YURI Structures

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Below are the structures we know about so far. As more information is released this section will be added to along with updated pictures.

 

 Picture

Structure Description

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.

Yuri’s Recruitment Center:
A barracks for the Psychic Army, built in the image of Yuri. Use it to produce your army.

Yuri's War Factory:
This is where you'll produce your tanks and other mobile units for the Yuri army.

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

  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. 
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.

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.

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.

  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.

Sub Pen:
You'll need this structure to build Boomer submarines and Hover Transports  for the Yuri Navy.

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.

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.

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.

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. 

  

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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