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Command and Conquer 3

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Command & Conquer 3: The Global Defense Initiative

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The Global Defense Initiative, or GDI for short, operates a well-organised military around the globe. Infantry and ground armor make up its main fighting force under your command, supported by the iconic Orca helicopter and the multi-role Firehawk aircraft. In addition, GDI's commanders can call on tactical airlifts, reinforcements (even from space!) and the awesome power of the orbital Ion Cannons.

For a full list of support powers and unit upgrades, please refer to the tech tree.

Structures


All structures are built at the Construction Yard. Additionally, structures can be built in a simultaneous build queue at every Crane, but Cranes cannot build defensive structures (Watchtower, Guardian Cannon, AA Battery, Sonic Emitter), super weapons (the Ion Cannon Control Center), other Cranes, or Surveyors. Structures are produced into two separate, independent build queues, one for main structures (Crane, Power Plant, Refinery, Barracks, Armory, War Factory, Command Post, Airfield, Tech Center, Space Command Uplink) and one for support structures (Tiberium Silo, Watchtower, Guardian Cannon, AA Battery, Sonic Emitter, Ion Cannon Control Center).

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Production Structure.
Cost: 3500
Hitpoints: 20000
Power: +10
Prerequisites: cannot be built, deployed from MCV

Enables Radar
Provides structure production queues

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Production Structure.
Cost: 1500
Hitpoints: 2300
Prerequisites: cannot be built, deployed from Surveyor

Provides additional Ground Control

Armor: cannon: 100%, rocket: 100%, grenade: 100%, gun: 100%, sniper: 1%.


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Production Structure.
Cost: 1500
Hitpoints: 3000
Power: -10
Prerequisites: none

Provides an extra structure production queue

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Tech Structure.
Cost: 800
Hitpoints: 4000
Power: +20, +30 with upgrade
Prerequisites: none

Provides Power
Upgrades:
     » Advanced Turbines (Tech Center)

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Resource Structure.
Cost: 2000
Hitpoints: 10000
Power: -6
Prerequisites: none

Comes with a Harvester to allow the gathering of resources
Processes and stores Tiberium

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Resource Structure.
Cost: 500
Hitpoints: 1000
Prerequisites: Refinery

Stores Tiberium, allowing for a greater maximum reserve

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Tech Structure.
Cost: 1500
Hitpoints: 5000
Power: -9
Prerequisites: Power Plant and Refinery

Unlocks advanced units and structures
Provides Support Powers:
     » Radar Scan

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Tech Structure.
Cost: 4000
Hitpoints: 10000
Power: -12
Prerequisites: Command Post

Unlocks high tech units and structures
Researches Upgrades:
     » Tank Rail Guns
     » Firehawk Stratofighter Boosters
     » Orca Sensor Pods
     » Pitbull Mortars
Unlocks Upgrades:
     » Power Plant Advanced Turbines
Provides Support Powers:
     » Sharpshooter Team

Armor: cannon: 100%, rocket: 25%, grenade: 100%, gun: 25%, sniper: 1%.


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Tech Structure.
Cost: 3000
Hitpoints: 3000
Power: -15
Prerequisites: Tech Center

Advanced support structure
Enables Support Powers:
     » Zone Trooper Drop Pods
     » Shockwave Artillery

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Tech Structure.
Cost: 1000
Hitpoints: 3000
Power: -7
Prerequisites: Barracks

Infantry support center
Can heal injured infantry
Researches Upgrades:
     » Infantry Composite Armor
     » Zone Trooper Scanner Packs
     » Zone Trooper Power Packs
Provides Support Powers:
     » GDI Airborne

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Production Structure.
Cost: 500
Hitpoints: 3000
Power: -5
Prerequisites: Power Plant

Trains GDI infantry

Armor: cannon: 100%, rocket: 25%, grenade: 100%, gun: 25%, sniper: 1%.


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Production Structure.
Cost: 2000
Hitpoints: 10000
Power: -7
Prerequisites: Power Plant and Refinery

Deploys GDI Vehicles
Abilities
     » Repairs nearby vehicles

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Production Structure.
Cost: 1000
Hitpoints: 4000
Power: -8
Prerequisites: Command Post

Deploys GDI Aircraft
Unlocks Abilities
     » GDI Ground Units: Call for Transport
Provides Support Powers:
     » Bloodhounds
     » Orca Strike

Armor: cannon: 100%, rocket: 25%, grenade: 100%, gun: 25%, sniper: 1%.


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Superweapon.
Cost: 5000
Hitpoints: 20000
Power: -20
Prerequisites: Tech Center

Charges the Ion Cannon Superweapon

Only one Ion Cannon Control Center may be built at a time

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Base Defense. Strong vs. Infantry.
Cost: 600
Hitpoints: 2400
Power: -5
Prerequisites: Power Plant

Detects Stealth

Armament: Machine gun (200dps gun damage, range 350, no splash)
Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Base Defense. Strong vs. Vehicles.
Cost: 1200
Hitpoints: 4000
Power: -8
Prerequisites: Barracks

Detects Stealth

Armament: 350 cannon damage, range 350, no splash, fires once every 2.6s (135dps)
Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Base Defense. Strong vs Aircraft.
Cost: 800
Hitpoints: 7000
Power: -5
Prerequisites: Command Post

Detects Stealth

Armament: Anti-air machine gun (333dps gun damage, range 450, no splash)
Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Advanced Base Defense. Strong vs. Vehicles.
Cost: 2000
Hitpoints: 7000
Power: -15
Prerequisites: Tech Center

Detects Stealth

Armament: 2000 cannon damage, splash radius 10 along the line of fire, range 50-375. Fires every 4 seconds (1s prefire delay, 2s fire, 1s reload).
Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.


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Utility Platform. Strong vs. Vehicles, Aircraft.
Hitpoints: 5000
Prerequisites: cannot be built, deployed from a Rig

Detects Stealth
Abilities:
     » Heals nearby vehicles
     » Can Packup into a Rig

Armament: 2 Guardian Cannons (500 cannon damage each, except 250 against structures, range 300, fires every 2.3 seconds (217dps)); 1 SS and SA missile launcher (150 rocket damage per missile, splash radius 5, 2 missiles per volley, range 400, fires every 3.6 seconds (83dps))
Armor: cannon: 100%, rocket: 25%, grenade: 100%, gun: 25%, sniper: 1%.


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Cost: 100
Hitpoints: 2000
Prerequisites: built by a Riflemen Squad

Infantry can garrison inside this structure for extra protection

Armor: cannon: 75%, rocket: 50%, grenade: 100%, gun: 25%, sniper: 1%.