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  3. C&C Games

    1. C&C 1

      Command & Conquer 1 (Tiberian Dawn)

      The game that started it all.

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    2. Red Alert

      Red Alert / Counterstrike / Aftermath

      C&C breaks time and introduces Tesla Coils, Tanya and time travel.

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    3. Sole Survivor

      This forum is for discussion of the game where you control one unit and use your micro skills to defeat other players. Sole Survivor -> DoTA before DoTA was a thing.

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    4. Dune 2000

      The noble Atreides, the insidious Ordos and the evil Harkonnen. Only one house will prevail.... This forum is for the discussion of Intelligent Games' C&C inspired recreation of Westwood Studios' Dune 2.

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    5. Tiberian Sun

      Tiberian Sun / Firestorm

      Discuss the sequel to C&C1 that introduces more lasers, railguns and even big stompy mechs!

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    6. Red Alert 2

      Red Alert 2 / Yuri's Revenge

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    7. Renegade

      Command & Conquer: Renegade

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    8. Newer C&C games

      Discuss everything from Generals to whatever EA is doing

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    1. General Discussion

      This is the infamous "General Discussion" forum. This is where you are able to discuss topics not covered in the other forums.

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  • New Posts

    • You bumped a 2 year old thread and I didn't even notice...
    • Sure I can teach you. A basic Soviet faction build order as for all builds depends on the map size and if its open terrain or has lots of cliffs / lakes / chokepoints. Also if you start with just Ore or have some Gems, which give 2x the money per Harvester trip, with starting Gems you can sometimes skip producing miners from factory.   LARGE OPEN MAPS:  Tesla Reactor Barracks ( 4 Dogs to scout map, put into teams with CTRL+Number ) Refinery ( Try to put close to Gems or Ore as possible ) War Factory ( 2 or 3 War Miners, before making Rhino Tanks ) From this point you can move MCV to different smaller Ore patches and build there, if not keep building at the same large one. Refinery ( If at the same ore patch, sell it after, you're making it for the miner only ) You can move to new Ore again. Refinery ( If at the same Ore patch if you have large Ore patch nearby and sell it too if you do, if there is no large ore patch make it at a different one and keep it ) Tesla Reactor War Factory ( Keep making Rhino Tanks ) War Factory Tesla Reactor Depending on your economy being good and if the map is large you can keep building War Factories to increase Rhino Tank production speed. Radar Tesla Reactor Battle Lab Nuclear Reactor If the Super Weapons are disabled you can continue to build War Factories. Iron Curtain or Industrial Plant ( Makes all vehicles 25% cheaper) Continue to keep building to more Ore and Gem patches and expanding your economy War Factory War Factory Keep repeating step 21 and go WIN.   SMALL - MEDIUM MAPS:  Tesla Reactor Barracks ( 3 Dogs to scout the map ) Refinery ( Near Gems first then Ore ) War Factory ( 0 - 1 War Miners, then Rhino Tanks ) If a lot of Gems are near your base make 2x War Factories if not then skip this step. Refinery ( Near Gems if many remain and sell the old Refinery, otherwise build at Ore and keep both till Gems are gone ) Tesla Reactor War Factory Refinery ( Next Gems or nearest Ore patch, if building at same Ore you can sell old Refineries ) Refinery War Factory Tesla Reactor Radar Tesla Reactor Battle Lab Nuclear Reactor Iron Curtain or Industrial Plant Continue building to new Ore / Gems and making more War Factories.  
    • It's still here, most are active on the tibsun discord now. 
    • I also have the same question, since the Soviet build order can be a little confusing when you are just starting out and there are several different ways to approach the early game. I think the easiest way to learn is to have a simple opening that gives you a reliable economy and basic defense before worrying about more advanced strategies. It would be helpful to understand which buildings and units should generally come first, when to expand production, and how much attention should be given to scouting while the build is developing. I am also interested in learning how the opening should change depending on what the opponent is doing, rather than memorizing one build order and following it regardless of the situation.
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