Tech building

Tech buildings are structures that originally belong to no particular faction and cannot be constructed by a standard faction, but can be captured for various bonuses. However, simply being garrisonable is not enough to be considered a tech building. They represent militarily useful civilian structures.
In the Tiberium and Red Alert series, it is necessary to use up an engineer to capture a building. In Generals, the basic infantry unit of all factions require the Capture Building ability to do so, with China additionally having Black Lotus.
Possible bonuses include: extra revenue, automatic repair of units, build radius expansion, defense, access to different technologies and others.
==Tiberium universe==
===Tiberian Sun===
* Civilian Armory
* Civilian Hospital
===Tiberium Wars===
Unlike the appearance of tech buildings in nearly every other Command & Conquer game, tech buildings in Tiberium Wars are distinguished by the brilliant white (or team-colored) lights glowing from the base of the structure.
Note that, as of more recent patches of the game, all tech buildings do not provide build radius, with the Expansion Point being the sole exception.
* EMP control center - allows the use of the EMP Pulse power at regular intervals
* Expansion Point - provides a build radius around itself
* Defensive Tower - defensive structure
* Mutant Hovel - allows recruitment of Mutant Marauders from the structure itself
* Reinforcement bay - provides reinforcements (campaign only)
* Subway Hub - provides control over subway entrances
* Subway Entrance - allows infantry to transfer between other entrances, similar to a Tunnel Network in Generals
* Civilian Tiberium Silo - provides a one-time credit bonus to the first player who captures it and increases their maximum credits storage
* Tiberium Spike - provides an initial credit bonus, and then a constant stream of funds
===Tiberian Twilight===
* Refueling Station
* TCN Node
* Uplink Tower
==Red Alert universe==
===Red Alert===
* Tech center (campaign only)
===Red Alert 2===
Tech buildings in Red Alert 2 are always designated with yellow flag with a black wrench. Once captured, they are considered an extension of a base and buildings may be constructed near them.
* Tech Airport - provides the ability to call paratroopers.
* Tech Oil Derrick - provides a one-time capture bonus and thereafter a constant stream of funds.
* Tech Hospital - heals all friendly infantry that enter it - however, some infantry are unable to.
* Tech Outpost - defensive structure with an IFV's missile launcher, and also acts as a service depot.
===Yuri's Revenge===
Note that the newly added Yuri Prime is unable to capture tech buildings.
* Tech Civilian Power Plant - generates additional power; cannot be sabotaged or drained
* Tech Hospital - modified; heals all organic creatures (including all infantry) belonging to the owner on the battlefield.
* Tech Machine Shop - repairs all friendly vehicles on the battlefield, including ships and aircraft.
* Tech Secret Lab - unlocks one country-specific unit or structure.
===Red Alert 3===
Unoccupied tech buildings are always seen with white flag with a gear symbol. Once captured, they are not considered part of a base and do not expand the build radius around themselves (unless otherwise noted).
Due to a glitch or an oversight, further re-capturing of the same tech building will only change the building's and the flag's colour, but not the flag design and insignia.
* Dry Dock - repairs all friendly naval units on the battlefield
* Garage - repairs all friendly vehicles on the battlefield
* Tech Airport - repairs all friendly aircraft on the battlefield
* Tech Hospital - heals all friendly infantry on the battlefield
* Tech oil derrick - provides a constant stream of funds
* Veteran Academy: All units are gaining veterancy when trained.
* Observation Post: Provides a large area of visibility.
====Campaign-only====
These tech structures could be only seen in campaign and not in official skirmish maps. However, they could be built in custom Worldbuilder maps.
* Imperial Com Tower - reveals a large portion of the fog of war from the battlefield. In the Allied Uprising campaign, it is used to call King Onis as reinforcements.
* New York Stock Exchange - provides an initial credit bonus, and then a constant stream of funds ($100)
* Swiss Bank - provides an initial credit bonus, and then a constant stream of funds ($5)
* GAME, EBGames,GameStop, and Best Buy - these gaming retail stores were used as an Easter egg on exclusive maps. They provide a constant stream of funds ($10).
* Cooling Tower - supports FutureTech Arsenals
* Firebase - defensive structure
==Generals universe==
===Generals===
These are captured by infantry with the Capture Building ability. Like in Red Alert 2, they are distinguished by a yellow flag with a black wrench. Notably, they do not require external electrical sources. 
*Tech Artillery Platform - defensive structure; launches shells at nearby enemies
*Tech Oil Derrick - provides a constant stream of funds
*Tech Oil Refinery - reduces the cost of vehicle construction
*Tech Hospital - heals all friendly infantry on the battlefield
*Tech Repair Bay - repairs all friendly vehicles on the battlefield
*Tech Reinforcement Pad - periodically provides vehicles as reinforcements
== Trivia ==
* Though the tech buildings seem to do nothing until a player captures them, internally, they are owned by a "neutral" faction (denoted by the unusable faction color white). This "neutral" faction will receive the benefits of the neutral structures as normal.
** For instance, if in Red Alert 2 there is an unoccupied Tech Power Plant and the neutral faction also owns a Tesla Coil for whatever reason, the Tesla Coil will be powered and attack according to the neutral faction's enemies (which varies by game).
Category:Tech buildings
Category:Command & Conquer gameplay