recursal/Fanatic-Fandom huggingface dataset:
Second Chance Yagredin Music Festival 03

Logo and slogan of the third edition

**Second Chance Yagredin Music Festival 03**, often referred as **2YMF 03**, was the third edition of the Second Chance Yagredin Music Festival. The edition was held in Cebrine, Agartias as it won the previous edition with the song "Mudbira". A-WA were selected as the presenters of the event.

Twenty-seven countries participated in the second edition, Djivača, Kaechyeodae, Kosta Vera and Yejari being debutants. In order to participate, the countries had to be firstly approved to be members of the Yagredin Brodcasting Union (YBU). No country did return or withdraw.

The recap has been published on the 7th of may, while the results were shown on the 2nd of june 2020.

The winner of the edition was Casacolburg with the song "Tinta" performed by Greta Menchi, which scored 139 points, twenty points over the runner-up, Eiwora with 119 points and the song "C'est Beau C'est Toi" from Philippine. The top 3 complete made Kaechyeodae with ANS's song "Say My Name" with an amount of 112 points. Saint Khalia received only 14 points and was therefore the last place of the third edition.

## Rules

Every special edition is named as that because only a certain type of songs is allowed to take part in this event.

For the Second Chance Yagredin Music Festival the rules are as it follows. The competing songs has to be from previous national selections for the YMF main event. Therefore it does not matter whether it was in ESC national finals or worldcharts. As soon as a song did not win a selection, it can be sent to the 2YMF.

Of course not the winner, or better the song that gets chosen to represent the country. Furthermore it has not be the runner-up, any song that didn't get send is allowed.

The songs are still checked by a certain commision, which discuss the acceptability of each song.

## Languages

To mark the versality of Yagredin, each edition has a language table to get an overview over the languages.

## Running Order

   The offical running order for the show was decided by the YBU to make the show as exciting as possible and to have the maximum of excitement in the show.

The show was opened by Luania, finishing 22nd and it was closed by Woodvale, taking the 12th place. Meaning that the opening act finished in the bottom section and closing position finished in the middle one.

## Participants

With twenty-seven countries, there were also twenty-seven artists debuting in the history of the YMF. We are deviding between men, women and groups. This edition had 20 female participants and only 3 male participant. Furthermore the edition had 8 groups. The percentages for the distribution are 65% woman, 25% groups and only 10% men.

## Results

Twenty-seven countries participated in the final, with all of the participating countries had to cast in their vote.

## Voting Grid

To ensure that every vote was counted correctly, the YBU is publishing every voting grid of the certain edition after the end of it. So every country can take a look into the voting and knows who they did vote and who did vote for them.

 2
 1
Pacamonea

Pacamonea has appeared 16 times, making its debut in the tenth edition of the Yagredin Music Festival. Therefore it has participated in almost every edition in the YMF since their debut. PCE also took part in almost every Junior Yagredin Music Festival since their debut and been also involved in almost every Special YMF edition. The official broadcaster is TBA, which is short for TBA.

Pacamonea has won the contest once. In the 21st edition with "Empire". The worst result for PCE was the 13th place in the semi final in the 16th edition with the song "Ko Tu Dari".

   Pacamonea is located on the  northern continent. It has 1 direct neighbours and 1 indirect. The direct neighbour is Woodvale. And to the indirect counts Cyncordia. PCE has a total of 0 islands. Furthermore it's a small country. Pacamonea has a total number of 201.589 inhabitants. The inhabitants are called Pacamoneans. And their capital is called Harmonia.

## Languages

The shown languages are only for the main event of the Yagredin Music Festival, without counting either the Junior or the Special editions.

 1
 1
 1
 1
 1

## Entries

### Yagredin Music Festival

Pacamonea appeared 16 times in the main event yet. The best result was the 1st place in the 21st edition.

### Junior Yagredin Music Festival

Pacamonea appeared 13 times in the junior event yet. The best result was the 6th place in the 10th and 22th edition.

### Special Yagredin Music Festival

Pacamonea appeared 19 times in the special events yet. The best result was the 4th place in the 3rd edition of the Senior YMF.

## National Finals

Pacamonea's national selection was introduced for the thirteenth edition of the YMF. The name of the selection is Pacamonea Song Nacionalinė Antranka. It was used as selection method for edition 13, 15 – 16 and 24. From every national final was chosen a participant to represet the country in the contest.

## Hostings

Pacamonea hosted a total of one times, once in Harmonia.
Low power

Low power mode is when the player is not making enough power to supply power to all buildings. The player's power is indicated in the HUD next to the player's money.

When the player has less than net 0 power most buildings that require electricity will turn grey and will be inactive. Some buildings, such as pillboxes use power but are still active even when the player has low power. To save power, a player can manually toggle a buildings power usage by clicking the power toggle button on the HUD.

By clicking on a building, the power of it will be turned off and it will be inactive until manually turned back on. If a building is powered off, it will hyave a lightning bolt symbol on it.
Allied Tech Center

# XX

The **Allied Tech Center** is the Allied version of the tech center.

## Prerequisites

The Allied tech centeris a prerequisite for the following:

* Building:
	+ Chronosphere
	+ Missile Silo (A Soviet Tech Center also allows constructing this)
* Defense:
	+ Gap Generator
* Infantry:
	+ Tanya
* Vehicle:
	+ Mobile Gap Generator (England)
	+ Phase Transport (France)
	+ Chrono Tank (Germany)
* Aircraft:
	+ Longbow
* Vessel:
	+ Cruiser

## GPS

When the tech center is constructed, a 8 minute countdown is initiated. When the countdown reaches zero, a satellite is launched from the tech center. After a brief moment, the satellite is in orbit and unlocks the GPS support power. The GPS support power is also unlocked the player's teammates.

Destroying the tech center before the satellite launch cancels the countdown. If the player rebuilds a new tech center, the countdown will start again from 8 minutes.

The tech center "communicates" with the satellite, so if the satellite has already been launched, destroying the tech center will disable the GPS but will not destroy the satellite, and when a new tech center is rebuilt, the GPS will go back online immediately without a countdown. The GPS also needs a radar dome. If the radar dome is powered down or destroyed, the GPS won't work.
MCV

The **MCV (Mobile Construction Vehicle)** is a slow, deployable vehicle. Once deployed, it transforms into a non-moving Construction Yard. Under normal map options, the MCV is the only starting unit. The Allied MCV and the Soviet MCV look identical, but they transform into an Allied Construction Yard and a Soviet Construction Yard, respectively.

Since the MCV and the Construction Yard are highly related, sometimes their names are used interchangebly. More information about both can be found at the Construction Yard Article, which is the main article on the subject.
GPS

The **Global Positioning System (GPS)** is the only Allied support power. It allows a player to see all enemy movement on the map, with the exception of submarines.

The Allied tech center article contains information about obtaining the GPS.

In order to use the GPS, a player needs a powered radar dome and Allied tech center.

The GPS grants a significant advantage to the player, this makes the Allied tech center a popular target. In particular, when the GPS is on, artillery can be aimed at enemies without the need to scout, making it more dangerous. As of the most recent update, artillery no longer auto-targets enemies that can only be seen via GPS.
Spy

The **Spy** can disguise as any infantry (enemy, friendly or neutral). This is done by clicking the infantry, as one would normally do to attack. When in disguise, the spy will change appearance and color to match the target. If disguised as an enemy, most other enemies will not auto-attack it. However, the opponent can still manually attack it. The spy can infiltrate buildings at the cost of instantly vanishing. Infiltration does different things, depending on the building.

A spy can be detected and auto-attacked by attack dogs and other spies. Also, enemy vehicles can crush a disguised spy if he crosses their path.

A spy can attack and instantly kill a single enemy, at the cost of losing disguise. This is done by force-attacking.

England can build low cost versions of the spy known as the **British Spy**. Other than the cost, it is identical to the standard spy.

The AI doesn't attack a disguised spy, except with attack dogs or Aircrafts.

## Infiltration Effects

Not all buildings are infiltratable. The following are buildings that can be infiltrated and the resulting effect:

* Power Plant, Advanced Power Plant: power outage for 20 seconds.
* Barracks: Infantry that can gain veterancy are trained as rank 1.
* Refinery: Steals 50% of enemy cash. A minimum of $500 (or $250 for British Spy) is stolen even if enemy doesn't have that much.
* War Factory: Vehicles that can gain veterancy are trained as rank 1.
* Helipad, Airfield: Aircrafts that can gain veterancy are trained as rank 1.
* Naval Yard, Submarine Pen: Unlocks the sonar pulse support power which reveals submarines in a 5 cell range.
* Radar Dome: Resets the shroud for the enemy player.
* Fake Structures: Shows the FAKE tag, revealing that the structure is fake.
Input Settings

**Audio Settings** is one of the setting categories. It contains settings about input.

## Left-clik Orders

Switches mouse inputs, so left-click does the orders and right-click cancels. This was the behavior on original Red Alert.

## Edge Scrolling

Sets whether or not putting the mouse cursor to edge of the screen move the view. Regardless of this setting, you can move the view with arrow keys or using Middle or Right-mouse buttons if enabled.

## Scroll Zooming

If enabled using Scroll-zoom Modifier key and mouse wheel, you can zoom in or out.

## Lock mouse to window

If enabled, on windowed mode, prevents mouse cursor to leave the game window.

## Middle-mouse Scrolling

Sets the scrolling method attached to clicking mouse wheel. Available values are:

* Disabled
* Standard
* Inverted
* Joystick

## Right-mouse Scrolling

Sets the scrolling method attached to clicking right click. Available values are:

* Disabled
* Standard
* Inverted
* Joystick

## Scroll-zoom Modifier

Sets the modifier key for Scroll Zooming, or if there should be a modifier key. Available values are:

* Alt
* Control
* Meta
* Shift
* None

## Scroll Speed

Sets the speed for scrolling the view. This effects all view scrolling methods.

## UI Scroll

Sets the speed for scrolling on UI elements.

## Hotkeys

Sets hotkeys for various things. For more info check Hotkeys page.
Ore Truck

The **Ore Truck** (sometimes called a **Harvester**) is a non combative unit which collects minerals. It is used by both the Allies and Soviets. Collecting minerals is the main way to obtain money in "OpenRA - Red Alert".

Ore trucks work without player intervention. They collect minerals, and when at full capacity, they travel back to the nearest ore refinery, which converts the minerals to spendable money.

There are four ways to obtain an ore truck:

* By building a refinery. An ore truck will spawn with it.
* Regular construction via the war factory.
* They can be commandeered by Soviet hijackers.
* They can be destroyed and have their husks taken over by Allied mechanics.

Ore trucks have very high health and can tolerate a lot of damage. They can also self-repair to 50% of its hit points.

Destroying ore trucks is a very effective way to harm an opponent's economy.

An ore truck can hold up to $500 worth of ore. It will unload it at the ore refinery in two $250 loads, however if the player is at maximum money capacity it will stop unloading or only load the amount that is possible to be stored below capacity (the smallest amount being $25). To increase money capacity the player needs to construct more ore refineries or silos.
Missile Sub

The **Missile Sub** is the Soviets' long range naval weapon. It remains submerged unless shooting. When submerged, it cannot be seen unless it enters the detection radius of other nearby submarines, **missile submarines**, gunboats, or destroyers. It can shoot long-range missiles that reach both air and ground units. It is slow and weak in close combat, and needs to be protected by regular submarines.

Although the missile submarine can detect other submerged units, it cannot shoot them unless they surface.

The missile submarine looks very similar to the submarine, but it's not the same unit and visual differences exist.
Production

Production is the act of creating new units, buildings, or defenses.

Production is performed through the production bar on the right side of the screen. Different unit types require different production structures.

When in low power mode, production speed is reduced.

## Multipile Factory Bonus

Having **Multipile Factories** speeds up the production. For everything except the vehicle queue, this bonus is capped at a 50% production time when the player has 7 factories. For vehicles the 50% cap occurs at 4 war factories. The speed bonus for each number of buildings is as follows:

* Other:
	+ 1 Factory: 100%
	+ 2 Factories: 85%
	+ 3 Factories: 75%
	+ 4 Factories: 65%
	+ 5 Factories: 60%
	+ 6 Factories: 55%
	+ 7 Factories: 50%
* Vehicle:
	+ 1 Factory: 100%
	+ 2 Factories: 75%
	+ 3 Factories: 60%
	+ 4 Factories: 50%
Gap Generator

The Gap Generator creates opaque shroud in its radius, as if the map was never scouted before in that area. Nearby enemies can temporarily remove the shroud, but as soon as they leave, it returns.

The Gap Generator is a counter against the GPS; The GPS does not work within the Gap generator's shroud.

When powered down, the shroud disappears.

## Reveal Range Decreasement

The visibility of some units is reduced when revealing the shroud generated by Gap Generator in comparison to normal shroud or Fog of War. Visibility loss is as follows:

* Infantry: Unaffected.
* Aircraft: -2
* Vessels: Capped at 5
* Vehicles: Capped at 4 (Mobile Radar Jammer, Tesla Tank capped at 6)
* Structures: Capped at 4 (Radar Dome, Tech Center capped at 6)
* Defenses: Capped at 5 (Chronosphere, Iron Curtain, Tesla Coil capped at 6)
Macro

**Macro** is an abbreviation for **Macromanagement**. It typically refers to the choice of and the execution of the overall strategy. This includes choosing a strategy to generate as much income as possible, when to advance in technology or to create as much units as possible.

Strong Macro-players are generally able to optimize the expansion of their bases, resulting in a stronger economy and a larger army.

Macroing focuses on the long-term, whilst microing focuses on short-term precise unit control.
Scouting

**Scouting** is the act of revealing the position of enemy units and buildings.

## Overview

Any unit can be used for scouting, however, some units are much better suited for the job thanks to their high visibility radius and/or their speed. In addition to that, the Allied GPS and the Soviet Spy Plane can be used to scout from a distance.

## Suitable units

All Aircraft make excellent scouting units, with insane view radius, excellent speed, all-terrain capacity and untouchability, but before they are accessible from dedicated production structures on tier 2, the following units can be used instead:

* Ranger - Excellent speed, 8-cell radius, weak armor, costs 500 credits;
* APC - Good speed, 5-cell radius, good armor, costs 850 credits;
* Mobile Flak - Decent speed, 6-cell radius, moderate armor, costs 650 credits;
* Light Tank - Decent speed, 5-cell radius radius, good armor, costs 700 credits;
* Submarine - Cannot be seen or attacked by ground units and has 8-cell radius, but is slow and waterbound;
* Spy - Can sometimes infiltrate the bases unnoticed, but is slow and has 5-cell radius.
Crushing

Infantry can be crushed by some vehicles sometimes automatically or at user discretion using force-move. When a vehicle drives onto a cell where one or more infantry are residing then there is a chance that they'll get crushed. The chance of surviving a crush attempt is 75% for regular infantry and 95% for a hijacker.

Infantry have a higher chance (how much?) to be crushed when standing in a road.

Vehicles that can crush infantry can also crush barbed wires and sandbags. Mammoth tanks can crush concrete walls too.
Medic

The **Medic** is an allied unit which has the ability to heal nearby Infantry. When an injured infantry is standing nearby, the medic automatically starts healing it until its full health is restored.

A group of multiple medics heals more quickly, and can heal one another. A large group may form a hard to kill blob.
Commands

**Commands** are text written in chat that does special stuff. Commands start with a "/". The following commands are available:

* **/help:** Lists available commands.
* **/terrainoverlay:** Toggles the terrain geometry overlay.
* **/visibility:** Toggles visibility checks and minimap.
* **/givecash:** Gives the default or specified amount of money. ( if command is invalid, use /give-cash [amount] )
* **/givecashall:** Gives the default or specified amount of money to all players. ( if command is invalid, use /give-cash-all [amount] )
* **/instantbuild:** Toggles instant build.
* **/buildanywhere:** Toggles the ability to build anywhere.
* **/unlimitedpower:** Toggles infinite power.
* **/enabletech:** Toggles the ability to build everthing.
* **/instantcharge:** Toggles instant support power charging.
* **/all:** Toggles all cheats and gives $20000.
* **/crash:** Crashes the game.
* **/levelup:** Adds a specified number of level to selected actors.
* **/poweroutage:** Causes owner of selected actors to have 5 seconds of power outage.
* **/pause:** Pauses or unpauses the game.
* **/surrender:** Self-destructs everything and makes you lose the game.
* **/debugcustomterrain:** Toggles the custom terrain debug overlay.
Shizuku Hozumi (Haruna Artist)

## Profile

* **Full Name:**Shizuku Hozumi (保澄雫)
* **Age:** 16
* **Eye Color:** Purple
* **Hair Color:**Lavender
* **Japanese pronoun:** Watashi
* **School:** Sankyoin Educational Academy (Transfered from Chuo Academy), Tenth Grade

### Etymology​​​​

* **Hozumi** (保澄, ***Hozumi***?)
Means "Keeping Clear".

* **Shizuku** (雫, ***Shizuku***?)
Means "Waterdrop".

### Personality

Shizuku is trying to find a place where she belongs. Unable to figure out what she likes, what she hopes to be, or even her own identity, she is always in a state of anxiety. Although she has two close friends, she somewhat constantly feels out of place and inferior. Like the small cafe her family runs, she is calm and quiet.

## Puella Magi

### Information

* **Wish:**"Let me be closer...to people, please..."
* **Soul Gem:** Purple Eye-shaped Gem on her Hip

* **Weapon:** Chakrams

### Magic

Due to her wish, Shizuku gained the ability to teleport and create wormholes/passage ways (allowing her to literally get closer to others). Although, her wish has limitations: Shizuku can't decide where her magic takes her and can't use her magic without thinking.
Cruiser

The **Cruiser** is a slow, long-range allied naval unit. It can be thought of as "water-floating artillery". It is good at attacking bases. However, its shells are not very strong and are very inaccurate, and it becomes cost effective against bases only at prolonged sieges, where the damage pays off over time. It cannot be effectively used for "hit and run" tactics.

The **cruiser** is vulnerable against aircraft and other naval units, and should usually be guarded by destroyers.
Rocket Soldier

The rocket soldier is powerful against Vehicles and Aircraft but very weak against other Infantry.

A small group of rocket soldiers can quickly destroy almost any vehicle if it gets in their firing range, making it one of the most cost-effective anti-tank units in the game.

As with all other infantry, a Yak or a Hind can kill rocket soldiers almost instantly before it even fires back. However, a small group of rocket soldiers (3-4) are extremely effective at taking down aircraft. A rocket soldier's anti-air range is much farther than its sight radius, so it should be paired with units that have good line of sight for optimal anti-air defense.

The Rocket soldier and the AA gun are the only ground-based allied anti-air units. The AA gun is far superior at doing that, but it is not mobile.

If a group of rocket soldiers is too large, it can be susceptible to a Yak suicide attack. A yak can kill a few rocket soldiers before being taken down, and it can then crash-land on the remaining group, killing many more. For a smaller group, this is harder for the opponent to execute, and is not always cost-effective. A yak costs 1350, and 4 rocket soldiers cost 1200.
Medium Tank

The **Medium Tank** is the main battle tank of the Allies. The medium tank is strong against vehicles, buildings, and base defenses. Compared to the heavy tank, the medium tank is faster, cheaper and has less build time, but it has less health and deals less damage. The medium tank is significantly stronger than the light tank, but also much slower.

Like all tanks, Rocket soldiers can be used to counter this tank.
Minimap

The **Minimap** is a small representation of the map on the top right of the game window. It allows the player to easily see the entire map and also to jump around the map by clicking on the minimap.

The minimap is unlocked by having at least one powered up radar dome. Consequently, it is not available at the early game or in low-power mode.

The minimap can be jammed by a radar jammer. Or by destroying a player's radar domes or power plants.
Naval

Naval units are units that can only move in water. Soviets construct naval units through the Sub Pen. Allies construct naval units through their Naval Yard.

Soviet submarines cannot be attacked or seen when they are idle, unless detected by the detection radius of allied Destroyers or other submarines. When attacking, they emerge from underwater and become vulnerable. Allied ships do not have this ability.

Everybody hates naval and it should be removed from the game.
MiG

The **MiG** is a ground-attack aircraft of the Soviets. It is similar to the Yak, but it shoots rockets rather than bullets, making it effective against heavy armored vehicles and buildings. It is not effective against infantry.

The MiG is vulnerable to nearly all forms of anti-aircraft, including Longbows capable to fire at it without retaliation. However, its sheer speed allows it to evade any pursuit.

MiG can be used to effectively take out badly-protected sections of enemy base, take out artillery or rogue V2 and intercept ore trucks (one fully stocked MiG can kill one ore truck all its own!), as well as act as an expensive (2000 credits) scout, thanks to good speed and the highest visibility range of all the units in the game.

Like all units with guided missiles, it's ineffective against Mobile Radar Jammers and units in their vicinity.

## Trivia

The MiG is portrayed by the MiG-23 or MiG-27 in the in-game sprite and the build icon.
Force-Fire

Usually, units can only be commanded to fire at visible enemies. **Force-Firing** (Sometimes called **Force-Attacking**) makes a unit fire to a certain spot where no enemy is present, or is present but not visible.

The default force-firing button is CTRL. It should be held while a unit is selected, and then the player should click somewhere on the battlefield. When the force-fire button is held, the cursor turns red (or blue for mine layers).

Force-firing can also be used to kill one's own units or a teammate's units, but this doesn't make sense and is not strategic.

Some units where force-firing is particularly relevant are:

* Rifle Infantry
* Artillery
* V2 Rocket
* Mine Layer
Superweapons

Superweapons are weapons that grant special abilities. All super weapons are expensive, have a charge time. Building two structures of the same superweapon at the same time is impossible.

The superweapons are:

* Chronosphere (Allies)
* Iron Curtain (Soviets)
* Missile Silo (Atom Bomb) (shared)

Superweapons are not to be confused with support powers.
V2 Rocket Launcher

The **V2 Rocket Launcher** (sometimes simply called **V2**) is a rocket artillery unit of the Soviets.

## Overview

The V2 shoots a powerful rocket. Compared to the artillery, it does a lot more damage per hit. It also has 100% accuracy. The V2 is more maneuverable and has more hit points than its counterpart.

But its range is shorter, and its rockets have narrower blast radius, making the artillery superior at dealing with blobs or large armies. The reload time is also much longer compared to the artillery.

The V2 has a minimum range in which it can shoot the rocket.

## Tactics

To destroy any defensive structure, 3 hits of a V2 rocket is necessary.

It is effective in destroying blobs which are standing still. To destroy moving blobs, the player should force-fire the ground in front of the direction the blob is moving. This is a micro-intensive tactic.

5 rockets can destroy a Construction Yard. An Iron Curtain can be applied on 5 v2 rockets, which can then infiltrate defenses and destroy the Construction Yard. However, a skillful enemey may react quickly and undeploy and move it.

## Counters

The V2 Rocket Launcher is particularly vulnerable at close range, and so fast units like mobile flaks or light tanks can easily destroy it. Most other vehicles are also a good counter if they can get close enough.

Soviet players sometimes apply an iron curtain to mobile flaks and attack the V2s with them.

Hinds can easily destroy the V2s. For Yaks it is slightly harder because 2 strafes are required, unless multiple yaks attack simultaneously.

## Trivia

* The real world V-2 rocket is actually a ballistic missile invented by the Germans.

* The in-game V2 rocket launcher looks similar to the 9K52 Luna-M, which is actually a short-range artillery rocket system.
Fake Structure

Fake structures are structures that look similar to regular structures, but are in fact fake decoys. Only France can produce fake structures. They are meant to confuse the enemy.
All the fake structures have sight of only 1 cell.
Fake structures only give buildable are for other fake structures around them. You can't build real structures around them, unless there is another real structure to provide build area.

## Available Fake Structures

Not all structures has a fake version. Structures that have fake versions are following:

* Construction Yard
* Power Plant
* War Factory
* Service Depot
* Radar Dome
* Advanced Power Plant
* Naval Yard
* Tech Center
* Chronosphere
* Missile Silo

There is also a fake Submarine Pen in the codes. But it is not available in a normal game, only if the "Build Everything" Cheat is enabled.

## Health Bar

Fake structures look like they have the same health as their real counterparts. But a fake structure self-destructs when its health falls to 70% (or 50% for fake Chronosphere and Missile Silo). So practically they only have 30% (or 50% for fake Chronosphere and Missile Silo) health of their real counterpart.

## Infiltration

Fake structures which their normal versions are infilratable by a Spy are also infiltratable. When a Fake building is infiltrated, infiltrator also sees the FAKE tag on the building when selected.
Soviets

The **Soviets** are one of the two current OpenRA faction types, the other being Allies.

Each faction type is capable of building different units and buildings. In addition to that, there are some variations among factions of the same type. Some units and buildings can be built by both faction types. Those are marked with "shared".

## Factions

* Russia - Electricity specialization.
* Ukraine - Explosions / air support specialization.

## Units

### Infantry

The following infantry units are available to soviets:

* Rifle Infantry (shared)
* Rocket Soldier (shared)
* Grenadier
* Attack Dog
* Engineer (shared)
* Flame Thrower
* Hijacker
* Shock Trooper (Russia only)

### Vehicles

The following vehicles units are available to soviets:

* Ore Truck (shared)
* Supply Truck (shared)
* Armored Personnel Carrier (APC)
* Mobile Flak
* V2 Rocket
* Soviet MCV (the Allied version is an Allied MCV)
* Mine Layer (shared)
* Heavy Tank
* Mammoth Tank
* MAD Tank
* Tesla Tank (Russia Only)
* Demolition Truck (Ukraine Only)

### Naval

The following naval units are available to soviets:

* Transport (shared)
* Submarine
* Missile Submarine

### Aircraft

The following aircraft units are available to soviets:

* Yak
* MiG

## Buildings

### Normal Buildings

The following buildings are available soviets:

* Soviet Construction Yard (the Allied version is an Allied Construction Yard)
* Power Plant (shared)
* Soviet Barracks (The allied version is an Allied Barracks)
* Sub Pen (the Allied version is a Naval Yard)
* Ore Refinery (shared)
* War Factory (shared, but see notes inside the page)
* Radar Dome (shared)
* Service Depot (shared)
* Airfield (the Allied version is a helipad)
* Soviet Tech Center (The allied version is an Allied Tech Center)
* Kennel

### Defense

The following defenses are available to soviets:

* Barbed Wire
* Concrete Wall (shared)
* Silo (shared)
* Flame Tower
* Tesla Coil
* Sam Site (the Allied version is an AA Gun)

### Superweapons

The following Superweapons are available to soviets:

* Iron Curtain
* Missile Silo (shared)

## Support Powers

The following support powers are available to soviets:

* Spy Plane
* Paratroopers
* Parabombs (Ukraine only)
Yak

The **Yak** is the primary attack plane of the Soviets. It is strong against infantry and light armored vehicles. The Yak is fast and has very high visibility range, making it the best game unit for scouting. Like all aircraft, the Yak is not well armored and is weak against anti air units. The Yak cannot stop moving except when it lands on an airfield, and so controlling it properly requires practice.

The Yak is particularly vulnerable to mobile flak attacks. If it engages a single mobile flak with full health, it can destroy it and retain some of its health. However, it is easily destroyed by 2 or more mobile flaks without causing them significant damage.

The Yak is also vulnerable against Longbows, because the Yak can't shoot at air units.

The Yak is a popular method to destroy artillery. However, for vehicles with better armor or health, the Yak needs to make several striking rounds. The Hind is better in that regard; it can remain stationary and keep shooting until it runs out of ammo. However, the Yak excels at speed, and at quickly destroying many units and then pulling out.

A Yak cannot kill a fully healthy V2 in one shooting round and has to circle around for a second strike. This can be solved by attacking with 2 Yaks simultaneously.

## Yak control

The Yak cannot stop mid-air. When idle, the Yak will fly around in counter-clockwise circles.

The Yak cannot make sharp turns and can only shoot forward, so it can be hard to maneuver. Attacking one enemy at a time by clicking on them is usually inefficient; Once the Yak takes down the target, it will switch back to its circling behavior. When a player clicks the next target, the Yak will need to realign itself because it is only capable of shooting forward. Realignment can take time if the target isn't in front of the Yak.

It is therefore better to target several units that the Yak can destroy quickly and attack them in a single engagement using a command queue. Assuming the units are positioned in front of the Yak, the Yak would destroy them all without ever needing to circle around or realign. Such an attack can be devastating to unprotected artillery and is a great way to counter it.

As an alternative to queueing commands, one can use the attack-move command.

## Crash landing

(Sometimes known as a "Yak Suicide" or "Allahu-Yakbar") When destroyed, the Yak will crash-land. If timed properly, this can destroy infantry standing below.

## Trivia

The Yak is portrayed by the Yak-3 or Yak-9 in the in-game sprite and the build icon.
Allies

The allies are one of the two current OpenRA faction types, the other being Soviets.

Each faction type is capable of building different units and buildings. In addition to that, there are some variations among factions of the same type. Some units and buildings can be built by both faction types. Those are marked with "shared".

## Factions

* England - Stealth specialization
* France - Decoy/Jamming specialization
* Germany - Teleportation specialization

## Units

### Infantry

The following infantry units are available to the Allies:

* Rifle Infantry (shared)
* Rocket Soldier (shared)
* Medic
* Engineer (shared)
* Spy
* Mechanic
* Tanya

### Vehicles

The following vehicles units are available to the Allies:

* Ore Truck (shared)
* Supply Truck (shared)
* Ranger
* Light Tank
* Artillery
* Allied MCV (the Soviet version is a Soviet MCV)
* Mine Layer (shared)
* Medium Tank
* Phase Transport (France only)
* Mobile Gap Generator (England only)
* Chrono Tank (Germany Only)
* Radar Jammer

### Naval

The following naval units are available to the Allies:

* Transport (shared)
* Gunboat
* Destroyer
* Cruiser

### Aircraft

The following aircraft units are available to the Allies:

* Chinook
* Hind
* Longbow

## Buildings

### Normal Buildings

The following buildings are available to the Allies:

* Allied Construction Yard (the Soviet version is a Soviet Construction Yard)
* Power Plant (shared)
* Allied Barracks (the Soviet version is a Soviet Barracks)
* Naval Yard (the Soviet version is a Sub Pen)
* Ore Refinery (shared)
* War Factory (shared, but see notes)
* Radar Dome (shared)
* Service Depot (shared)
* Helipad (the Soviet version is an Airfield)
* Allied Tech Center (the Soviet version is a Soviet Tech Center)

### Defense

The following defenses are available to the Allies:

* Sandbags
* Concrete Wall (shared)
* Silo (shared)
* Pillbox
* Camo Pillbox
* Turret
* AA Gun (the Soviet version is a SAM Site)
* Gap Generator

### Superweapons

The following Superweapons are available to the Allies:

* Chronosphere
* Missile Silo (shared)

### Fake Structures

France can produce fake structures of most Allied buildings and super weapons.

## Support Powers

The following support powers are available to Allies:

* GPS
* Sonar Pulse
Forward Command

# XX

The **Forward Command** is a tech structure that is found on some maps. It can be captured with an engineer to allow the placement of buildings around it.

The forward command has a circular area with 8 cell radius for building around. For comparison, a construction yard's radius for building is 16 cells.

It takes 30 seconds to capture a forward command center. It is 15 seconds for other buildings.
Soviet Tech Center

## Production

### Requires

War Factory, Radar Dome, Soviet Construction Yard

# XXX

The **Soviet Tech Center** is the Soviet version of the Tech Center.

## Prerequisites

The Soviet tech center is a prerequisite for the following:

* Building:
	+ Iron Curtain
	+ Atom Bomb (An Allied Tech Center also allows constructing this)
* Infantry:
	+ Shock Trooper
* Vehicle:
	+ Mammoth Tank
	+ MAD Tank
	+ Tesla Tank (Russia)
	+ Demolition Truck (Ukraine)
* Aircraft:
	+ MiG
* Vessel:
	+ Missile Submarine
Cloak

The **Cloak** is an ability some units have. Cloaked units can not be seen by an enemy. The owner of a cloaked unit sees it as transparent.

Units lose their cloak while in the detection range of cloak detector units or while firing. Hijackers also lose their cloak while moving.

Ground-attacking base defenses and radar domes can detect cloaked units (except submarines) but radar domes and tesla coils should not be powered down to do so.

## Types

There are 3 types of cloak. There is no visual difference between cloak types, but what can detect them varies.

* Hijacker: Can be detected by both normal cloak detectors and all infantry.
* Submarine: Can only be detected by other submarines, gunboats, destroyers, or a sonar pulse.
* Other: Can only be detected by normal cloak detectors.
Advanced Settings

**Advanced Settings** is one of the setting categories. It contains advanced settings that don't fit to other categories.

## Show Performance Text

If enabled, textual performance data is shown at the bottom-left in main menu and bottom right in game.

## Show Performance Graph

If enabled, a performance graph is shown at bottom-right in main menu and bottom left in game.

## Fetch Community News

If enabled, Battlefield News at the main menu will be periodically updated. The news are fetched from openra.net.

## Send System Information

Send anonymous system info for statistic and debugging purposes. A message about enabling this appears on first launch of the game.
Husk

**Husks** are the burning remnants left by certain vehicles when they are destroyed, they are obstacles to infantry and vehicles, and in some circumstances can be used to block the exits of buildings or strategic points in terrain. A building that has all of its exit points blocked will not be able to produce units it has queued.

Husks can be destroyed by targeting them with force-fire. If a husk is not destroyed manually, it will eventually disappear.

The Allied mechanic can salvage husks from either Allied or Soviet players, converting them back to their initial working condition. The mechanic will be consumed in this process.
Demolition Truck

The **Demolition Truck** (often shortened to **Demo Truck** or called a **Nuke Truck**) is a weakly-armored suicide unit of Ukraine. It contains a nuclear bomb capable of destroying any units and buildings that are nearby, even friendly ones.

The demolition truck can be manually ordered to self-destruct, but it also self destructs when killed by an enemy. If manually destructed, the enemy does not receive any bounty.

## Counter

The demolition truck should be destroyed before reaching friendly units, and ideally, when it is near enemy units. Scouting is essential to achieve this. A fast unit such as an aircraft or a light tank can destroy a demo truck before it reaches friendly units or buildings.

## Interactions with Superweapons

The demolition truck, unlike other vehicles cannot be iron curtained or chronoshifted. Attempting to iron curtain or chronoshift a demolition truck causes it to self-destruct.

But the demolition truck can be carried with a Transport that is iron curtained with no problem. Allowing safe transportation of it from waters.
Veterancy

**Veterancy** is a game logic that gives units small bonuses depending on how many enemy units they killed. All units can gain veterancy and their rank is shown on their bottom-left corner. It is not possible to see an enemy's unit ranks.

There are four ranks. The first 3 ranks are shown with standard military stripes and the 4th or elite rank is shown with a star.

## Bonuses

Total bonuses for each rank are following:

* 1 Stripe:
	+ 5% less damage taken.
	+ 5% more damage given.
	+ 5% more speed.
	+ 5% less reload delay.
	+ 10% less inaccuracy.
	+ 25% more bounty value.
* 2 Stripes:
	+ 10% less damage taken.
	+ 10% more damage given.
	+ 10% more speed.
	+ 10% less reload delay.
	+ 20% less inaccuracy.
	+ 150% more bounty value.
* 3 Stripes:
	+ 15% less damage taken.
	+ 20% more damage given.
	+ 20% more speed.
	+ 15% less reload delay.
	+ 30% less inaccuracy.
	+ 275% more bounty value.
* Star (Elite):
	+ 25% less damage taken.
	+ 30% more damage given.
	+ 40% more speed.
	+ 25% less reload delay.
	+ 50% less inaccuracy.
	+ 400% more bounty value.
	+ 2 HP per 4 seconds self-heal.
Heavy Tank

The **Heavy Tank** is the main battle tank of the Soviets. The heavy tank is strong against vehicles, buildings, and base defenses. Compared to the medium tank, the heavy tank has more health and damage, but it is slower, more expensive, and requires more build time. The heavy tank is weak against rocket soldiers.

The main strength of heavy tank is its cost effectiveness in direct takes on enemy vehicles - a platoon of 3 heavies can take on 4 mediums, and survive with one vehicle with more than half of its health remaining, with Soviets spending only 50 credits more for their force.

The heavy tanks can also, what's suprising, counter the monstronous Mammoth Tanks - even two of these behemoths, costing 4 thousand credits, are less than a match for 3 of their lesser, simpler brothers, costing over half thousand less.

Any lesser vehicles meant for scouting, transport, electronic or fire support or simple anti-personel defences stand very little chances against heavies unless purchased in massive numbers exceeding costs of the tanks themselves several times.

However, for such power, the heavy tank trades with lack of versatility - any armed aerial unit can attack it without retaliation, it cannot pursue or escape from lighter Allied machines, and is vulnerable to infantry with anti-tank weapons - the dual 105mm guns deal very low damage to small infantrymen, although when the tanks are massed, they may simply grind the footsoldiers under their treads. Turrets and tesla coils have enough durability and sheer firepower to outmatch even Heavy Tanks. Like in case of most vehicles, rogue Hijackers also pose a threat - without infantry support, tanks might without a warning change owners during a raid on enemy territory.

Heavy Tanks leave husks - any Soviet commander opposing Allied players should keep an eye enemy Mechanics near battle zones, for they can turn the wrecked war machines against their former users. Force-firing on husks with functional tanks will deny this advantage.
Silo

The **Silo** increases a player's maximum money capacity by $3000. It is typically advised not to use a silo. If a player has too much money, spending it is always better strategically. Silos are typically built by new players who are not aware of this. If a player is at maximum money capacity the game will send a warning by saying "silos needed".

When a silo is destroyed, the money it stores is lost.

The silo is not to be confused with the missile silo (atom bomb).
Submarine

The **Submarine** is the Soviets' primary naval weapon. It remains submerged unless shooting. When submerged, it cannot be seen except if it enters the detection radius of other nearby **submarines**, missile submarines, gunboats, or destroyers.

The submarine looks very similar to the Missile Sub, but it's not the same unit and visual differences exist.

## Scouting

The submarine's invisibility makes it a useful scouting instrument. It can be placed close to the shoreline, where it would be able to scout on ground units that cannot see it. If the submarine's health is so low that the health bar is red, it won't be able to submerge thus loosing its ability to be invisible, and will also show up on GPS.
Hijacker

The **Hijacker** is a unit of the Soviets which can capture enemy vehicles.

## Overview

In order to capture, the hijacker must enter the enemies vehicle. Once entered, the hijacker vanishes and the vehicle becomes permanently controlled by the capturing player.

When standing still, the hijacker becomes cloaked. It is also particularly fast and has a 95% chance of surviving a crush attempt (other units have a 75% chance). The hijacker has a slightly longer sight range than most infantry.

## Tactics

The hijacker is sometimes used to capture enemy ore trucks, causing economic damage to the opponent.

If the hijacker captures a ranger, APC or phase transport containing infantry, the infantry inside it also switches sides.

## Trivia

The hijacker is a repurposed thief from the original game. In the original game, the thief could steal money from the ore refineries. This ability has been given to the spy in OpenRA - Red Alert. This way, a counterpart to the mechanic could be created.
Infantry

The **Infantry** are foot soldiers that can be produced using a barracks. All infantry units are extremely vulnerable against Hinds, Yaks, artillery, and V2s. The only exception being the rocket soldier, which can counter Hinds and Yaks, especially when in a group.

Infantry lists:

* Allied Infantry
* Soviet Infantry
Parabombs

**Parabombs** are a support power available only for Ukraine. When a player builds an airfield, a countdown timer is activated, along with paratroopers and the spy plane. When the first airfield is built it has a 5-minute charge time. Multiple airfields will not give additional parabombs or reduce the charge time.

When the countdown is finished the player can assign any location on the map for a strike. They can order which way the badger can come from by clicking and dragging in the direction it should go. A single badger will then be sent from the edge of the map according to the desired angle. If the badger makes it to the allocated location it will drop 9 parachuted bombs in a straight line.

In old versions, three badgers would be used during parabombing and would each drop 5 parabombs.
Light Tank

The **Light Tank** is a fast tank of the Allies. It is very useful for quickly attacking weakly armored vehicles such as artillery, V2s and mobile flaks. It is not effective against buildings or infantry, and has relatively little armour for a tank.

It is easily countered by rocket soldiers, and fares badly against other tanks - one medium tank is an exact match for two light tanks fighting side by side, while costing mere 150 credits more than one of them.

The light tank's speed and strength against light armor makes it the primary way to counter mobile flak at the early game, where few other options are available.

Thanks to its fast movement speed, the light tank can be used to quickly flank enemies and take out unprotected artillery, V2s, and other unprotected lightly armored vehicles. It is also useful for harassing unprotected ore trucks.
Missile Silo

The **Atom Bomb** is a superweapon. When a **Missile Silo** created, it has a 9-minute countdown. Once the countdown is complete, the player can choose any spot on the map to bomb. When launched, the countdown is reset and a new bomb can be launched again after another 9 minutes. The atom bomb destroys everything within its blast radius.

Destroying the missile silo resets the timer. Also, when powered down or in low power mode, the timer pauses.

A player can only build a single missile silo, but France can build an additional fake missile silo.

The **missile silo** is not to be confused with the silo.

## Defense Against Atom Bombs

When a bomb is launched, an "atom bomb launched" message will be heard. Its landing spot is not indicated. The player has a short time to react. It is a good idea to move units away from likely targets before the bomb lands, such as construction yard, superweapons, and tech centers.

Atom bombs that are already launched cannot be stopped. It is best to take preventive measures, such as destroying the missile silo before the bomb is ready to launch. The only defense against a launched atom bomb is the Iron Curtain, it can be placed on a building or on two adjacent buildings to grant them immunity for a short period of time. However, predicting where the atom bomb will land in advance is not always possible, so the curtain placement is a bet.

The Tech Center and other super weapons are a common atom bomb target. Therefore, it is strategic for soviets to place their iron curtain structure adjacent to the Soviet Tech Center; when a bomb is launched, both structures can be curtained and protected.

## Vertical Travel Landing Prediction

When the bomb is a few seconds away from landing, it can be visually seen traveling very fast, starting from the top of the map and going down vertically. This means bottom bases have a slightly longer response window.

If bases (or structures) are not built on the same vertical line, a player can tell which structure is being targeted, and can apply the iron curtain more intelligently.