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    FAQ/Strategy Guide by SRN

    Version: Final | Updated: 10/12/02 | Search Guide | Bookmark Guide

    ================================================
    Yuri's Revenge: Red Alert 2 Expansion Compendium
    ================================================
    Version *FINAL*
    
    Written by Stephanus Rudiyanto N.
    email: s_rudiyanton@mailcity.com (old, but still functioning)
           s_rudiyanton@lycos.com
    
    NOTES from Author:
    * If you send an email to me, may be the reply is too late, this
    happens because I check my mailbox not very frequently. I'm sorry for
    this incovenience. But, if you send me some info or corrections, I
    WILL reply the letter (even it may be take a few days, weeks, or
    months) If I don't send the reply, just wait until it comes :)
    (There is also another possibility: I have already sent it and it
    doesn't reach your mailbox). Thanks just for reading this.
    
    * If you want to find older data for Red Alert 2 Original (not
    Yuri's Revenge data), please refer to my Red Alert 2 Compendium FAQ.
    
    * To read this FAQ, use Fixed Width fonts like Courier, if not many of 
    the tables below will look terrible.
    Use WordPad to read this FAQ, and maximize the window.
    
    Table of Contents
    -----------------
    i) Introduction
    ii) Version
    iii) Future edition
    iv) Credits
    v) How to get this FAQ
    
    I - General and Special Rules
        1) Formulae
        2) Shorcut Keys
        3) Mind Control
        4) Chronoshift
        5) Invulnerability
        6) Building
        7) Veteran and Elite Units
        8) Credits
        9) Weather Storm
        10) Battle Bunker and Urban Buildings
        11) Crates
    II - Units
        1) Allied Infantry
        2) Soviet Infantry
        3) Yuri Infantry
        4) Allied Vehicle and Aircraft
        5) Soviet Vehicle and Aircraft
        6) Yuri Vehicle and Aircraft
        7) Allied Naval
        8) Soviet Naval
        9) Yuri Naval
        10) Neutral Unit
    III - Buildings
        1) Allied Building
        2) Soviet Building
        3) Yuri Building
        4) Allied Combat Building
        5) Soviet Combat Building
        6) Yuri Combat Building
        7) Neutral Tech Building
    IV - Tables and Data
        1) Unit and Defensive Building Combat Ability
        2) Scoring
        3) Pip
        4) Unit and Defensive Building Description
        5) Unit and Building Comparison
        6) Air Unit Speed
    V - Miscellaneous
        1) Records
        2) Dangerous Unit
        3) Do you know?
        4) Special Section
        5) Patches changes
    
    -------------------------------------------------------------
    i) Introduction
    
    Command & Conquer: Red Alert 2 is a real time strategy game
    from Westwood. This is the sequel of Command & Conquer: Red Alert.
    The game story is based on the war between the Alliance and the
    Soviet forces. This game is recommended for fans of real-time
    strategy games. The FAQ I used here is based on it's expansion,
    Yuri's Revenge version 1.001. It add one more side (Yuri's side),
    and add tons of new features, units, and buildings. For original
    Red Alert 2 player, please refer to my older FAQ (Red Alert 2
    Compendium).
    
    First, I apologize if my English is not good (Because it is not my
    main language). Maybe some grammars and spells have some errors in
    this FAQ. This is my third unpublished FAQ I wrote.
    
    This FAQ is created for intermediate and expert players that have
    played the game long enough to truly know the aspects of the game.
    Although the beginners can also read this FAQ, it is not recommended
    because of some complicated data and tables. In this FAQ, I hope you
    have known the aspect of this game, because I don't include any
    "how to play", basic strategies or others like those. There are so
    many good FAQs to teach you to play in the internet so I don't need
    to explain it again :)
    
    A lot of info I acquired by checking the INI files (if you are often
    costumizing any Westwood games (C&C and RA), you must know these
    famous INI files), and also from searching, trying, and my other
    hardwork by playing the game itself. Note that not all data I extract
    pure from INI files (because some of them has many changes and can't
    be 100% right), actually I almost check everything (even the
    calculation procedure) to be sure it is right. So forgive me if there
    are many errors I didn't notice. Email me at s_rudiyanton@lycos.com
    for corrections and suggestions, and of course you will be credited
    even for small fixes. I will update this FAQ when there is a mistake,
    error, or any addition. I can also add an entirely new section if
    I think it's important.
    
    If you include any information below in any FAQ or Websites, please
    ask my permission first (mostly I will answer yes) and give credits
    for me. (It's extremely hard to collect information in this FAQ,
    you know).
    
    And lastly, I don't own Red Alert 2 and Yuri's Revenge CD.
    I play the game by borrowing my cousin's CD. And so, I also
    couldn't play it in the net until now. I am also not too good at
    multiplayer games (because I rarely had chances to play it on
    network games), but I'm also not that bad. This is just for info. :P
    
    ii) Version
    Numbers after the dot mean minor updates, while numbers before the dot
    mean Major updates.
    
    30 October 2001 - Version 1.0 (Initial release)
    - All formats are based on my Red Alert 2 FAQ.
    - There may be still some errors (because there are so many
      stats in Yuri's Revenge that need to be double checked)
      I'll try to fix all of them in the next version if I found
      them, but I hope it's 100% error free :)
    10 November 2001 - Version 1.1
    - Add more website that host my FAQ.
    - Fix errors in many sections.
    20 November 2001 - Version 1.2
    - Fix errors in some sections.
    29 December 2001 - Version 1.3
    - Updates FAQs based on Yuri's Revenge ver. 1.001.
    16 February 2002 - Version 1.31
    - Add a site that host my FAQ
    3 March 2002 - Version 1.4
    - Add some infos in many sections.
    - Fixes some errors.
    17 March 2002 - Version 1.41
    - Add a site that host my FAQ
    3 June 2002 - Version 1.5:
    - Add Special section that contains many strategies and contribution 
      from Overmind.
    3 July 2002 - Version 1.51:
    - Add some tips in miscellaneous section.
    25 August 2002 - Version 1.6:
    - Add some info and corrections (thanks to Hecht)
    29 Sept 2002 - Version 1.7: 
    - Add some info from Peter Grijpma.
    - Correct some grammatical mistakes.
    - Add some info (usually not quite important) such as including Siege
      Chopper as a flying unit.
    - Change information on mind controlled MCV/CY. Yuri (Clone/Prime)'s
      Psychic Wave
    - Add some notes on invulnerabling and chronoshifting air units,
      especially Kirov Airship .
    - Add Grinder info in Credit and Grinder sections.
    - Add some minor info on Attack Dog, SEAL, Tanya, Chrono Legionnaire,
      Sniper, Crazy Ivan, Slave Miner, Chaos Drone, Flint Westwood,
      Arnie Frankenfurter, Bio Reactor, Pillbox, Prism Tower, Spy Sat
      Uplink, Grand Cannon, Sentry Gun, Tesla Coil, and Tank Bunker.
    - Add some info on Do You Know? section.
    - Add more website that host my FAQ.
    13 October 2002 - Final Version:
    - Fix some credits.
    - Add more website that host my FAQ.
     
    iii) Future editions
    
    * This is final version of this FAQ. So no more section changes.
      I will update my FAQ only if there are some important changes and
      error fixes. Also I will still update websites that hosts my FAQs.
    
    iv) Credits
    - Westwood, for making a great game for me to play.
      <www.westwood.com>
    - Jeff "CJayC" Veasey (GameFAQs webmaster), for hosting my FAQs,
      GameFAQs is truly a good website for game guides and other
      game-related info!
      <www.gamefaqs.com>
    - My cousin, because I played RA2 with his CD and on his computer.
      He also writes his own section (Points for this game) in this FAQ
      by himself.
      He checks almost everything in this FAQ.
    - "W K" <supern0va3000@hotmail.com>
      For emailing me that Yuri's Revenge is out and making me create
      this FAQ. Thanks.
    - Alien Overmind <alien_overmind@2die4.com>, for many useful 
      information and suggestions.
      Information: Weather Storm, Crates, Building Occupation, and 
                   Survivors
      Fixes: Genetic Mutators Range, Spy shut down power time.
      He also sends me many useful and important informations and
      strategies that I put them into a separate special sections.
    - "Justin Mitchell" <justinmit@hotmail.com>, for info about
      Kirov and small notes.
    - Kevin Leung <mpe58@yahoo.ca>, for info about Chronoshift and
      Invulnerability.
    - "cathy goudie" <cathygoudie@btinternet.com>
      For reminding me that you can't selling a unit from service depot
      after version 1.001.
    - Ian Tucker <getingjiggy@hotmail.com>, for some info about 
      Chronoshift.
    - Yonatan Indrajaya AKA losbolos <losbolos_mig_29@yahoo.com>, for some 
      info about Chrono Waypointing.
    - "Hecht" <hecht_online@lycos.de>, for many corrections and info.
    - "Peter Grijpma" <DNAcrystal@hotmail.com>, for some info and tips.
    
    v) How to get this FAQ
    
    You can get this FAQ only in these sites:
    - http://www.gamefaqs.com
    - www.actiontrip.com
    - www.cheatcc.com
    - http://SPOnG.com
    - www.gamespot.com
    - http://www.PlanetCNC.com
    - http://www.cnchq.com
    
    If you want to check my newest FAQ, please check www.gamefaqs.com
    first, because I will send my newest FAQs to GameFAQs before other
    sites.
    
    
    *****************************
    I - General and Special Rules
    *****************************
    
    1) Formulae
    * Cells
      One cell in Red 2 Alert means a portion of small terrain that can
      be occupied by one small vehicles (IFV, Flak Track, etc.) or 3
      infantry.
    * ROF: Rate of Fire
      The longer the number, the longer the unit reloads its weapons.
      15 are equal to 1 second at middle speed setting. So a weapon
      with maximum speed with 150 ROF, will attack again after about 10
      seconds after previous attack.
    * Frame Delay
      900 Frame Delays are equal to 60 seconds in 15 fps (frame per
      second) games.
    * Veteran Rules
      Each unit that can become Veteran will have increased statistics.
      For Elite units just multiply the number by 2. And for calculating
      damage, use the Elite Weapons (if the units have it), and not
      the normal weapons. (This is hard to calculating, and still
      being researched).
       Stronger            : Damage received divided by 1.5
       Faster              : Unit max speed multiplied by 1.2
       Increased ROF       : ROF delay multiplied by 0.6
       Increased Firepower : Damage multiplied by 1.1
      Sight Range is NOT increased when becoming a veteran or Elite.
      For more description and detailed information about Veteran and
      Elite units, look at section below.
    * Radiation
      Nuclear Strike, Demolition Truck, and Desolator Radiation Eruption
      can create an area of radiation. The radiation will disappear
      after (Radiation Level x 1) frames.
    * Cells Radius and Cells Area
      In some data I mention about Cells Radius and Cells Area. Some people 
      may be confused about its. I will explain it with below examples.
    
      Cells Radius of 3 will means:
      o o o o o o o
      o o o o o o o
      o o o o o o o
      o o o x o o o
      o o o o o o o
      o o o o o o o
      o o o o o o o
    
      Cells area of 3 x 3 will means:
      o o o
      o x o
      o o o
      
      x : Middle point
    
      With above examples, it means that:
      A Cells Radius of 3 is same as a Cells area of 7 x 7.
      A Cells Area of 3x3 is same as a Cells radius of 1.
    
      It will be better if I use the cells area than cells radius for 
      better understanding. But I use cells radius because of some area
      damage (like radiation) is circle and not square. And in circle,
      it can't be converted to numberXnumber cells area. 
    
      So don't be confused if a mention cells radius in some stats and
      cells area in other stats. 
    
      Note:
      Thanks to Overmind for reminding me about this confusing matters.
    
    2) Shorcut keys
      The use for shorcut keys can't be separated with Real-Time
      Strategy Games. These keys can be changed in Game Options,
      Keyboard sections. Here are the shorcut keys for Red Alert 2:
    
    Category: Control
    
                  Keys  Description
    --------------------------------------------------------------------
    Alliances       A   Toggles Alliance Status with the owner of
                        selected object
    Cheer           C   All Units to Cheer (for fun only)
    Deploy Objects  D   Order selected units to Deploy or Undeploy
    Guard Objects   G   Order selected units to 'Guard' the area
    Scatter         X   Order selected units to scatter
    Stop Objects    S   Order selected units to stop current action
    Waypoints       Z   Set planning mode ON (to create waypoints)
                        Units that have been set for waypoints don't
                        do anything until you turn this off
                        Units move synchronically (have same speed)
    
    Category: Information
    
                  Keys  Description
    --------------------------------------------------------------------
    Coordinates     -   Gives the information of current coordinates of
                        cursors
                        This key is undefined by default (- in here
                        means no key and not the minus key).
    
    Category: Interface
    
                        Keys    Description
    --------------------------------------------------------------------
    Delete              Num Del Deletes the selected object
    Follow              F       Toggle Follow state of selected object(s)
    Goto Radar Event    Space   Center the Tactical View to the cycle
                                through last 8 EVA events. "Space Bar"
                                also goes to "Ally under Attack" EVA
                                event
    Options             Esc     Display game options dialog
    Page User           U       Page a Westwood Online users
                                (Internet only)
    Place Beacon        B       Used to place a communication Beacon
                                (Multiplayer only)
    Repair Mode         K       Toggle Repair Mode On/Off
    Sell Mode           L       Toggle Sell Mode On/Off
    Screen Capture      Ctrl-C  Take a snapshots of the game screen.
                                (Saved as 'SCRNxxxx.PCX' file in the
                                game directory)
    Select Str. Tab     Q       Switch the command bar to Building Tab*
    Select Armory Tab   W       Switch the command bar to Defensive Tab*
    Select Inf. Tab     E       Switch the command bar to Infantry Tab
    Select Vch. Tab     R       Switch the command bar to vehicle Tab
    Sidebar Down        Num 2   Scroll Sidebar Selection list downward
    Sidebar Up          Num 8   Scroll Sidebar Selection list upward
    Sidebar Page Up     Num 6   Page Sidebar Selection list upward
    Sidebar Page Down   Num 4   Page Sidebar Selection list downward
    Str. List Up        Num 7   Scroll Sidebar Str. Sel. list upward
    Str. List Down      Num 1   Scroll Sidebar Str. Sel. list downward
    Str. List Page Up   -       Page Sidebar Str. Sel. list upward
    Str. List Page Dn   -       Page Sidebar Str. Sel. list downward
    Unit List Up        Num 9   Scroll Sidebar Unit Sel. list upward
    Unit List Down      Num 3   Scroll Sidebar Unit Sel. list downward
    Unit List Page Up   -       Page Sidebar Unit Sel. list upward
    Unit List Page Dn   -       Page Sidebar Unit Sel. list downward
    Set Bookmark 1      Ctrl-F1 Set view Bookmark map position 1
    Set Bookmark 2      Ctrl-F2 Set view Bookmark map position 2
    Set Bookmark 3      Ctrl-F3 Set view Bookmark map position 3
    Set Bookmark 4      Ctrl-F4 Set view Bookmark map position 4
    View Bookmark 1     F1      View bookmarked map position 1
    View Bookmark 2     F2      View bookmarked map position 2
    View Bookmark 3     F3      View bookmarked map position 3
    View Bookmark 4     F4      View bookmarked map position 4
    Jump to Map Edge    Ctrl-Arrow keys
                                Jump to the edges of map for
                                corresponding arrow keys
    
    (*) The "Q" & "W" keys that select Tab Buttons grab a
    completed building for the cursor.  Pressing again places that
    building.
    
    Category: Selection
    
                        Keys    Description
    --------------------------------------------------------------------
    Center Base         H       Center the view about the player's base
    Center View         Num 5   Center the view about the selected
                                object(s)
    Combatant Select    P       Select all military units *
    Health Navigation   U       Navigates across the last selection by
                                health level**
    Next Object         N       Select the next object
    Previous Object     M       Select the previous object
    Type Select         T       Select units by type *
    Veterancy Nav.      Y       Navigates across the last selection by
                                Veterancy level***
    
    (*) - This shortcut key selects units across SCREEN, if it is pressed
          again, it selects units across MAP.
          If all units selected are on screen, it automatically select
          units across MAP.
    (**)- This shorcut key shows all units in selected units that in
          CRITICAL condition (red health bar), then if pressed again
          shows all units that in HEAVILY DAMAGED condition (yellow
          health bar), then if pressed again shows all unit that in
          HEALTHY condition. If pressed again, it loops back to show
          all units in CRITICAL condition. It also shows the information
          on how many units in that condition and how many Cost value
          of all those units.
    (***) - This shortcut key shows all units in the selected units that
            are in Elite level, then if pressed again shows all units
            that are in Veteran level, then if pressed again shows all
            units that are in Green status (Normal level). If pressed
            again its loops back to show all units in Elite level.
            It also shows the information on how many units in that
            veterancy level and how many Cost value of all those units.
    
    Category: Taunt (Multiplayer only)
    
               Keys    Description
    --------------------------------------------------------------------
    Taunt 1    F5      Send taunt message: "Need money"
    Taunt 2    F6      Send taunt message: "Ready to Attack now"
    Taunt 3    F7      Send taunt message: "Help me"
    Taunt 4    F8      Send taunt message: "Please distract enemy"
    Taunt 5    F9      Send taunt message: "Surrender Now!"
    Taunt 6    F10     Send taunt message: "Ha ha ha"
    Taunt 7    F11     Send taunt message: "You coward"
    Taunt 8    F12     Send taunt message: "Victory!!"
    
    Notes:
    - Taunt is different for each country.
    
    Category: Team
    
                          Keys        Description
    --------------------------------------------------------------------
    Create Team 1-10      Ctrl #     Create team # for the selected units
    Select Team 1-10      #          Select team #
    Add Select Team 1-10  Shift #    Add selected units to team #
    Center Team 1-10      Alt #      Center and center view for team #
    
    Notes:
    - # can be any number between 0 and 9
    - Center team can also be done by pressing # for the second time
      after the team is selected
    
    3) Mind Control
    - Units that have mind control ability can target any enemy or
      neutral unit and control its movement and action. In other
      words that unit will become your own unit.
    - Mind control can also be used to take allegiance of ally's
      units. Yuri Prime can mind control allied buildings. Psychic
      Dominator is capable of mind controlling allied units, so be
      careful.
    - A mind controlled MCV, will now be unable to deploy. The same
      rule applies if you mind montrol an enemy Construction Yard using
      a Yuri Prime. It can now be unpacked, but you can still sell it.
    - There are some units that can mind control an enemy unit.
      They are Yuri Clone, Psi-Corp Infantry, Psi Commando,
      Master Mind, and Yuri Prime.
      Psi-Corp Infantry only appear in Red Alert 2 campaign mode,
      and it has the same statistics with Yuri's.
      Psychic Tower is a defensive building that can mind control,
      and Psychic Dominator is a Yuri's Super Weapon that also can
      Mind Control enemy units.
    - If you control a transport, all units in the transport will
      NOT be mind controlled, so if you deploy the transport, all
      of the units inside go out and are still owned by enemy.
    - Units that are mind controlling and a mind controlled unit can't
      enter any transport (Amphibious Transport, Nighthawk, Flak Track,
      and IFV).
    - To release a mind controlled unit, you can kill the unit or
      building that mind control it.
    - To change mind control unit, just target another unit.
      Example: If a Yuri Clone is mind controlling a GI and you want
      him to mind control a Grizzly Tank, just simply ask him to target
      the Grizzly Tank.
    - You can't mind control a unit that is being mind controlled by
      other unit.
    - You can't mind control a unit that is enveloped with
      invulnerability (Iron Curtain is activated on it).
    - All units that have mind control ability can detect Spies.
    - There also a few units that are IMMUNE to Mind Control:
    
       Unit            Sides       Unit          Sides
       ----------------------------------------------------------
       Chrono Miner    Allies      War Miner     Soviet
       Attack Dog      Both        Terror Drone  Soviet
       Giant Squid     Soviet      Yuri Clone    Yuri
       Psi Commando    Special     Yuri Prime    Yuri
       Harrier         Allies      Black Eagle   Korea
       Kirov Airship   Soviet	 Rocketeer	   Allies
       Dolphin         Allies          (while flying)
       Master Mind     Yuri        Floating Disk Yuri
       Chaos Drone     Yuri        Brute         Yuri
       Boris           Soviet      Tanya         Allies
       Slave Worker    Yuri        Robot Tank    Allies
       Slave Miner     Yuri        T-Rex         Special
       Brontosaur      Special     Evil Mummy    Special
       Spy Plane       Soviet      MiG           Soviet
    
    - You CAN actually mind control a Kirov.  However, it's not
      exactly something that will happen often.  You have to have
      a mind control unit near the factory that a Kirov is being
      built at, without it already controlling someone.
      When the Kirov finishes being built, it's initially "on the
      ground", and can be controlled.
      <Justin Mitchell>
    
    4) Chronoshift
    - Chronoshift can be used after you have built a Chronosphere.
    - Chronoshift can teleport any unit in 3x3 Cells area to another
      location.
    - Chronoshift can be cancelled any time as long as you don't
      specify the target location.
    - You can teleport any unit to shrouded areas (Just be careful
      not teleport to water for your ground units).
    - Any infantry or organic unit that is teleported will be killed
      instead of being teleported. They include: Most infantry unit,
      Attack Dog, Dolphin, Giant Squid, Civilian, Cow, Alligator,
      Monkey, and Polar Bear.
    - Chrono Legionnaires and Chrono Ivan can be Chronoshifted and
      not killed by the process.
    - You CAN teleport infantry only if it is on a transport and you
      teleport the transport.
    - You can teleport enemy units or neutral units.
      Example:
      * Teleport a group of enemy tanks to water to make them drowned.
      * Teleport a group of enemy ships to ground to make them destroyed.
      * Teleport a group of enemy infantry to kill them instantly.
      * Teleport a Dolphin, Giant Squid, or Attack Dog to kill them
        instantly.
      * Teleport a group of landing Harriers and Black Eagle
        (in Airforce Command HQ), Siege Chopper, or Nighthawk to water
        to destroy them.
    - Vehicles are not destroyed when teleported onto a building, they 
      are just placed around it. <Ian Tucker>
    
    5) Invulnerability
    - Invulnerability can be used after you have built an Iron Curtain.
    - Invulnerability makes any unit in 3x3 Cells area invincible and can't
      be damaged in any way.
    - Invulnerability durations: 750 frame delay.
    - You can't make any infantry or any organic units Invulnerable.
    - You can make Harriers, Black Eagles, Nighthawks, and Siege Chopper
      invulnerable, but not Kirov Airships. Those three must land first when
      they are cloaked with Invulnerability.
      There is, however, a way to cloak Kirov with invulnerability. Read
      Kirov section for detailed information.
    - If you make any transport invulnerable, units inside it are
      not invulnerable.
    - Invulnerable Demolition Trucks can't be killed by the enemy. It will
      self-destruct on the target without anything can stop it.
    - Invulnerabled building can be captured by engineer.
    - Invulnerable units that have dynamite attached to it (by Crazy
      Ivan) can't be destroyed.
    - V3 rocket launchers can be invulnerabled, but the rockets are not.
      The same rule applies for Dreadnought.
    - Invulnerable unit can't be mind controlled.
    - You can use Invulnerability to enemy or neutral units.
      Example:
      * Destroy any group of infantry by covering them with
        invulnerability.
      * Destroy a Dolphin or Giant Squid by covering them with
        invulnerability.
    - If you put an invulnerabled unit in a transport, the invulnerability
      will not cease and expire after 750 frame delays (50 game seconds).
    
    6) Building
    - Buildings in Red Alert 2 can only be placed near other buildings.
    - Normally, buildings can be placed 2 cells adjacent to other
      building. The exception are:
    
      Buildings          Cells
      --------------------------
      Naval Shipyard     12
      Submarine Pen      12
      Concrete Wall      8
      Citadel Wall       8
      Sentry Gun         4
      Pillbox            4
      Patriot Missile    4
      Gattling Cannon    4
      Tank Bunker        3
    
    - All buildings need powers. Buildings that don't need power
      are: Construction Yard, Concrete Walls, Citadel Walls,
      Battle Bunkers, Tank Bunker, Sentry Gun, and Pillbox.
      Allied power sources are the Power Plant. While Soviet power
      sources are Tesla Reactor and Nuclear Reactor.
      Yuri power sources are the Bio Reactors.
    - Buildings that can't work without power:
      Ore Purifier, Gap Generator, Iron Curtain, Weather Control Device,
      Chronosphere, Radar Facility, Psychic Sensors, Sattelite Uplink,
      Tesla Coil, Prism Tower, Patriot Missile, Grand Cannon, Flak Cannon,
      Industrial Plant, Psychic Dominator, Genetic Mutator, Gattling
      Cannon, Psychic Sensors, and Psychic Tower.
    - When a building is destroyed it's cost is divided by a specific 
      number for each side, the result is the number of survivors.
      Allies: 500 (G.I.)
      Soviet: 250 (Conscripts)
      Yuri:   750 (Initiates)
      Example: Allied Chronosphere (Cost: 2500) that is destroyed will
      have 5 G.I. survivors (2500/500).
    
    7) Veteran and Elite Units
    - Unit can become veteran if it destroys/kills enemy units that
      have 3 times more 'points' than its value points. To become
      Elite it needs 6 times more 'points'  than its original value
      points. Buildings also have points.
      Points used here are the unit/building's costs.
      Example:
      Rhino Tank (Cost: 900) that destroys 1 Flak Cannon (Cost: 1000),
      1 Sentry Gun (Cost: 500), 2 Tesla Reactors (Cost: 600 each), and
      1 Conscript (Cost: 100) will be promoted to veteran.
      It happens because all unit values that it destroys:
       1000 + 500 + (600 x 2) + 100 = 2800
      are greater than 3 times of its original value:
       900 x 3 = 2700 < 2800
      Notes that, if it destroys EXACTLY 3 times of its original value
      it won't be promoted. It must be a little more that 3 times
      of its original value.
      To become elite, the Rhino Tank must again destroy 3 unit cost
      that 3 times of its original value (2700) again.
      So a Veteran Rhino that destroys a War Factory (cost 2000) and
      a Service Depot (Cost: 800) will be promoted to Elite.
    - Crushing an infantry also counts as killing them.
    - Killing/Destroying a friendly units by Force Attack also counts
      killing them (but it has fewer points than enemy units).
      This is not recommended because it is too EXPENSIVE to
      make a unit a veteran.
      NOTE: This can be only done in older versions.
    - Veteran and Elite Units also give them these benefits:
      Veteran abilities:
         Armor increased         : all units
         Speed increased         : all units
         ROF increased           : all units
         Weapon damage increased : all units
         Ability to Scatter      : Boris, Tanya, and SEAL
      Elite abilities:
         Self heal               : all units (some units already
                                   have them in normal level)
         Armor increased         : all units
         ROF increased           : all units
         Weapon damage increased : all units
         New Elite Weapons       : most units (look in unit section
                                   below for each unit Elite
                                   Weapon details)
      Note:
      'all units' means all units that can be promoted to veteran.
      For info about veteran stats, please read more at section I.1.
    
    8) Credits
    - Harvesters (War Miner or Chrono Miner) automatically harvest
      ores and minerals patches after you build an Ore Refinery.
      1 'bail' of Ores has a value of 25.
      1 'bail' of Minerals has a value of 50.
      1 Cell of ore/mineral patches can contain more than 1 bail
      (I don't know the exact number and it is hard to research).
      1 Chrono Miner can hold 20 bails at maximum.
      1 War Miner can hold 40 bails at maximum.
      1 Slave Worker can hold 4 bails at maximum.
      Carried bails are showed in colored pip (small dot in Harvester
      that shows the color of its ores/minerals storage). 1 Pip
      is the same as 4 bails (in Chrono Miner) and 8 bails (in War Miner).
      In a Harvester, Ores are showed in yellow color, while
      minerals are showed in blue color.
      Example: If a War Miner carries 5 blue Pip (at max in this example,
      because 1 blue pip can contain 8 bails or less), it carries 2000
      credits (40 bails x 50 minerals value).
      For more information about 'Pip' itself, look in the other
      section below also in this FAQ.
    - You can also get credits by sell a building. Selling a building
      costs half of its original value.
      Selling a building can give you some extra infantry that
      come out from the building (GI and Conscripts), but it
      depends on the building cost and type.
      Selling Construction Yard also gives you an Engineer.
    - You can also sell unit (ground vehicles only, including
      Nighthawks). It costs half of its original value.
      To sell a unit, move it to Service Depot. Move cursor to
      the unit until it shows GREEN dollar sign, then click to
      sell it. (Not available after patches 1.001)
      Thanks to "Cathy Goudie" for remind me about this.
      Warning, if you sell any transport the unit inside it
      will also be sold but without credits (only the transport worth
      the credits).
    - Yuri has Grinder to earn credits. Send a unit into a grinder and
      the grinder will destroy the unit but donate half of the unit's
      building cost. If a transport boarding some passengers is sent
      into a grinder, you will also receive half of the passengers'
      construction cost.
    - Concrete Walls and all Tech Buildings (even you have captured
      them) can't be sold.
    - Tech Oil Derricks give you small credits (20 credits) every
      time, and give 1000 credits for the first time you capture them.
    
    9) Weather Storm
    - Number of seconds between announcement of strike and its
      commencement: 16.666
    - Damage done by lightning strike: 250
    - Default storm duration is overriden by the trigger
      control: 28 seconds.
    - How often the direct target gets hit: 10 seconds.
    - Delay between random bolts: 0.9333 seconds
    - How far away random bolts can go: 10 cells
    - City-block distance in cells between clouds/bolts: 3
    Note: Thanks to Alien Overmind <alien_overmind@yahoo.com> for
          all of these info on Weather Storm.
    
    10) Battle Bunker and Urban Buildings
    - All basic infantry (G.I., Conscripts, and Initiates) can occupy
      Battle Bunkers. When enter these buildings, they will have
      their weapons upgraded by these numbers:
      Damage multiplier : 1.3
      ROF multiplier    : 1.3
      Range multiplier  : 2
    
    - All basic infantry (G.I., Conscripts, and Initiates) can occupy
      civilian/urban buildings. When entering these buildings, they will
      have their weapons upgraded. See on each infantry description
      for more info.
    
    Note: Thanks to Alien Overmind <alien_overmind@yahoo.com> for
          all of these info.
    
    11) Crates
    When any units take a crate, it can do one of the following:
    - Promote a group of units to Veteran status (3x3 cells)
    - Increase speed (Speed multiplied by 1.2)
    - Increase armor (Armor multiplied by 1.5)
    - Increase firepower (Firepower multiplied by 2)
    - Add cash (Credits increased by 2000)
    - Reveal all map shrouds
    - Give free vehicles unit (almost any unit except Naval)
    - Heal all units and buildings
    
    Crates Powerup Probability to appear in a crate:
    
    Powerup Type        Probability in Percentage
    ---------------------------------------------
    Promotion           20
    Speed               10
    Armor               10
    Firepower           10
    Cash                20
    Reveal Map          10
    Free Vehicles       20
    Heal                10
    
    - All units can only get once (crate): increase firepower, 
      increase armor and increase speed (this is meant for 
      the "random" crates in multiplayer), in solo player 
      there are often crates with firepower or something 
      else.. these can of course all be collected by the same 
      unit.
      Note: Thanks to Hecht for this info.
    
    
    **************
    II - The Units
    **************
    
    1) Allied Infantry
    ------------------
    1.1) GI
    Country      : Allies
    Prerequisite : Barracks
    Cost         : 200         TechLevel : 1
    Weapons      : M60 Heavy Machine Gun (Deployed)
                   Parabellum Pistol (Undeployed)
    Speed        : 4           Sight     : 5
    HP           : 125         Armor     : none
    
    Weapon Notes:
    * Undeployed
      Damage: 15   Range: 4   ROF: 20
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
      Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
      * Elite Weapon: Damage: 25   Range: 4  ROF: 20
    * Deployed
      Damage: 15   Range: 5   ROF: 15
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
      Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 25   Range: 7  ROF: 5
    * When occupy a building
      Damage: 30   Range: 6   ROF: 15
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
      Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
      Damage vs. Building's Armor: Wood (75%), Steel (30%), Concrete (20%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 40   Range: 6  ROF: 15
    
    Notes:
    - Can occupy civilian buildings and Battle Bunker
    - Can be dropped by plane if you have Paradrop/Airport Tech Building.
    - GI cannot damage concrete walls and cannot fire pass through
      concrete walls.
    - IFV Mode: 2
    
    1.2) Engineer
    Country      : Allies
    Prerequisite : Barrack
    Cost         : 500         TechLevel : 1
    Weapons      : Bomb Defuse Kit
    Speed        : 4           Sight     : 4
    HP           : 75          Armor     : none
    
    Notes:
    - Can capture enemy buildings or tech buildings.
    - Can repair damaged buildings, including civilian buildings.
    - Can repair damaged bridges by entering Bridge Repair Hut.
    - Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
    - Can defuse bomb planted by Crazy Ivan but not automatically.
    - Can't be veteran or elite by normal means.
    - When in Guard Mode, increase scan range (for detecting bomb and
      repair building) by 5.
    - IFV Mode: 1
    
    1.3) Attack Dog
    Country      : Allies
    Prerequisite : Barrack
    Cost         : 200         TechLevel : 2
    Weapons      : Teeth
    Speed        : 8           Sight     : 9
    HP           : 100         Armor     : none
    
    Weapon Notes:
      Damage: 30   Range: 1.5   ROF: 30
      Though the dogs have only 30 damage, they always kill any infantry or
      other dog (even they have HP more than 30).
      The range only shows when the dog 'jumps' to attack the target.
    
    Notes:
    - Always in Guard Mode (chase any enemy's infantry/dog in sight range)
    - When in Guard Mode, increase scan range (detecting spies and
      other infantry) by 5.
    - Can only target infantry (excluding Brute), dog, cow, alligator, 
      monkey, and polar bear.
    - Can detect spies in sight range.
    - Can't be veteran or elite by normal means.
    - Immune to Mind control.
    - Immune to Psychic Wave.
    
    1.4) Guardian G.I.
    Country      : Allies
    Prerequisite : Barracks
    Cost         : 400         TechLevel : 2
    Weapons      : M60 Heavy Machine Gun (Undeployed)
                   Missile Launcher (Deployed)
    Speed        : 3           Sight     : 6
    HP           : 100         Armor     : none
    
    Weapon Notes:
    * Deployed
      Damage: 40   Range: 8 (Minimum: 1)   ROF: 40
      Damage vs. Infantry's Armor: None (20%), Flak (20%), Plate (20%)
      Damage vs. Vehicle's Armor : Light (100%), Medium (50%), Heavy (100%)
      Damage vs. Building's Armor: Wood (10%), Steel (10%), Concrete (10%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 50   Range: 8 (Minimum: 1)  ROF: 20
    * Undeployed
      Damage: 15   Range: 5   ROF: 15
      Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%)
      Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
      Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 25   Range: 7  ROF: 5
    
    Notes:
    - Guardian GI in undeployed mode cannot damage concrete walls and
      cannot fire pass through concrete walls.
    - IFV Mode: 16
    
    1.5) Rocketeer
    Country      : Allies
    Prerequisite : Barrack, Airforce Command HQ
    Cost         : 600         TechLevel : 3
    Weapons      : 20mm Mini Machine-gun
    Speed        : 9           Sight     : 8
    HP           : 125         Armor     : none
    
    Weapon Notes:
      Damage: 25   Range: 5   ROF: 30
      Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
      Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
      Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 80%.
      * Elite Weapon: Damage: 25   Range: 5  ROF: 5
    
    Notes:
    - Always fly and never land. (Except in Campaign mode where they are
      in ground first)
    - Rocketeer can't damage concrete wall.
    
    1.6) Spy
    Country      : Allies
    Prerequisite : Barrack, Allied Battle Lab
    Cost         : 1000        TechLevel : 5
    Weapons      : Make-up Kit
    Speed        : 4           Sight     : 9
    HP           : 100         Armor     : Flak
    
    Notes:
    - Target any enemy infantry unit, dog, cow, alligator, or monkey
      to disguise like it.
    - Spy, by default, disguises like your own basic infantry (GI for
      Allies, Conscripts for Soviet, and Initiates for Yuri)
    - Can disguise as ANY biological unit, friends or foes.
    - Can disguise as animal or neutral biological units (like cow and dog).
    - If Spy targets another spy that has disguised, he will disguise
      like that disguised form (not the spy). For example, spy A has
      disguised as a cow, and spy B has just been created. If you order
      spy B to disguise as spy A (force attack spy A), spy B will camouflage
      himself as a cow.
    - If disguised, can still be seen in radar, and also detected by dog
      and all mind-controlling units.
    - If disguised, any enemy unit that can't detect him doesn't
      automatically attack it, but it can be attacked manually (target
      cursor shows him as enemy).
    - Can enter these buildings:
      + Barracks: Makes most infantry that you train become veteran.
      + War Factory: Makes most vehicles that you train become veteran.
      + Radar/AA HQ/Psychic Sensor: Resets the enemy's shrouds.
      + Ore Refinery: Steals half of their money.
      + Power Plant/Tesla Reactor/Nuclear Reactor/Bio Reactor:
        Shuts down the power for more than 1 minute. (1000 frame delay)
      + Allied/Soviet/Yuri Battle Lab: Can make a special infantry (Chrono
        Commando, Psi Commando, or Chrono Ivan)
      + Chronosphere, Genetic Mutator, Iron Curtain, Nuclear Silo, Weather
        Control, or Psychic Dominator:
        Resets the super weapon countdown.
    - Can't be veteran or elite by normal means.
    - IFV Mode: 2
    
    1.7) SEAL
    Country      : Allies
    Prerequisite : Barrack, Airforce Command HQ
    Cost         : 1000        TechLevel : 9
    Weapons      : MP5 Machine Gun
                   C4 Charges
    Speed        : 5           Sight     : 8
    HP           : 125         Armor     : Flak
    
    Weapon Notes:
    * MP5 Machine Gun
      Damage: 125   Range: 6   ROF: 10
      Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
      Damage vs. Vehicle's Armor : All (1%)
      Damage vs. Building's Armor: All (1%)
      Damage vs. Terror Drone    : 1%
      Prone Infantry still receives all damage.
      SEAL doesn't target any vehicle or building automatically, so order
      him to attack those targets manually. However, he will retaliate if
      attacked.
    * C4 Charges
      Damage: 5000   Range: 1.5   ROF: 10
    
    Notes:
    - Can swim and attack from water.
    - Can destroy any buildings or ships by using C4.
    - Can destroy bridge by entering Bridge Repair Hut.
    - IFV Mode: 4
    
    1.8) Tanya
    Country      : Allies
    Prerequisite : Barrack, Allied Battle Lab
    Cost         : 1500        TechLevel : 9
    Weapons      : Dual Pistols
                   C4 Charges
    Speed        : 6           Sight     : 8
    HP           : 200         Armor     : Flak
    
    Weapon Notes:
    * Dual Pistols
      Damage: 125   Range: 6   ROF: 10
      Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%)
      Damage vs. Vehicle's Armor : All (1%)
      Damage vs. Building's Armor: All (1%)
      Damage vs. Terror Drone    : 1%
      Prone Infantry still receives FULL damage.
      * Elite Weapon: Damage: 125   Range: 8  ROF: 10
      Tanya doesn't target any vehicle or building automatically, order
      her to attack those targets manually. However, she will retaliate 
      if attacked.
    * C4 Charges
      Damage: 5000   Range: 1.5   ROF: 10
    
    Notes:
    - Can swim and attack from water.
    - Can destroy any buildings or ships by using C4.
    - Can destroy any vehicles by using C4.
    - Can destroy bridge by entering Bridge Repair Hut.
    - You can only train 1 Tanya.
    - Self Healing.
    - Can't be crushed by vehicles.
    - Immune to Mind Control but not to Psychic Wave.
    - IFV Mode: 4
    
    1.9) Chrono Legionnaire
    Country      : Allies
    Prerequisite : Barrack, Allied Battle Lab
    Cost         : 1500        TechLevel : 10
    Weapons      : Neutron Riffle
    Speed        : Instant     Sight     : 8
    HP           : 125         Armor     : None
    
    Weapon Notes:
      Damage: 8   Range: 5   ROF: 120
      Neutron Rifle doesn't have damage reduction to ANY armor,
      so they always hit at full damage.
      They damage the enemy (Temporary damage and not shown) by 8 or
      (more if Veteran or Elite) continously. If the damage reaches
      target's maximum HP, target is "removed". If the process is
      cancelled (the Chrono Legionnaire is killed), the temporary
      damage resets to 0.
      * Elite Weapon: Damage: 16   Range: 5  ROF: 120
    
    Notes:
    - They move by teleporting to target location instantly, but the
      longer the distance, the longer they are "ready" in target
      location (very vulnerable).
    - They enter IFV and any transport by teleporting (instantaneous).
    - They have special weapons that can remove any unit/building. The
      stronger the enemy the longer they "remove" it. Killing him while
      he is targeting will release the unit/building.
      Moving him or making him select another target will also release
      the unit/building.
    - Any enemy unit's or building's targeted by them can't be targeted
      by other unit except by other Chrono Legionnaire. Also their
      target can't move, attack, or do anything while still in the
      phase time.
    - They cannot damage Concrete war nor attack pass through
      Concrete Wall.
    - Cannot be crushed by vehicles.
    - If a Chrono Legionnaire attacks a garrisonned building or a
      transport, the units inside will also disappear.
    - Tip: Send an IFV to the vicinity of enemy base. Then send your
      Chrono Legionnaire in it. Acting this way will enable the Chrono
      Legionnaire to attack without "unwarping". However, if you unboard
      him soon after he teleports to the IFV, he will "unwarp".
      See section V.3 for more tips and tricks.
    - IFV Mode: 10
    
    1.10) Sniper
    Country      : Great Britain
    Prerequisite : Barrack, Airforce Command HQ
    Cost         : 600                TechLevel : 1
    Weapons      : AWP
    Speed        : 4                  Sight     : 8
    HP           : 125                Armor     : None
    
    Weapon Notes:
      Damage: 125   Range: 14   ROF: 150
      Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
      Damage vs. Vehicle's Armor : All (1%)
      Damage vs. Building's Armor: All (1%)
      Damage vs. Terror Drone    : 1%
      Prone Infantry still receives FULL damage.
      * Elite Weapon: Damage: 125   Range: 14  ROF: 60
      Sniper doesn't target any vehicle or building automatically, order
      him to attack those targets manually. However, he will retaliate if
      attacked.
    
    Notes:
    - When Attacking, the Sniper, unlike most units, does not reveal 
      shround. (So Sniper hiding in shrouds can kill other infantry 
      without being seen)
    - IFV Mode: 5
    
    1.11) American Airborne Paratroopers
    Country      : America
    Cost         : 0
    Prerequisite : Airforce Command HQ
    
    Notes:
    - American Airborne Paratroopers drop 8 GIs.
    - The statistics for Paratroopers are the same as Allied GI
    - If your spy has infiltrated enemy's barrack, your paratrooper will
      become veteran.
    - America can have BOTH of American Airborne and Allied Paradrop.
    - Paratrooper can't land in the water. If you target them to water,
      they automatically land on the nearest land.
    
    1.12) Allied Paradrop
    Country      : Allies
    Cost         : 0
    Prerequisite : Airport (Tech Building Captured)
    
    Notes:
    - Paradrop drops 6 GIs.
    - The statistics for Paradrop are same as Allied GI
    - If your spy has infiltrated enemy's barrack, your paratrooper will
      become veteran.
    - America can have BOTH of American Airborne and Allied Paradrop.
    - Paradrop can't land in the water. If you target them to water,
      they automatically land on the nearest land.
    
    
    2) Soviet Infantry
    ------------------
    2.1) Conscripts
    Country      : Soviet
    Prerequisite : Barrack
    Cost         : 100         TechLevel : 1
    Weapons      : M1 Carbine
    Speed        : 4           Sight     : 5
    HP           : 125         Armor     : Flak
    
    Weapon Notes:
    * M1 Carbine
      Damage: 15   Range: 4   ROF: 25
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
      * Elite Weapon: Damage: 20   Range: 5  ROF: 25
    * When occupy a building.
      Damage: 20   Range: 6   ROF: 20
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(30%), Concrete(20%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 30   Range: 6  ROF: 20
    
    Notes:
    - Can occupy civilian buildings and Battle Bunkers.
    - Can be dropped by plane if you have Paradrop/Airport Tech Building.
    - Conscripts cannot damage concrete walls and cannot fire pass
      through Concrete wall.
    - IFV Mode: 2
    
    2.2) Engineer
    Country      : Soviet
    Prerequisite : Barrack
    Cost         : 500         TechLevel : 1
    Weapons      : Bomb Defuse Kit
    Speed        : 4           Sight     : 4
    HP           : 75          Armor     : none
    
    Notes:
    - Can capture enemy buildings or tech buildings.
    - Can repair damaged Buildings, including civilian buildings.
    - Can repair damaged bridge by entering Bridge Repair Hut.
    - Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
    - Can defuse bomb planted by Crazy Ivan but not automatically.
    - Can't be veteran or elite by normal means.
    - When in Guard Mode, increase scan range (for detecting bomb and
      repair building) by 5.
    - IFV Mode: 1
    
    2.3) Attack Dog
    Country      : Soviet
    Prerequisite : Barrack
    Cost         : 200         TechLevel : 2
    Weapons      : Teeth
    Speed        : 8           Sight     : 9
    HP           : 100         Armor     : none
    
    Weapon Notes:
      Damage: 30   Range: 1.5   ROF: 30
      Even the dogs have only 30 damage, but they always kill any infantry or
      other dog (even they have HP more than 30).
      The range only shows when the dog 'jumps' to attack the target.
    
    Notes:
    - Always in Guard Mode (chase any enemy's infantry/dog in sight range)
    - When in Guard Mode, increase scan range (detecting spies and
      other infantry) by 5.
    - Can only target infantry (excluding Brute), other dog, or biological 
      ground units.
    - Can detect spies in sight range.
    - Can't be veteran or elite by normal means.
    - Immune to Mind control.
    - Immune to Psychic Wave.
    
    2.4) Flak Trooper
    Country      : Soviet
    Prerequisite : Barrack, Radar
    Cost         : 300         TechLevel : 1
    Weapons      : Flak Gun
                   Flak Anti-Air Gun
    Speed        : 4           Sight     : 5
    HP           : 100         Armor     : none
    
    Weapon Notes:
    * Anti-Air Flak Gun
      Damage: 20   Range: 8   ROF: 25
      Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
      Damage vs. Vehicle's Armor : Light (80%), Medium (20%), Heavy (20%)
      Damage vs. Building        : There are no flying building
      * Elite Weapon: Damage: 20    Range: 8   ROF: 25
                      Fire 2 times in rapid succession.
    * Anti-Surface Flak Gun
      Damage: 20   Range: 5   ROF: 20
      Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
      Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy (10%)
      Damage vs. Building's Armor: Wood (30%), Steel (20%), Concrete (10%)
      Damage vs. Terror Drone    : 100%
      * Elite Weapon: Damage: 20   Range: 5   ROF: 20
                      Fire 2 times in rapid succession.
    * Both
      Flak Trooper's Weapon is inaccurate and slow, but the bullet
      explodes and any unit/building in the area (1 Cell nearby) will be
      damaged (Of course the units near the center of explosion receive
      more damage than the unit far from the center).
    
    Notes:
    - Flak Troopers can attack ground but they are more useful for Anti-
      Air units.
    - IFV Mode: 3
    
    2.5) Tesla Trooper
    Country      : Soviet
    Prerequisite : Barrack
    Cost         : 500         TechLevel : 5
    Weapons      : Electric Bolt
    Speed        : 4           Sight     : 6
    HP           : 130         Armor     : Plate
    
    Weapon Notes:
    * Electric Bolt
      Damage: 50   Range: 3   ROF: 60
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(85%), Medium (100%), Heavy(100%)
      Damage vs. Building's Armor: All (50%)
      Damage vs. Terror Drone    : 200%
      * Elite Weapon: Damage: 50   Range: 5   ROF: 40
                      Can damage 2 other targets that are near the
                      primary target (Ignore any Concrete Walls for 2
                      other targets).
    * Assault Bolt (only when near Tesla Coil)
      Range: 1.83  ROF: 25
      This is the Tesla Troopers charge when near Tesla Coil.
      Charging means increasing Tesla Coil range and damage.
      Charging an unpowered Tesla Coil means to give the Tesla Coil
      power to work (needs at least 2 Tesla Troopers charging).
      1 Tesla Trooper charging to a powered Tesla Coil can make
      the Tesla Coil overpowered.  While unpowered Tesla Coil (your
      power gauge is red) needs at least 3 Tesla Trooper to
      overpowered it (look in Tesla Coil section below for more
      description).
    
    Notes:
    - When near Tesla Coil, Tesla Trooper can charge the Tesla Coil to
      increase range, damage, and fire speed (reduce ROF) of the Tesla
      Coil. They still can attack (and release the charges on Tesla
      Coil) enemy unit that moves near them.
    - Tesla Trooper can't be crushed by Vehicles.
    - Can't damage Concrete Wall and attack pass through Concrete Walls.
      It can attack pass Concrete Wall only when in Elite status.
      (Thanks to Blossom Storm for reminding me about this).
    - IFV Mode: 6
    
    2.6) Crazy Ivan
    Country      : Soviet
    Prerequisite : Barrack, Radar
    Cost         : 600         TechLevel : 5
    Weapons      : Ivan Dynamites
    Speed        : 4           Sight     : 6
    HP           : 125         Armor     : None
    
    Weapon Notes:
    * Ivan Dynamites
      Damage: 450   Range: 1.5   ROF: 50
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood(100%), Steel(250%), Concrete(20%)
      Range in here means the distance a Crazy Ivan must take to plant
      the bomb.
      The Time for Bomb to Explode is about 450 frame delay (30 seconds).
      * Elite Weapon: Damage: 600
    
    Notes:
    - Can plant bomb into any unit or buildings (friend or foe). When
      planted, the bomb timer in the unit will countdown. If the timer
      reaches zero, the planted unit will be damaged (or destroyed) and
      also the explosion will damage the nearby area.
    - Can't be veteran or elite by normal means.
    - Crazy Ivan can also plant bomb on enemy's aircrafts (Harrier,
      Black Eagle, Nighthawk, and Siege Chopper) when they are on land.
    - Units with bomb planted on them that enter a transport won't
      explode in transport when the bomb timer expires. But, they will
      explode immediately when they go out from transport (if the bomb
      timer expires inside tranport). The more the units with planted bomb
      in the transport, the explosion will do more damage.
      Considering its speed and its transport capacity, Flak Track is
      recommended, and units onboard are Conscripts because of their
      low costs.
      It is also good to use Cuban terrorists instead of conscript
      because they are relatively cheap and causing great damage when
      exploding.
    - Explodes when killed.
    - Can destroy bridge by entering Bridge Repair Hut.
    - Can't install bomb on a naval unit (except amphibious transport).
    - IFV Mode: 7
    
    2.7) Boris
    Country      : Soviet
    Prerequisite : Barrack, Soviet Battle Lab
    Cost         : 1500        TechLevel : 9
    Weapons      : AKM
                   Airstrike Flare
    Speed        : 5           Sight     : 9
    HP           : 200         Armor     : Flak
    
    Weapon Notes:
    * AKM
      Damage: 65   Range: 7   ROF: 20
      Damage vs. Infantry's Armor: None (200%), Flak (200%), Plate (100%)
      Damage vs. Vehicle's Armor : Light (50%), Medium (50%), Heavy (50%)
      Damage vs. Terror Drone    : 100%
      Cannot target Buildings.
      Prone Infantry reduces the damage to 70%.
      * Elite Weapon: Damage: 90    Range: 9   ROF: 20
    * Airstrike Flare (Target a Building)
      Damage: Special   Range: 12   ROF: 60
      Call 2-4 MiGs to attack a build, the number of MiGs called is based
      on Boris's Veterancy level.
      MiG's Data:    HP: 200     Armor: Light
                     Speed: 16   Sight: 0
                     Weapons: Maverick (2 missiles)
                              Damage: 750   Range: 4   ROF: 10
                              Damage vs. All: 100%
                              Damage vs. Concrete Building: 50%
    
    Notes:
    - You can only train 1 Boris.
    - Boris can't swim.
    - Self Healing.
    - Can't be crushed by vehicles.
    - Immune to Mind Control but not Psychic Wave.
    - IFV Mode: 4
    
    2.8) Desolator
    Country      : Iraq
    Prerequisite : Barrack, Radar
    Cost         : 600        TechLevel  : 8
    Weapons      : Radiation beam gun
                   Radiation eruption gun
    Speed        : 4           Sight     : 6
    HP           : 150         Armor     : Plate
    
    Weapon Notes:
    * Radiation Beam Gun
      Damage: 125    Range: 6     ROF: 50
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%)
      Damage vs. Building's Armor: Can't Attack Building.
      * Elite Weapon: Damage: 200    Range: 8     ROF: 50
    * Radiation Eruption Gun
      Range: 10 Cells       ROF: 60
      Radiation Level: 500
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(20%), Medium(10%), Heavy(10%)
      Damage vs. Building's Armor: Can't Attack Building.
    
    Notes:
    - When Deployed, he creates an area of radiation that damages all
      units on it (except all units immune to Radiation).
      Radiation remains as long as the Desolator is still deployed.
    - Cannot be crushed by vehicles.
    - Desolators use Radiation weapons, so they can't damage any unit
      immune to it.
    - Immune to Radiation.
    - Self Regeneration.
    - IFV Mode: 9
    
    2.9) Terrorist
    Country      : Cuba
    Prerequisite : Barrack, Radar
    Cost         : 200         TechLevel  : 5
    Weapons      : Terror Bomb
    Speed        : 6           Sight     : 9
    HP           : 75          Armor     : Flak
    
    Weapon Notes:
      Damage: 225    Range: 1.5  ROF: 10
      Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
      Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
      Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%)
      Damage vs. Terror Drone    : 100%
      Terrorist attacks with suicide bomb.
      Area near explosion (2 Cells) is also damaged.
    
    Notes:
    - Can't be veteran or elite by normal means.
    - Explodes with Terror Bomb when killed.
    - IFV Mode: 11
    
    2.10) Soviet Paratroopers
    Country      : Soviet
    Cost         : 0
    Prerequisite : Airport (Tech Building Captured)
    
    Notes:
    - Paratroopers drop 9 Conscripts.
    - The statistics for Paratroopers are the same as Soviet's Conscripts.
    - If your spy has infiltrated enemy's barrack, your paratrooper will
      become veteran.
    - Paratrooper can't land in the water. If you target them to water,
      they automatically land on the nearest land.
    
    3) Yuri's Infantry
    ------------------
    
    3.1) Initiate
    Country      : Yuri
    Prerequisite : Barrack
    Cost         : 200         TechLevel : 1
    Weapons      : Psychic Jab
    Speed        : 4           Sight     : 9
    HP           : 100         Armor     : None
    
    Weapon Notes:
    * Psychic Jab
      Damage: 25   Range: 4.5   ROF: 15
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
      * Elite Weapon: Damage: 30   Range: 6  ROF: 15
    * When occupy a building.
      Damage: 63   Range: 6   ROF: 15
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(30%), Concrete(20%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 73   Range: 6  ROF: 15
    
    Notes:
    - Can occupy Civilian Buildings & Battle Bunker.
    - Can be dropped by plane if you have Paradrop/Airport Tech Building.
    - Initiate cannot damage concrete walls and cannot fire pass
      through Concrete wall.
    - IFV Mode: 13
    
    3.2) Engineer
    Country      : Yuri
    Prerequisite : Barrack
    Cost         : 500         TechLevel : 1
    Weapons      : Bomb Defuse Kit
    Speed        : 4           Sight     : 4
    HP           : 75          Armor     : none
    
    Notes:
    - Can capture enemy buildings or tech buildings.
    - Can repair damaged Buildings, including civilian buildings.
    - Can repair damaged bridge by entering Bridge Repair Hut.
    - Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
    - Can defuse bomb planted by Crazy Ivan but not automatically.
    - Can't be veteran or elite by normal means.
    - When in Guard Mode, increase scan range (for detecting bomb and
      repair building) by 5.
    - IFV Mode: 1
    
    3.3) Attack Dog
    Country      : Yuri
    Prerequisite : None
    Cost         : 200         TechLevel : 2
    Weapons      : Teeth
    Speed        : 8           Sight     : 9
    HP           : 100         Armor     : none
    
    Weapon Notes:
      Damage: 30   Range: 1.5   ROF: 30
      Even the dogs have only 30 damage, but they always kill any infantry 
      or other dog (even they have HP more than 30).
      The range only shows when the dog 'jumps' to attack the target.
    
    Notes:
    - Always in Guard Mode (chase any enemy's infantry/dog in sight range)
    - When in Guard Mode, increase scan range (detecting spies and
      other infantry) by 5.
    - Can only target infantry (excluding Brute), other dog, and
      biological land units.
    - Can detect spies in sight range.
    - Can't be veteran or elite by normal means.
    - Immune to Mind control.
    - Immune to Psychic Wave.
    - Can only appear in Land Rush (Multiplayer) mode.
    
    3.4) Slave Worker
    Country      : Yuri
    Prerequisite : Slave Miner
    Cost         : 10          TechLevel : -1
    Weapons      : Psychic Jab
    Speed        : 3           Sight     : 5
    HP           : 125         Armor     : None
    
    Weapon Notes:
    * Shovel
      Damage: 30   Range: 1.5   ROF: 30
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
    
    Notes:
    - Appear maximum 5 Slave Worker per Slave Miner.
    - Immune to Mind Control but not to Pyschic Wave.
    - If produced by your Slave Miner, it can not be ordered.
    
    3.5) Brute
    Country      : Yuri
    Prerequisite : Barrack
    Cost         : 500         TechLevel : 5
    Weapons      : Brute Punch
                   Brute Smash
    Speed        : 6           Sight     : 8
    HP           : 200         Armor     : Plate
    
    Weapon Notes:
    * Brute Punch (Attack vs. Infantry and Building)
      Damage: 100   Range: 1.4   ROF: 60
      Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
      Damage vs. Building's Armor: Wood(30%), Steel(30%), Concrete(20%)
      Damage vs. Terror Drone    : 100%
    * Brute Smash (Attack vs. Vehicle)
      Damage: 100   Range: 1.1   ROF: 60
      Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(100%)
      Damage vs. Terror Drone    : 100%
    
    Notes:
    - Brute can damage concrete walls.
    - Cannot be crushed by Vehicles.
    - Self Healing.
    - Immune to Mind Control but not to Psychic Wave.
    - Immune to Dog Attacks.
    
    3.6) Virus
    Country      : Yuri
    Prerequisite : Barrack, Psychic Sensor
    Cost         : 700         TechLevel : 1
    Weapons      : Virus Gun
    Speed        : 4           Sight     : 9
    HP           : 200         Armor     : None
    
    Weapon Notes:
    * Virus Gun
      Damage: 125   Range: 10   ROF: 100
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (1%)
      Damage vs. Building's Armor: All (1%)
      Prone Infantry doesn't reduces the damage.
      * Elite Weapon: Damage: 125   Range: 16  ROF: 80
    
    Notes:
    - The shrouds on Virus don't reveal like other normal units, when
      a Virus attacks.(So Virus hiding in shrouds can kill other infantry
      without being seen)
    - Virus cannot damage concrete walls and cannot fire pass
      through Concrete wall.
    - Immune to Poison.
    - IFV Mode: 14.
    
    3.7) Yuri Clone
    Country      : Yuri
    Prerequisite : Barrack, Psychic Sensor
    Cost         : 800        TechLevel : 10
    Weapons      : Mind Control
                   Psychic Wave
    Speed        : 4           Sight     : 12
    HP           : 100         Armor     : None
    
    Weapon Notes:
    * Mind Control
      Damage: -    Range: 7     ROF: 200
    * Psychic Wave
      Damage: 250  Range: 3 Cells   ROF: 50
      Undeploy Delay: 150
    
    Notes:
    - Yuri Clone can target most units to become your unit. Yuri Clone
      can only target 1 unit. If you choose to control other unit, the
      control of previous unit will be lost.
      Controlled unit can be freed by killing the mind controlling Yuri
      Clone.
    - Yuri Clone can't target buildings and units immune to Mind Control.
    - When deployed, Yuri Clone casts Psychic Wave and kills any infantry
      nearby. Yuri Clone must rest for a while after that before he can
      move or do anything.
    - Yuri Clone's Psychic Wave will not kill friendly units.
    - Immune to Mind Control.
    - Immune to Psychic Wave.
    - Can detect spies.
    - IFV Mode: 8
    
    3.8) Yuri Prime
    Country      : Yuri
    Prerequisite : Barrack, Yuri Battle Lab
    Cost         : 1500        TechLevel : 10
    Weapons      : Super Mind Control
                   Super Psychic Wave
    Speed        : 6           Sight     : 9
    HP           : 150         Armor     : Flak
    
    Weapon Notes:
    * Super Mind Control
      Damage: -    Range: 7        ROF: 200
      Can control enemy building.
    * Super Psychic Wave
      Damage: 250  Range: 5 cells  ROF: 50
      Damage vs. Infantry's Armor : All (100%)
      Damage vs. Vehicle's Armor  : All (50%)
      Undeploy Delay: 75
    
    Notes:
    - Yuri Prime can target most unit to become your unit. Yuri Prime
      can only target 1 unit. If you choose to control other unit, the
      control of previous unit will lost.
      Controlled unit can be freed if Yuri Prime is killed.
    - Yuri Prime can't target units immune to Mind Control.
    - Yuri Prime can control enemy building.
    - When deployed, Yuri Prime casts Psychic Wave and kills any infantry
      nearby (except your own units). Yuri Prime must rest for a while
      after that before he can move or do anything.
    - Yuri Prime's Psychic Wave will not kill friendly units.
    - Immune to Mind Control.
    - Immune to Psychic Wave.
    - Can detect spies.
    - Self Healing.
    - Cannot be crushed by vehicles.
    - Can move across water (hovering unit).
    - Can only train 1 Yuri Prime.
      Trick: Before training a Yuri Prime, build a cloning vats first and
      you'll have 2 Yuri Primes.
    - IFV Mode: 15
    
    3.9) Yuri Paratroopers
    Country      : Yuri
    Cost         : 0
    Prerequisite : Airport (Tech Building Captured)
    
    Notes:
    - Paratroopers drop 6 Initiates.
    - The statistics for Paratroopers are the same as Yuri's Initiates.
    - If your spy has infiltrated enemy's barrack, your paratrooper will
      become veteran.
    - Paratrooper can't land in the water. If you target them to water,
      they automatically land on the nearest land.
    
    4) Special Infantry
    ------------------
    4.1) Chrono Commando
    Country      : Special
    Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab
    Cost         : 2000        TechLevel : 9
    Weapons      : Chrono MP5 Machine Gun
                   C4 Charges
    Speed        : Instant     Sight     : 8
    HP           : 100         Armor     : None
    
    Weapon Notes:
    * Chrono MP5
      Damage: 125    Range: 6     ROF: 10
      Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(75%)
      Damage vs. Vehicle's Armor : All (1%)
      Damage vs. Building's Armor: Use other weapons (C4)
      Damage vs. Terror Drone    : 75%
      Prone Infantry still receives FULL damage.
    * C4 Charges
      Damage: 5000   Range: 1.5   ROF: 10
      Destroy any targetted building instantly after he finishes
      "unwarping".
    
    Notes:
    - They move by teleporting to target location instantly, but the
      longer the distance, the longer they are "ready" in target (very
      vulnerable).
    - Can target building and destroyed it (using C4), but still needs
      "unwarp" before destroying the building.
    - Can't enter water like SEAL and Tanya.
    - They enter IFV and any transport by teleporting (instantaneous).
    - Cannot be crushed by vehicles.
    - Tip and Tricks:Send an IFV to the vicinity of enemy base. Then send your
      Chrono Commando in it. Acting this way will enable the Chrono
      Commando to attack without "unwarping". However, if you unboard
      him soon after he teleports to the IFV, he will "unwarp".
      See section V.3 for more tips and tricks.
    - IFV Mode: 4
    
    4.2) Psi Commando
    Country      : Special
    Prerequisite : Barrack, Spy infiltrating the Yuri Battle Lab
    Cost         : 1000        TechLevel : 9
    Weapons      : Mind Control
                   C4 Charges
    Speed        : 5           Sight     : 8
    HP           : 100         Armor     : None
    
    Weapon Notes:
    * Mind Control
      Damage: -    Range: 7     ROF: 200
      * Elite Weapon: Damage: -    Range: 14     ROF: 200
    
    Notes:
    - Psi Commando can target most unit to become your unit. Psi Commando
      can only target 1 unit. If you choose to control other unit, the
      control of previous unit will be lost.
      Controlled unit can be freed by kill the mind controller.
    - Psi Commando can't target buildings and some units immune to Mind
      Control.
    - Can destroy any building by using C4.
    - Can destroy bridge by entering Bridge Repair Hut.
    - Immune to Mind Control.
    - Immune to Psychic Wave.
    - Can detect spies.
    - Cannot be crushed by vehicles.
    - IFV Mode: 4
    
    4.3) Chrono Ivan
    Country      : Special
    Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab
    Cost         : 1000        TechLevel : 9
    Weapons      : Ivan Dynamites
    Speed        : Instant     Sight     : 8
    HP           : 100         Armor     : None
    
    Weapon Notes:
    * Ivan Dynamites
      Damage: 450   Range: 1.5   ROF: 50
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood(100%), Steel(250%), Concrete(20%)
      Range in here means the distance a Chrono Ivan must take to plant
      the bomb.
      The Time for Bomb to Explode is about 450 frame delay.
      * Elite Weapon: Damage: 600
    
    Notes:
    - They move by teleporting to target location instantly, but the
      longer the distance, the longer they are "ready" in target (very
      vulnerable).
    - They enter IFV and any transport by teleporting (instantaneous).
    - Can plant bomb into any unit or buildings (friend or foe). When
      planted, the bomb timer in the unit will countdown. If the timer
      reaches zero, the planted unit will be damaged (or destroyed) and
      also the explosion will damage the nearby area.
    - Can't be veteran or elite by normal means.
    - Explodes when killed.
    - Cannot be crushed by vehicles.
    - See section V.3 for more tips and tricks.
    - IFV Mode: 7
    
    4.4) Lunar Infantry
    Country      : Soviet
    Prerequisite : Barrack, Radar
    Cost         : 600         TechLevel : 11
    Weapons      : Lunar Laser
    Speed        : 9           Sight     : 8
    HP           : 125         Armor     : none
    
    Weapon Notes:
      Damage: 25   Range: 7   ROF: 20
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light (75%), Medium (50%), Heavy (50%)
      Damage vs. Building's Armor: All (100%)
      Damage vs. Terror Drone    : 100%
    
    Notes:
    - Always fly and never land. (Except in Campaign mode where they are
      in ground first)
    - Lunar Infantry can't damage concrete wall.
    - Available only in Soviet Campaign.
    
    
    5) Allied Vehicle and Aircraft
    ------------------------------
    5.1) Chrono Miner
    Country      : Allies
    Prerequisite : War Factory, Ore Refinery
    Cost         : 1400        TechLevel : 1
    Weapons      : None
    Speed        : 4           Sight     : 4
    HP           : 1000        Armor     : Medium
    
    Notes:
    - Allied Harvester automatically searches ore to harvest when built.
      Use teleportation when unloading to Ore Refinery. If the Refinery
      is occupied (there is another harvester), it moves normally.
      If it is attacked by enemy and you have nothing to protect it,
      order it to return and you can save one harvester.
    - Self Healing.
    - Immune to Radiation and Mind Control.
    - When a Terror Drone attaches its body, and it teleports back, the
      Terror Drone is left behind.
    - Can't be veteran or elite by normal means.
    - Can't enter Tank Bunker.
    
    5.2) Grizzly Battle Tank
    Country      : Allies
    Prerequisite : War Factory
    Cost         : 700         TechLevel : 2
    Weapons      : 105mm Cannon
    Speed        : 7           Sight     : 8
    HP           : 300         Armor     : Heavy
    
    Weapon Notes:
      Damage: 65    Range: 5     ROF: 60
      Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon:   Damage: 65    Range: 5     ROF: 50
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
    
    Notes:
    - Can't attack pass Concrete Wall but can damage and destroy wall.
    - Weapon affected by elevation and cliff.
    
    5.3) IFV
    Country      : Allies
    Prerequisite : War Factory
    Cost         : 600         TechLevel : 3
    Weapons      : Hover Missiles
                   (Changes depending on boarding infantry)
    Speed        : 10          Sight     : 8
    HP           : 200         Armor     : Light
    
    Weapon Notes:
    * Hover Missiles (Anti-Surface and Anti-Air)
      Damage: 25    Range: 6     ROF: 50
      Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%)
      Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
      Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%)
      Damage vs. Terror Drone    : 80%
      Prone Infantry reduces the damage to 70%.
      Fire 2 times in rapid succession.
      Can pass through Concrete Wall, ignore land elevations and cliffs.
      Can damage land eleveation (make holes) at 10% chance.
      Can destroy Ore patches.
      * Elite Weapon: Damage: 80    Range: 6     ROF: 50
                      Fire 4 times in rapid succession.
    * Repair Bullets
      Repair: 50    Range: 1.8     ROF: 80
      Can repair Vehicles, but not Infantry.
      Can remove Terror Drones attached in Vehicles (Only need 1 Repair
      'Tick').
      Automatically repair nearby units when in Guard Mode.
    * M60 Machine Gun
      Damage: 25    Range: 6     ROF: 15
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
      Damage vs. Building's Armor: Wood (75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      Cannot damage Concrete Walls or attack pass through Concrete Walls.
    * Flak Gun (Anti-Surface only)
      Damage: 30    Range: 7     ROF: 15
      Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
      Damage vs. Vehicle's Armor : Light(60%), Medium(10%), Heavy(10%)
      Damage vs. Building's Armor: Wood (30%), Steel(20%), Concrete(10%)
      Damage vs. Terror Drone    : 100%
      Cannot damage Concrete Walls or attack pass through Concrete Walls.
      Damage unit in nearby area (1 Cell nearby).
    * MP5 Machine Gun
      Damage: 125    Range: 7     ROF: 10
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (2%)
      Damage vs. Building's Armor: All (2%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry still receives FULL damage.
      Cannot damage Concrete Walls or attack pass through Concrete Walls.
    * AWP
      Damage: 125    Range: 14     ROF: 60
      Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%)
      Damage vs. Vehicle's Armor : All (1%)
      Damage vs. Building's Armor: All (1%)
      Prone Infantry still receives FULL damage.
      Sniper IFV doesn't target any vehicle or building automatically.
      Order it to target vehicles and buildings manually.
      The shrouds on IFV don't reveal when it attacks.
    * Electric Bolt
      Damage: 60    Range: 6     ROF: 45
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: All (50%)
      Damage vs. Terror Drone    : 200%
      Can't damage Concrete Wall and attack pass through Concrete Walls.
      Before version 1.004, Electric Bolt's ROF was 30.
    * Small Nuclear Bomb
      Damage: 200   Range: 5 Cells    ROF: 80
      Radiation: 500
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
      Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(20%)
      Damage vs. Terror Drone    : 100%
      IFVs attacking with Nuclear Bomb is also destroyed (suicide attack).
    * Psychic Wave
      Range: 1      ROF: 10
      Kill all infantry that in radius of 3 Cells after reaching first
      target (must near first target before releasing Psychic Wave).
      While in this attack mode, an area of Psychic Wave appears near
      IFV and only stops after IFV moves (the effect is disappearing
      after a moment).
    * Radiation Beam Gun
      Damage: 175    Range: 7     ROF: 30
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%)
      Damage vs. Building's Armor: Can't damage building
      This is a radiation weapon, so can't damage any unit that is immune
      to Radiation.
    * Neutron Rifle
      Damage: 10   Range: 6   ROF: 120
      Neutron Rifle doesn't have damage reduction to ANY armor,
      so they always hit at full damage.
      They damage the enemy (Temporary damage and not shown) by 5 or
      (more if Veteran or Elite) continously. If the damage reaches
      target's maximum HP, target is "removed". If the process is
      cancelled (the Chrono IFV is destroyed), the temporary damage
      resets to 0.
      This IFV weapon has a little difference with Chrono Legionnaire
      weapons. It sometimes needs reloading and doesn't fire continously
      like Chrono Legionnaire.
    * Terror Bomb
      Damage: 250    Range: 1.5  ROF: 10
      Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
      Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
      Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%)
      Damage vs. Terror Drone    : 100%
      IFVs attacking with this is also destroyed (suicide attack).
      Area near explosion (2 Cells) is also damaged.
    * Cow Shot
      Damage: 300    Range: 12  ROF: 75
      Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: All (50%)
      Damage vs. Terror Drone    : 200%
    * Psychic Jab
      Damage: 25   Range: 6.5   ROF: 15
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
    * Virus Gun
      Damage: 125   Range: 12   ROF: 80
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (1%)
      Damage vs. Building's Armor: All (1%)
      Prone Infantry doesn't reduces the damage.
      The shrouds on IFV don't reveal when it attacks.
    * Super Mind Blast
      Damage: 250  Range: 5 cells  ROF: 50
      Damage vs. Infantry's Armor : All (100%)
      Damage vs. Vehicle's Armor  : All (50%)
    * Missile Launcher
      Damage: 30   Range: 8 (Minimum: 1)   ROF: 40
      Damage vs. Infantry's Armor: None (20%), Flak (20%), Plate (20%)
      Damage vs. Vehicle's Armor : Light (100%), Medium (50%), Heavy (100%)
      Damage vs. Building's Armor: Wood (10%), Steel (10%), Concrete (10%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      Fire 2 times in rapid succession.
    
    Notes:
    - IFV can changes modes depending on any infantry that boards it.
      It can only carry 1 infantry.
    - IFV has 17 Modes:
      Mode  Infantry                      Weapon
      ------------------------------------------------------
      0     None                          Hover Missiles
      1     Engineer                      Repair Bullets
      2     GI, Conscripts, Spy           M60 Machine Gun
      3     Flak Trooper                  Flak Gun
      4     SEAL, Tanya, Psi Commando,    MP5 Machine Gun
            Chrono Commando, Boris
      5     Sniper                        AWP
      6     Tesla Trooper                 Electric Bolt
      7     Crazy Ivan, Chrono Ivan       Small Nuclear Bomb
      8     Yuri Clone                    Psychic Wave
      9     Desolators                    Radiation Beam Gun
      10    Chrono Legionnaire            Neutron Rifle
      11    Terrorist                     Terror Bomb
      12    Cow                           Cow Shot
      13    Initiate                      Psychic Jab
      14    Virus                         Virus Gun
      15    Yuri Prime                    Super Mind Blast
      16    Guardian GI                   Missile Launcher
    
    - For their specific notes, look in Weapon Notes above.
    - Cow Shot is not available in normal games because player
      can't force mind controlled cow to enter the IFV.
      This weapon is still available through INI editing or other
      mods.
    - Although many IFV weapons look the same with its passengers,
      many of them have more range.
    - Mind Controlled Units and mind controlling units that still have
      mind control attached to a unit can't enter IFV.
    - Attack Dog and Slave Worker can enter IFV, but IFV Mode is
      still 0 (as like nothing in it).
    - Can't unload if in service depot.
    - Infantry entering IFV will not be promoted, but the IFV will.
    
    5.4) Battle Fortress
    Country      : Allies
    Prerequisite : War Factory, Allied Battle Lab
    Cost         : 2000         TechLevel : 10
    Weapons      : 20mm Rapid Cannon
                   (Changes depending on boarding infantry)
    Speed        : 4           Sight     : 6
    HP           : 600         Armor     : Heavy
    
    Weapon Notes:
      Damage: 30    Range: 5.5    ROF: 20
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(20%), Heavy(20%)
      Damage vs. Building's Armor: Wood(20%), Steel(15%), Concrete(10%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
    
    Notes:
    - Can crush enemy Vehicles except: Battle Fortress, MCV, and
      Yuri Slave Miner.
    - Each Infantry that enters Battle Fortress will add Battle
      Fortress weaponry, with their weapon range increased by 2
      and weapon's damage increased by 20%.
    - Battle Fortress can carry 5 infantry units.
    - Brute can enter Battle Fortress but has size of 2 infantry.
    - Tanya, SEAL, Yuri Prime, and Boris can't use their special
      ability when they're inside Battle Fortress.
    - Attack Dog, Engineer, Slave Worker, Terrorist, Evil Mummy, Spy,
      Crazy Ivan, and Brute can enter Battle Fortress, but doesn't add
      or change any weapons.
    - Can't unload if in service depot.
    - Infantry entering Battle Fortress will not be promoted, but
      the Battle Fortress will.
    - If ordered to attack, Battle Fortress tends to crush, meaning that it
      sometimes does not use its range advantage.
    - Flak Trooper, unlike in IFV, can fire air units if loaded in a
      Battle Fortress.
    - A Battle Fortress boarding Yuri Clone will be a Mind-Controlling Battle
      Fortress. The number of units capable of being mind-controlled is
      equal to the number of Yuri Clone/Yuri Prime/Psi Commando in the
      Battle Fortress.
    - Yuri Prime in a Battle Fortress can not steal building or cast Super
      Psychic Wave.
    - Yuri Clone and Yuri Prime mind-controlling units from Battle Fortress
      may unboard, but they can not board till they release their mind
      control.
    
    5.5) Prism Tank
    Country      : Allies
    Prerequisite : War Factory, Allied Battle Lab
    Cost         : 1200        TechLevel : 8
    Weapons      : Prism Cannon
    Speed        : 4           Sight     : 8
    HP           : 150         Armor     : Light
    
    Weapon Notes:
    * Prism Cannon
      Damage: 100    Range: 10     ROF: 100
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(50%), Heavy(50%)
      Damage vs. Building's Armor: All (200%)
      Damage vs. Terror Drone    : 100%
      Can attack pass through Concrete Wall but can't damage Walls.
      Can attack ignoring land elevation, but still obstructed by cliffs.
      When attacking, can "reflect" to at most 5 other objects (units,
      buildings, tress, or other objects).
      * Prism Reflection:   Damage: 30   Range: 3    ROF: 120
      * Elite Weapon:       Damage: 150  Range: 10    ROF: 100
      * Elite Prism Reflection:  Damage: 50   Range: 5    ROF: 100
        The Reflection of Elite weapons also CAN reflect again, with
        the same statistics as normal weapons (Damage: 30, Range: 3,
        ROF: 120), but can only reflect 3 times.
    
    5.6) Mirage Tank
    Country      : Allies
    Prerequisite : War Factory, Allied Battle Lab
    Cost         : 1000        TechLevel : 9
    Weapons      : Mirage Gun
    Speed        : 7           Sight     : 9
    HP           : 200         Armor     : Light
    
    Weapon Notes:
      Damage: 100    Range: 7     ROF: 70
      Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate(80%)
      Damage vs. Vehicle's Armor : All(100%)
      Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(20%)
      * Elite Weapon: Damage: 150  Range: 9    ROF: 80
    
    Notes:
    - When not moving, Mirage Tank automatically disguises as a tree.
    - When disguising, it can still attack the enemy.
    - When attacking, Mirage Tank doesn't reveal shrounds like other
      normal units. (So Mirage Tank hiding in shrouds can kill other
      units without being seen)
    - Can't destroy Concrete Wall or attack pass through Concrete Walls.
    
    5.7) Allied MCV
    Country      : Allies
    Prerequisite : War Factory, Service Depot
    Cost         : 3000        TechLevel : 10
    Weapons      : None
    Speed        : 4           Sight     : 6
    HP           : 1000        Armor     : Heavy
    
    Notes:
    - Can deploy into Allied Construction Yard.
    - DO NOT deploy a drone-infiltrated MCV! Read Terror Drone section for
      more information.
      A drone-infiltrated MCV can't be deployed.
    - Can't enter Tank Bunker.
    
    5.8) Tank Destroyer
    Country      : Germany
    Prerequisite : War Factory, Airforce Command HQ
    Cost         : 900         TechLevel : 2
    Weapons      : SABOT Shells
    Speed        : 5           Sight     : 8
    HP           : 400         Armor     : Heavy
    
    Weapon Notes:
      Damage: 150    Range: 5     ROF: 70
      Damage vs. Infantry's Armor: All (2%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(40%), Heavy(100%)
      Damage vs. Building's Armor: All (2%)
      Damage vs. Terror Drone    : 2%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 175  Range: 6.75    ROF: 60
        Damage vs. Infantry's Armor: All (2%)
        Damage vs. Vehicle's Armor : Light(100%), Medium(50%), Heavy(100%)
        Damage vs. Building's Armor: All (2%)
        Damage vs. Terror Drone    : 100%
        Prone Infantry reduces the damage to 50%.
    
    Notes:
    - Can damage Concrete Walls, but can't attack pass Concrete Walls.
    - Weapon affected by elevation and cliff.
    
    5.9) Robot Tank
    Country      : Allies
    Prerequisite : War Factory, Robot Control Center
    Cost         : 600         TechLevel : 2
    Weapons      : Robotic Gun
    Speed        : 10          Sight     : 6
    HP           : 180         Armor     : Heavy
    
    Weapon Notes:
      Damage: 65    Range: 5     ROF: 60
      Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(50%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
    
    Notes:
    - Can crush Infantry.
    - Immune to Mind Control.
    - Immune to Radiation.
    - Can't move and function if players do not have any Robot Control
      Center.
    - Can't be veteran or elite by normal means.
    - Can attack Concrete Walls.
    
    5.10) Harrier
    Country      : Allies      Type: Aircraft
    Prerequisite : Airforce Command HQ
    Cost         : 1200        TechLevel : 3
    Weapons      : Maverick
    Speed        : 14          Sight     : 8
    HP           : 150         Armor     : Light
    
    Weapon Notes:
      Damage: 150    Range: 6     ROF: 10
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(75%)
      Fire 2 times in rapid succession.
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 300  Range: 9     ROF: 10
                      Fire 4 times in rapid succession.
    
    Notes:
    - Harrier is automatically repaired in Airforce Command HQ.
    - Harrier only has 1 ammo, and always reloads in Airforce
      Command HQ. If it is damaged it will be repaired first before
      reloading Ammo.
    - Can damage Concrete Walls.
    - Immune to Mind Control.
    
    5.11) Black Eagle
    Country      : Korea       Type: Aircraft
    Prerequisite : Airforce Command HQ
    Cost         : 1200        TechLevel : 3
    Weapons      : Maverick2
    Speed        : 14          Sight     : 8
    HP           : 200         Armor     : Light
    
    Weapon Notes:
      Damage: 200    Range: 6     ROF: 10
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood(100%),Steel(100%),Concrete(75%)
      Fire 2 times in rapid succession.
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 400  Range: 9     ROF: 10
    
    Notes:
    - Black Eagle is automatically repaired in Airforce Command HQ.
    - Black Eagle only has 1 ammo, and always reloads in Airforce
      Command HQ. If it is damaged it will be repaired first before
      reloading Ammo.
    - Can damage Concrete Walls.
    - Immune to Mind Control.
    
    5.12) Nighthawk
    Country      : Allies      Type: Aircraft
    Prerequisite : War Factory
    Cost         : 1000        TechLevel : 7
    Weapons      : Nighthawk Cannon
    Speed        : 14          Sight     : 7
    HP           : 175         Armor     : Light
    
    Weapon Notes:
      Damage: 35    Range: 6     ROF: 40
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
      * Elite Weapon: Damage: 40  Range: 6     ROF: 40
        Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate (70%)
        Damage vs. Vehicle's Armor : Light(70%), Medium(60%), Heavy(40%)
        Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
        Damage vs. Terror Drone    : 100%
        Prone Infantry reduces the damage to 50%.
    
    Notes:
    - Can transport up to 5 infantry.
    - Invisible to enemy radar.
    - Cannot damage concrete walls.
    - Can only attack unit on surface and air while in flight.
    - Can't unload if in service depot.
    
    6) Soviet Vehicle and Aircraft
    ------------------------------
    6.1) War Miner
    Country      : Soviet
    Prerequisite : War Factory, Ore Refinery
    Cost         : 1400        TechLevel : 1
    Weapons      : 20mm Rapid Machine Gun
    Speed        : 4           Sight     : 4
    HP           : 1000        Armor     : Medium
    
    Weapon Notes:
      Damage: 30    Range: 5.5    ROF: 20
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(20%), Heavy(20%)
      Damage vs. Building's Armor: Wood(20%), Steel(15%), Concrete(10%)
      Damage vs. Terror Drone    : 400%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 50  Range: 5.75     ROF: 50
        Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate (80%)
        Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
        Damage vs. Building's Armor: Wood(50%), Steel(40%), Concrete(25%)
        Damage vs. Terror Drone    : 80%
        Prone Infantry reduces the damage to 50%.
        Can damage concrete walls.
    
    Notes:
    - Self Healing.
    - Immune to Radiation and Mind Control.
    - Cannot damage concrete walls before reaching Elite level.
    - Cannot attack pass concrete walls.
    - Weapon affected by elevation and cliff.
    - Can't enter Tank Bunker.
    
    6.2) Rhino Heavy Tank
    Country      : Soviet
    Prerequisite : War Factory
    Cost         : 900         TechLevel : 2
    Weapons      : 120mm Cannon
    Speed        : 6           Sight     : 8
    HP           : 400         Armor     : Heavy
    
    Weapon Notes:
      Damage: 90    Range: 5.75    ROF: 65
      Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon:   Damage: 90    Range: 5.75     ROF: 80
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      Fire 2 times in rapid succession.
    
    Notes:
    - Can't attack pass Concrete Wall but can damage and destroy wall.
    - Weapon affected by elevation and cliff.
    
    6.3) Flak Track
    Country      : Soviet
    Prerequisite : War Factory
    Cost         : 500         TechLevel : 3
    Weapons      : Flak Track Gun
                   Flak Track Anti-Air Gun
    Speed        : 8           Sight     : 8
    HP           : 180         Armor     : Heavy
    
    Weapon Notes:
    * Anti-Air Flak Gun
      Damage: 35   Range: 10   ROF: 25
      Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
      Damage vs. Building        : There are no flying building
      * Elite Weapon: Damage: 20    Range: 8   ROF: 25
                      Fire 2 times in rapid succession.
    * Anti-Surface Flak Gun
      Damage: 25   Range: 5   ROF: 40
      Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(50%)
      Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy(10%)
      Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(10%)
      Damage vs. Terror Drone    : 100%
      * Elite Weapon: Damage: 25   Range: 5   ROF: 40
                      Fire 2 times in rapid succession.
    * Both
      Flak Track's Weapons are inaccurate and slow, but the bullet
      explodes and any unit/building in the area (1 Cell nearby) will
      be damaged (Of course the units near the center of explosion receive
      more damage than the unit far from the center).
    
    Notes:
    - Can carry up to 5 infantry passengers.
    - Terror Drone can enter Flak Trak but it has size of 2 infantry.
    - Can't unload if in service depot.
    
    6.4) V3 Launcher
    Country      : Soviet
    Prerequisite : War Factory, Radar
    Cost         : 800         TechLevel : 3
    Weapons      : V3 Rocket (1 Missile)
    Speed        : 4           Sight     : 7
    HP           : 150         Armor     : Light
    
    Weapon Notes:
      Damage: 200  Range : 18 (Minimum: 5)   ROF: 150
      Missile Spawn Rate : 400
      Missile HP         : 50
      Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate(80%)
      Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(70%)
      Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(50%)
      Damage vs. Terror Drone    : 80%
      Prone Infantry reduces the damage to 70%.
      All units/buildings in Area near explosion (1 Cell) are also
      damaged.
      Can destroy Concrete Walls.
      Can pass through Concrete Wall, ignore land elevations and cliffs.
      Can damage land elevation (make holes) at 10% chance.
      Can destroy Ore patches.
      * Elite Weapon: Damage: 400
    
    Notes:
    - Can't enter Tank Bunker.
    
    6.5) Terror Drone
    Country      : Soviet
    Prerequisite : War Factory
    Cost         : 500         TechLevel : 4
    Weapons      : Drone Jump
    Speed        : 10          Sight     : 4
    HP           : 100         Armor     : Special
    
    Weapon Notes:
      Damage: 50   Range: 1.83   ROF: 60
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building        : Can't target building.
      Damage vs. Terror Drone    : Can't attack other Drones.
    
    Notes:
    - When attacking a vehicle, it will attach to the vehicle and damage
      it until the unit is destroyed.
    - A single vehicle can not be attacked by more than one terror
      drone, meaning that if a terror drone has attacked a vehicle, that
      vehicle can not be infiltrated by other drones except the drone
      inside is removed.
    - If the unit is destroyed by the Drone,the Drone will emerge and
      be ready to attack again. But if the unit is destroyed by other
      unit/building, the Drone inside is also destroyed.
    - Can't target buildings and other Terror Drones.
    - Can't be veteran or elite by normal means.
    - Can't crush enemy infantry, instead, it attacks by jumping and
      killing it in one hit (like Attack Dog).
    - Terror Drone can also attack enemy's aircraft (Harrier, Black
      Eagle, Nighthawk, and Siege Chopper) when they are on land (not
      in flight), and damage them like other land units. But when they are
      destroyed, they will crash and the Terror Drone will also be
      destroyed. Contrary to the data above, some tests prove that if
      the Harrier is near the land or on the Airforce Command HQ, the
      terror drone may have a chance of escaping.
    - In Yuri's Revenge version 1.001, Terror Drone can be used again MCV,
      and the MCV can't be deployed when being infiltrated by Terror Drone.
      In YR version 1.000 (RA2 v 1.006), if the MCV is deployed, the
      Terror Drone is still inside. However, if the MCV is then ordered to
      undeploy (from CY into an MCV), the MCV will automatically disappear
      and the terror drone will be ready to receive next order.
    - A drone-infiltrated vehicle can not be loaded into a transport.
    - Terror Drone can enter a transport.
    - Immune to Radiation, Mind Control, and Psychic Wave.
    - Can't enter Tank Bunker.
    
    6.6) Apocalypse Assault Tank
    Country      : Soviet
    Prerequisite : War Factory, Soviet Battle Lab
    Cost         : 1750        TechLevel : 7
    Weapons      : 120mm Cannon
                   Mammoth surface to air missile.
    Speed        : 4           Sight     : 6
    HP           : 800         Armor     : Heavy
    
    Weapon Notes:
    * 120mm Cannon
      Damage: 100    Range: 5.75    ROF: 80
      Damage vs. Infantry's Armor: All (25%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(70%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      Fire 2 times in rapid succession.
      * Elite Weapon:   Damage: 100    Range: 5.75     ROF: 80
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(70%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      Fire 4 times in rapid succession.
    * Mammoth surface to air missile
      Damage: 50    Range: 8     ROF: 80
      Damage vs. Infantry's Armor: None (100%), Flak(90%), Plate(80%)
      Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
      Fire 2 times in rapid succession.
      Apocalypse always uses this weapon when attacking air targets.
    
    Notes:
    - Self Healing.
    - Can't attack pass through Concrete Walls.
    - Can damage Concrete Walls.
    
    6.7) Soviet MCV
    Country      : Soviet
    Prerequisite : War Factory, Service Depot
    Cost         : 3000        TechLevel : 10
    Weapons      : None
    Speed        : 4           Sight     : 6
    HP           : 1000        Armor     : Heavy
    
    Notes:
    - Can deploy into Soviet Construction Yard.
    - DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section for
      more information.
    - Can't enter Tank Bunker.
    
    6.8) Siege Chopper
    Country      : Soviet      Type: Aircraft
    Prerequisite : War Factory, Radar
    Cost         : 1100        TechLevel : 7
    Weapons      : Blackhawk Cannon
                   160mm Cannon
    Speed        : 12          Sight     : 7
    HP           : 300         Armor     : Light
    
    Weapon Notes:
    * Undeployed
      Damage: 35     Range: 6     ROF: 40
      Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(80%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      * Elite Weapon: Damage: 40   Range: 6   ROF: 40
        Damage vs. Infantry's Armor: All (100%)
        Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
        Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
        Damage vs. Terror Drone    : 100%
    * Deployed
      All area near target also damaged at radius 1 Cells.
      Can damage land elevation (make holes) at 15% chance.
      Destroys Ore patches.
      Damage: 90    Range: 12     ROF: 100
      Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
      Damage vs. Vehicle's Armor : Light(80%), Medium(50%), Heavy(50%)
      Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(60%)
      Damage vs. Terror Drone    : 100%
      * Elite Weapon: Fire 2 times in rapid succession.
    
    Notes:
    - Can deploy in ground (Increase attack range and damage)
    - Can attack air unit while in flight.
    
    6.9) Tesla Tank
    Country      : Russia
    Prerequisite : War Factory, Radar
    Cost         : 1200        TechLevel : 10
    Weapons      : Tank Electric Bolt
    Speed        : 6           Sight     : 8
    HP           : 300         Armor     : Heavy
    
    Weapon Notes:
      Damage: 135    Range: 4     ROF: 75
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: All (50%)
      Damage vs. Terror Drone    : 200%
      * Elite Weapon: Damage: 150   Range: 6   ROF: 60
                      Can damage 2 other targets that are near the
                      primary target (Ignore any Concrete Walls for 2
                      other targets).
    
    Notes:
    - Can damage Concrete Walls and can attack pass through Concrete Walls.
    
    6.10) Demolitions Truck
    Country      : Libya
    Prerequisite : War Factory, Radar
    Cost         : 1500        TechLevel : 10
    Weapons      : Demolition Bomb
    Speed        : 5           Sight     : 5
    HP           : 150         Armor     : Light
    
    Weapon Notes:
      Damage: 300    Range: 1     ROF: 80
      Radiation Level: 100
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(50%), Heavy(50%)
      Damage vs. Building's Armor: Wood (80%), Steel(150%), Concrete(10%)
      Damage vs. Terror Drone    : 100%
      Demolitons Truck attack with suicide bomb.
      Area near explosion (8 Cells) is also damaged by Radiation.
    
    Notes:
    - Can't crush enemy infantry.
    - Can't be veteran or elite by normal means.
    - Explodes with Demolition Bomb when killed.
    
    6.11) Kirov Airship
    Country      : Soviet      Type: Aircraft
    Prerequisite : War Factory, Soviet Battle Lab
    Cost         : 2000        TechLevel : 10
    Weapons      : Blimp Bomb
    Speed        : 5           Sight     : 8
    HP           : 2000        Armor     : Light
    
    Weapon Notes:
      Damage: 250   Range: 1.5     ROF: 50
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
      Damage vs. Building's Armor: Wood(85%), Steel(75%), Concrete(50%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
      Damage nearby area (2 Cells).
      Destroys Ore patches.
    
    Notes:
    - Self Healing.
    - Cannot Land.
    - Immune to Mind Control and Psychic Wave.
    - In statistic Kirov Airship speed is 5, but in RA2 flight speed
      is slower than ground speed. So in real game, Kirov is slower than
      Apocalypse Tank (speed: 4)
      Thanks to Blossom Storm for pointing this out.
      For more information see section IV.6.
    - Trick: as stated by Justin Mitchell that when the Kirov finishes being
      built, it's initially "on the ground", you can cast chronoshift,
      invulnerability, mind control, and damage it using radiation.
      * How to cast invulnerability on Kirov:
      When you hear your "Kirov reporting", wait for some miliseconds, and
      cast invulnerability on it (when it is still popping out of factory).
      Your Kirov will be invulnerable and when the effect wears off,
      you will never be able to cloak it with invulnerability again as
      it is always flying now.
      * How to cast chronoshift on Kirov:
      Basically it is the same as casting invulnerability, but it will be
      better to assign a bookmark in a flat land, so when your Kirov pops out
      the factory, you can just select chronoshift and press F1 then left
      click. Make sure you land it on flat land as sometimes it can't be
      chronoshifted or even worse, it can be, but it can't "unwarp", making
      it a very odd, expensive ornament...
    
    7) Yuri Vehicle and Aircraft
    ------------------------------
    7.1) Slave Miner
    Country      : Yuri
    Prerequisite : War Factory
    Cost         : 1750        TechLevel : 1
    Weapons      : 20mm Rapid Machine Gun
    Speed        : 3           Sight     : 4
    HP           : 2000        Armor     : Medium
    
    Weapon Notes:
      Damage: 30    Range: 5.5    ROF: 20
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(20%), Heavy(20%)
      Damage vs. Building's Armor: Wood(20%), Steel(15%), Concrete(10%)
      Damage vs. Terror Drone    : 400%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 50  Range: 5.75    ROF: 50
        Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate (80%)
        Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
        Damage vs. Building's Armor: Wood(50%), Steel(40%), Concrete(25%)
        Damage vs. Terror Drone    : 80%
        Prone Infantry reduces the damage to 50%.
        Can damage concrete walls.
    
    Notes:
    - Can Deploy into Slave Refinery.
    - Have 5 Slave Miner. Slave Miner can replaced when destroyed for
      each 500 Frame Delay.
    - Self Healing.
    - Immune to Radiation and Mind Control.
    - Can't enter Tank Bunker.
    - Can't be attacked by Terror Drone.
    - Trick: If you see that your Slave Miner is attacked and there is no
      chance it can survive (Health bar is red and no engineer nearby),
      destroy it yourself. You can't save it, but you will have 5 sweet
      slaves for your Bio Reactor:).
    
    7.2) Lasher Light Tank
    Country      : Yuri
    Prerequisite : War Factory
    Cost         : 700         TechLevel : 2
    Weapons      : AT Gun
    Speed        : 8           Sight     : 6
    HP           : 300         Armor     : Heavy
    
    Weapon Notes:
      Damage: 65    Range: 5    ROF: 60
      Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon:   Damage: 65    Range: 5     ROF: 60
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      Fire 2 times in rapid succession.
    
    Notes:
    - Can't attack pass Concrete Wall but can damage and destroy wall.
    - Weapon affected by elevation and cliff.
    
    7.3) Gattling Tank
    Country      : Yuri
    Prerequisite : War Factory
    Cost         : 600         TechLevel : 4
    Weapons      : Gattling Gun
    Speed        : 6           Sight     : 10
    HP           : 210         Armor     : Light
    
    Weapon Notes:
      Gattling Gun have 3 stage of firing, after 200 Frame Delay,
      it's increase its stage of firing. Higher stage means more
      damaging weapon. If it acquires other target, gattling gun stage
      decreases to Stage 1 again (at faster rate than increasing stage).
      In Elite Status, weapons only need 100 Frame Delay to increase
      its stage of firing.
    * Anti Ground Gattling Gun
      Fire 2 times in rapid succession.
      Stage 1:  Damage: 25    Range: 6    ROF: 16
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(30%), Heavy(10%)
      Damage vs. Building's Armor: Wood(10%), Steel(5%), Concrete(3%)
      Damage vs. Terror Drone    : 200%
      Prone Infantry reduces the damage to 70%.
      Stage 2:  Damage: 25    Range: 6    ROF: 16
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
      Stage 3:  Damage: 25    Range: 6    ROF: 16
      Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
      Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
      Damage vs. Building's Armor: Wood(75%), Steel(20%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 80%.
    * Anti Air Gattling Gun
      Fire 2 times in rapid succession.
      Stage 1:  Damage: 25    Range: 8    ROF: 16
      Stage 2:  Damage: 30    Range: 8    ROF: 8
      Stage 3:  Damage: 40    Range: 8    ROF: 4
      All Stages:
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(30%), Heavy(10%)
      Damage vs. Building's Armor: Wood(10%), Steel(5%), Concrete(3%)
      Damage vs. Terror Drone    : 200%
    
    Notes:
    - Can't crush infantry.
    
    7.4) Magnetron
    Country      : Yuri
    Prerequisite : War Factory, Psychic Sensor
    Cost         : 1000        TechLevel : 2
    Weapons      : Magnetic Beam
                   Magnetic Shake
    Speed        : 5           Sight     : 10
    HP           : 150         Armor     : Light
    
    Weapon Notes:
    * Magnetic Beam (vs. Vehicles and Terror Drones only)
      Damage: 5000    Range: 12 (Minimum: 3)    ROF: 20
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Terror Drone    : 100%
      Magnetron will lift a vehicle from ground and put it to
      the ground next to Magnetron. While on lift, a unit can
      still be fired on by other units by units capable of attacking
      air units.
      Some units can still retaliate when being lifted.
    * Magnetic Shake (vs. Building)
      Damage: 80    Range: 10     ROF: 110
      Damage vs. Building's Armor : All (100%)
    
    Notes:
    - Can't crush Infantry.
    - Can't enter Tank Bunker.
    
    7.5) Master Mind
    Country      : Yuri
    Prerequisite : War Factory, Yuri Battle Lab
    Cost         : 1750        TechLevel : 2
    Weapons      : Multiple Mind Control Tank
    Speed        : 4           Sight     : 9
    HP           : 500         Armor     : Heavy
    
    Weapon Notes:
    * Damage: -       Range: 6      ROF: 10
      Can do infinite mind control.
      Master Mind can take damage if it Control more than
      3 units.
      If it Controls 4-6 units it will take 50 damage to itself for
      each 60 Frame Delay.
      If it Controls 7-10 units it will take 100 damage to itself for
      each 60 Frame Delay.
      If it Controls more than 10 units it will automatically be
      destroyed (take 500 damage).
    
    Notes:
    - Can't crush infantry.
    - Can't enter Tank Bunker.
    - Self Healing.
    - Can't be veteran or elite by normal means.
    - Immune to Mind Control.
    
    7.6) Chaos Drone
    Country      : Yuri
    Prerequisite : War Factory
    Cost         : 1000        TechLevel : 4
    Weapons      : Chaos Attack
                   Virtual Scanner
    Speed        : 8           Sight     : 6
    HP           : 200         Armor     : Light
    
    Weapon Notes:
    * Chaos Attack
      Damage: -    Range: 3 (Area)    ROF: 45
      All units in the area will become berserk and always attack nearest
      units. Usually the berserk units will attack friendly units first
      before looking for hostile units.
    
    Notes:
    - Can't be veteran or elite by normal means.
    - Immune to Mind Control and Radiation.
    - Can't enter Tank Bunker.
    - Can be attacked by Terror Drone.
    - Will not retaliate when attacked.
    - All units immune to Mind Control are immune to Chaos Attack.
    
    7.7) Floating Disk
    Country      : Yuri        Type: Aircraft
    Prerequisite : War Factory, Yuri Battle Lab
    Cost         : 1750        TechLevel : 2
    Weapons      : Disk Laser
                   Disk Drain
    Speed        : 15          Sight     : 9
    HP           : 600         Armor     : Light
    
    Weapon Notes:
    * Disk Laser
      Damage: 90    Range: 7    ROF: 80
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (50%)
      Damage vs. Building's Armor: All (100%)
      Damage vs. Terror Drone    : 100%
      Attack penetrates Tank Bunker (Unit inside Bunker takes damage).
      Can attack air units.
    * Disk Drain
      Can only target Refinery, Base Defense, and Power Plant type
      building.
      Damage: 1     Range: 1.5  ROF: 50
      When target Refinery will drain 30 credits every time for each 30
      Frame Delay.
      When target Base Defense or Power Plant, it will shut down all
      power for power plant's owner.
    
    Notes:
    - Self Healing.
    - Floating Disc will auto target and shoot any base defenses that
      are powered (i.e. Prism Tower and Tesla Coil).
      However, the Floating Disc will not auto target and shoot
      any base defenses that are not powered (i.e. Pillbox
      and Sentry Gun).
    
    7.8) Yuri MCV
    Country      : Yuri
    Prerequisite : War Factory, Service Depot
    Cost         : 3000        TechLevel : 10
    Weapons      : None
    Speed        : 4           Sight     : 8
    HP           : 1000        Armor     : Heavy
    
    Notes:
    - Can deploy into Yuri Construction Yard.
    - DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section 
      for more information.
    - Can't enter Tank Bunker.
    
    8) Allied Naval
    ---------------
    8.1) Amphibious Transport
    Country      : Allies
    Prerequisite : Allied Naval Shipyard
    Cost         : 900         TechLevel : 2
    Weapons      : None
    Speed        : 6           Sight     : 6
    HP           : 300         Armor     : Heavy
    
    Notes:
    - Can move on water and also on ground.
    - Can carry vehicles (number of vehicles can be carried depends
      on Vehicle size.
      This transport can carry maximum 12 points of size.
      Below is the list of All Unit size points that can be
      carried:
    
      Allied Units        Point       Soviet Units        Point
      ------------------------------------------------------------
      Grizzly Tank        3           Rhino Tank          3
      IFV                 3           Flak Track          3
      Chrono Miner        3           War Miner           3
      Allied MCV          6           Soviet MCV          6
      Prism Tank          3           Terror Drone        2
      Mirage Tank         3           Apocalypse          6
      Tank Destroyer      3           V3 Launcher         3
      Robot Tank          3           Tesla Tank          3
      Battle Fortress     6           Demolition Truck    3
                                      Terror Drone        2
    
      Yuri Units          Point
      ---------------------------
      Brute               2
      Chaos Drone         2
      Yuri MCV            6
      Lasher Light Tank   3
      Gattling Tank       3
      Magnetron           6
      Master Mind         6
      Slave Miner         3
    
    - Can carry up to 12 infantry passengers.
      Infantry (except Brute) has 1 point of size.
    - Can crush infantry, although it hovers.
    - If you transport any other land transport (Flak Track and IFV),
      the unit inside the transport DOESN'T count.
      So you can transport 4 IFVs occupied by 1 GI in each IFV.
    - Can't unload if in service depot.
    - Can not load or unload Tanya/SEAL in water. If ordered to load
      those infantry, the transport will accept the order, but it just
      moves next to them and do nothing.
    - If ordered to load a Chrono Legionnaire while on water, it will move
      next to the Chrono Legionnaire first.
    - Can't enter Tank Bunker.
    
    8.2) Destroyer
    Country      : Allies
    Prerequisite : Allied Naval Shipard
    Cost         : 1000        TechLevel : 4
    Weapons      : 155mm Artillery Cannon
                   ASW Helicopter Launcher (Anti Sub Weapon)
    Speed        : 6           Sight     : 7
    HP           : 600         Armor     : Heavy
    
    Weapon Notes:
    * 155mm Artillery Cannon
      Damage: 60   Range: 8     ROF: 110
      Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%)
      Damage vs. Building's Armor: Wood (100%), Steel(80%), Concrete(60%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      Can destroy Concrete Wall.
      Can pass through Concrete Wall, ignore land elevations and cliffs.
      Can damage land eleveation (make holes) at 15% chance.
      Can destroy Ore patches.
      Area near explosion (1 Cell) is also damaged.
      * Elite Weapon: Fire 2 times in rapid succession.
    * ASW Helicoper Launcher
      Range: Infinite (as long as the Destroyer can see the unit, it can
             launch the heli to attack from far)
      Helicopter's Statistics:
             HP: 30   Armor: Light   Sight: 2   Speed: 12    Ammo: 1
      ASW Bomb (Bomb launched by ASW heli):
        Damage: 50  Range: 3   ROF: 3
        Damage vs. Infantry's Armor: All(25%)
        Damage vs. Vehicle's Armor : Light(75%), Medium(60%), Heavy(60%)
        Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
      ASW Collision:
        If the heli is shot down, the heli's crash can also cause damage.
        The heli crash can hit unit/building on ground.
        Damage: 100  Range: 3   ROF: 20
        Damage vs. Infantry's Armor: All(25%)
        Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
        Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
        Damage vs. Terror Drone    : 60%
        Prone Infantry reduces the damage to 50%.
    
    Notes:
    - Can detect enemy underwater (Range: 8).
    - When ASW heli is destroyed, Destroyer automatically creates it again
      in time (ASW Creation Speed: 400, ASW Reload speed: 150)
    
    8.3) Aegis Cruiser
    Country      : Allies
    Prerequisite : Allied Naval Shipyard, Airforce Command HQ
    Cost         : 1200        TechLevel : 7
    Weapons      : Medusa surface to air missiles
    Speed        : 4           Sight     : 8
    HP           : 800         Armor     : Light
    
    Weapon Notes:
      Damage: 100   Range: 12     ROF: 15
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Medusa missiles has very fast speed.
      * Elite Weapon:  Damage: 100   Range: 14     ROF: 5
                       Fire 2 times in rapid succession.
    
    Notes:
    - Can only attack air units.
    - ASW Heli (Destroyer's Heli), V3 rockets, Hornet (Carrier's
      Fighter), and Dreadnought missiles are considered air units.
    
    8.4) Aircraft Carrier
    Country      : Allies
    Prerequisite : Allied Naval Yard, Allied Battle Lab
    Cost         : 2000        TechLevel : 7
    Weapons      : Hornet's Fighter Launcher
    Speed        : 4           Sight     : 7
    HP           : 800         Armor     : Heavy
    
    Weapon Notes:
    * Hornet Launcher
      Launches 3 Hornet Fighter to attack enemy's unit/building.
      Can also attack underwater unit (even it can't detect underwater).
      But the underwater unit must be detected first or use force attack.
      Range: 25    ROF: 150
      Hornet's Statistics:
          HP: 75   Armor: Light   Sight: 2   Speed: 12    Ammo: 1
          Hornet Reload Time: 150
          Hornet Regenerate Time: 600 (When it destroyed)
      Hornet Bomb (Bomb launched by Hornet Fighter):
        Damage: 40 (5 bombs each Hornet) Range: 3   ROF: 5
        Damage vs. Infantry's Armor: All(100%)
        Damage vs. Vehicle's Armor : All(100%)
        Damage vs. Building's Armor: Wood(100%),Steel(100%),Concrete(75%)
        Prone Infantry reduces the damage to 50%.
      * Elite Weapon: (When the Hornet fighter become elite)
        Damage: 80  Range: 3   ROF: 5
        Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
        Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%)
        Damage vs. Building's Armor: Wood(100%), Steel(80%), Concrete(60%)
        Damage vs. Terror Drone    : 100%
        Prone Infantry reduces the damage to 50%.
        Can destroy Concrete Wall.
        Can pass through Concrete Wall, ignore land elevations and cliffs.
        Can damage land eleveation (make holes) at 15% chance.
        Can destroy Ore patches.
        Area near explosion (1 Cell) is also damaged.
      Hornet Collision:
        If the Hornet is shot down, the Hornet crash can also cause
        damage.
        The Hornet crash can hit unit/building on ground.
        Damage: 100  Range: 3   ROF: 20
        Damage vs. Infantry's Armor: All(25%)
        Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
        Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
        Damage vs. Terror Drone    : 60%
        Prone Infantry reduces the damage to 50%.
    
    8.5) Dolphin
    Country      : Allies
    Prerequisite : Allied Naval Yard, Allied Battle Lab
    Cost         : 500         TechLevel : 5
    Weapons      : Sonic
    Speed        : 8           Sight     : 4
    HP           : 200         Armor     : Light
    
    Weapon Notes:
      Damage: 4   Ambient Damage: 10    Range: 6     ROF: 120
      Damage vs. Infantry's Armor: All(100%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(80%), Heavy(80%)
      Damage vs. Building's Armor: Wood(100%), Steel(60%), Concrete(60%)
      * Elite Weapon: Damage: 8   Ambient Damage: 15
                      Range: 6    ROF: 80
                      Fire 2 times in rapid succession.
    
    Notes:
    - Dolphin moves underwater, and can be detected only by enemy
      units that have sensors.
    - Dolphins are immune to others' Dolphin attack.
    - Can detect enemy underwater (Range: 8).
    - Can release ships that are attacked by Giant Squids.
    - Doesn't uncloak (still underwater) while attacking.
    - Dolphin and Giant Squid can't cooperate by attacking an enemy
      ship because a ship grabbed by Giant Squid will automatically
      be released by Dolphin's Sonic weapon even if they are on the
      same side.
    
    9) Soviet Naval
    ---------------
    9.1) Amphibious Transport
    Country      : Soviet
    Prerequisite : Soviet Naval Shipyard
    Cost         : 900         TechLevel : 2
    Weapons      : None
    Speed        : 6           Sight     : 6
    HP           : 300         Armor     : Heavy
    
    Notes:
    - Can move on water and also on ground.
    - Can carry vehicles (number of vehicles can be carried depends
      on Vehicle size.
      This transport can carry maximum 12 points of size.
      Below is the list of All Unit size points that can be
      carried:
    
      Allied Units        Point       Soviet Units        Point
      ------------------------------------------------------------
      Grizzly Tank        3           Rhino Tank          3
      IFV                 3           Flak Track          3
      Chrono Miner        3           War Miner           3
      Allied MCV          6           Soviet MCV          6
      Prism Tank          3           Terror Drone        2
      Mirage Tank         3           Apocalypse          6
      Tank Destroyer      3           V3 Launcher         3
      Robot Tank          3           Tesla Tank          3
      Battle Fortress     6           Demolition Truck    3
                                      Terror Drone        2
    
      Yuri Units          Point
      ---------------------------
      Brute               2
      Chaos Drone         2
      Yuri MCV            6
      Lasher Light Tank   3
      Gattling Tank       3
      Magnetron           6
      Master Mind         6
      Slave Miner         3
    
    - Can carry up to 12 infantry passengers.
      Infantry (except Brute) has 1 point of size.
    - Can crush infantry, though it hovers.
    - If you transport any other land transport (Flak Track and IFV),
      the unit inside the transport DOESN'T count to the points.
      So you can transport 4 Flak Track occupied by 5 Conscripts in
      each Flak Track.
    - Can't unload if in service depot.
    - Can not load or unload Tanya/SEAL in water. If ordered to load
      those infantry, the transport will accept the order, but it just
      moves next to them and do nothing.
    - Can't enter Tank Bunker.
    
    9.2) Sea Scorpion
    Country      : Soviet
    Prerequisite : Soviet Naval Shipyard, Radar
    Cost         : 600         TechLevel : 6
    Weapons      : Flak Gun
    Speed        : 8           Sight     : 8
    HP           : 400         Armor     : Heavy
    
    Weapon Notes:
    * Flak Anti-Air Gun
      Damage: 40   Range: 12   ROF: 20
      Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
      Damage vs. Building        : There are no flying building
      * Elite Weapon: Damage: 35    Range: 10   ROF: 20
                      Fire 2 times in rapid succession.
    * Flak Anti-Surface Gun
      Damage: 25   Range: 5   ROF: 40
      Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(50%)
      Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy(10%)
      Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(10%)
      Damage vs. Terror Drone    : 100%
      * Elite Weapon: Damage: 25   Range: 5   ROF: 40
                      Fire 2 times in rapid succession.
    * Both
      Sea Scorpion's Weapons are inaccurate and slow, but the bullet
      explodes and any unit/building in the area (1 Cell nearby) will
      be damaged (Of course the unit near the center of explosion
      receives more damage than the unit far from the center).
    
    Notes:
    - Use this unit to attack air unit (V3 rockets, Hornet fighters,
      ASW Heli, Dreadnought missiles also count as air units).
    
    9.3) Typhoon Attack Sub
    Country      : Soviet
    Prerequisite : Soviet Naval Shipyard
    Cost         : 1000        TechLevel : 2
    Weapons      : Torpedoes
    Speed        : 4           Sight     : 4
    HP           : 600         Armor     : Heavy
    
    Weapon Notes:
      Damage: 100   Range: 7     ROF: 120
      Damage vs. Infantry's Armor: All(25%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
      * Elite Weapon:  Fire 2 times in rapid succession.
    
    Notes:
    - Attack Sub moves underwater, and can be detected only by enemy
      units that have sensors.
    - Can detect enemy in underwater (Range: 7).
    - Doesn't uncloak (still underwater) when attacking.
    
    9.4) Dreadnought
    Country      : Soviet
    Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab
    Cost         : 2000        TechLevel : 6
    Weapons      : Dreadnought Missile Launcher
    Speed        : 4           Sight     : 7
    HP           : 800         Armor     : Heavy
    
    Weapon Notes:
    * Dreadnought Missile Launcher
      Launches 2 Dreadnought Missiles to attack enemy's unit/building.
      Can also attack underwater unit (although it can't detect
      underwater). However, the underwater units must be detected
      first or use force attack (Ctl+Left Click).
      Range: 25   Minimum Range: 8      ROF: 50
      Dreadnought Missile Statistics (in Air):
          HP: 50       Armor: Special   Sight: 0   Speed: 20
          Damage: 50 (in Air)   Missile Reload Time: 80
      Dreadnought Missile hit on target:
          Damage: 300
          Damage vs. Infantry's Armor: All(25%)
          Damage vs. Vehicle's Armor : Light(75%),Medium(100%),Heavy(100%)
          Damage vs. Building's Armor: Wood(65%),Steel(45%),Concrete(60%)
          Damage vs. Terror Drone    : 60%
          Prone Infantry reduces the damage to 50%.
          Can destroy Concrete Wall.
          * Elite Weapon: Damage: 600
    
    9.5) Giant Squid
    Country      : Soviet
    Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab
    Cost         : 1000        TechLevel : 9
    Weapons      : Squid Tentacles Grab and Hit
    Speed        : 8           Sight     : 5
    HP           : 200         Armor     : Light
    
    Weapon Notes:
    * Squid Tentacles Grab.
      Giant Squid uses this weapon to attack any ship unit (Destroyer,
      AEGIS Cruiser, Carrier, Attack Sub, Sea Scorpion, Amphibious
      Transport, and Dreadnought).
      Giant Squid automatically grabs a ship when attacking and rocking
      them. It does some damage to the ship continuously until the
      ship is destroyed.
      If the ship HP is red, the ship is automatically destroyed.
      Only Dolphin can release a ship grabbed by Giant Squid.
      While grabbing, Giant Squid can't be selected and ordered until
      it releases or destroys its victims.
      Damage: 15   Range: 1.5
      * Elite Weapon: Damage: 40   Range: 1.5
    * Squid Hit.
      Giant Squid uses this normal attack when attacking non-ship unit
      (SEAL, Tanya, Giant Squid, and Dolphin).
      Damage: 100   Range: 1.83    ROF: 32
      Damage vs. Infantry's Armor: None(100%), Flak (90%), Plate(80%)
      Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
      * Elite Weapon: Damage: 200   Range: 1.83    ROF: 32
    
    Notes:
    - Giant Squid moves underwater, and can be detected only by enemy
      unit that have sensors.
    - Can detect enemy in underwater (Range: 8).
    - Giant Squid can't attack building. (Naval Shipyard).
    - Giant Squid can't attack ships that are being repaired in Nayal
      Shipyard.
    - Self Healing.
    - Immune to Mind Control and Psychic Wave.
    
    10) Yuri Naval Unit
    -------------------
    10.1) Hover Transport
    Country      : Yuri
    Prerequisite : Yuri Naval Shipyard
    Cost         : 900         TechLevel : 2
    Weapons      : None
    Speed        : 6           Sight     : 6
    HP           : 300         Armor     : Heavy
    
    Notes:
    - Can move on water and also on ground.
    - Can carry vehicles (number of vehicles can be carried depends
      on Vehicle size.
      This transport can carry maximum 12 points of size.
      Below is the list of All Unit size points that can be
      carried:
    
      Allied Units        Point       Soviet Units        Point
      ------------------------------------------------------------
      Grizzly Tank        3           Rhino Tank          3
      IFV                 3           Flak Track          3
      Chrono Miner        3           War Miner           3
      Allied MCV          6           Soviet MCV          6
      Prism Tank          3           Terror Drone        2
      Mirage Tank         3           Apocalypse          6
      Tank Destroyer      3           V3 Launcher         3
      Robot Tank          3           Tesla Tank          3
      Battle Fortress     6           Demolition Truck    3
                                      Terror Drone        2
    
      Yuri Units          Point
      ---------------------------
      Brute               2
      Chaos Drone         2
      Yuri MCV            6
      Lasher Light Tank   3
      Gattling Tank       3
      Magnetron           6
      Master Mind         6
      Slave Miner         3
    
    - Can carry up to 12 infantry passengers.
      Infantry (except Brute) has 1 point of size.
    - Can crush infantry, though it hovers.
    - If you transport any other land transport (Flak Track and IFV),
      the unit inside the transport DOESN'T count to the points.
      So you can transport 4 Flak Track occupied by 5 Initiates in
      each Flak Track.
    - Can't unload if in service depot.
    - Can not load or unload Tanya/SEAL in water. If ordered to load
      those infantry, the transport will accept the order, but it just
      moves next to them and do nothing.
    - Can't enter Tank Bunker.
    
    10.2) Boomer
    Country      : Yuri
    Prerequisite : Yuri Naval Shipyard, Psychic Sensor
    Cost         : 2000        TechLevel : 2
    Weapons      : Boomer Torpedoes
                   Cruise Missile Launcher
    Speed        : 5           Sight     : 8
    HP           : 1200        Armor     : Heavy
    
    Weapon Notes:
    * Boomer Torpedoes
      Damage: 60    Range: 7     ROF: 120
      Damage vs. Infantry's Armor: All(100%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
      Fire 2 times in rapid succession.
      * Elite Weapon:  Fire 4 times in rapid succession.
    * Cruise Missile Launcher
      Launches 2 Cruise Missiles to attack enemy's unit/building.
      Range: 20   Minimum Range: 8      ROF: 50
      Cruise Missile Statistics (in Air):
          HP: 50       Armor: Special   Sight: 0   Speed: 20
          Damage: 50 (in Air)   Missile Reload Time: 80
      Cruise Missile hit on target:
          Damage: 200
          Damage vs. Infantry's Armor: All(25%)
          Damage vs. Vehicle's Armor : Light(75%),Medium(100%),Heavy(100%)
          Damage vs. Building's Armor: Wood(65%),Steel(45%),Concrete(60%)
          Damage vs. Terror Drone    : 60%
          Prone Infantry reduces the damage to 50%.
          Can destroy Concrete Wall.
          * Elite Weapon: Damage: 250
    
    Notes:
    - Boomer moves underwater, and can be detected only by enemy
      units that have sensors.
    - Can detect enemy in underwater (Range: 8).
    - Doesn't uncloak (still underwater) when attacking with Boomer
      Torpedoes, but uncloaks when attacking with Cruise Missile.
    
    11) Neutral Unit
    ---------------
    11.1) Cow
    Country      : Neutral
    Weapons      : None
    Speed        : 4           Sight     : 4
    HP           : 150         Armor     : None
    
    Notes:
    - Cow has a points of weight of 2, and it CAN enter Flak Track.
      But this only if you have your own cow, and not mind-controlled
      one. The only scenario that you have cow is in RA2: Allied Campaign
      scenario, Operation: Dark Night, Mission 5.
      You can create Flak Track in this scenario by capturing Soviet's
      War Factory.
    - IFV Mode: 12.
    
    11.2) Alligator
    Country      : Neutral
    Weapons      : Alligator's Bite
    Speed        : 4           Sight     : 2
    HP           : 200         Armor     : None
    
    Weapon Notes:
      Damage: 30    Range: 1.5   ROF: 30
    
    Notes:
    - It can attack your unit if your unit is near to it.
    
    11.3) Monkey
    Country      : Neutral
    Weapons      : Chimp's Bite
    Speed        : 6           Sight     : 2
    HP           : 200         Armor     : None
    
    Weapon Notes:
      Damage: 30    Range: 1.5   ROF: 30
    
    Notes:
    - It can attack your unit if your unit is near to it.
    
    11.4) Polar Bear
    Country      : Neutral
    Weapons      : Bear's Bite
    Speed        : 4           Sight     : 2
    HP           : 200         Armor     : None
    
    Weapon Notes:
      Damage: 30    Range: 1.5   ROF: 30
    
    Notes:
    - It can attack your unit if your unit is near to it.
    
    11.5) Camel
    Country      : Neutral
    Speed        : 6           Sight     : 2
    HP           : 200         Armor     : None
    
    11.6) T-Rex
    Country      : Neutral
    Weapons      : T-Rex's Bite
    Speed        : 8           Sight     : 5
    HP           : 300         Armor     : Plate
    
    Weapon Notes:
      Damage: 200    Range: 1.5   ROF: 30
      Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate(80%)
      Damage vs. Vehicle's Armor : Light(60%), Medium (40%), Heavy(40%)
      Damage vs. Building's Armor: Wood(50%), Steel(40%), Concrete(25%)
      Damage vs. Terror Drone    : 80%
      Prone Infantry reduces the damage to 50%.
    
    Notes:
    - It can attack your unit if your unit is near to them.
    - Can attack Concrete Walls.
    - Can't be veteran or elite by normal means, even it has a weapon.
    - Self Healing.
    
    11.7) Brontosaur
    Country      : Neutral
    Weapons      : Brontosaur's Bite
    Speed        : 8           Sight     : 5
    HP           : 200         Armor     : Light
    
    Weapon Notes:
      Damage: 30    Range: 1.5   ROF: 30
    
    Notes:
    - It can attack your unit if your unit is near to them.
    - Self Healing.
    
    11.8) Civilian
    Because there are so many civilians type that exist in Red Alert 2,
    I won't list all of them in here.
    But normally, they have the statistics below:
    
    Country      : Neutral
    Weapons      : Pistol (Some civilians don't even have this)
    Speed        : 4           Sight     : 2
    HP           : 50          Armor     : None
    
    Weapon Notes:
      Damage: 2   Range: 3      ROF: 20
      Damage vs. Infantry's Armor: None(100%), Flak (80%), Plate(70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
    
    Notes:
    - Can't be veteran or elite by normal means, even it has a weapon.
    
    11.9) Flint Westwood
    Country      : Neutral
    Weapons      : Flint Gun
    Speed        : 6           Sight     : 2
    HP           : 200         Armor     : Plate
    
    Weapon Notes:
      Damage: 125   Range: 6      ROF: 10
      Damage vs. Infantry's Armor: None(200%), Flak (100%), Plate(100%)
      Damage vs. Vehicle's Armor : All (1%)
      Damage vs. Building's Armor: All (1%)
      Prone Infantry doesn't reduce the damage.
    
    Notes:
    - IFV Mode: 4
    - His name is changed into Cowboy in v 1.001. (unconfirmed)
    
    11.10) Arnie Frankenfurter
    Country      : Neutral
    Weapons      : Arnie Gun
    Speed        : 6           Sight     : 2
    HP           : 200         Armor     : Plate
    
    Weapon Notes:
      Damage: 125   Range: 6      ROF: 10
      Damage vs. Infantry's Armor: None(200%), Flak (100%), Plate(100%)
      Damage vs. Vehicle's Armor : All (1%)
      Damage vs. Building's Armor: All (1%)
      Prone Infantry doesn't reduce the damage.
    
    Notes:
    - IFV Mode: 4
    - His name is changed into Bodybuilder in v 1.001. (unconfirmed)
    
    11.11) Sammy Stallion
    Country      : Neutral
    Weapons      : Stallion Gun
                   Stallion Grenade
    Speed        : 6           Sight     : 2
    HP           : 200         Armor     : Plate
    
    Weapon Notes:
    * Stallion Gun (Vs. Infantry)
      Damage: 125   Range: 6      ROF: 10
      Damage vs. Infantry's Armor: None(100%), Flak (100%), Plate(100%)
      Damage vs. Vehicle's Armor : All (0%)
      Prone Infantry doesn't reduces the damage.
    * Stallion Grenade (Vs. Buildings)
      Damage: 10000   Range: 6      ROF: 10
      Damage vs. Building's Armor: None(100%), Flak (100%), Plate(100%)
    
    Notes:
    - IFV Mode: 4
    - His name is changed into Hero in v 1.001. (unconfirmed)
    
    11.12) Evil Mummy
    Country      : Neutral
    Weapons      : Mummy Punch
                   Mummy Smash
    Speed        : 3           Sight     : 6
    HP           : 400         Armor     : Plate
    
    Weapon Notes:
    * Mummy Punch (Attack vs. Infantry and Building)
      Damage: 100   Range: 1.4   ROF: 60
      Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
      Damage vs. Building's Armor: Wood(30%), Steel(30%), Concrete(20%)
      Damage vs. Terror Drone    : 100%
    * Mummy Smash (Attack vs. Vehicle)
      Damage: 100   Range: 1.1   ROF: 60
      Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(100%)
      Damage vs. Terror Drone    : 100%
    
    Notes:
    - Evil Mummy can damage concrete walls.
    - Evil Mummy can be seen in desert map, occupy the pyramids with
      infantry to make it out. (In Allies Campaign Map only)
    - Self Healing.
    - Immune to Mind Control.
    
    ***************
    III - Buildings
    ***************
    
    1) Allied Buildings
    -------------------
    1.1) Construction Yard
    Country      : Allies
    Prerequisite : MCV
    Cost         : 3000        TechLevel : -
    Power        : 0           Sight     : 8
    HP           : 1000        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 4
    
    Notes:
    - Can undeploy to Allied Mobile Construction Vehicle.
      Can be turned off by an option in Multiplayer.
    - Can create other buildings.
    
    1.2) Power Plant
    Country      : Allies
    Prerequisite : Construction Yard
    Cost         : 800         TechLevel : 1
    Power        : +200        Sight     : 4
    HP           : 750         Armor     : Wood
    Foundation   : 2 x 2       Height    : 4
    
    Notes:
    - The only Allied building that produces power.
    
    1.3) Allied Ore Refinery
    Country      : Allies
    Prerequisite : Construction Yard
    Cost         : 2000        TechLevel : 1
    Power        : -50         Sight     : 6
    HP           : 1000        Armor     : Wood
    Foundation   : 4 x 3       Height    : 4
    
    Notes:
    - The 'Credits' production facility.
    - If you create an Allied Ore Refinery, it includes a free Chrono
      Miner. Chrono Miner automatically searches an ore/mineral patches
      to harvest. Chrono Miner will not be sold if you sell the Refinery, so
      if you sell your Refinery, you will get only 2000-1400 (the price of
      Chrono Miner):2= 300.
      When this refinery is not occupied (no miner is reloading), any
      Chrono Miner that finishes harvesting teleports in here.
    
    1.4) Allied Barrack
    Country      : Allies
    Prerequisite : Construction Yard, Power Plant
    Cost         : 500         TechLevel : 2
    Power        : -10         Sight     : 5
    HP           : 500         Armor     : Steel
    Foundation   : 3 x 2       Height    : 4
    
    Notes:
    - Allied Barracks can train Allied Infantry.
    
    1.5) Allied War Factory
    Country      : Allies
    Prerequisite : Construction Yard, Power Plant, Allied Barracks
    Cost         : 2000        TechLevel : 2
    Power        : -25         Sight     : 4
    HP           : 1000        Armor     : Wood
    Foundation   : 5 x 3       Height    : 4
    
    Notes:
    - Allied War Factory can train Allied Vehicles and Nighthawks.
    
    1.6) Airforce Command HQ
    Country      : Allies
    Prerequisite : Construction Yard, Ore Refinery
    Cost         : 1000        TechLevel : 3
    Power        : -50         Sight     : 5
    HP           : 600         Armor     : Steel
    Foundation   : 3 x 2       Height    : 7
    
    Notes:
    - Can train Harrier (any Allied countries, but not Korea).
    - Can train Black Eagle (if the country is Korea).
    - If the country is America, it adds the ability to drop Airborne
      Paratroopers.
    - Can repair and reload Allied Harriers and Black Eagles.
    - Can hold 4 aircraft units (Harrier and Black Eagle).
    - Has Radar equipped (Enables Minimap).
    
    1.7) Allied Naval Shipyard
    Country      : Allies
    Prerequisite : Construction Yard, Power Plant, Ore Refinery
    Cost         : 1000        TechLevel : 4
    Power        : -25         Sight     : 10
    HP           : 1500        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 10
    
    Notes:
    - Can train Allied Navy.
    - Can only be built in water.
    - Can repair water units: Allied Ships, Soviet Ships, Dolphin,
      Giant Squid, Boomer, and Amphibious Transport.
    - Can't be captured by Engineers or be infiltrated by Spies.
    - Needs credits to repair.
    
    1.8) Service Depot
    Country      : Allies
    Prerequisite : Construction Yard, War Factory
    Cost         : 800         TechLevel : 6
    Power        : -25         Sight     : 5
    HP           : 1200        Armor     : Wood
    Foundation   : 3 x 3       Height    : 3
    
    Notes:
    - Can repair Vehicles, Amphibious Transports, and Nighthawks.
    - Can remove Crazy Ivan's Dynamites.
    - Can remove Terror Drone attached to vehicle.
    - Needs credits to repair.
    
    1.9) Allied Robot Control Center
    Country      : Allies
    Prerequisite : Construction Yard, War Factory
    Cost         : 600         TechLevel : 10
    Power        : -100        Sight     : 6
    HP           : 600         Armor     : Wood
    Foundation   : 2 x 2       Height    : 3
    
    Notes:
    - If all of Robot Control Centers are destroyed, all of Robot Tanks
      will cease to functions.
    
    1.10) Allied Battle Lab
    Country      : Allies
    Prerequisite : Construction Yard, Allied War Factory,
                   Airforce Command HQ
    Cost         : 2000        TechLevel : 8
    Power        : -100        Sight     : 6
    HP           : 500         Armor     : Wood
    Foundation   : 3 x 2       Height    : 8
    
    Notes:
    - Enables Force Field (All Building within 4 cells radius will
      be invulnerable for 500 Frame Delay, but all power will be
      shutdown for 1000 Frame Delay).
    - Force Field recharges after 5 minutes.
    
    1.11) Ore Purifier
    Country      : Allies
    Prerequisite : Construction Yard, Ore Refinery, Allied Battle Lab
    Cost         : 2500        TechLevel : 10
    Power        : -200        Sight     : 5
    HP           : 900         Armor     : Wood
    Foundation   : 3 x 3       Height    : 4
    
    Notes:
    - Can only build 1 Ore Purifier.
    - Can't be captured by Engineer.
    - Add any converted harvested ore to credits by 25%.
      If your harvester reloads 1000 credits to your refinery, it adds
      250 more credits.
    - Can't be Mind Controlled by Yuri Prime.
    
    2) Soviet Buildings
    -------------------
    2.1) Construction Yard
    Country      : Soviet
    Prerequisite : MCV
    Cost         : 3000        TechLevel : -
    Power        : 0           Sight     : 8
    HP           : 1000        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 4
    
    Notes:
    - Can undeploy to Soviet Mobile Construction Vehicle.
      Can be turned off by an option in Multiplayer.
    - Can create other buildings.
    
    2.2) Tesla Reactor
    Country      : Soviet
    Prerequisite : Construction Yard
    Cost         : 600         TechLevel : 1
    Power        : +150        Sight     : 4
    HP           : 750         Armor     : Wood
    Foundation   : 3 x 2       Height    : 4
    
    Notes:
    - Cheaper than Allied Power Plant and also has less power.
      But Soviet can build a Nuclear Reactor.
    
    2.3) Soviet Ore Refinery
    Country      : Soviet
    Prerequisite : Construction Yard
    Cost         : 2000        TechLevel : 1
    Power        : -50         Sight     : 6
    HP           : 1000        Armor     : Wood
    Foundation   : 4 x 3       Height    : 4
    
    Notes:
    - The 'Credits' production facility.
    - If you create an Soviet Ore Refinery, it creates a free War
      Miner. War Miner automatically searches an ore/mineral patches
      to harvest. War Miner will not be sold if you sell the Refinery, so
      if you sell your Refinery, you will get only 2000-1400 (the price of
      War Miner):2= 300.
    
    2.4) Soviet Barrack
    Country      : Soviet
    Prerequisite : Construction Yard, Tesla Reactor
    Cost         : 500         TechLevel : 2
    Power        : -10         Sight     : 6
    HP           : 500         Armor     : Steel
    Foundation   : 2 x 2       Height    : 9
    
    Notes:
    - Soviet Barracks can train Soviet Infantry.
    
    2.5) Soviet War Factory
    Country      : Soviet
    Prerequisite : Construction Yard, Tesla Reactor, Soviet Barracks
    Cost         : 2000        TechLevel : 2
    Power        : -25         Sight     : 4
    HP           : 1000        Armor     : Wood
    Foundation   : 5 x 3       Height    : 4
    
    Notes:
    - Soviet War Factory can train Soviet Vehicles, Siege Choppers,
      and Kirov Airships.
    
    2.6) Radar Facility
    Country      : Soviet
    Prerequisite : Construction Yard, Ore Refinery
    Cost         : 1000        TechLevel : 3
    Power        : -50         Sight     : 10
    HP           : 1000        Armor     : Wood
    Foundation   : 2 x 2       Height    : 6
    
    Notes:
    - Has Radar equipped (Enables Minimap).
    - Enables Spy Plane.
      Spy Plane has these characterictics:
          Weapons      : Spy Camera
          Speed        : 15          Sight     : 0
          HP           : 600         Armor     : Light
      Reveals 6 cells radius shrouded area from 20 cells before target
      until 100 times or Spy Plane destroyed.
    - Spy Plane completes its recharging after 4 minutes.
    
    2.7) Soviet Naval Shipyard
    Country      : Soviet
    Prerequisite : Construction Yard, Tesla Reactor, Ore Refinery
    Cost         : 1000        TechLevel : 2
    Power        : -20         Sight     : 10
    HP           : 1500        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 10
    
    Notes:
    - Soviet Naval Shipyard can train Soviet Navy.
    - Can only be built in water.
    - Can repair water units: Allied Ships, Soviet Ships, Dolphin,
      Giant Squid, Boomer, and Amphibious Transport.
    - Can't be captured by Engineers or be infiltrated by Spies.
    - Needs credits to repair.
    
    2.8) Service Depot
    Country      : Soviet
    Prerequisite : Construction Yard, War Factory
    Cost         : 800         TechLevel : 6
    Power        : -20         Sight     : 5
    HP           : 1200        Armor     : Wood
    Foundation   : 3 x 3       Height    : 3
    
    Notes:
    - Can repair Vehicles, Amphibious Transport, and Nighthawks.
    - Can remove Crazy Ivan's Dynamites.
    - Can remove Terror Drone attached to vehicle.
    - Needs credits to repair.
    
    2.9) Soviet Battle Lab
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet War Factory,
                   Radar Tower
    Cost         : 2000        TechLevel : 7
    Power        : -100        Sight     : 6
    HP           : 500         Armor     : Wood
    Foundation   : 3 x 3       Height    : 8
    
    Notes:
    - Enables Force Field (All Building within 4 cells radius will
      be invulnerable for 500 Frame Delay, but all power will be
      shutdown for 1000 Frame Delay).
    - Force Field recharges after 5 minutes.
    
    2.10) Industrial Plant
    Country      : Soviet
    Prerequisite : Construction Yard, War Factory, Soviet Battle Lab
    Cost         : 2500        TechLevel : 10
    Power        : -200        Sight     : 4
    HP           : 1000        Armor     : Wood
    Foundation   : 3 x 3       Height    : 4
    
    Notes:
    - Can only build 1 Industrial Plant
    - Reduces production costs and production speed of all Vehicles
      (including Aircraft and Naval) by 25%.
    - Can't be captured by Engineer.
    - Can't be Mind Controlled by Yuri Prime.
    
    2.11) Nuclear Reactor
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet Battle Lab
    Cost         : 1000        TechLevel : 9
    Power        : +2000       Sight     : 5
    HP           : 1000        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 4
    
    Notes:
    - Explodes when destroyed (Damage: 600, Radiation Level: 500),
      causing Radiation in the area.
    - Immune to Radiation.
    
    3) Yuri Buildings
    -------------------
    3.1) Construction Yard
    Country      : Yuri
    Prerequisite : MCV
    Cost         : 3000        TechLevel : -
    Power        : 0           Sight     : 8
    HP           : 1000        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 4
    
    Notes:
    - Can undeploy to Yuri Mobile Construction Vehicle.
      Can be turned off by an option in Multiplayer.
    - Can create other buildings.
    
    3.2) Bio Reactor
    Country      : Yuri
    Prerequisite : Construction Yard
    Cost         : 600         TechLevel : 1
    Power        : +150        Sight     : 4
    HP           : 700         Armor     : Wood
    Foundation   : 3 x 2       Height    : 4
    
    Notes:
    - Cheaper than Allied Power Plant and also has less power.
    - 5 Infantry, Civilians, or Slaves can enter Bio Reactor to
      increase power (+100 each infantry).
    - Trick: Put any mind controlled infantry in Bio Reactor.
      They will generate power to the Bio Reactor and your Mind
      Controlling units are free to find other targets. However,
      if they are out of the Reactor, they will be hostile again.
    
    3.3) Slave Refinery
    Country      : Yuri
    Prerequisite : Construction Yard
    Cost         : 1500        TechLevel : 1
    Power        : 0           Sight     : 6
    HP           : 2000        Armor     : Medium
    Foundation   : 3 x 3       Height    : 4
    
    Notes:
    - Can undeploy to Slave Miner.
    - Have a weapon that has same characteristics with
      Slave Miner.
    - The 'Credits' production facility.
    - Can't be sold for credits.
    - See Slave Miner section for trick.
    
    3.4) Barrack
    Country      : Yuri
    Prerequisite : Construction Yard, Bio Reactor
    Cost         : 500         TechLevel : 2
    Power        : -10         Sight     : 5
    HP           : 500         Armor     : Steel
    Foundation   : 2 x 2       Height    : 9
    
    Notes:
    - Yuri Barracks can train Yuri Infantry.
    
    3.5) Yuri's War Factory
    Country      : Yuri
    Prerequisite : Construction Yard, Tesla Reactor, Yuri Barracks
    Cost         : 2000        TechLevel : 2
    Power        : -25         Sight     : 4
    HP           : 1000        Armor     : Wood
    Foundation   : 5 x 3       Height    : 4
    
    Notes:
    - Yuri War Factory can train Yuri Vehicles and Floating Disks.
    
    3.6) Psychic Sensors
    Country      : Yuri
    Prerequisite : Construction Yard, Yuri Battle Lab
    Cost         : 1000        TechLevel : 3
    Power        : -50         Sight     : 10
    HP           : 750         Armor     : Wood
    Foundation   : 2 x 2       Height    : 8
    
    Notes:
    - Sensors Area: 15 Cells radius.
    - Any units that move or attack the area in the radius of Psychic
      Sensors are visible. So you know what units and where they want to
      move/attack and from where. It also sensors neutral units (like
      Cow).
    - Psychic Sensors can also detect Spies.
    - Can also detect invisible units (like Submarine, Giant Squid, and
      Dolphin) if placed it near water.
    - Enable Psychic Reveal (Reveal 15 Cells radius of map shroud).
    - Psychic Reveal recharges after 4 minutes.
    
    3.7 ) Submarine Pen
    Country      : Yuri
    Prerequisite : Construction Yard, Bio Reactor, Slave Miner
    Cost         : 1000        TechLevel : 4
    Power        : -25         Sight     : 10
    HP           : 1500        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 10
    
    Notes:
    - Yuri Submarine Pen can train Yuri Navy.
    - Can only be built in water.
    - Can repair water units: Allied Ships, Soviet Ships, Dolphin,
      Giant Squid, Boomer, and Amphibious Transport.
    - Can't be captured by Engineers or be infiltrated by Spies.
    - Needs credits to repair.
    
    3.8) Yuri Battle Lab
    Country      : Yuri
    Prerequisite : Construction Yard, Yuri War Factory,
                   Psychic Sensors
    Cost         : 2000        TechLevel : 8
    Power        : -100        Sight     : 6
    HP           : 500         Armor     : Wood
    Foundation   : 3 x 3       Height    : 8
    
    Notes:
    - Enables Force Field (All Building within 4 cells radius will
      be invulnerable for 500 Frame Delay, but all power will be
      shutdown for 1000 Frame Delay).
    - Force Field recharges after 5 minutes.
    
    3.9) Grinder
    Country      : Yuri
    Prerequisite : Construction Yard, Yuri War Factory
    Cost         : 600         TechLevel : 9
    Power        : -50         Sight     : 6
    HP           : 900         Armor     : Wood
    Foundation   : 3 x 3       Height    : 8
    
    Notes:
    - Any land unit and infantry can enter Grinder. They will be
      destroyed and Grinder's owner will gain half of their
      production costs.
      All flying units can't enter grinder.
    - Since v 1.001, the grinder will also count the cost of any passengers
      of a transport sent to grinder.
    
    
    3.10) Cloning Vats
    Country      : Yuri
    Prerequisite : Construction Yard, Yuri Battle Lab
    Cost         : 2500        TechLevel : 9
    Power        : -200        Sight     : 5
    HP           : 1000        Armor     : Wood
    Foundation   : 2 x 2       Height    : 6
    
    Notes:
    - Can only build 1 Cloning Vats.
    - Can't be captured by Engineer.
    - Creates a cloned infantry, when you create an infantry or
      Attack Dog at Primary Barracks.
    - Kills any infantry (except engineer) which enters it.
    - To build 2 Yuri Prime, Tanya, or Boris, you must create
      Cloning Vats first before training him/her.
    
    4) Allied Combat Buildings
    ---------------------------
    4.1) Fortress Wall
    Country      : Allies
    Prerequisite : Allied Barracks
    Cost         : 100         TechLevel : 1
    Power        : 0           Sight     : 1
    HP           : 300         Armor     : Concrete
    Foundation   : 1 x 1       Height    : 2
    
    Notes:
    - Building a wall costs 100 each time you construct a Wall in a
      terrain.
      You can build 5 adjacent walls for 100 credits only.
    - Concrete Wall prevents any ground infantry or vehicles unit to
      pass it until it is destroyed.
    - Wall can't be repaired. To change a broken wall just build
      a new wall over the damaged one.
    - Wall can be sold but you won't receive any credits.
    - Though they have the same statistics, Soviet, Allied, and Yuri Walls
      are different. Example: you can not build an array of Allied walls
      if the initial wall is Soviet Wall.
    
    4.2) Pillbox
    Country      : Allies
    Prerequisite : Construction Yard, Allied Barracks
    Cost         : 500         TechLevel : 1
    Power        : 0           Sight     : 7
    HP           : 400         Armor     : Steel
    Weapon       : Vulcan Machine Gun
    Foundation   : 1 x 1       Height    : 1
    
    Weapon Notes:
      Damage: 50     Range: 5.5     ROF: 26
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
      Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
    
    Notes:
    - Can't be captured by Engineer.
    - Can't attack through concrete walls.
    
    4.3) Patriot Missile System
    Country      : Allies
    Prerequisite : Construction Yard, Allied Barracks
    Cost         : 1000        TechLevel : 4
    Power        : -50         Sight     : 10
    HP           : 900         Armor     : Steel
    Weapon       : Anti-Air Patriot Missile
    Foundation   : 1 x 1       Height    : 3
    
    Weapon Notes:
      Damage: 75     Range: 12     ROF: 55
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
    
    Notes:
    - Can't be captured by Engineer.
    
    4.4) Prism Tower
    Country      : Allies
    Prerequisite : Construction Yard, Power Plant, Airforce Command HQ
    Cost         : 1500        TechLevel : 6
    Power        : -75         Sight     : 8
    HP           : 600         Armor     : Steel
    Weapon       : Prism Cannon
    Foundation   : 1 x 1       Height    : 6
    
    Weapon Notes:
      Damage: 120     Range: 8     ROF: 60
      Damage vs. Infantry's Armor: None(200%), Flak (100%), Plate(100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: All (50%)
      Damage vs. Terror Drone    : 200%
      Can destroy Concrete Walls and can attack pass Concrete Walls.
    
    Notes:
    - Prism Tower can support fire from another Prism Tower. Each
      Prism Tower support beam adds 150% damage to the firing beam's
      damage.
      Prism Tower can only support other Prism Tower at range: 8.
      Only 8 Prism Towers can support another Prism Tower. (The maximum
      number of Prism Towers which supports a Prism Tower is 8).
      After firing a support beam, a Prism Tower is offline for 60 frame
      delay.
    - Can't be captured by Engineer.
    - Can attack units/buildings behind concrete walls. 
    
    4.5) Gap Generator
    Country      : Allies
    Prerequisite : Construction Yard, Allied Battle Lab
    Cost         : 1000        TechLevel : 7
    Power        : -100        Sight     : 5
    HP           : 600         Armor     : Wood
    Foundation   : 1 x 1       Height    : 6
    
    Notes:
    - Gap Generator re-shrouds the map for other players at a radius
      of 10 Cells around the Gap Generator.
    - Can't be captured by Engineer.
    
    4.6) Spy Satellite Uplink
    Country      : Allies
    Prerequisite : Construction Yard, Allied Battle Lab
    Cost         : 1500        TechLevel : 9
    Power        : -100        Sight     : 5
    HP           : 1000        Armor     : Wood
    Foundation   : 2 x 2       Height    : 5
    
    Notes:
    - Opens shrouds on all map (but not for your allies).
    - Has Radar equipped (Enables Minimap), even if you don't have a
      Radar Tower or Airforce Command HQ.
    - If destroyed, the shroud will be reset to 0, meaning that you can
      only see vicinity around your units, buildings, and allies.
    
    4.7) Weather Control Device
    Country      : Allies
    Prerequisite : Construction Yard, Allied Battle Lab
    Cost         : 5000        TechLevel : 10
    Power        : -200        Sight     : 5
    HP           : 1000        Armor     : Concrete
    Foundation   : 3 x 3       Height    : 5
    
    Notes:
    - This is an Allied Super Weapon, so when built, it is revealed to
      all players. This can be turned off in multiplayer.
    - Can only build 1 Weather Control Device.
    - Enables: Weather Storm.
      Creates a Weather Storm at target location. Weather Storm creates
      random lightning bolts in the area, but can't exceed 10 Cells from
      the target center in Range. Each lightning bolt that appears in
      Weather Storm has the statistics below:
         Damage: 250
         Can damage and destroy Concrete walls.
         Damage vs. Infantry's Armor: All (100%)
         Damage vs. Vehicle's Armor : All (100%)
         Damage vs. Building's Armor: All (100%)
         Damage vs. Terror Drone    : 3%
    - Weather Storm completes its recharging after 10 minutes.
    - Can't be captured by Engineer.
    - For more info and details about Weather Storm, check out
      section I.9.
    
    4.8) Chronosphere
    Country      : Allies
    Prerequisite : Construction Yard, Allied Battle Lab
    Cost         : 2500        TechLevel : 10
    Power        : -200        Sight     : 5
    HP           : 750         Armor     : Concrete
    Foundation   : 4 x 3       Height    : 3
    
    Notes:
    - This is an Allied Super Weapon, so when built it is revealed to
      all players. This can be turned off in multiplayer.
    - Can only build 1 Chronosphere.
    - Enables: Chronoshift (Teleports a group of units to another
      target location)
    - Chronoshift completes its recharging after 7 minutes.
    - For more information about Chronoshift, look in another section
      in this FAQ.
    
    4.9) Grand Cannon
    Country      : France
    Prerequisite : Construction Yard, Airforce Command HQ
    Cost         : 2000        TechLevel : 7
    Power        : -100        Sight     : 10
    HP           : 900         Armor     : Steel
    Weapon       : Grand Cannon
    Foundation   : 2 x 2       Height    : 3
    
    Weapon Notes:
      Damage: 150     Range: 15 (Minimum Range: 3)   ROF: 120
      Damage vs. Infantry's Armor: All(100%)
      Damage vs. Vehicle's Armor : All(100%)
      Damage vs. Building's Armor: Wood(50%), Steel(100%), Concrete(50%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 30%.
      Can damage and destroy Concrete walls.
    
    Notes:
    - Can't be captured by Engineer.
    - Can attack units/buildings behind concrete walls.
    
    5) Soviet Combat Buildings
    ---------------------------
    5.1) Fortress Wall
    Country      : Soviet
    Prerequisite : Soviet Barracks
    Cost         : 100         TechLevel : 1
    Power        : 0           Sight     : 1
    HP           : 300         Armor     : Concrete
    Foundation   : 1 x 1       Height    : 2
    
    Notes:
    - Building wall costs 100 each time you construct a Wall in a
      terrain.
      You can build 5 adjacent walls for 100 credits only.
    - Concrete Wall prevents any ground infantry or vehicles unit to
      pass it until it is destroyed.
    - Wall can't be repaired. To change a broken wall just build
      a new wall over the damaged one.
    - Wall can be sold but you won't receive any credits.
    - Though they have the same statistics, Soviet, Allied, and Yuri Walls
      are different. Example: you can not build an array of Allied walls
      if the initial wall is Soviet Wall.
    
    5.2) Battle Bunker
    Country      : Soviet
    Prerequisite : Construction Yards
    Cost         : 500         TechLevel : 1
    Power        : 0           Sight     : 6
    HP           : 600         Armor     : Steel
    Foundation   : 2 x 2       Height    : 4
    
    Notes:
    - Can be occupied by 5 infantry (Conscripts, GI, and Initiate).
    - Can attack behind concrete/citadel walls.
    - Can't be captured by Engineer.
    - Can't be captured by Yuri Prime.
    
    5.3) Sentry Gun
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet Barracks
    Cost         : 500         TechLevel : 1
    Power        : 0           Sight     : 7
    HP           : 400         Armor     : Steel
    Weapon       : Vulcan Machine Gun
    Foundation   : 1 x 1       Height    : 2
    
    Weapon Notes:
      Damage: 50     Range: 5      ROF: 26
      Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
    
    Notes:
    - Can't be captured by Engineer.
    - Can't attack units/buildings behind concrete walls.
    
    5.4) Flak Cannon
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet Barracks
    Cost         : 1000        TechLevel : 4
    Power        : -50         Sight     : 5
    HP           : 900         Armor     : Steel
    Weapon       : Anti-Air Flak Cannon
    Foundation   : 1 x 1       Height    : 4
    
    Weapon Notes:
      Damage: 40   Range: 12   ROF: 20
      Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
      Damage vs. Building        : There are no flying building
    
    Notes:
    - Can't be captured by Engineer.
    - Has splash damage (units near the target are also damaged).
    
    5.5) Tesla Coil
    Country      : Soviet
    Prerequisite : Construction Yard, Tesla Reactor, Radar Tower
    Cost         : 1500        TechLevel : 5
    Power        : -75         Sight     : 8
    HP           : 600         Armor     : Steel
    Weapon       : Tesla Coil Bolt
    Foundation   : 1 x 1       Height    : 5
    
    Weapon Notes:
      Damage: 200   Range: 7   ROF: 120
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: All (50%)
      Damage vs. Terror Drone    : 200%
      Can destroy Concrete Walls.
      * When Overpowered: Damage: 300   Range: 8   ROF: 100
                          You can notice an overpowered Tesla Coil by
                          its electric colour (its Yellow instead Blue).
    
    Notes:
    - Can be supported by Tesla Trooper to increase range and damage.
    - Can't be captured by Engineer.
    - Tesla Coil can attack without power (your power gauge is red) if
      there are at least 2 Tesla Troopers charging it. However, it
      depends on the power available. The more power available, the less
      Tesla Trooper is needed to charge. If there is no power at all, 2
      Tesla Troopers are needed.
    - Can attack units/building behind concrete walls.
    
    5.6) Iron Curtain
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet Battle Lab
    Cost         : 2500        TechLevel : 10
    Power        : -200        Sight     : 4
    HP           : 750         Armor     : Concrete
    Foundation   : 3 x 3       Height    : 6
    
    Notes:
    - This is a Soviet Super Weapon, so when built is revealed to all
      players. This can be turned off in multiplayer.
    - Can only build 1 Iron Curtain.
    - Enables: Invulnerability (Make a group of vehicles becomes
      invulnerable for a period amount of time).
    - Iron Curtain recharges after 5 minutes.
    - For more information about Invulnerability, look in another
      section in this FAQ.
    
    5.7) Nuclear Missile Silo
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet Battle Lab
    Cost         : 5000        TechLevel : 10
    Power        : -200        Sight     : 4
    HP           : 1000        Armor     : Concrete
    Foundation   : 3 x 3       Height    : 8
    
    Notes:
    - This is a Soviet Super Weapon, so when built is revealed to all
      players. This can be turned off in multiplayer.
    - Can only build 1 Nuclear Missile Silo.
    - Enables: Nuclear Strike (Launches a powerful Nuclear Missile to
      severely damage any units and buildings target area).
      Nuclear Missile has these statistic:
        Damage: 1500      Radiation Level: 500     Area: 10 Cells Radius
        Always destroys any Concrete Walls.
        Damage vs. Infantry's Armor: All(100%)
        Damage vs. Vehicle's Armor : Light(200%), Medium(100%), Heavy(100%)
        Damage vs. Building's Armor: Wood(60%), Steel(100%), Concrete(8%)
        Damage vs. Terror Drone    : 100%
        Infantry can't survive in the Nuclear Radiation Area.
    - Nuclear Strike recharges after 10 minutes.
    - Can't be captured by Engineer.
    
    6) Yuri Combat Buildings
    ---------------------------
    6.1) Citadel Wall
    Country      : Yuri
    Prerequisite : Yuri Barracks
    Cost         : 100         TechLevel : 2
    Power        : 0           Sight     : 1
    HP           : 300         Armor     : Concrete
    Foundation   : 1 x 1       Height    : 2
    
    Notes:
    - Wall building costs 100 each time you construct a Wall in a
      terrain.
      You can build 5 adjacent walls for 100 credits only.
    - Concrete Wall prevents any ground infantry or vehicles unit to
      pass it until it is destroyed.
    - Wall can't be repaired. To change a broken wall just build
      a new wall over the damaged one.
    - Wall can be sold but you won't receive any credits.
    - Though they have the same statistics, Soviet, Allied, and Yuri Walls
      are different. Example: you can not build an array of Allied walls
      if the initial wall is Soviet Wall.
    
    6.2) Tank Bunker
    Country      : Yuri
    Prerequisite : Construction Yard
    Cost         : 400         TechLevel : 3
    Power        : 0           Sight     : 6
    HP           : 1000        Armor     : Steel
    Foundation   : 4 x 3       Height    : 2
    
    Notes:
    - Some Vehicles unit can enter Tank Bunker, Tank Bunker must
      be destroyed first before the unit inside can be damaged
      (except for few units)
    - Vehicles that can enter Tank Bunker:
      Grizzly Tank            IFV
      Prism Tank              Lasher Light Tank
      Gattling Tank           Rhino Heavy Tank
      Flak Track              Apocalypse
    - Vehicles that can't enter Tank Bunker:
      Nighthawk               Mirage Tank
      Battle Fortress         Mastermind
      Magnetron               Terror Drone
      V3 Launcher             Robot Tank
      Chaos Drone             Slave Miner
      War Miner               Chrono Miner
      Siege Chopper
    - Repair IFV staying inside Tank Bunker will repair adjacent
      unit.
    - Units inside Bunkers gain +2 Range, +30% Damage, and +30% ROF.
    - Tank Bunker ability to attack units hiding behind concrete wall
      depends on the unit inside it. For example, if it loads a prism
      tank in it, it can attack units behind concrete walls, but if it
      has a lasher tank in it, it can't.
    
    6.3) Gattling Cannon
    Country      : Yuri
    Prerequisite : Construction Yard, Yuri Barracks
    Cost         : 1000        TechLevel : 4
    Power        : -50         Sight     : 10
    HP           : 810         Armor     : Steel
    Weapon       : Gattling Gun
    Foundation   : 1 x 1       Height    : 2
    
    Weapon Notes:
      Gattling Guns have 3 stage of firing, after 200 Frame Delay,
      it increases its stage of firing. Higher stage means more
      damaging weapon. If it acquires other target, gattling gun stage
      decreases to Stage 1 again (at faster rate than increasing stage).
    * Anti Ground Gattling Gun
      Fire 2 times in rapid succession.
      Stage 1:  Damage: 25    Range: 6    ROF: 16
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(30%), Heavy(10%)
      Damage vs. Building's Armor: Wood(10%), Steel(5%), Concrete(3%)
      Damage vs. Terror Drone    : 200%
      Prone Infantry reduces the damage to 70%.
      Stage 2:  Damage: 25    Range: 6    ROF: 16
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
      Stage 3:  Damage: 25    Range: 6    ROF: 16
      Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
      Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
      Damage vs. Building's Armor: Wood(75%), Steel(20%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 80%.
    * Anti Air Gattling Gun
      Fire 2 times in rapid succession.
      Stage 1:  Damage: 25    Range: 8    ROF: 16
      Stage 2:  Damage: 30    Range: 8    ROF: 8
      Stage 3:  Damage: 40    Range: 8    ROF: 4
      All Stages:
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(30%), Heavy(10%)
      Damage vs. Building's Armor: Wood(10%), Steel(5%), Concrete(3%)
      Damage vs. Terror Drone    : 200%
    
    Notes:
    - Can't be captured by Engineer.
    - Can't attack (behind) concrete/citadel walls.
    
    6.4) Psychic Tower
    Country      : Yuri
    Prerequisite : Construction Yard, Psychic Sensors
    Cost         : 1500        TechLevel : 7
    Power        : -100        Sight     : 5
    HP           : 455         Armor     : Steel
    Weapon       : Multiple Mind Control
    Foundation   : 2 x 2       Height    : 4
    
    Weapon Notes:
    * Damage: -       Range: 7      ROF: 100
      Can mind control maximum 3 units or infantry.
    
    Notes:
    - Can't be Mind Controlled by Yuri Prime.
    - Can't be captured by Engineer.
    - Can detect Spies.
    
    6.5) Genetic Mutator
    Country      : Yuri
    Prerequisite : Construction Yard, Yuri Battle Lab
    Cost         : 2500        TechLevel : 10
    Power        : -200        Sight     : 5
    HP           : 1000        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 6
    
    Notes:
    - This is a Yuri Super Weapon, so when built, it is revealed to
      all players. This can be turned off in multiplayer.
    - Can only build 1 Genetic Mutator.
    - Can't be captured by Engineer.
    - Enable Genetic Mutation (Convert 9x9 cells of infantry/
      civilian/slave/Tanya/Boris/Yuri Prime/Brute to Brute)
      Attack Dog and other land animals are also killed by Genetic
      Mutation but do not mutate into Brute.
      Dolphin and Giant Squid are not killed.
    - Genetic Mutation recharges after 5 minutes.
    
    6.6) Psychic Dominator
    Country      : Yuri
    Prerequisite : Construction Yard, Yuri Battle Lab
    Cost         : 5000        TechLevel : 10
    Power        : -200        Sight     : 5
    HP           : 1000        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 6
    
    - This is a Yuri Super Weapon, so when built, it is revealed to
      all players. This can be turned off in multiplayer.
    - Can only build 1 Psychic Dominator.
    - Can't be captured by Engineer.
    - Enable Psychic Dominator. (Launches special Psychic Dominator to
      severely damage any units and buildings target area and mind control
      some of the units).
      Psychic Dominator has these statistic:
        Damage: 1000      Range: 7 Cells
        Always destroys any Concrete Walls.
        Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(6%)
      All units in 3x3 cells area will be mind controlled.
    - Psychic Dominator recharges after 10 minutes.
    
    7) Neutral Tech Buildings
    -------------------------
    7.1) Tech Airport
    Country      : Neutral
    Sight        : 6
    HP           : 800         Armor     : Concrete
    Foundation   : 3 x 3       Height    : 6
    
    Notes:
    - Can't be sold for credits, but can be repaired.
    - Capture this with Engineer to create the ability to place
      Paradrop to any place on terrains.
    - Paradrop recharges after 4 minutes.
    
    7.2) Tech Oil Derrick
    Country      : Neutral
    Sight        : 6
    HP           : 1000        Armor     : Steel
    Foundation   : 2 x 2       Height    : 5
    
    Notes:
    - Can't be sold for credits, but can be repaired.
    - When first captured by engineer, gives 1000 credits.
      Aftet that gives 20 credits every 100 frame delays to player.
    - Explodes when destroyed.
      Oil Explosion statistics:
      Damage: 600   Area: 4 Cells.
      Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
      Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(50%)
      Damage vs. Building's Armor: Wood(200%), Steel(90%), Concrete(50%)
      Damage vs. Terror Drone    : 100%
      Can damage and destroy Concrete Walls.
    
    7.3) Tech Outpost
    Country      : Neutral
    Sight        : 6
    HP           : 2000        Armor     : Concrete
    Weapon       : Hover Missiles
    Foundation   : 4 x 3       Height    : 6
    
    Weapon Notes:
    * Hover Missiles (Anti-Surface and Anti-Air)
      Damage: 25    Range: 6     ROF: 50
      Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%)
      Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
      Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%)
      Damage vs. Terror Drone    : 80%
      Prone Infantry reduces the damage to 70%.
      Fire 2 times in rapid succession.
      Can pass through Concrete Wall, ignore land elevations and cliffs.
      Can damage land eleveation (make holes) at 10% chance.
      Can destroy Ore patches.
    
    Notes:
    - Can't be sold for credits, but can be repaired.
    - After captured by engineer, can repair any vehicle units.
      Have a weapon to protect itself.
    
    7.4) Tech Hospital
    Country      : Neutral
    Sight        : 6
    HP           : 800         Armor     : Concrete
    Foundation   : 6 x 4       Height    : 7
    
    Notes:
    - Can't be sold for credits, but can be repaired.
    - After captured by engineer, hospital will give all infantry
      self-healing ability.
      Heal 20 HP for every 50 Frame Delay.
    
    7.5) Tech Civilian Power Plant
    Country      : Neutral
    Sight        : 6
    Power        : 200
    HP           : 800         Armor     : Concrete
    Foundation   : 2 x 2       Height    : 4
    
    Notes:
    - Can't be sold for credits, but can be repaired.
    - After captured by engineer, will add +200 power to the
      owner.
    
    7.6) Tech Machine Shop
    Country      : Neutral
    Sight        : 6
    HP           : 800         Armor     : Concrete
    Foundation   : 3 x 3       Height    : 6
    
    Notes:
    - Can't be sold for credits, but can be repaired.
    - After captured by engineer, Machine shop gives all vehicles
      self-repairing ability.
      Heals 5 HP for every 75 Frame Delay.
    
    7.7) Tech Secret Lab
    Country      : Neutral
    Sight        : 6
    HP           : 1000        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 6
    
    Notes:
    - Can't be sold for credits, but can be repaired.
    - After captured by engineer, give an ability to train
      unit or build building specific to other country.
      Specific Units and Building that can be gained:
      - Tesla Tank, Demolition Truck, Tank Destroyer
      - Desolator, Sniper, Terrorist, Yuri Clone
      - Grand Cannon
    
    
    *********************
    IV - Tables and Data
    *********************
    
    1) Unit and Defensive Building Combat Ability
    
    Yuri's Revenge has so many units, so it may be difficult to
    browse this FAQ just to see the speed of a unit, range, or
    others, so I'll try to put them all on a few tables and show the
    comparisons of most important aspects of the units. I also add
    few of defensive buildings that may be needed for comparison.
    
    For more information about weapon damage, range, and ROF, just
    look in each units section above for detailed information. Because
    the data below is just VERY simplified data. Some weapons that fire
    at 2 times, etc. are not listed below.
    
    Unit Name   Side    Cost  Sgt Spd HP   Ar Rng     ROF      Damage
    ----------------------------------------------------------------------
    GI          Allies  200   5   4   125  N  4/4,5/7 20,15/5  15/25,15/25
    Conscript   Soviet  100   5   4   125  F  4/5     25       15/20
    Initiate    Yuri    200   9   4   100  N  4.5/6   15       25/30
    Slave Work. Yuri    10    5   3   125  N  1.5     30       30
    Attack Dog  Al.+Sv. 200   9   8   100  N  1.5     30       -
    Engineer    All     500   4   4   75   N  -       -        -
    Rocketeer   Allies  600   8   9   125  N  5       30/5     25
    Flak Tr.    Soviet  300   5   4   100  N  8,5     25,20    20/8,20
    Tesla Tr.   Soviet  500   6   4   130  P  3/5     60/40    50
    Crazy Ivan  Soviet  600   6   4   125  N  -       -        450
    Spy         Allies  1000  9   4   100  F  -       -        -
    Brute       Yuri    500   8   6   200  P  1.4/1.1 60       100
    Sniper      Britain 600   8   4   125  N  14      150/60   125
    Desolator   Soviet  600   6   4   150  P  6/8     50       125/200
    Terrorist   Soviet  200   9   6   75   F  -       -        -
    Virus       Yuri    700   9   4   100  N  10/16   100/80   125
    Tanya       Allies  1500  8   6   200  F  6/8     10       125
    SEAL        Allies  1000  8   5   125  F  6       10       125
    Boris       Soviet  1500  9   5   200  F  7/9     20       65/90
    Chrono L.   Allies  1500  8   !   125  N  5       120      -
    Yuri Clone  Yuri    600   12  4   100  N  7       200      -
    Yuri Prime  Yuri    1500  9   6   150  F  7       200      -
    Psi-Com.    Special 1000  8   !   100  N  -       -        -
    Chrono C.   Special 2000  8   !   100  N  6       10       125
    Chrono Iv.  Special 1000  8   !   100  N  -       -        450
    Grizzly T.  Allies  700   8   7   300  H  5       60/75    65/55
    Rhino Tank  Soviet  900   8   6   400  H  5.75/5  65/80    90/85
    Lasher L.T. Yuri    700   8   7   300  H  5       60       65
    IFV (1)     Allies  600   8   10  200  L  6       50       25/80
    Flak Track  Soviet  500   8   8   180  H  10/8,5  25,40    35/20,25
    Gatt. Tank  Yuri    600   10  6   210  L  Special Special  Special
    Terror Dr.  Soviet  500   4   10  100  S  -       -        50
    Chaos Dr.   Yuri    1000  6   8   200  L  -       -        45
    War Miner   Soviet  1400  4   4   1000 M  5.5     20       30
    Chr.Miner   Allies  1400  4   4/! 1000 M  -       -        -
    Slave Miner Yuri    1750  4   3   2000 M  5.5     20       30
    Robot Tank  Allies  600   6   10  180  H  5       60       65
    Magnetron   Yuri    1000  10  5   150  L  10/12   Special  Special
    Apocalypse  Soviet  1750  6   4   800  H  5.75,8  80,80    100,50
    Master Mind Yuri    1750  9   4   500  H  6       10       -
    Prism Tank  Allies  1200  8   4   150  L  10      100      100/150
    Mirage Tank Allies  1000  9   7   200  L  7/9     70/80    100/150
    V3 Launcher Soviet  800   7   4   150  L  18      150      200
    MCV         Both    3000  6   4   1000 H  -       -        -
    Tank Dest.  Germany 900   8   5   400  H  5/6.75  70/60    150/175
    Demo Truck  Libya   1500  5   6   150  L  -       -        400
    Tesla Tank  Russia  1200  8   6   300  H  4/6     60/50    135/150
    Attack Sub  Soviet  1000  4   4   600  H  7       120      100
    Sea Scorp.  Soviet  600   8   8   400  H  12/10,5 20,40    40/35,25
    Destroyer   Allies  1000  7   6   600  H  8       110      60
    Aegis Crs.  Allies  1200  8   4   800  L  12/14   15/5     100
    Dreadnought Soviet  2000  7   4   800  H  25      -        (300x2)
    A. Carrier  Allies  2000  7   4   800  H  25      -        (40x5)x3
    Giant Squid Soviet  1000  5   8   200  L  -       -        -, 100
    Dolphin     Allies  500   4   8   200  L  6       120      4+10/8+15
    A. Tranport All     900   6   6   300  H  -       -        -
    Boomer      Yuri    2000  8   5   1200 H  7,20    120,50   60x2,200/
                                                               250x2
    Harrier     Allies  1200  8   14  150  L  6/9     10/10    150/300
    Black Eagle Korea   1200  8   14  200  L  6/9     10/10    200/400
    Kirov A.    Soviet  2000  8   5   2000 L  1.5     50       250
    Nighthawk   Allies  1000  7   14  175  L  6       40       35/40
    Siege Chop. Soviet  1100  7   12  300  L  6,12    40,100   35/40,90
    Floating D. Yuri    1750  9   15  600  L  7       80       90
    Pillbox     Allies  500   7   -   400  S  5.5     26       50
    Sentry Gun  Soviet  500   7   -   400  S  5       26       50
    Tesla C.(2) Soviet  1500  8   -   600  S  7+      80+      200+
    Prism Tower Allies  1500  8   -   600  S  8       55       120+
    Patriot     Allies  1000  10  -   900  S  12      55       75
    Flak Cannon Soviet  1000  5   -   900  S  12      20       40
    Gatt. Cann. Yuri    1000  10  -   810  S  Special Special  Special
    Psychic T.  Yuri    1500  5   -   455  S  7       100      -
    Grand C.(3) France  2000  10  -   900  S  15      120      150
    
    Notes:
    For more detailed explanation, you can see in Unit's description in
    above section.
    Spd: Unit Speed (The lower the number, the slower the unit,
         !: Teleportation)
         Some flying units/aircraft speed are affected by other
         measurements so it can be very different.
    HP: Unit Strength
    Ar: Unit Armor (None/Flak/Plate: Infantry, Light/Medium/Heavy:
         Vehicle, and Special for few unit)
    Sgt: Unit Sight Range
    Rng: Unit's Weapon Range.
         Number after , is the secondary weapon. (Usually anti-air
         or deployed weapon).
         Number after / is Elite Weapon range, if there are no /
         means it has no Elite weapon, or has same range as non-Elite
         Weapon.
         - means that unit have no weapons or have special weapon.
    ROF: Unit's Rate of Fire.
         Number after , is the secondary weapon. (Usually anti-air
         or deployed weapon).
         Number after / is Elite Weapon ROF, if there are no /
         means it has no Elite weapon, or has same ROF as non-Elite
         Weapon.
    Damage: Weapon damage.
         Number after , is the secondary weapon. (Usually anti-air
         or deployed weapon).
         Number after / is the Elite weapon, if there are no /
         means it has no Elite weapon, or has same damage as non-Elite
         Weapon.
         - means Special Weapon.(No damage or a special weapon).
    
    (1) - IFV listed here is normal IFV (no infantry)
    (2) - Tesla Coil's range and ROF changes depend on Tesla Troopers
          that charge near it.
    (3) - Grand Cannon has a Minimum Range of 3.
    
    2) Scoring
    After playing single or multiplayer games, there are Scores showed
    to tell how good the players are. For some people this is not too
    important, but I list the scores table below for those who need it.
    
    Below is a score table for destroying/killing a unit/building.
    Note that I don't list many civilian units and buildings and
    some special buildings because they are too many to list.
    May be if I'm not tired or bored, I will list them soon.
    
    Units           Pts.  Vehicles       Pts. Buildings       Pts.
    ---------------------------------------------------------------
    GI              10    Grizzly Tank   25   Const. Yard     80
    Conscript       5     Rhino Tank     25   Power Plant     40
    Attack Dog      10    IFV            20   Tesla Reactor   40
    Engineer        5     Flak Track     20   Ore Refinery    80
    Rocketeer       15    Chrono Miner   55   Barracks        30
    Spy             5     War Miner      55   War Factory     80
    Flak Trooper    5     Prism Tank     50   Service Depot   80
    Crazy Ivan      30    Mirage Tank    25   Allied B. Lab   85
    Tesla Trooper   5     Apocalypse     60   Soviet B. Lab   85
    SEAL            50    Terror Drone   20   Naval Shipyard  55
    Tanya           50    V3 Launcher    40   Ore Purifier    30
    Yuri Clone      5     MCV            60   Airforce C.HQ   70
    Sniper          10    Harrier        20   Radar Tower     60
    Desolator       30    Kirov Airship  100  SpySat Uplink   0
    Terrorist       5     Tank Destroyer 25   Gap Generator   30
    Chrono L.       15    Black Eagle    20   Cloning Vats    30
    Psi Commando    50    Nighthawk      15   Pillbox         30
    Chrono C.       50    Amphibious T.  25   Sentry Gun      30
    Chrono Ivan     50    Destroyer      30   Patriot         30
    Yuri Prime      50    A. Carrier     55   Flak Cannon     30
    Civilian        1     AEGIS Cruiser  35   Prism Tower     30
    Cow             1     Dolphin        15   Tesla Coil      30
    Alligator       1     Sea Scorpion   20   Concrete Walls  5
    Polar Bear      1     Attack Sub     30   Iron Curtain    30
    Monkey          1     Dreadnought    55   Weather C. D.   30
    Secret Service  1     Giant Squid    20   Chronosphere    30
    President       1     Demo. Truck    40   Nuclear M. S.   30
    Technician      1     Tesla Tank     25   Psychic Sensors 50
    Boris           50    Hornet         20   Tech Outpost    5
    Camel           1     Dreadnought M. 20   Tech Oil Der.   5
    Evil Mummy      1     V3 Missile     20   Tech Hospital   5
    Initiate        5     ASW            10   Tech Airport    5
    Brute           5     Drop Plane     30   Grand Cannon    30
    Virus           10    Spy Plane      30   Nuclear Reactor 30
    Sammy Stallion  1     Robot Tank     25   Industrial Pl.  30
    Arnie Frank.    1     Siege Chopper  15   Battle Bunker   30
    Flint Westwood  1     Lasher L. Tank 25   Psychic Tower   30
    Albert Einstein 1     Gattling Tank  25   Tank Bunker     60
    Romanov         1     Magnetron      25   Tech Secret Lab 5
                          Master Mind    25   Tech Machine Sh.5
                          Floating Disk  25   Tech Power Pl.  5
                          Boomer         30   Psychic Dom.    30
                          Chaos Drone    20   Genetic Mutator 30
                          Slave Miner    55   Robot Cont.Cent.30
                          MiG            30   Gattling Cannon 30
                                              Easter Isl.Stat.5
                                              Grinder         30
                                              Bio Reactor     40
                                              Yuri B. Lab     85
                                              Submarine Pen   55
    
    3) Pip
    Pip is a small colored dot that appears in all units that can carry
    other objects. Pip appears in transports (carry other units) and
    harvesters (carry ores or minerals). Pip also appears in a building
    to show how many units garrisonned in that buildings.
    In some units, Pip shows the unit ammo that it currently has.
    In a Transport the Pip's color is determined the type of unit that
    the transports carries, while in a harvester it determines what
    the harvester carries, ores or minerals.
    
    Below is the table of all infantry that can be carried and its Pip
    color. Table 2 contains the color of infantry that may not be seen
    in normal ways (because mind controlled unit can't enter
    transport), but I list them here just for info.
    
    Table 1
    Infantry       Color       Infantry       Color
    ------------------------------------------------------
    GI             Green       Conscript      Green
    Flak Trooper   Green       Tesla Trooper  Green
    Attack Dog     Green       Engineer       Blue
    Spy            Blue        Sniper         Red
    Ghost          Red         Tanya          Red
    Yuri           Red         Crazy Ivan     Red
    Desolator      Red         Terrorist      Red
    Chrono L.      Red         Chrono C.      Red
    Psi Commando   Red         Chrono Ivan    Red
    Yuri Prime     Red         Cow            Yellow
    Brute          Green       Virus          Red
    Initiate       Green       Slave Worker   Green
    Boris          Red         SEAL           Red
    
    Table 2
    Infantry       Color       Infantry       Color
    ------------------------------------------------------
    Pentagon Gen.  Green       Secret Service Green
    Civilian       Yellow      President      Yellow
    Alligator      Yellow      Polar Bear     Yellow
    Monkey         Yellow      Technician     Yellow
    Vladimir       Green       Alb. Einstein  Yellow
    Evil Mummy     Yellow      Sammy Stallion Yellow
    Flint Westwood Yellow      Arnie Frank.   Yellow
    Camel          Yellow
    
    For Vehicles units that have size more than 1, they have different
    Pip. Their Pips are 2 color, Blue and Red.
    Example: An IFV (size: 3) and An Apocalypse (Size: 6) enter the
             Amphibious Transport (Can carry 12 Pip). The Pip Color
             would like:
                   BrrBrrrrr...
             B : Blue Pip    r : Red Pip    . : No Colored Pip
    
    4) Unit and Defensive Building Descriptions
    
    Below is the table that contains a very simple unit description.
    
    Unit Name       Side    Tech Type      Description
    ---------------------------------------------------------------------
    GI              Allies  1    Infantry  Strong if deployed/garissoned
    Conscript       Soviet  1    Infantry  Very cheap
    Initiate        Yuri    1    Infantry  The strongest basic infantry
    Flak Trooper    Soviet  1    Infantry  Cheap anti-air units
    Engineer        All     1    Infantry  Captures and Repair Building
    Sniper          Britain 1    Infantry  Infantry killer at long range
    Virus           Yuri    1    Infantry  Infantry killer at long range
    War Miner       Soviet  1    Vehicle   Armed Harvesters
    Chrono Miner    Allies  1    Vehicle   Teleporting Harvesters
    Slave Miner     Yuri    1    Vehicle   Strongest Harvesters
    Pillbox         Allies  1    Building  Anti-infantry turrets
    Sentry Gun      Soviet  1    Building  Anti-infantry turrets
    Battle Bunker   Soviet  1    Building  Anti ground unit turrets
    Attack Dog      Both    2    Infantry  Detects Spies, Infantry Killer
    Grizzly Tank    Allies  2    Vehicle   General purpose tank
    Rhino Tank      Soviet  2    Vehicle   General purpose tank
    Lasher L. Tank  Yuri    2    Vehicle   General purpose tank
    Amphibious T.   All     2    Naval     Land and water transport
    Attack Sub      Soviet  2    Naval     Underwater attack sub
    Tank Destroyer  Germany 2    Vehicle   Vehicle Destroyers
    Robot Tank      Allies  2    Vehicle   Immune to Mind Control,
                                           Multi purpose robot.
    Magnetron       Yuri    2    Vehicle   Long Range Attacker
    Master Mind     Yuri    2    Vehicle   Multiple Mind Control Tank
    Floating Disk   Yuri    2    Aircraft  Power and Credits drainer
    Boomer          Yuri    2    Naval     Land and Underwater attacker
    Rocketeer       Allies  3    Infantry  Cheap flying units
    IFV             Allies  3    Vehicle   Anti-air, Custom vehicle
    Flak Track      Soviet  3    Vehicle   Strong anti-air vehicle,
                                           infantry transport
    V3 Launcher     Soviet  3    Vehicle   Long Range missile launcher
    Harrier         Allies  3    Aircraft  Anti-surface fighter
    Black Eagle     Korea   3    Aircraft  Anti-surface fighter
    Terror Drone    Soviet  4    Vehicle   Infantry and Vehicle killer
    Destroyer       Allies  4    Naval     Underwater detector, land
                                           bombardment naval
    Gattling Tank   Yuri    4    Vehicle   Anti-air and ground tank
    Patriot         Allies  4    Building  Anti-air turrets
    Flak Cannon     Soviet  4    Building  Anti-air turrets
    Gattling Gun    Yuri    4    Building  Anti-air and ground turrets
    Chaos Drone     Yuri    4    Vehicle   Berserks nearby units
    Tesla Trooper   Soviet  5    Infantry  Strong, good vs. anything
    Crazy Ivan      Soviet  5    Infantry  Can plant devastating bomb
    Terrorist       Soviet  5    Infantry  Cheap, Suicide attack
    Tesla Coil      Soviet  5    Building  Strong defensive turrets
    Spy             Allies  5    Infantry  Disguises,infiltrates building
    Dolphin         Allies  5    Naval     Fast underwater unit
    Brute           Yuri    5    Infantry  Strong, anti ground infantry
    Prism Tower     Allies  6    Building  Strong defensive turrets
    Sea Scorpion    Soviet  6    Naval     Fast and Anti-air ship
    Dreadnought     Soviet  6    Naval     Long Range missile vessel
    Apocalypse      Soviet  7    Vehicle   Very strong tank, anti-air
    Aegis Cruiser   Allies  7    Naval     Anti-air naval
    A. Carrier      Allies  7    Naval     Long Range craft naval
    Nighthawk       Allies  7    Aircraft  Armed air infantry transport
    Grand Cannon    France  7    Building  Strong long range turrets
    Siege Chopper   Soviet  7    Aircraft  Anti-air Chopper and Artillery
    Desolator       Soviet  8    Infantry  Strong, Mass infantry killer
    Prism Tank      Allies  8    Vehicle   Long Range tank
    Mirage Tank     Allies  9    Vehicle   Disguising tank
    Giant Squid     Soviet  9    Naval     Ship destroyer
    Tanya           Allies  9    Infantry  Good vs. Inf., Bld. and Ship
    SEAL            Allies  9    Infantry  Good vs. Inf., Bld. and Ship
    Psi Commando    Allies  9    Infantry  Mind Control
    Chrono C.       Allies  9    Infantry  Teleports, Good vs. Infantry
                                           and Building
    Boris           Yuri    9    Infantry  Good vs. Inf. and Building
    Chrono Ivan     Soviet  9    Infantry  Teleports, plants devastating
    						   bombs
    Chrono L.       Allies  10   Infantry  Teleports, can destroy
                                           anything without retaliation
    Yuri Clone      Yuri    10   Infantry  Mind Control
    Yuri Prime      Yuri    10   Infantry  Mind Control Unit and Building
    MCV             Both    10   Vehicle   Deploy into Construction Yard
    Demolition T.   Libya   10   Vehicle   Small Nuclear Suicide Bomb
    Tesla Tank      Russia  10   Vehicle   Tesla powered tank
    Kirov Airship   Soviet  10   Aircraft  Very Strong surface bomber
    
    Notes:
    Tech: Unit Tech Level
    
    5) Unit and Building Comparison
    
    Below are descriptions of some units and buildings that are almost
    identical. The comparisons below will reveal that are they are not
    the same unit/building, even they have some similarities.
    
    5.1) Unit
    
    * Allied Attack Dog and Soviet Attack Dog
      Both Allies and Soviet have attack dogs. They are actually
      have the same statistics (cost, strength, etc.) The only
      differences are their portrait.
      Allied Attack Dogs are German Shepherd.
      Soviet Attack Dogs are Siberian Huskies.
      Yuri can't have attack dog unless in some special occasions.
    
    * Allied Engineer, Soviet Engineer, and Yuri Engineer.
      They are all the same at almost everything. The only difference
      is their speech.
    
    * SEAL and Tanya
      2 very different units, but actually have the same role and
      have most of their statistics identical.
    
                  SEAL                    Tanya
    ------------------------------------------------------------------
    Gender        Male                    Female
    Speed         5                       6
    HP            125                     200
    Cost          1000                    1500
    Weapon        MP5 Machine Gun         Dual Pistol
                                          (Have more range when
                                          become Elite)
    Special       None                    Immune to Mind Control,
                                          Can plant C4 on Vehicles,
                                          Self Healing, Can't be
                                          crushed by vehicles
    Prerequisite  Barrack & Airforce     Barrack & Allied Battle Lab
                  Command HQ
    
    * Allied MCV, Soviet MCV, and Yuri MCV.
      Has the same statistics. They only different when deploying into a
      Construction Yard and their voices are different.
    
    * Chrono Miner, War Miner and Slave Miner
      Although all of them are Ore/Mineral Harvesters, they are very
      different. Chrono Miner doesn't have weapon, but it can
      automatically teleport when reloading to Ore Refinery. War Miner
      can't teleport, but it has a weapon to protect itself from danger.
      War Miner can also carry twice more ore/minerals than Chrono
      Miner. Slave Miner is the most different from them all, because
      it has 2 functions: as harvester (unit) and as refinery (building).
      Slave Miner is slower and more expensive than its counterparts, but
      its stronger and can defend itself from danger.
      Aside from those mentioned above, they have the same
      statistics in cost, speed, and other stats.
    
    * Harrier and Black Eagle
      Black Eagle can only be built by Korea, while Harrier can be
      built by any Allied country other than Korea.
      Black Eagle has 200 HP, while Harrier only 150 HP.
      Black Eagle also has stronger weapons than Harrier (look in unit
      statistics in above section for more details).
      Black Eagle and Harrier also have different voices.
    
    5.2) Building
    
    * Allied Ore Refinery and Soviet Ore Refinery
      Building an Allied Ore Refinery will give you a free Chrono
      Miner, while building Soviet Ore Refinery will give you a free
      War Miner. Beside that similarity, both have the same stats and
      functions.
    
    * Power Plant, Bio Reactor and Tesla Reactor
      All buildings are the main sources of power for building
      maintenance. Soviet can later has Nuclear Reactor to change
      the Tesla Reactor functions. Power Plant costs 800 credits to
      build while Tesla Reactor only needs 600 credits to build,
      but Power Plant gives 200 power while Tesla Reactor only
      gives 150 power.
      Bio Reactor have the same statistics with Tesla Reactor,
      but infantry can enter it to increase its power by 100
      for each people (max. 5)
    
    * Allied Barracks, Soviet Barracks, and Yuri Barracks.
      Building Allied Barracks can make Allied Infantry available.
      The same rule applies for Soviet and Yuri.
      But if you have both, you can train Soviet Infantry in Allied
      Barracks and vice versa, it's also same with Yuri's.
      Their statistics are also the same, only Soviet Barracks
      has 6 sight range, while Allied and Yuri Barracks only have
      5 sight range.
    
    * Allied War Factory, Soviet War Factory, and Yuri War Factory.
      Have the same statistics, and have no difference except what
      they can build. (And of course, their image)
    
    * Allied Shipyard, Soviet Shipyard, and Yuri Submarine Pen.
      They have the difference in power consumption and Tech Level.
      Allied Naval Shipyard needs 25 power and Tech Level 4.
      Soviet Naval Shipyard needs 20 power and Tech Level 2.
      Yuri Submarine Pen needs 25 power and Tech Level 4.
    
    * Allied Battle Lab, Soviet Battle Lab, and Yuri Battle Lab.
      They have the same function, that is to build more advanced
      units and buildings and enables Force Field to function.
      Their difference is only on Tech Level.
      Soviet Battle Lab needs Tech Level 7 to be build, while Allied
      needs Tech Level 8 to be build. Yuri Battle Lab needs Tech Level
      9 to be build.
    
    6) Air Unit's Speed
    
    Because all air unit's have different speed characteristic, I list
    some stats that I think important here:
    
    Air unit that never land:
    
                    Global   Hover    Asc.   Cras.  Acc.  Turn   Height
    Unit Name       Speed    Speed    Speed  Speed  Rate  Rate
    -------------------------------------------------------------------
    Kirov Airship   5        5        6      12     10    2      750
    Siege Chopper   12       30       10     40     12    6      500
    Jumpjet Inf.    9        30       20     25     10    10     500
    Floating Disk   15       16       8      15     10    100    750
    Nighthawk       14       30       10     40     12    6      500
    Lunar Inf.      9        30       20     25     10    10     500
    
    Notes:
    Asc. : Ascending Speed
    Cras.: Crashing Speed
    Acc. : Acceleration Rate
    
    Air unit that need to land or special air unit:
    
                    Global
    Unit Name       Speed
    ------------------------
    Harrier         14
    Black Eagle     14
    Hornet          12
    MiG             16
    Spy Plane       15
    Drop Plane      15
    ASW Helicopter  12
    
    
    ******************
    V - Miscellaneous
    ******************
    This section shows all the other data that I think can't be
    included in all above sections.
    
    1) Record
    The fastest unit:                Terror Drone, Robot Tank,
                                     and IFV
    The fastest non-flying infantry: Terrorist, Tanya, and
                                     Yuri Prime
                                     (Teleporting doesn't count)
    The strongest unit:              Kirov Airship
    The longest range unit:          Dreadnought and Carrier
    The cheapest unit:               Conscript
    The most expensive unit:         MCV
    The best anti-air unit/building: AEGIS Cruiser
    
    2) Dangerous units
    There are some units that when they are created by enemy, you're
    noticed by hearing special sound or speech.
    These are because they are somehow considered dangerous and enemy
    need to know when they are created and be ready for them.
    
    Units                 Announcement
    --------------------------------------------------
    Tanya                 "Lock and Load"
    Boris                 "Boris has arrived"
    Yuri Prime            "There's only one Yuri"
    Kirov Airship         "Kirov reporting"
    Demolition Truck      "My truck is loaded"
    Floating Disk         "Disk on Flight"
    SEAL                  "SEAL ready"
    Chrono Commando       "I'm your man"
    
    3) Do You Know ?
    - You can guard your important units (Harvesters, for example) by
      selecting the escort units and then press Ctrl-Alt+Left Click to
      your unit/building to be escorted/guarded. All selected units will
      now follow that units (or stay guard if you click it to a building),
      and attack any enemy that attack that unit/building.
      Use Stop command to stop any unit for escorting mode.
    - Infantry that can't crawl: Chrono Legionnaire and Crazy Ivan.
    - Water is also affected by Radiation.
    - A bridge can only be destroyed by Wall Crushing units and
      buildings (ex: Rhino Tank and Tesla Coils).
    - Rally point for War Factory and Barracks can't be targeted to
      target land if it needs a transport to walk across water. It can't
      target water. So be careful when you use Rally point to collect
      your Kirov Airships.
      Rally point for Naval Shipyard can target land (useful for
      Amphibious Transport only).
    - Crates can appear in water.
    - All the animals except the Cow and Camel in RA2 have names
      (the designer of RA2 give them a name, it is hidden in the INI
      files) Herbert the Alligator, Frosty the Polar Bear, and Josh
      the Monkey.
    - Alligators can't swim. Check it by mind controlling it and send
      it to water.
    - All the animals are very aggressive!! (Except Cow and Camel)
      Move units near it, and they will surely attack your units,
      especially infantry.
      Surprised? Attack them with Nuclear Strike but make sure they
      are not killed (It is possible, just remember, the radius for Nuke
      is 10 Cells, so put them within the radiation) and ahhh....
      they attack your Nuclear Missile Silo!!
      (make sure your silo is not walled and let them move inside your
      base safely to check this)
    - A bomb-installed Transport which is grabbed by a Giant Squid will
      still explode and kill the Squid as well.
    - Use TAB (in Multiplayer games only) to check what other
      player's country played (by looking on their flags).
    - Tech buildings are not counted as player's units or buildings,
      meaning that if a player has a tech building but does not have
      any unit or base building, that player still loses the battle.
    - Air speed and Ground speed are different, ground speed is faster
      than air speed even they have the same number in stats.
      See Section IV.6 for more information.
    - Boris doesn't like water, so he can't swim :)
    - You can detect whether a tree is a Mirage Tank or not. Use your unit to
      target the suspected tree. If "Fire" icon appears, that tree is clearly an
      enemy Mirage Tank.
    - A small tips involving waypoint (submitted by Yonatan):
      "I just want to submit a strategy about Chrono Commando
      or you can either use it with Chrono Ivan either with
      Chrono Legionnaire but I don't think it's really
      useful for Chrono Legionnaire.It's use best with
      Chrono Commando.
      While you know when teleporting into further distance
      it's vulnerable to enemy units.You can anyway trick
      this way by waypointing it step by step which a
      teleport can enter that distance in an instant
      time.Just waypoint it to you enemy base and also
      target enemy's building and boom it blows building
      quickly. Boom this move to that and boom it in an
      instant.Just beware of Yuri's Psychic Tower and also
      Tesla/Prism Tower but they aren't really that
      trouble!(Tesla/Prism Tower) :)"
    - "Spy Bug" (from Hecht)
      This is the most powerful bug because you don`t have to get 
      your spies on dangerous missions (seeking into the enemy base). 
      If you want to get the advances which a succesfull spy mission 
      provides, you have to train a spy and an engineer. First, damage 
      the building you want to spy (War Factory, Barracks, Tech Lab) 
      by forcing your units to fire at it - CTRL -but don`t deal much 
      damage to it. Second, open the Waypoints Menu (default Z - in 
      german layouts.. i think it is Y in english/US keyboard layouts). 
      Set a waypoint for your engineer to repair the building and 
      Set a waypoint for your spy: as target, select the building the 
      engineer walks in, too, but press exactly the white point in the 
      middle of the building (destination of the engineer). 
      Now the Spy will follow the engineer in the building. And last 
      you only have to close the Waypoints menu so that every unit 
      will follow its waypoint - you now can stop the engineer`s walking 
      into the building so that you dont waste it. Finished.. on that way,
      you can get Chrono-Commando and the first veteran status for 
      your infantry and your units - in Unholy Alliance, you can gather 
      all technologies by that bug, without risking anything.
      However, it can't be used again in YR 1.001. You can do this, but
      you will only lose your spy without procuring anything.
    - Be careful if you want to combine the use of chronoshift and
      invulnerability on Kirov. When my tester saw that his Kirov was
      damaged by his desolator's radiation when popping out of factory,
      he realized that Kirov should be able to be chronoshifted,
      invulnerabled, mind controlled (already tested by Justin Mitchell),
      infiltrated by Terror Drone, affected by Chaos Drone, and so on.
      He accidentally put the Kirov next to enemy's Psychic Tower and when
      he invulnerabled it, the Psychic Tower had already mind controlled
      the Kirov!
    - Battle Bunker/Wall bug: This bug may be very annoying, especially if
      you have elite units inside. After sending 5 conscripts to the battle
      bunker, build walls around it. Make sure that there is no space
      between the bunker and the walls. Then command your infantry in your
      battle bunker to get out of it. Those infantry will all disappear. 
    
    4) Special Section 
    (All info and strategies in this section are contributed by Overmind)
    
    * The Desolator bug
    Play with Iraq. Build a few desolators.
    Deploy them where you want. Select each of them and force and attack
    on the area right near the radiation by presing CTRL+click on the area.
    The power and range of the radiation will double.
    -> Notes from Hecht:
    The Main use of this bug depends on the radiation duration.. (not power 
    or range.. in fact, range and power are not really affected by the bug 
    - note that power seems to be stronger, but by using the bug territory 
    is only always dark green - heaviest damage level, not the damage itself 
    is higher).. In fact, the use of the bug is, that you can devastate 
    territory for hours.. If you devastate a territory with that method for 
    about 5 minutes, the radiation will stay for a much longer time (with that 
    bug, you can devastate ground with short efforts for the complete game).
    
    * The Conyard+T-Drone bug
    Play with the Soviets. Build an MCV and a Terror Drone.
    (MCV requires Repair Depot)
    Put the MCV in an open area (don't deploy it). Put the Terror Drone into 
    it by a forced attack. Deploy the MCV. Undeploy it.
    Tada! It disappears. You can build near it, but the enemy
    can't see it or destroy it. You're the winner !!!
    -> Notes from Hecht:
    In v.1.006 you are not able to deploy MCVs which are infected by a 
    terror drone - they are lost if you do not repair them.. (and I think, 
    that in further versions, the terror drone still was destroyed or 
    appeared next to the conyard when deployed)
    
    * The Magnetron bug
    This is a "bad" bug, fixed in YR 1.001
    If you destroy a lot of structures with a magnetron, it becomes 
    Elite. Too bad. The range will be 0.5 cells smaller than normal. 
    Good thing the bug was fixed.
    
    * How To Defend against superweapons
    Note: This works 100% when playing 1 on 1. 
    
    Part 1 - with Soviet.
    With the Soviets, it's gonna be easy enough to defend against 
    Nuke, WC and PD. But first, let me remind you my basic rules. 
    1. Never underestimate your enemy 
    2. Never attack first. 
    3. Never let Prism Tanks get near your base. 
    4. Never let a Tanya in your base. 
    5. Never let Kirovs get near your base. 
    6. Always build Service Depot/Grinder. 
    7. Always build Barracks before Ore Rafianry. 
    8. Always build at least 3 Miners. 
    9. Always build an AA defence after the Barracks. 
    0. <<< ONLY I KNOW THIS RULE >>> 
    Now, getting back to superweapons. With the Soviets, to defend 
    from superweapons you must build your structures as in "Map 1" 
    below. 
    When a Nuke was launched or weather storm was created, quickly 
    activate the Iron Courtain, (in the Map 1, in 'W'/'Capital W' 
    coordinate) and Force Shield (In the Center of Iron Curtain 
    Devices or 'R'  in Map 1). 
    Note that you must first activate the IC, than FS. 
    (If you activate FS first, you can't activate the 
    IC because you are out of power.) When you activate the IC, 
    the ConYard, Nuclear Reactor, ICD, and Nuke Silo will be 
    invulnerable. When you activate the FS, the Weapons Factory, 
    Barracks, Radar, Industrial Plant, Battle Lab and Ore Refinery 
    will be also invulnerable. All you will lose will be some 
    very few hit points from Tesla Coils, Sentry Guns and Flak 
    Cannons. That will cost less than 500 to fix. If you do not 
    have the ICD, you will have to activate only the Force Shield. 
    Do so. the ConYard, Silo and Reactor will not be destroyed by 
    a superweapon if at full health. 
    
    Map 1:
     
       wwwwww
    wwwwwNNNNw
    wUUUwNNNNw
    wUUUwNNNNwwwwwwwww
    wUUUwNNNNwIIIFFFFF
    wwwwYwwwwwIIIFFFFF
    wSSSwCCCCwIIIFFFFF         <- improved version
    wSSSwCCCCwwwwXRBB
    wSSSwCCCCwLLLRRBB
    wwwwwCCCCwLLLOOOO
        wwwwwwLLLOOOO
             wwwwOOOO
                wwwww
     
    C - Construction Yard     F - War Factory    
    N - Nuclear Reactor       R/X - Radar
    U - Iron Curtain Device   B - Barracks
    S - Nuclear Silo          O - Ore Refinery
    I - Industrial Plant      L - Battle Lab
    w/Y EWall
     
    Y = activate iron curtain here
    X = activate force shield here
    
    Addition and Suggestions from "Peter Grijpma":
    Another Map 1 Placement Suggestions:
    
     wwwwwwwwwwwwwwwww
     wUUUwSSSwIIIFFFFF
     wUUUwSSSwIIIFFFFF
     wUUUwSSSwIIIFFFFF
    wwwwwYwwwwwwwwXRBB
    wNNNNwCCCCwLLLRRBB
    wNNNNwCCCCwLLLOOOO
    wNNNNwCCCCwLLLOOOO
    wNNNNwCCCCwwwwOOOO
    wwwwwwwwwww  wwwww
    
    The industrial plant seems too far away for the force shield too reach. 
    But in reality it's not, so it works great. Also you can surround your 
    entire base with battlebunkers at three cells between the battlebunker 
    and the wall. But that just a tip.
    
    
    Part 2 - with Yuri.
    In Yuri's situation, when you don't have a Nuclear Reactor (that 
    survivs a superweapon) , you gonna need to protect your power generators 
    (Bio Reactors). For a normal 1 on 1 game, 3 Bio Reactors
    full with infantry (you can use mind-controlled cows or civilians 
    instead) is all you need. You will have 1950 units of power (the 
    Nuke Reactor has 2000). Look at "Map 2" below to see how to deploy 
    your buldings to survive a nuke strike, weather storm or psychic dominator.
    Make sure when you activate the Force Shield (in the 'R' coordinates at
    "Map 2" below) that you have some units to defend your base with, because 
    you'll be powered down and no defence will work. 
    DO NOT activate Force Shield if you have a lot of units controlled 
    by psychic towers.The powerdown will free them. You should recycle 
    any captured units at the Grinder for the cash. 
    As you can see in the "Map 2" below, the Force Shield can't be 
    activated in the middle of the radar. (This is the same for any 
    building - the Force Shield as all the other superweapons must 
    be activated with the center on a cell, not a structure.)
    Conclusion: when you use the Force Shield, all they can nuke & destroy is 
    the Grinder !
    One more thing. If you don't want to build Clonning Vats, and you 
    need more power for your base, build another Bio Reactor, and place 
    it instead of CV. That's it for Yuri.
    
    Map 2:
    
      IIBBB
      IIBBB
     IIrrII
     IIRrII
    FFFLLVV
    FFFLLVV
    FFFLL
    FFF
    FFF
    
    I - Bio Reactor
    F - Weapons Factory
    r - Radar
    B - Barracks
    V - Cloning Vats
    L - Battle Lab
    
    Part 3 - with Allies.
    The Allies big problem is power. The power plant only gives 200 units 
    of power, so you'll need about 9-10 of them.
    With the Force Shield you have 2 options:
    1) Defend all the Power Plants.
    2) Defend the Weapons Factory, Ore Rafinary,
    the Battle Lab, AFCHQ and only 4 Power Plants.
    
    1) Case 1.
    You will build 9 Power Plants. (See "Map 3" below)
    You will activate the Force Shield over the one in the middle.
    Build your Weapons Factory far away from the Battle Lab. The 
    superweapon will destroy only one of them. (WF or BL)
    Your 9 Power Plants will survive.
    You gonna have to rebuild the WF or BL.
    If lucky, the superweapon will strike on the Power Plants 
    that are Shielded. You lose nothing.
    
    2) Case 2. (Recommended)
    This one is recommended because when you activate the Force 
    Shield, the power will be down any way and the great 
    defences are offline.
    Build your base as "Map 4" shows.
    The Battle Lab, Weapons Factory, Ore Refinery and AFCHQ 
    (radar) will survive intact, but you might need to rebuild some 
    Power Plants because only 4 will be invulnerable.
    The luck: Nuke falling over your Shield; no structure lost.
    
    Map 3:
    
    PP PP PP
    PP PP PP
    
    PP PP PP
    PP pP PP
    
    PP PP PP
    PP PP PP
    
    Map 4:
    
       PPPP
     LLPPPP
     LLPPPP
     LLpPPP
    RRRAAFFF
    RRRAAFFF
    RRRAAFFF
    RRR  FFF
         FFF
    
    P - Power Plant
    R - Ore Refinery
    F - Weapon Factory
    A - Air Force Command
    L - Battle Lab
    p - Activate Force Shield here (in Power Plant)
    
    5) Patches Changes
    
    Note: section below are taken directly from launcher.txt from Red
    Alert 2 directory. For older patches, just look for older Red
    Alert 2 version launcher.txt.
    
    * Patches 1.004
    
    GENERAL CHANGES OR FEATURE ADDITIONS
    
    1. RA2 now allows you to play "Free for All" in Skirmish mode. Now
    the AI can attack each other and not just the player.
    2. Hotkeys and Interface changes added:
    * Right clicking on the mouse centers on the Radar Screen instead of
    deselecting the player's units.
    * Press the "Spacebar" to cycle through last 8 EVA events. "Space Bar"
    now also goes to "Ally under Attack" EVA event.
    * Players can now place Rally Points on Service Depots.
    * The "Q" & "W" keys that select Tab Buttons now grab a completed
    building for the cursor.  Pressing again places that building.
    * Press "Ctrl" + "Arrow" keys to jump to the edges of the map.
    * Page User is bound to "U".
    * Health Navigation, Veterancy Navigation, and Previous Unit hotkeys
    are now unbound.  They can be rebound in the Keyboard Configuration
    menu.
    3. Observer Mode: RA2 now has an Observer Mode that allows 1 player
    to watch other player's games.  Particularly useful for Korean
    television shows and tournaments.
    * There is a new checkbox at the top of the bunkers that players
    can check to observe games. Clicking it will switch the "Join"
    button to "Observe" and vice versa.
    * In the game setup screen, the host can select the bottom slot to
    be open for observers (assuming he isn't the observer himself).
    Players attempting to observe go into this slot.
    * The observer can only chat to all players.
    * The observer cannot use Beacons or Waypoint Mode.
    * The observer is not shown on the score screen.
    * The observer is not allowed in Co-Op mode.
    4. Dreadnaughts can now break bridges with missiles.
    5. Now players can destroy a unit flying over an Iron Curtained
    building.
    6. If the player has a Cloning Vat, an Engineer, 2 infantry units,
    and a Tech Hospital he will no longer get a complimentary unit out
    of his Cloning Vat for every unit healed.
    7. The edges of the Radar Screen are now visible.
    8. We've enabled the Microsoft Sidewinder Strategic Commander(TM)
    to work properly. We've also included the Westwood endorsed
    configuration.
    9. The Desolator will no longer continue to shoot the ground over
    and over and keep building up radiation.
    10. Parts of buildings will no longer disappear on occasion.
    11. Structures no longer flash a frame of animation during placement.
    12. Fixed the "Place Structure Anywhere" cheat.
    13. Super Weapon tab flashes when ready.
    14. Crazy Ivan and Tanya bombs now work on all bridges.
    15. Fixed a Terror Drone + Unpacking MCV problem that made games
    never end.
    
    WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS
    
    1. Quick Match now gives ping of opponent when matching.
    2. Zero starting units are allowed.
    3. Fixed up the taunts to make sure they play correctly.
    4. Paging additions:
    * Players can page a buddy from inside a game room, bunkers or game.
     (/page user name message)
     Example: /page Yuri Hi.
    * Players can reply to last message. (/r message)
     Example:  /r Hi there.
    * Players can check to see if another player is online. (/on user name)
    Example: /on Tanya
    * If player is paged and he presses "U" to reply to that sender, the
    paging screen will default to that sender's name if U is pressed
    within 5 seconds.
    5. A ping meter is included inside game lobby as a tooltip.  There
    are also graphic indicators (green, red, yellow) next to player
    names. The ping indicated in the tooltip is between that player
    and the game host.
    6. Lobby Chat only scrolls if player is on bottom chat line.
    7. Included an icon table that displays most icons and what they
    mean in Westwood Online.
    8. Fixed "Fetching Server" message pop up problem. Now it happens
    less.
    9. Fixed the loss of keystrokes when typing chat in bunker.
    10. Lobby now defaults to the bunker the player left when returning
    from Buddy List, etc.
    11. Click on an existing game to show the name of map in bunker as
    tooltip.  No need to enter a game to find out which map is being
    played.
    12. Chat messages during games no longer display in a choppy
    and slow manner. Messages written at the end of games will now
    display properly also.
    13. Players are now routed to bunkers with less than 25 people
    when entering Custom Match.
    14. A tooltip has been added that shows a player's rank, battleclan
    and battleclan rank when you mouse-over a player's name.  It may
    take a bit for the server to return the player's rank.
    
    UNIT BALANCE CHANGES
    1. Unit Balance: IFV + Chrono Legionaire now destroys things more
    slowly.
    2. Unit Balance: Tesla Tank will shoot a little slower.
    3. Unit Balance: Demo Truck speed reduced.
    4. Unit Balance: Demo Truck damage was reduced.
    5. Unit Balance: IFV+Tesla Trooper will shoot a little slower.
    6. Unit Balance: IFV+Terrorist damage reduced.
    7. Unit Balance: Terrorist hit points are increased.
    
    * Patches 1.006
    
    GENERAL CHANGES
    
    Fixes:
    1. Chrono IFV no longer loses its target when selecting a
    target further than his firing range. Now it moves within
    attack range and fires without losing focus at any moment.
    2. Modified official maps are not transferred over Internet games.
    3. If a player disconnects 3 times in one game for durations
    more than 25 seconds each, the game will finish and be
    awarded to the non-disconnector at the 3rd time.
    4. If walls or other buildings block the Soviet Barracks exit,
    no unit is built even if the user has a Cloning Vat. The cost
    is refunded to the player.
    5. No other infantry units other than those with explosives can
    blow up buildings when joining to a Tanya command waypoint.
    
    
    WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS
    
    New Features
    1. NAT (Network Address Translation) and Firewall support
    
    Fixes
    1. In 4 player Internet games,  Red Alert 2TM now behaves
    correctly and continues the match with the remaining players
    when the host loses connection.
    2. The game now behaves correctly by continuing 4 player
    Internet games when the host gets disconnected from his
    ISP but is able to reconnect in time.
    3. In-game chat,  whenever the user types a message longer
    than a screen width the text is transmitted and displayed
    properly.
    
    * Yuri's Revenge, version 1.000
    
    GENERAL CHANGES & FEATURE UPDATES
    
    General:
    1. In the Game Option screen, the Game Resolution setting
    only sets the in-game (battlefield) resolution.  The game
    shell screen resolution is locked at 800 by 600 pixels.
    2. With the Short Game selected, Yuri’s Slave Miner is
    excluded from the winning condition.
    3. Now all players can see the infantry pips of any fortifiable
    civilian building, regardless of which player garrisons it.
    4. When a unit is mind controlled, all players will see the
    initial mind-control line from the controller to its victim.
    5. The T (unit-type select) and P (all-unit select) hot-keys
    will automatically exclude units inside of a Tank Bunker.
    6. In Red Alert 2, sometimes a game would not end if the
    last remaining unit were in a mind-controlled vehicle.
    Now, if this should happen, the unit inside will be
    automatically killed, and the ex-owner of the captured unit
    will be declared the loser.
    7. Tab-flash-for-readiness has been updated.  The following
    features will only flash the tab for a bit to inform the
    player when fully charged: Spy Plane, Force Shield,
    Psychic Reveal.
    8. If playing behind a firewall, the preview maps do not
    get transmitted to other players.
    
    Units & Structures:
    1. Magnetron can only levitate vehicles, not infantry.
    2. The Brute is not allowed inside of an IFV.  However,
    the Brute is allowed inside other transports, but only as
    a passenger.
    3. The Hero units (Tanya, Boris, and Yuri Prime) are not
    allowed to use their special attack from within the
    Battle Fortress.
    4. Kirov spinning every time it acquires an order/target
    is now fixed.
    5. Setting waypoints for planes from within the radar
    map has been disabled.
    6. Floating Disc will auto target and shoot any base
    defenses that are powered (i.e. Prism Tower and Tesla Coil).
    However, the Floating Disc will not auto target and shoot
    any base defenses that are not powered (i.e. Pillbox
    and Sentry Gun).
    7. Psychic Dominator permanently “capturesEits victims
    rather than just mind controls them for a short duration.
    Once a unit has been psychic dominated (purple halo on
    the unit), it can never be mind controlled again.
    8. Yuri Prime and Yuri Clone’s psychic blast do not harm
    friendly units.
    9. Cloning Vats allow the player to make a second Hero
    unit (Tanya, Boris, and Yuri Prime).
    
    Multiplay:
    1. In the Westwood Online Quick Match and Quick Co-op games,
    the Super Weapons setting is always on, and the Crates
    setting is always to off.
    2. In Team Alliance game mode, you must set your teams at
    the start.  Once the battle has started, you are not allowed
    to switch alliance.
    3. In Land Rush game mode, the Yuri player begins with a few
    Attack Dogs among his starting units.
    4. In Skirmish: Battle mode, all AI players start out on the
    same team fighting against the human player.
    
    Other:
    1. Known problems with the Cirrus Logic 5464 video card:
    Systems with this device may experience the following problems:
    low frame rate, slow movie playback, and audio distortion.
    2. Known problems with USB sound devices:
    There seems to be some sort of conflict with USB sound devices.
    If using these devices, the game may load with no audio.
    Examples of such devices: the Altec Lansing ADA70 USB Speakers,
    Microsoft Digital Sound System 80 USB.
    3. Known problems with Ensoniq SoundScape and OPTI 82C 931:
    Systems with this device may experience the following problems:
    some random audio stuttering and popping in game and movies.
    
    Information from the previous Readme files still applies.
    
    * Yuri's Revenge, version 1.001
    
    CHANGES & FEATURE UPDATES:
    
    General:
    * To maximize game performance for all game modes, it’s best
    to set the game’s resolution to 640 x 480 pixels. The higher
    the resolution setting, the slower the game’s performance,
    especially on lower end PCs.
    * Another way to maximize WOL game performance is to never
    adjust the Internet Connection Slider (in WOL Options Screen).
    The game determines the optimal setting before starting the
    battle. This is often confused by users in believing moving
    this slider will increase the game’s speed, which it does not.
    * PCs with more than one CD Rom device caused the game to
    launch slowly. This has been fixed.
    
    Units & Structures:
    * Sometimes the Con Yard would disappear if it was captured
    by Yuri Prime, and then Yuri Prime was killed while the Con
    Yard was being packed up. This has been fixed by not allowing
    the player to deploy/un-deploy the Con Yard in this situation.
    * Sometimes an exiting vehicle would be stuck on the edge of
    the War Factory causing the War Factory to become unusable
    if the vehicle were chrono’d just as it was about to come
    out of the structure. This will no longer happen.
    * Oil Derricks did not animate on some maps. This has now been
    fixed.
    * Sometimes an exiting Robot Tank may be stuck on the edge of
    the War Factory and causing the War Factory to become unusable,
    if the Robot Control Center was destroyed just as the tank
    was about to come out of the structure. This will no longer happen.
    * If a vehicle being repaired by a Repair Depot was chrono’d
    to a new location, that vehicle would continue to be repaired
    even though it was no longer on the Repair Depot. This has
    been fixed.
    * The player could sell a vehicle that was being repaired on
    an Allied Repair Depot, unlike the Soviet Repair Depot. Now,
    the player can’t use either type of Repair Depots to sell
    vehicles.
    * Infantry were allowed to interact (garrison, un-garrison,
    engineer, and C4) with a building that was being chrono’d by
    a Chrono Legionnaire. Doing so would disrupt the chrono effect.
    These will no longer be allowed.
    * If the enemy units garrison/un-garrison a building, BorisE
    laser designator could be interrupted and the MiGs called off.
    This will no longer happen.
    * Using the Genetic Mutator on any infantry on a bridge killed
    the infantry rather than being transformed to Brutes. Now,
    the infantry will be turned into Brutes.
    * If the player placed an infantry unit with a Crazy Ivan bomb
    on it into a Battle Fortress, waited for the timer to tick down,
    then deployed the infantry, the bomb would be gone. Now, the
    bomb will explode right after the infantry exits the Battle
    Fortress.
    * If any unit that can attack from within a Battle Fortress
    was placed in a Battle Fortress, then into an Amphibious
    Transport, then moved elsewhere, the player would still
    retain the ability to attack from the location where the
    Battle Fortress was loaded, even though the unit is no longer
    there. This has been fixed.
    * The Air Force Command HQ can no longer have rally points.
    * Now you can set the Naval Yard’s rally point while it’s
    being placed/constructed.
    * Using a Magnetron to levitate, and then drop, a vehicle
    over a high bridge, would cause the vehicle to fall through
    the bridge and land on the water below. Now, the vehicle will
    no longer fall through the bridge.
    * Sometimes, the Magnetron would become confused and continuously
    pick up and drop an enemy vehicle. This has been fixed.
    * A Squids could be pulled onto land if it was chrono’d or
    magnetron’d while attacking a vehicle. Now, a chrono’d squid
    will be killed; a magnetron’d Squid will let go.
    * If a Slave Miner were dropped into water, the freed Slaves
    would turn neutral instead of joining the player that freed
    them. Now, the slaves will join the player that freed them.
    * Sometimes, when a Battle Fortress full of infantry was deployed,
    the infantry would become uncontrollable as they walked back
    where they came from or attack the enemy’s base. This has been
    fixed.
    * When a vehicle carrying additional units was sent into a
    Grinder, the player would receive money only for that vehicle.
    Now, the player will receive money for all units it’s
    carrying, too, including Terror Drones.
    * Sometimes a stray unit would get stuck in a Grinder, causing
    the Grinder to become unusable. This has been fixed.
    * When a Yuri Clone was loaded into a Battle Fortress, then
    mind controlled an enemy unit, and that Battle Fortress was
    sent into a Grinder, the player could still control that
    mind-controlled unit even though the Yuri Clone had already
    been destroyed. Now, the mind-controlled unit will be returned
    to its previous owner.
    * In a multiplayer game, if the host loaded a Yuri clone,
    Yuri Prime, or Psi Commando into a Battle Fortress, then mind
    controlled enemy units, then ordered this Battle Fortress into
    a Grinder and exited the game, the guest’s game would receive
    an internal error. This has been fixed.
    * If a hero unit (Tanya, Boris, Yuri Prime) was placed into
    a transport, and that transport was destroyed on water, the
    player would not be allowed to make another one of these
    units. This has been fixed.
    * The planes from the Allied Aircraft Carrier could be made
    to attack out of range targets if you switch targets while
    it’s firing its missiles. Now, this will no longer be allowed.
    * Yuri Clone’s psychic blast used to harm nearby Yuri Prime
    units. Now, Yuri Prime is immune to Yuri Clone’s psychic blasts.
    * When a GI or Guardian GI was affected by the Chaos Drone’s
    gas, the owner of that unit could still continue to deploy
    and un-deploy it. This will no longer be allowed.
    * The AI-controlled Yuri Prime would never sell off the
    captured buildings. Now, the AI-controlled Yuri Prime will sell
    off any building it captures.
    * The production of the Navy Seal unit will now be accompanied
    with an audio announcement as it comes out of the Barracks.
    * The LAX building can now be garrisoned in multiplayer games.
    * Deployed Guardian GIs had problems harming the Paratroopers.
    Now, the Paratroopers will take damage.
    * An elite Magnetron’s firing range was a bit shorter than a
    standard Magnetron. It now has the same range.
    * The Gattling Cannon’s ground-target attack range has been
    slightly increased.
    * BorisEattack cursor and attack action on the occupied Tank
    Bunker was reversed. Now, whenever Boris attacks an occupied
    Tank Bunker, the MiGs will be called.
    * Tanya used to be allowed to attack the vehicle inside the
    Tank Bunker. This will no longer be allowed.
    * The Soviet’s Spy Plane and MiGs have been made more durable.
    * An IFV loaded with infantry could be made to look like a
    standard IFV by building a wall around it, then deploying it.
    This will no longer be allowed.
    * The Rhino Tank’s build speed has been slightly decreased.
    * The Siege Chopper’s cost has been slightly decreased.
    * The Slave Miner’s cost has been slightly increased.
    * If ordered from the Structure Tab, the Slave Miner now builds
    slightly slower. However, if ordered from the Units Tab, the
    Slave Miner now builds slightly faster.
    * The Chaos Drone now costs slightly more, builds and shoots
    slightly slower.
    
    Multiplay:
    * Trainers that remove the game’s shroud will no longer work.
    If any such hack is detected, the game will be forced out of sync
    and the cheater will be logged for corrective action.
    * Sometimes, if the host had quit out of the game channel right
    after it was created, the client would become stuck in the
    lobby and unable to respond at all. Now, the client will time
    out and properly return to the lobby.
    * All screens that might experience slow Internet connection now
    have an active indicator to inform the user that the system has
    not locked up during lengthy waiting periods.
    * The Clan Abbreviation column in the WOL lobby has been
    expanded to accommodate longer names/text.
    
    Other:
    * Using large font can result in some shell screen issues.
    For example, text position on the buttons could be off,
    start positions and team fields could be off in the
    drop-down selection boxes, etc. To correct this, set your
    system font to the standard/small font. [Desktop ->
    Properties -> Appearance -> Scheme -> Windows Standard].
    * If you are using Windows 2000, or Windows XP, or systems
    with multi-processors, and you experience problems with
    the movie’s audio, then set the system’s audio Hardware
    Acceleration down to the Basic setting (under Audio Properties).
    
    **********
    Unpublished work Copyrighted by S. Rudiyanto N. 2000
    
    
    
    

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