C&C: Tiberian Sun - Unit and Structure in-depth FAQ v1.0 9-12-99 This FAQ is copyrighted to Brian Yip (me). Feel free to distribute, just as long as you don't make any money off of it, and do not modify it. This is a FAQ to go in depth of the units and structures of both the GDI and the NOD of Tiberian Sun. My main intention is to show more than just what the manual shows, telling the effectiveness of each and every unit and structure. If you have any comments or questions, direct them to me at night-dragon@geocities.com Part 1 - General notes Infantry vs. Vehicles: Infantry is vulnerable to bullet-type weapons, but most explosive type weapons such as rockets/missiles have a MUCH less of an effect. There are exceptions however (such as disc from disc throwers, lasers, etc.) and I will note them in this FAQ. Vehicles on the other hand I categorize as medium or heavily armored. Medium armor means that they are vulerable to all weapon types, but to a lesser extent from each. Heavy armor means they can easily absorb damage from anti-infantry weapons, but are more vulnerable to anti-vehicle weapons. GDI vs. NOD: I really can't say. GDI has more brute force, but NOD has some very tricky maneuvers, and they got great artillery. I play both sides equally and enjoy both... so it's a very tough call for me. But use this FAQ to get a good idea of how to use your units and make up your own decision. Part 2 - The GDI ========== Structures ========== Construction Yard - This of course, is the MOST important structure. Defend it at all costs. Power Plant - The effectiveness of the power plant that the GDI has over the NOD is that it can house two power turbines at a cheaper price for more power output. When a power plant has two power turbines, its power output and price is the equivalent of a NOD advanced power plant. The main advantage is that these can be constructed in the very early stages of the game so you don't have to waste money making new plants. Power is essential for keeping your ion cannon, hunter seeker, and fire storm generator online, as well as keeping all construction at its fastest rates. Barracks - This provides training of your infantry. Once you construct a radar tower, jump jet infantry will be available. Barracks are also necessary to build a war factory and static defenses. Refinery - Each refinery can store up to about 2500 credits of Tiberium, and each comes with a harvester. Sometimes it's better to construct another refinery rather than building another harvester because of Tiberium storage, and having a place for a full harvester to make its drop without waiting for another harvester that already may be at a refinery. Protect these as well, for any Tiberium stored will all be lost if they are to be destroyed or stolen. It is INCREDIBLY detrimental if your harvester is docked at the refinery at the time it is stolen, because the harvester will also belong to the opponent. But remember, you can also use this technique as well. Radar Tower - This gives you the minimap of the battlefield so you can know what movement is going on anywhere. In order for it to remain active, you need to have your power output at sufficient levels. Tiberium Silo - These small structures house excess Tiberium when your refineries are full. In most circumstances you will not need to construct these, because you'll be spending most of your credits anyway. But in the event your income is increasing very rapidly and you don't want to build another refinery, then silos are what you need. Usually silos are unnecessary, and mostly built in single player when you're clearly winning the mission. War Factory - This provides construction of vehicles. As you increase in technology, you'll be able to build more advanced vehicles. Note that building multiple war factories does NOT reduce the time in building units like in Red Alert. This was taken out to prevent "tank rushing". Component Tower - Once built, a turret can be placed on top to serve as your static defenses. - Vulcan Cannon Turret - This turret serves as a rapid fire cannon that is most effective against lightly armored units such as infantry. It works against heavily armored units to a lesser extent. However the BEST use for this turret is against ENGINEERS. Careful placement of vulcan cannons can easily make or break you because of engineers. - RPG - This turret launches explosive projectiles at enemies, and is especially suited for heavily armored units. It works against infantry as well with almost equal effectiveness. With its splash damage, this turret is the best overall against ground units. However, it DOES have a minimum range, and any unit that gets right next to it can attack it with impunity. - SAM - This serves as anti-air, and can ONLY fire at aircraft. Lightly armored flyers such as the Harpy and Orca Fighter will fare the worse against a SAM. EMP Pulse Cannon - This structure is used to disable any incoming vehicle for a short time. While disabled, you can freely attack the enemy vehicle with impunity. Helipad - Allows construction of flyers. Any attacking flyer must reload at a helipad, and if you plan to have multiple flyers, it is wise to construct an equal amount of helipads as you do flyers. This will speed up reload times after attack runs, rather than having one flyer reload, get off, reload another, get off, etc... Service Depot - This allows repairs on any vehicle. You can repair multiple vehicles in a queue by selecting each vehicle and clicking on the depot. However, if you forgot to put a vehicle on the queue, you cannot "add" to it. Thus, you must either wait until all the vehicles on the current queue are done repairing, or select each vehicle in the current queue and have them move somewhere else, re-select the vehicles you want to be repaired and click back on the depot. GDI Tech Center - This allows your other buildings to create more advanced units. Takes up a LOT of power, so make sure your power output is VERY high before putting up a tech center, otherwise you may find yourself low... GDI Upgrade Center - This can house 2 upgrades. But remember that you must have enough power to keep them functional. - Ion Cannon - Once charged, you can freely fire a high damaging laser from up above. This cannot destroy ANYTHING. But key things you will want to destroy will be any static defenses (especially the Obelisk of Light), stealth generators, and power plants. Most other buildings cannot be destroyed by a single hit of the ion cannnon, and the building will most likely get fully repaired. However, if you have an ally and both have a ready ion cannon, then you can easily destroy ANY building (construction yard maybe? ^^) - Seeker Control - This will allow the deployment of the hunter seeker droid. This takes a long time to charge, but the droid can destroy anything it targets. The main downside is that it picks its target randomly. But on the plus side, this is EXCELLENT for cleanup. If you destroyed your opponent's base, and found out that he somehow constructed another one on undiscovered territory, then the droid will find it for you. Release the droid, and follow the dot on the minimap and see where it detonates. This will most likely be the location. Also if you haven't found your opponent AT ALL, then this would be another use as well. Firestorm Generator - Once built, you must build firestorm wall sections. This can be VERY costly if you intend to surround a large area of your base, but it sometimes well worth it. When you have build your firestorm wall sections, these sections will erupt large columns of energy once you activate the generator. The energy fields are completely impenetrable, and any unfortunate unit directly ON the wall sections is instantly vaporized. This energy wall only lasts for a short time and requires a recharge once its energy is depleted. Thankfully, it charges quite fast. But remember that you must have sufficient power to keep it running. There is also a bug where you can have an INFINITE energy wall. Simply activate the Firestorm Generator, then while it's on, power off your power plants so that you have low power. As long as you have low power, the wall will run until the power is back on. Concrete Walls - These prevent any unit from crossing, and must be destroyed by explosive type weapons if units wish to pass. However, some units can also fire over the wall, but those that can't must destroy it. Automatic gate - This prevents Tiberium growth and enemy units from entering your base. However, the gate will lower for friendly units, making this decent for protecting your refineries. Pavement - Usually overlooked, pavement is a MUST in many situations. Pavement prevents the spread of Tiberium veins from entering your base, and also prevents burrowing units from emerging. If you someday find a sneaky NOD opponent sneak a subterranean APC filled with engineers enter your base and capture all your buildings... that means you didn't pave your base! This also prevents Flame Tanks from emerging in the middle of your base as well as protect your base from craters. In addition, units move faster on pavement. Always be sure to have a good amount of pavement when facing off against a NOD opponent... you never know when he might sneak underneath. ===== Units ===== Infantry Light Infantry - Lightly armored, these guys' main use is against OTHER infantry. Against heavier armored units, light infantry is pretty much useless other than cannon fodder. Mainly use them to support your heavy hitters against heavier infantry such as rocket soldiers. They are also excellent at disposing engineers. Other than that, they are pretty much useless. Disc Thrower - These guys are your heavy hitting infantry. They are lightly armored like light infantry, but their payload is VERY impressive, ESPECIALLY in numbers and with medics. Their discs are equally effective against ALL unit types, and in numbers, they can take on odds higher than you'd think. As offense and defense, these guys are almost TOO good for their cost. Plus, they get veterancy VERY fast, making them even more deadly! Their rate of fire, cost, and movement is better than the NOD equivalent, the rocket soldier. Their main weakness is that they cannot attack the air... but other than that they are definitely the best infantry unit in the GAME. Medic - Medics are ESSENTIAL when performing offensive warfare. Using multiple medics along with disc throwers will allow you to take on odds you won't believe! However, there is the problem of having medics "accidentally" get within enemy lines and get killed! The way resolve this is to put all your medics in a number group using the ctrl-# method, and then select your units, and select the target. Then immediately press the # of your medic group, and once your units have engaged, press the "G" key to put your medics in guard mode. Thus, once battle is taking place, they will heal any infantry unit who takes damage without accidentally walking into enemy lines. Engineer - These guys have 3 very important uses: - If you get them in any enemy building, it becomes yours. If you capture a building that produces things of the other side, you'll also be able to produce those things. However, you still need the other appropriate buildings of that side to produce the more advanced stuff. - If one of your buildings is heavily damaged, the engineer can bring it back to full health. This is VERY useful in single player if you need to protect certain structures. - If a bridge is destroyed, the engineer can repair it by entering the repair hut on either side. Jump Jet Infantry - Used as flying scouts, jump jet infantry can attack from up above. They can also attack enemy flyers as well with good effectiveness against lightly armored ones. They are also EXCELLENT at taking out those annoying NOD artillery! However, they are very vulnerable to anti-air weapons and it only takes a few hits for them to go down... but they can be healed by medics. Ghost Stalker - You can only have one of this guy... but he's very deadly. Armed with a rail gun, he can blast through multiple units, potentially destroying them in a single blast. Any light or medium armored unit is instantly killed. If you can get him inside the enemy base... his C4 charges can destroy any building in one hit if you can get him close enough. And to add to his strengths... he can HEAL in Tiberium! I actually hardly use this guy surprisingly, because he's SLOW... but if you decide to use him, use him wisely! He's expensive! Vehicles Wolverine - Medium armor, these fast moving units are excellent for scouting and against enemy infantry. A handful of these guys can easily take on large groups of infantry, especially slow firing rocket soldiers. Excellent at cleaning up the infantry that come out of destroyed buildings. And another note: Wolverines are the ONLY walking vehicles that can cross Tiberium veins without taking damage! Amphibious APC - Medium armor sadly... but they are useful for taking infantry across large Tiberium patches and especially over water. Titan - Heavily armored, these are the main backbone GDI units. Their laser is also 100% accurate so they never miss moving targets! They have moderately long range as well, and can outrange laser turrets and vulcan cannons. Although slow, they can crush infantry underneath their legs, and their weapon can easily take out other vehicles with ease. Hover MLRS - Medium armor like the APC, they can cross over water, and they can ALSO hover above Tiberium veins which is a good plus. They also serve as EXCELLENT anti-air, firing two powerful rockets at any air unit just as effectively as a land unit. Their rockets are best used against vehicles, and almost useless against infantry. However, like the Titan, they have long range and can attack laser turrets and vulcan cannons with impunity. Combining these with Titans and/or Disrupters will have a nearly unbeatable force. Disrupter - Heavily armored, this specialized unit fires a wave of energy. Anything caught in the blast takes HEAVY damage, regardless of loyalty. VERY VERY VERY effective against grouped units, and SUPER effective at bunched up buildings!!! Effective against all unit types, the Disrupter should be in the front lines of your attack force to avoid friendly fire. HOWEVER... the Disrupter's attack does NOT effect your other Disrupters!!! With a good number of these babies in your front lines... you have a total destruction in your hands! For maximum efficiency, always target the furthest unit or structure, so it can damage as many things as possible in its path. Mammoth Mk. II - You can only have one of this huge behemoth at any one time. Although expensive, its performance is unmatched. Like the Ghost Stalker, it packs a rail gun which can instantly kill nearly any unit in one shot. Against buildings, the rail gun can take them out in two. And to add to its formidable power, it has rockets for anti-air! This however is a favorite target, and cannot last long against too many enemies... so try to keep it safe by taking it away from battle to rest... because it can self-heal. If damaged below 50% and left alone, it will heal back to 50%. The rest most be recovered at a service depot. Mobile Sensor Array - These are used to detect burrowed or cloaked units. When they detect one, a yellow square will show up on the mini map showing where the unit is, and you will be able to see it if your screen is at that position as well. Not entirely useful... but useful at sniffing out sneaky stealth tanks and maybe flame tanks and APCs. However, in single player you'll be using these a lot... Orca Fighter - Somewhat vulerable against anti-air defenses, the Orca Fighter is fast, and carries lots of missiles that are useful against armored ground units. It is fragile though, and it only takes a few shots for it to go down... so the better unit to get is... Orca Bomber - Heavily armored, but slow, the Orca Bomber lets loose a barrage of explosives in a straight line, leaving destruction in its wake. Using lots of these guys can decimate an entire base EASILY. Also useful against pesky artillery! Since they're so armored, they can usually survive an attack run from enemy SAM sites as well. Take out the SAM sites with a few bombers (you will have little or no losses), then take out the rest of the base with the rest! It might be costly, but if used right, you can easily win the game using these guys alone. The only unit that might stand a chance is the Hover MLRS... but usually not even that can stop a raid of Orca Bombers! Orca Carryall - Used to carry one ground unit to any location... including the Mammoth Mk. II. Can also be used to quickly transport units to a repair pad as well! Harvester - What more can I say? These guys are essential!!! You usually won't have to keep too much of an eye on them, because you'll be warned if they are under attack. Thankfully they are very heavily armored, and they can self-heal as well. As for how many to put into play... I usually have FIVE of these guys around! MCV - If you manage to find this in a crate... man are you lucky. Use to replace your lost construction yard. Part 3 - The Brotherhood of NOD ========== Structures ========== Construction Yard - This of course, is the MOST important structure. Defend it at all costs. Power Plant - Supplies power, but unlike the GDI power plant, you cannot build extra turbines. For more power output you gotta build another plant until at least you get to advanced power plants. Advanced Power Plant - Comes after building a war factory, but once you have these, you'll be building them instead of regular power plants. Hand of NOD - This provides training of your infantry. The Hand of NOD is also necessary to build a war factory and static defenses. Refinery - Each refinery can store up to about 2500 credits of Tiberium, and each comes with a harvester. Sometimes it's better to construct another refinery rather than building another harvester because of Tiberium storage, and having a place for a full harvester to make its drop without waiting for another harvester that already may be at a refinery. Protect these as well, for any Tiberium stored will all be lost if they are to be destroyed or stolen. It is INCREDIBLY detrimental if your harvester is docked at the refinery at the time it is stolen, because the harvester will also belong to the opponent. But remember, you can also use this technique as well. Radar Tower - This gives you the minimap of the battlefield so you can know what movement is going on anywhere. In order for it to remain active, you need to have your power output at sufficient levels. Tiberium Silo - These small structures house excess Tiberium when your refineries are full. In most circumstances you will not need to construct these, because you'll be spending most of your credits anyway. But in the event your income is increasing very rapidly and you don't want to build another refinery, then silos are what you need. Usually silos are unnecessary, and mostly built in single player when you're clearly winning the mission. War Factory - This provides construction of vehicles. As you increase in technology, you'll be able to build more advanced vehicles. Note that building multiple war factories does NOT reduce the time in building units like in Red Alert. This was taken out to prevent "tank rushing". Laser Turret - The main anti-surface static defense structure. Equally effective against infantry and vehicles... but is very short ranged. Easily outranged by many vehicles, so its use is only most effective against infantry and engineers. SAM Site- This serves as anti-air, and can ONLY fire at aircraft. Lightly armored flyers such as the Harpy and Orca Fighter will fare the worse against a SAM Site. Obelisk of Light - The laser turret's larger cousin, this towering nightmare can destroy nearly anything in a single blast. This also has VERY long range, and can hit any vehicle (with the exception of artillery) that can outrange the standard laser turret. However its has HUGE drawbacks. It's expensive, it takes HUGE amounts of power, and goes OFFLINE when you are on low power!!! And to add to its downsides, it is a FAVORITE target of missile launches and ION CANNONS! They also take a while to fire each shot... and a smart person can use a decoy to take the blast while the heavy hitters can destroy the obelisk while it's powering up. These things IMO are just not very cost effective... EMP Pulse Cannon - This structure is used to disable any incoming vehicle for a short time. While disabled, you can freely attack the enemy vehicle with impunity. Helipad - Allows construction of flyers. Any attacking flyer must reload at a helipad, and if you plan to have multiple flyers, it is wise to construct an equal amount of helipads as you do flyers. This will speed up reload times after attack runs, rather than having one flyer reload, get off, reload another, get off, etc... NOD Tech Center - This allows your other buildings to create more advanced units. Takes up a LOT of power, so make sure your power output is VERY high before putting up a tech center, otherwise you may find yourself low... Temple of NOD - This allows the deployment of the hunter seeker droid and will allow you to train a cyborg commando and mutant hijacker. Missile Silo - A cluster missile will construct right after you build this. The missile spreads damage over a small area, unlike the ion cannon which focuses all its energy on one spot. Against structures, it's not too effective... but against a large group of attacking units... YES! Tiberium Waste Facility - Acts like the refinery, but it processes Tiberium veins instead for production of a chemicle missile. This missile is more like the ion cannon, but with an added effect: It leaves toxic clouds which damage any units and structures that touch them, forcing the commander to maintain and repair his base. Note that you must have weed eaters to bring the veins to the waste facility like how harvesters bring Tiberium to a refinery. Stealth Generator - In a large radius, any unit and structure will be cloaked. Attacking however will reveal the unit... and you must have power to keep it online. This is completely USELESS against the CPU, because the CPU still knows where you are... and it will still use an ION CANNON against you even though it's cloaked... *sigh* But against a human opponent, this might be useful... but not TOO useful once he knows the location of your base. Laser fencing - When placed at even straight lines from each other, laser walls are formed which will prevent units from crossing. Certain units can still shoot OVER though, but those that can't must destroy the posts, which is more difficult than destroying stone walls. Must have sufficient power to keep it online as well... NOD walls - These prevent any unit from crossing, and must be destroyed by explosive type weapons if units wish to pass. However, some units can also fire over the wall, but those that can't must destroy it. Automatic gate - This prevents Tiberium growth and enemy units from entering your base. However, the gate will lower for friendly units, making this decent for protecting your refineries. Pavement - Usually overlooked, pavement is a MUST in many situations. Pavement prevents the spread of Tiberium veins from entering your base, and also prevents burrowing units from emerging. If you someday find a sneaky NOD opponent sneak a subterranean APC filled with engineers enter your base and capture all your buildings... that means you didn't pave your base! This also prevents Flame Tanks from emerging in the middle of your base as well as protect your base from craters. In addition, units move faster on pavement. Always be sure to have a good amount of pavement when facing off against a NOD opponent... you never know when he might sneak underneath. ===== Units ===== Light Infantry - Lightly armored, these guys' main use is against OTHER infantry. Against heavier armored units, light infantry is pretty much useless other than cannon fodder. Mainly use them to support your heavy hitters against heavier infantry such as rocket soldiers. They are also excellent at disposing engineers. Other than that, they are pretty much useless. Rocket Infantry - Can take a little more punishment than most infantry, but still vulerable against anti-infantry units. Their cost and speed are a bit steep... making them less useful than disc throwers. However, they have anti-air capabilities which makes up for it. But even this plus is pretty much useless against the heavily armored Orca Bombers. These guys aren't so good... but sometimes you need em against armored units. Cyborg Infantry - These guys are armored like vehicles, which is a plus and minus. On the plus side, they can easily wipe out enemy infantry with ease. They take take a lot of punishment from infantry and even if they end up getting destroyed, they still live to dish out more damage, but just move MUCH slower. And finally, they heal in Tiberium. On the minus side, they are a little expensive for their usefulness, and are VERY vulnerable to anti-vehicle weapons. Once they've been destroyed and are on their hands, they're pretty much useless because they move too slow. I barely use these guys. Engineer - These guys have 3 very important uses: - If you get them in any enemy building, it becomes yours. If you capture a building that produces things of the other side, you'll also be able to produce those things. However, you still need the other appropriate buildings of that side to produce the more advanced stuff. - If one of your buildings is heavily damaged, the engineer can bring it back to full health. This is VERY useful in single player if you need to protect certain structures. - If a bridge is destroyed, the engineer can repair it by entering the repair hut on either side. Cyborg Commando - This dude fires a green glob which does catastrophic damage to any target. Much like the rail gun, but a little less effective, but it does fire faster. He's also armored like hell, heals in Tiberium, and once destroyed he can still walk on his hands! However, he does cost a bundle, and he's just too slow. It's best to pop him in a subterranean APC and unload him in an unprotected side of the enemies base to wreak havoc. He's good at defense as well, but surpringly, I really don't use this guy that much. Mutant Hijacker - This guy is used to steal vehicles... incluing a Mammoth Mk. II. He can even steal civilian buses and cars as transport units. But his main use is stealing enemy vehicles to be used against the enemy and to steal another once it's been destroyed. He is lightly armored though, and can easily be killed once the vehicle he is in is destroyed. Fortunately, he can heal in Tiberium! Note when trying to steal a Mammoth Mk. II, you'll have to make it fire first, and then steal it when it's powering up for its next shot, or else your hijacker will be ripped a new one. Vehicles Attack Cycle - The fastest unit in the game. Great for scouting, and it fires rockets which are useful against armored units. However it only has medium armor and doesn't last long... but it's fast so it can usually outrun danger and scout a lot of the map, making it very useful. Attack Buggy - In every way like the GDI Wolverine, but it can take damage from Tiberium veins. Tick Tank - This is pretty much the nearest thing to the Titan as the NOD will get. It's not as accurate as the Titan, and when it's not burrowed, it can't take as much punishment either. But WHEN it's burrowed, its armor GREATLY increases. It works great as defense and offense, which makes it take a while to take out. But the downside is that it cannot move... and heavy hitting infantry can easily take out a burrowed tick tank. Titans can still take on a tick tank even while burrowed, but at least the extra armor helps even the odds. I don't use these guys too much... Mobile Repair Vehicle - This thing is a MUST. I ALWAYS build these guys!!! Always at least two. Four if possible! These guys are essential for keeping your vehicles alive in the midst of battle! Since most the GDI units 1-on-1 against you will usually win the mobile repair vehicles will definitely help turn the tables. Also, during artillery sieges, mobile repair vehicles will help them stay alive while they continue decimating the enemy base. Like the medic though, they can accidentaly wander into enemy lines along with your units. To prevent that, use the same tactic in the medic section, and put them in guard mode. Subterranean APC - This can burrow underground and pop up anywhere in the map, except where there is pavement. A person foolish enough not to pave his base should be punished by filling an APC full of engineers (or cyborg commando if you wish) and emerging right in the heart of his base, stealing his most precious structures! Its stealth is the key, but if a person was smart enough to pave his base... then its effectiveness is pretty much shot. Artillery - Okay... this is _THE_ NOD unit. These are the main units you will win with. Their range is the LONGEST in the game, and their damage is incredible. They can be used defensively just as well as offensively. Simply get any number of these babies and head for the enemy base... and deploy. If you have enough artillery and/or backup units, any incoming enemy units will easily be destroyed due to the superior range of the artillery. The main weakness of artillery is their inability to hit air targets... so you MUST defend them with either lots of rocket infantry, or stealth tanks (yuck). But... if used properly, you pretty much have victory in your hands. Stealth Tank - They have cloak, but if they attack, they reveal themselves. They are also revealed by a mobile sensor array, and infantry. However, they make good scouts, and sometimes if the enemy does not have too much defenses at his base, you can sneak them to a place where they can be undetected, and possibly take out some buildings. Their missiles also have anti-air capability... But don't count on it... their armor is PITIFUL. These guys suck just as much as in the first C&C... *sigh* Devil's Tongue Flame Tank - Burrow just like the APC, but they are VERY fragile like the stealth tank! But their true power is shown when up against infantry! One stream of fire can instantly kill a good number of soldiers, and groups of flame tanks can wipe out LEGIONS of troops. But if their flames cross, their hurt each other as well... and their flames do almost NOTHING against the heavily armored GDI units. They are solely anti-infantry, and they do decent damage to structures. But up against vehicles, they can't do too much... Harpy - An anti-infantry flyer. Can't take too much punishment from anti-air, but it can harrass infantry pretty effectively. But all-in-all... it's relatively worthless. Banshee - This is somewhat of a lower grade Orca Bomber. It's MUCH faster, but it's less armored, and doesn't deliver as much damage. You'll need a LOT of these guys just to deal significant damage to structures... so they are probably best used against units. I'd use em more often if they were stronger, but they're just not cost effective enough for me. Weed Eater - Just like the harvester, but it collects Tiberium veins instead in order to produce the chemical missile, and you can only have one Tiberium Waste Facility. I usually tons of weed eaters so that I have chemical missiles ready at very fast and constant intervals. Harvester - What more can I say? These guys are essential!!! You usually won't have to keep too much of an eye on them, because you'll be warned if they are under attack. Thankfully they are very heavily armored, and they can self-heal as well. As for how many to put into play... I usually have FIVE of these guys around! MCV - If you manage to find this in a crate... man are you lucky. Use to replace your lost construction yard. To wrap things up, this FAQ is purely straight from my own observations, and all this was straight from my head with no references other than the game manual. If you wish to find me on the Westwood server, my name on there is "night900". Direct all questions and comments to my e-mail at night-dragon@geocities.com. Happy gaming.