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Type: Factory
Produces: Infantry
Cost: 300
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Type: Radar and command center
Cost: 1000
Upgradeable with:
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Detects nearby uncloaked enemies and alerts the player.
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Gives access to Hunter Seekers.
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Type: Base Defence
Cost: 120
Strengths: Cheap, Extreme good vs infantry.
Weaknesses: No armor, Weak vs vehicles, useless against heavy armor.
Sentry guns are the low-tech base defense of Z.O.I.D. they are cheap and can be placed in a wide radius around the base.
Sentrys are real infantry reapers. But they can't stand against tanks.
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Type: Base Defense
Cost: 220
Strengths: Cheap, very good vs light vehicles, still ok vs heavy vehicles.
Weaknesses: No armor, useless against infantry and buildings.
Z.O.I.D. often uses sentry guns to protect the last settlements of humankind against looters and tiberium lifeforms. But the standard sentry's proved as not very effective against larger monsters like viceroids or tiberian rats (Rattus Tiberius) the guns regularly became eaten or destroyed. Another Sentry system was developed, which is mainly an automated rocket launcher. The new system is more effective against 'harder' targets. After Nod has became active again Z.O.I.D. changes the ammunition to anti-tank rockets and uses those sentrys to protect their bases against Nod vehicles.
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Type: lightning conductor, energy supply, passive base defence
Cost: 500
Lightning conductors are large, tower-like devises, usually placed near other Z.O.I.D. buildings. The size and the used materials make them very attractive to lightning bolts. Every placed conductor reduces the probability that other buildings will get hit by lightning. The rotating head produces a small amounts of electrostatic energy, which can be collected. The conductors can be very dangerous for any kind of aircraft. Sometimes, energy bursts arch over between the LC and nearby flying aircrafts.
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Find more about the Multi-Con system in the Unit List.