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This page lists the structures used by the USA in the real-time strategy PC game Command & Conquer: Generals and its expansion pack Zero Hour. Buildings in Generals and Zero Hour may contain upgrades for units, those upgrades are reflected under each structures entry. All US buildings automatically self-heal at slow pace. Age of Empires (1997), Invasion of an enemy Real-time strategy (RTS) is a genre of computer games characterised by being a real-time wargame (strategic) in which one exerts direct control over individual units, and resource gathering, base building and technology development are integral gameplay aspects. ...
Production Structures
These structures are responsible for the construction and training of new units and structures. These buildings are generally considered the cornerstone of a USA base.
Command Center
A US Command Center in Zero Hour The command center is the heart of a USA base. This structure replaces the Construction Yard previously used by players to build new structures. Since building construction for the US is handled in game by the Construction Dozer this structure is used primarily to provide overhead radar, to allow accsess to US spy satellites, and to call in for Generals abilities after they have been granted. This is one of two USA structures in the game that can not be destroyed by a single superweapon strike or by a single strike utilizing Generals abilities. This building is responsible for the production of US Construction Dozers. The USA Command Center costs $2,000 and no power. Image File history File links USA_Command_Center_(C&CG). ...
Image File history File links USA_Command_Center_(C&CG). ...
Supply Center
A US Supply Center in Zero Hour The supply center replaces the refineries previously used to collect and process ore for income. This facility is responsible for the construction of Chinook aircraft, and serves as a collection point of US supplies gathered from supply piles. The USA Supply Center costs $2,000 and 1 power unit. Image File history File links USA_Supply_Center_(C&CG). ...
Image File history File links USA_Supply_Center_(C&CG). ...
Barracks
A US Barracks in Zero Hour The barracks trains all US infantry units from the Ranger up to Cornel Burton. The flashbang upgrade for the US Rangers is also reseached here, along with the capture structure ability. The USA Barracks cost $500 and no power. Image File history File links USA_Barracks_(C&CG). ...
Image File history File links USA_Barracks_(C&CG). ...
War Factory
A US War Factoru in Zero Hour The War Factory is responsible for the construction of every US armoured vehical with the exception of the Construction Dozer. War Factories are also responsible for creating the TOW rocket upgrade for the US Humvee and the Sentry Gun upgrade for the Sentry Drone. The War Factory also doubles as the Service Depot, as it is able to repair all US ground vehicals to full health. The War Factory will cost you $2,000 and takes up 1 unit of power to build. Image File history File links USA_War_Factory_(C&CG). ...
Image File history File links USA_War_Factory_(C&CG). ...
Airfield
A US Air Field in Zero Hour Responsible for the construction and rearming of all US aircraft, the US airfield is among the largest buildings in the game. This facility is also responsible for upgrading associated aircraft with laser guided missiles, bunker buster bombs, rocket pods, and countermeasures. Any damaged US aircraft can land on an airfield and be repaired to full health. The USA Airfield costs $1,000 and takes up 1 unit of power. Image File history File links USA_Air_Field_(C&CG). ...
Image File history File links USA_Air_Field_(C&CG). ...
Non-production Structures These are structures that are not directly involved in the building or training of US units or structures, but are none the less an important part of the base.
Power Plant
A US Power Plant in Zero Hour The United States relies on its cold fusion power plants to provide power to all US base structures. Without power US base buildings go offline, automatic defenses shut down, overhead radar dies out, and various special abilities go offline unitl power is restored. US powerplants can be upgrade with control rods, which double the output of a given power plant. The Could Fusion Power Plant costs $500 and provides 5 units of power, but control rods add another five, but cost another $500. Image File history File links USA_Power_Plant_(C&CG). ...
Image File history File links USA_Power_Plant_(C&CG). ...
Supply Drop Zone
A US Supply Drop Zone in Zero Hour Unlike other Command & Conquer games the supply piles in Generals do not regenerate. After all supply pile have been exhuasted this structure provided finacial relief by allowing transport planes to paradrop supplies in every two minutes or so. The Supply Stash costs $2,500 and need 4 power. Image File history File links USA_Supply_Stash_(C&CG). ...
Image File history File links USA_Supply_Stash_(C&CG). ...
Strategy Center
A US Strategy Center in Zero Hour The Stategy Center allows a player access to advanced units and structures, such as the particle cannon and Cornel Burton. Costing $2,500 to build and 2 power units to maintain, the strategy center also allows for the research and development of advanced training, drone armor, composite armour, chemical suites, supply lines, and the MOAB bomb. As a bonus, the strategy center can also be placed in one of three combat modes, which in turn places all US units in the mode while allowing them access to a mode bonus. The three cmbat modes are: Image File history File links USA_Strategy_Center_(C&CG). ...
Image File history File links USA_Strategy_Center_(C&CG). ...
Moab (××Ö¹×Ö¸×, Standard Hebrew Moʾav, Tiberian Hebrew MôʾÄḠGreek ÎÏάβ; Assyrian Muaba, Maba, Maab; Egyptian Muab) is the historical name for a mountainous strip of land in modern-day Jordan running along the eastern shore of the Dead Sea. ...
- Bombardment: an attack battle mode that grants all land units US units a 20% increase in firepower.
- Hold the Line: a defensive battle mode that increase the armour of all units on the battlefield.
- Search and Destroy: a combat mode that allows all land US units an additional 20% range bonus.
In Zero Hour the strategy center inhertied the Detention Camps intelligence ability, allowing the player to reveal the entire map from here. Interesting of note: the advance training icon appears to have the troops in training using the Steyr AUG (Armee Universal Gewehr, "Universal Army Rifle"). Austrian 5.56x45 mm bullpup battle rifle. Steyr AUG refers to a family of firearms, first introduced in 1977 by the Austrian company Steyr Mannlicher. ...
Detention Camp
A US Dentention Camp in Generals Exclusive to Generals the Detention camp was a large prison that, when built, charged up the intelligence ability, allowing players to see the entire map. The Detention Camp was absent in Zero Hour, and the intelligence ability moved the the strategy center. Image File history File links USA_Detention_Center_(C&CG). ...
Image File history File links USA_Detention_Center_(C&CG). ...
Particle Cannon
A US Particle Cannon in Zero Hour The USA's main superweapon, this structure fires a continuous, concentrated energy beam at a designated target, rapidly reducing whatever it strikes into scrap. Image File history File links USA_Particle_Cannon_(C&CG). ...
Image File history File links USA_Particle_Cannon_(C&CG). ...
The Particle Cannon differs from its C&C predecessor, the Ion Cannon, in that the beam is fired from a ground facility into space, where an orbiting mirror focuses it onto a ground target. (C&C's Ion Cannon was fired from an orbital weapons platform) This allows for more flexibility---instead of firing a single, massive discharge over a large area, the beam can be realigned and refocused in order to "walk": A new target area can be chosen while the beam is active, causing the beam to sweep across the ground toward the new target zone. This ability to walk the particle cannon can make the end result of a particle cannon strike even more devastating. The Particle Beam costs $5,000 and uses up 10 units of power.
Defensive Structures These structures are designed to defend a US base from enemy attack. These structures are fully automated, and will engage any enemy unit that approaches them.
Patriot Missile Site
A U.S. Patriot Missile Battery Ready To Attack. The patriot missile site was the USA base defense in both Generals and Zero Hour. The structure was adequate against armoured threats, but utterly useless against enemy infantry. These sites fired a volley of four missiles at an incoming enemy unit, and when two or more patriot batteries were placed in colse proximity to one another they could relay information about the poition of enemy units, allowing multiple patriot sites to engage a single enemy unit. They cost $1,000 and 3 power units. It's design is based on the MIM-104 Patriot US ground-launched SAM. Image File history File linksMetadata Generals-USA-PatroitBattery. ...
Image File history File linksMetadata Generals-USA-PatroitBattery. ...
Four Patriot missiles like the one shown here can be fired from this mobile launcher between loadings. ...
A surface-to-air missile (SAM) is a missile designed to be launched from the ground to destroy aircraft. ...
Firebase A large artillery cannon mounted to a fixed based. The fire base fires an artillery shell capable of hitting units outside the range of the Patriot Missile Site. They are well suited to engaging enemy vehicles, and can be garrisoned by up to four US infantrymen for additional protection. They cost $1,000, but use up no electricty.
Image gallery A US Particle Cannon firing Image File history File links USA_Particle_Cannon_Firing_(C&CG). ...
| A US Power Plant with Control Rods Image File history File links USA_Power_Plant_II_(C&CG). ...
| A US Strategy Center in Bombard mode Image File history File links USA_Strategy_Center_II_(C&CG). ...
| A US Strategy Center in Hold the Line mode Image File history File links USA_Strategy_Center_III_(C&CG). ...
| A US Strategy Center in Search and Destroy mode Image File history File links USA_Strategy_Center_IV_(C&CG). ...
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