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Yuri’s
Construction Yard:
This is
your most important building. Without it you can't build any additional
structures. It needs to be protected at all times.
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Yuri’s
Recruitment Center:
A barracks
for the Psychic Army, built in the image of Yuri. Use it to
produce your army.
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Yuri's
War Factory:
This is where you'll produce your tanks and other mobile units
for the Yuri army.
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Bio
Reactor:
The Bio Reactor is Yuri's standard power plant. However, Yuri
cannot live on electricity alone, and must feed the Bio Reactor
with infantry units to get additional energy to meet his base's
voracious power needs. Up to five infantry units can provide
extra "battery" power for a Bio Reactor, providing the
building with up to an additional +20 in power. Thus a Yuri
player would do well to go on the offensive early to harvest
enemy units and save himself a few credits that might otherwise
be spent on another Bio Reactor. Note that the units placed
inside the Bio Reactor do not die; in fact, if a Bio Reactor is
destroyed, the freed units will appear, instantly controllable
by their original owners
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PSYCHIC Radar:
A see-all type of unit. The
Psychic Radar has all the powers of the Psychic Sensor that used
to be owned by the Soviet side in Red Alert2. When placed,
it indicates the target of enemy attacks within its area of
effect. It also operates as Yuri's Radar. You also get the Psychic
Reveal when you build the Yuri Radar. It's not a building.
You will see an icon of this. Once it is fully charged up, you
can activate it anywhere on the map. It works like the Soviet
Spy plane and uncovers the shroud on the map.
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Yuri
Cloning Vats:
Now listen, this is not to be used for cloning
sheep, cows, etc. ;) Whenever the player builds an infantry unit,
another one comes out at the Cloning Vats. In addition, if the
player gets control of an enemy infantry with Yuri, he can order the
infantry to enter the Tanks and the player permanently gets the
ability to make that unit type.
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Tank
Bunker:
You can use this bunker to garrison a tank inside. Increases the
tanks strength and fire power. All turreted vehicles can be
placed inside this bunker.
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Battle
Lab:
You'll need this structure to produce all your high tech stuff
for the Yuri army. In other words, it produces advanced
units and structures.
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Genetic
Mutator:
This low-grade superweapon is yet another result of Yuri's
research into biological weaponry. The Genetic Mutator is a
giant machine which warps the genes of infantry. Instead of
killing them, the Genetic Mutator instantly restructures their
DNA and transforms all infantry into Brutes under Yuri's
control. If you've scouted the enemy base well and noticed your
opponent has a healthy mix of infantry and tanks, fire the
Genetic Mutator. Your newly formed Brutes will make minced metal
of the enemy tanks. All other non-human infantry, such as Attack
Dogs, don't turn into Brutes -- they just die an excruciating
death.
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Sub
Pen:
You'll need this structure to build Boomer submarines and Hover
Transports for the
Yuri Navy.
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Grinder:
Accuse Yuri of being a heartless maniac, but don't accuse him of
not recycling. With the Grinder, Yuri can send in a
mind-controlled unit and cash ‘em in for extra pocket money.
What happens to the unit? Well...never mind, stop talking and
eat already. This building rewards the aggressive Yuri player,
who can boost his economy considerably and get an edge on the
race up the tech tree by wisely "cashing in" enemy
units that aren't useful on the battlefield.
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Psychic
Dominator:
When fully charged and deployed, this weapon causes a massive
burst of psychic energy that turns all units in it's area of
effect into units under Yuri's control. These new additions to
Yuri's army can then be turned on their former friends or sent
back to Yuri's base for a trip to the Grinder or Bio Reactor.
Units immune to mind control and garrisoned units are immune to
the effects of the Psychic Dominator.
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Gattlin
Cannon:
At its best,
this stationary anti-air and anti-infantry weapon is a deadly
defense that can chew up incoming lines of infantry, tanks and
even air units. With variable firing rates, the Gattling Cannon
spins its barrels faster the longer it's in use during a combat
situation, making it deadlier the longer the conflict lasts.
While it's vulnerable to hit-and-run tactics and fast assaults,
the Gattling Cannon is overall a formidable defense weapon
against both air and ground targets.
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Yuri Citadel Walls: Build
these to keep the enemy out, or use them to surround important
buildings like your Construction Yard. Walls can sometimes mean
the difference between victory and defeat depending on your
situation.
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Psychic
Tower: The
Psychic Tower puts a spin on an old adage: "You won't beat
me, you'll join me." The Psychic Tower does just that,
automatically taking control of the first few units that come
within range. Not only is the Psychic Tower an excellent defense
against assault -- and for grabbing enemy Spies -- but it's also
an excellent way to get units to cash in at the Grinder or use
for extra power at the Bio Reactor.
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