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C&C3: TIBERIUM WARS
TECH STRUCTURES
In addition to the abilities listed below, all tech structures grant ground control, allowing you to build off them.
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Tiberium Spike - Cost: $N/A
When captured, these structures provide a steady flow of cash by extracting Tiberium deposits deep underground.
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Mutant Hovel - Cost: $N/A
Provides the best anti-infantry and anti-air infantry in the game; the Mutant Marauder.
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Tiberium Spike - Cost: $N/A
These towers are equipped with a large gatling cannon to harass passing enemies.
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Expansion Point - Cost: $N/A
The expansion point grants you ground control over the surrounding area, allowing you to construct buildings without the need for an expansion unit (such as the Nod Emissary).
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Subway Hub - Cost: $N/A
Capturing the Subway Hub allows units to traverse the map instantly via any Subway Entrance.
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Subway Entrance - Cost: $N/A
Once the Subway Hub has been captured, units can enter and exit via any Subway Entrance.
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Tiberium Silo - Cost: $N/A
These civilian Tiberium Silos can be captured for a one-time cash bonus.
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Reinforcement Bay - Cost: $N/A
Capturing the bay provides additional units with which to bolster your forces.
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EMP Control Centre - Cost: $N/A
Once captured and the EMP systems charged, you can deploy an Electromagnetic Pulse onto the battlefield, disabling all units and structures within its radius.
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