
Missile Silo
Rules.ini name: MSLO
Strength: 400
Armor: Heavy
Sight: 5
Cost: 2500
Power: -100
Prerequisites: Allied Tech Center
From here a deadly Atom bomb can be launched at the enemy. Unfortunately, the time is takes to charge and the relative weakness of the A-bomb itself mean it is often better to build a few tanks with the money instead. Still, it does give the enemy a fright when a few buildings are heavily damaged with no loss to your own forces.


Source: .ini files, Red Alert Handbook, IncREDible Alert
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