Yuri Structures and Upgrades

Last updated on OCTOBER 23rd, 2010 by Nighthawk

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This page only lists Yuri additions or replacements. For any changes to existing structures, you'll just have to play the mod.
NB. If a structure or upgrade has a "Missing" cameo, it has not yet been fully created in the mod, therefore all details given are provisional.

Harbinger

It has always been very costly for commanders to create minor outpost bases. Therefore, Yuri has developed the Harbinger. This structure is built by deploying a Harbinger vehicle, and provides a small building radius around itself for construction, without containing any construction facilities itself.
Prerequisites: Deploy from Harbinger Vehicle.
Cost: N/A.
Base Asset: --No Art Yet--

Tower of Atl

This ominous defensive structure is desiged to make up for Yuri's lack of naval defenses beyond some well-placed Boomer submarines. A Tower of Atl is capable of launching a small sensor drone to detect any submarine units in the vicinity, while also defending the area using a powerful arc laser.
Prerequisites: Naval Yard, Tech Centre.
Armament: 1 x Sensor Drone, Arc Cannon.
Cost: $1400.
Base Asset: --No Art Yet--

Avlenie Tower

The Antarctic Legion's speciality is in psychic technology. This structure is an improvement upon the original Psychic Tower - the Avlenie Tower can mind control up to five units at a time, as opposed to the original three of a Psychic Tower.
Prerequisites: Psychic Radar.
Armament: Improved Mind Control Circuits.
Cost: $1300.
Required Legion: Antarctic.
Replaces: Psychic Tower.
Base Asset: --No Art Yet--

Bio Tower

The Pacific Legion, on the other hand, specialises in biological weaponry, and have adapted their base defenses to match. The Bio Tower does not mind control units, but instead released toxins specific to the unit it is targeting. Deadly phosphine spray is fired at infantry units, while vehicular units get dosed with a spray of potent sulphuric acid.
Prerequisites: Radar Tower.
Armament: Phosphine Spray / Sulphuric Acid Spray.
Cost: $1300.
Required Legion: Pacific.
Replaces: Psychic Tower.
Base Asset: --No Art Yet--

Bio Station

From careful analysis of the decomposed remains of various vehicular units, the Pacific Legion has developed the Bio Station. This is a power structure, however produces no power on its own. Instead, the Station can accept three vehicle units in much the same way as a Bio Plant accepts infantry units. Various chemical processes take place within to extract pure energy directly from the crystal lattices of the metals.
Prerequisites: Tech Centre.
Power Produced: 0 alone, 200 for each vehicle.
Cost: $2000.
Required Legion: Pacific.
Base Asset: --No Art Yet--

Genopsi Tower

The Indian Legion specialises in genetics and mutation technology. As such, they have developed the Genopsi Tower base defense. When vehicular units attack, this structure will for all intents and purposes behave as a Psychic Tower, mind controlling up to three units. However, if infantry attack, it will instead fire a quick bolt of energy that can alter the infantry at the cellular level, transforming them into a ravaging Mutant.
Prerequisites: Psychic Radar.
Armament: Mind Control Circuits, Teratogen Cannon.
Cost: $1300.
Required Legion: Indian.
Replaces: Psychic Tower.
Base Asset: --No Art Yet--

Gene Plant

The Gene Plant is a product of the Indian Legion genetic research. It is capable of refining various genetic splicing techniques, biolytic reversal mechanisms and chemical carrier concoctions to reduce the amount of money it costs to produce infantry units.
Prerequisites: Tech Centre.
Cost: $1500.
Required Legion: Indian.
Base Asset: --No Art Yet--.

Skyryt Tower

In order to disguise their activities in the open tundra of the northern climates, the Arctic Legion have had to develop various forays into stealth technology. Their Skyryt Towers are one of these. The Skyryt Tower is similar in operation to the Indian Legion's Genopsi Tower. It retains mind control circuits to take over vehicular units, however to keep power requirements nominal it can now only acquire two. It also is equipped with a quick-acting laser that can disintegrate enemy infantry units on the spot, preventing them from escaping and revealing the Tower's location. The whole Tower itself is equipped with a stealth generator to hide it from visual contact, until it is too late for the unfortunate discoverer.
Prerequisites: Psychic Radar.
Armament: Reduced Mind Control Circuits, Biolysis Cannon.
Cost: $1300.
Required Legion: Arctic.
Replaces: Psychic Tower.
Base Asset: --No Art Yet--

Service Depot

So as to take down the strongest Allied and Soviet bases in Europe and North America, the Atlantic Legion needs every vehicle unit it can get, therefore grinding them down to usable components is not an efficient battle option. Therefore, the Atlantic Legion have taken a leaf out of the Allies and Soviets' books by developing a Service Depot analogous to their own - vehicles can be sent to it and repaired. It can also be upgraded with a Repair Wave power like the Allied and Soviet Depots.
Prerequisites: Psychic Radar.
Cost: $800.
Required Legion: Atlantic.
Replaces: Grinder.
Base Asset: --No Art Yet--

Bionics Upgrade

This simple upgrade allows the Bio Reactor to increase the amount of power it can extract, providing 75 more units of power per reactor. As the Pacific Legion Bio Station has no power provision of its own, it cannot be upgraded with this.
Prerequisites: Tech Centre, Bio Reactor.
Power Produced: 75 units.
Cost: $250.
Applied to: Bio Reactor.

Psionics Upgrade

This upgrade to the Avlenie Tower will increase the range at which it can mind control incoming units
Prerequisites: Tech Centre, Avlenie Tower.
Armament: Boosted Mind Control.
Cost: $600.
Required Legion: Antarctic.
Applied to: Avlenie Tower.

Chemicals Upgrade

This will outfit the Bio Tower with a new set of chemical cannons - cyanogen spray against infantry, and hydrofluoric acid spray against vehicles.
Prerequisites: Tech Centre, Bio Tower.
Armament: Cyanogen Spray / HF Spray.
Cost: $600.
Required Legion: Pacific
Applied to: Bio Tower.

Assimilation Upgrade

This upgrade to the Gene Plant provides the Indian Legion with the Assimilation power, which can break down a targeted infantry unit into usable components, providing the player with a cash bonus.
Prerequisites: Tech Centre, Gene Plant.
Super Weapon: Assimilation.
Cost: $1500.
Required Legion: Indian.
Build Limit: 1.
Applied to: Gene Plant.

Repair Wave

This upgrade to the Service Depot will allow you to make use of the Repair Wave power, which repairs units within a 3x3 radius.
Prerequisites: Service Depot, Tech Centre.
Super Weapon: Repair Wave.
Cost: $1000.
Required Legion: Atlantic.
Build Limit: 1.
Applied to: Service Depot.

Skyrytnost

This upgrade will grant access to the Skyrytnost power, which allows players to cloak one vehicle unit.
Prerequisites: Tech Centre.
Super Weapon: Skyrytnost.
Cost: $1500.
Required Legion: Arctic.
Build Limit: 1.
Applied to: Tech Centre.