Confidential briefing from President Dugan, Supreme Commander of the Allied Forces:
Greetings, commander. As you are no doubt aware, both our Soviet and Yuri adversaries have strengthened their armies. Never
fear, we have been busy ourselves, doing the same thing. Besides, I am up for re-election, and it wouldn't do at all for my
political career to have you losing battles, now would it? Pay close attention as I summarize the enhancements and
improvements we have made, beginning with a review of our Allied base structures:
Allied Construction Yard
As the Construction Yard is the key to the survival of a base, we have increased its strength by an additional 50% to better
the survivability of the Con Yard itself.
Allied Base Expansion Node - New Building!
We have added a new strategic option to your arsenal - the Base Expansion Node. Like a Construction Yard, this structure
cannot be built directly... it must be deployed from a
Base Expansion Vehicle. While this building carries no defenses or
options of its own, its value lies in the ability to build other structures adjacent to it. The Expansion Vehicle it deploys
from is a smaller version of our MCV, and costs but half the price. The Expansion Node building has a very small footprint,
allowing it to be set up in places where normal MCVs cannot deploy.
You will find this structure to be very useful for setting up remote ore refining operations, placing defenses at strategic
locations around the battlefield, and establishing bases close to the front lines. But be aware that the Expansion
Vehicle can only be deployed ONCE. Once deployed, the Expansion Node building CANNOT be repacked.
Make sure the Expansion Vehicle is where you want it to be when you give the order to deploy, since you won't get a second
chance.
Note: The Allied Base Expansion Vehicle, and the Allied Base Expansion Node, are only available in
multiplayer/skirmish games.
Allied Power Plant
The output of our power plant has been boosted by 25%, and its build time has been reduced so that it can be built just as
quickly as Soviet Tesla Reactors and Yuri Bio Reactors can. This helps to put us on a more even footing with our enemies,
especially early in the battle.
Allied Barracks
The basic training center for our troops needs no improvement, so none have been ordered at this time.
Allied Ore Refinery
Reflecting the reduced cost of Chrono Miners, the Ore Refinery now costs only $1600 (vs. $2000 previously) to build. This
improved economy does not come without its risks. The processed ore in the refinery is highly volatile, meaning that the
structure itself will explode violently when destroyed. Our scientists assure me that this explosion should not be very
damaging to nearby structures, but they are unwilling to commit themselves on how lethal the explosion could be to our
infantry and vehicles. I advise keeping all units clear of a refinery that is about to blow.
New effects: Yellow smoke is released from the refinery smokestacks when a miner delivers ore; and when destroyed, the refinery will
scatter ore debris in the vicinity.
Allied War Factory
The production source of our advanced war machines has taken on the added duty of producing
Amphibious Transports.
Service Depot
The effectiveness of our Service Depot has been improved markedly. Repair costs have been reduced, and repair speed
increased. Of course it is still better to use a repair IFV to do the job for free, but now the difference in cost and speed
is no longer as great.
Robot Control Center
This control center for our Robot Tanks is still a relatively new addition to our bases, and has not been altered in any way.
Graphical enhancements: Animation code repaired, and replaced stock damaged animations (which were never seen anyway due to incorrect code)
with improved versions.
Allied Shipyard
Like our Service Depot, we have bettered the repairing efficency of our Shipyards. Cost of repairs have been reduced, and
time required for repairs has been lessened. However, in making our Shipyards more functional, they are no longer resistant to
superweapon strikes.
Air Force Command Headquarters
With the addition of the new Special Forces Commandos, the USA now gets a more valuable
infantry unit in its paradrop. To finance this, it is necessary for the USA to build a more expensive Air Force Command
Headquarters ($1500 vs. $1000 previously). This change affects the USA only. Despite this higher cost, it can be built in
the same amount of time as any other country's AFC HQ. AFC HQs for all other Allied countries remains unchanged.
A few more words about the USA's special paradrop. A total of 10 Special Forces Commandos are dropped, which is a significant
reinforcement. But, the USA paradrop becomes available every 6 minutes instead of the 4 minute interval used by the standard
Tech Airport paradrop. The new "Airborne" icon you see here makes it easy
to differentiate between the two paradrops types when the USA also owns a Tech Airport.
Just as with the Tech Airport paradrop, 2 stronger planes rather than one weak plane
are used for better survivability, and the rate that paratroopers will fall has been increased.
Aircraft Pad - New Building!
I am sure you are tired of duplicating existing radar facilities simply to be able to build additional fighter-bombers. I am
happy to be able to offer relief in this regard. For an investment of $750, an Aircraft Pad can accommodate 4 additional
planes. The building does not offer radar capabilities, nor does it allow building planes by itself - a radar facility is
still required to build planes. However you must agree the price is right for what the building can do.
In order to be able to build Aircraft Pads, you must already have the following buildings: an Allied Construction Yard, an
Allied Ore Refinery, an Allied Barracks, and any radar facility.
Note: The Allied Aircraft Pad is only available in multiplayer/skirmish games.
Allied Battle Lab
Our technology research facility, already capable of giving us the most advanced technology in the world, continues unchanged.
The Force Shield defense system remains unchanged also.
Ore Purifier
Our improved ore refining process carries over to the Ore Purifier. Before, the Purifier added a 25% bonus to harvested ore.
Now, that bonus has been increased to 35%. But beware, like our Ore Refinery, the ore contained in the Ore Purifier is very
volatile, making this a dangerously explosive building as well. Should it be destroyed, the corrosive byproducts of the purifying
process will be released in a gaseous form. This gas is deadly to infantry and will also damage vehicles. To help limit the danger,
we have beefed up the strength of this building somewhat.
New effect: A damaged Ore Purifier will release yellow smoke.
Construction Plant - New Building!
From time to time, our forces find themselves on battlefields which lack any ore resources to mine. This leaves us at a disadvantage because
our Ore Purifier is useless. For these occasions, you'll be able to build our new Construction Plant. Very similar to the Ore Purifier in
appearance, strength, and cost, it instead functions to provide a price discount to any structures that you build.
The Allied Construction Plant is only available in Megawealth game modes.
As advanced as our bases may be, they would quickly fall prey to the totalitarian Soviets and the evil Yuri forces, unless we properly
defend them. Next up in this briefing you will discover just how far our technological advancement has progressed with our
Allied Armory.