Allied construction yard (Red Alert 3)

The construction yard was the heart of every Allied base during the Third World War and the Uprising.
==Background==
The Allied construction yard functions similarly to its predecessors. The construction yard generally completes all components before structure assembly begins at the desired site. If structures need to be built outside the base, command hubs have to be deployed.
The construction yard uses the Standardized Production Assembly Module (SPAM) technology. SPAM has existed for at least a decade and has already been used to assemble munitions in the field. A more revolutionary aspect is the integration of the Virtually Operated Industrial Production (VOIP) technology, which allows production of advanced munitions.
A new, important aspect of the construction yard is providing "Clearance". Clearance is divided into two levels, Heightened Clearance and Max Clearance, which must be purchased in order to assemble more sophisticated units and structures. Clearance for production structures is given to the area immediately around a construction yard. Clearance for areas well beyond the immediate confines of a field base is granted by establishing command hubs, which themselves must be upgraded independently.
==In-game structure==
The construction yard is still deployed from an MCV. It can be established either on land or at water. Once established, it can construct buildings in a limited, but vast area. It manufactures buildings inside before deploying a complete set of building kits in a target area. The building is instantly constructed and completed in a flash. It can coordinate its construction efforts with the help of command hubs, delivering the complete structure kits to be deployed within the building radius of the hub. It has the ability to construct platform provisions for building structures over water, and contains advanced communication and coordination facilities to enable new, highly classified blueprints for construction; these facilities can also be used to call in top secret protocols. However, it cannot construct another construction yard directly.
===Ability===
	Pack Up	Converts to a Mobile Construction Vehicle, which may then redeploy to new locations.
The Allied construction yard can build the following structures: 
===Building queue===
Icon	Building 	Requirements 	Cost 	Build time	Power
 	Power plant 	none 	800 	0:10 	100
 	Boot Camp 	none 	500 	0:10 	-25
 	Ore refinery 	Power plant 	2000 	0:20 	-50
 	Armor facility 	Ore refinery 	2000 	0:20 	-50
 	Seaport 	Ore refinery 	1000 	0:20 	-50
 	Airbase 	Power plant 	1000 	0:15 	-50
 	Defense bureau 	AirbaseOre refinery 	1500 (RA3)2000 (Uprising)	0:30 	-75
 	Heightened Clearance	Ore refinery 	1500 	0:15 	-
 	Max Clearance 	Heightened Clearance	3000 	1:00 	-
===Defense queue===
Icon	Building 	Requirements 	Cost 	Build time	Power
 	Fortress wall 	none 	10 	0:05 	0
 	Multigunner turret	Power plant 	800 	0:20 	-25
 	Spectrum Tower 	Defense bureauPower plant 	1200 	0:30 	-75
 	Chronosphere 	Defense bureau (RA3)Airbase (Uprising)	1500 (RA3)3000 (Uprising)	0:30 	-75
 	Proton Collider 	Defense bureau 	2500 (RA3)5000 (Uprising)	0:30 	-75
==Changelog==
*Red Alert 3 patch 1.08: fixed an exploit that granted credits and an engineer without destroying the construction yard when sold.
*Red Alert 3 patch 1.11: fixed a bug that allowed Soviet players to cast cash bounty on their own construction yard and then get a refund by selling it.
==Gallery==
RA3_Allied_Conyard_Concept.jpg|Concept art
RA3_Allied_Construction_Yard_Selection_Icons_Old.png|Selection Icon (Old)
==See also==
*Soviet construction yard (Red Alert 3) - Soviet equivalent
*Imperial construction yard - Imperial equivalent
Category:Red Alert 3 buildings