We felt it would be important to release a full Building List to the public, as well as detailing onto the Build and Expansion Mechanics the Psychic Legion will be using.
Main Structures
Construction Yard - The Player will always start the game with their Construction Yard. This is required to construct other Structures of importance.
Bio Reactor - One of the Psychic Legion's most important structures, the Bio Reactor fuels the Psychic Legion's(rather power consuming) Bases.
Slave Miner - The Slave Miner mines Ore Fields for the Monetary Gain of the Psychic Legion. It is required for all Production Structures besides the Citadel. The Slave Miner's special ability allows it to pack up into a vehicle and move to the next Ore or Gem Field. The trade-off is it requires more micro but gathers more money quicker.
Citadel - The Citadel trains weak-minded humans to fight for the Psychic Legion.
Industrial Factory - The Industrial Factory is needed to construct any ground vehicles.
Aircraft Burrow - The Aircraft burrow builds all of the Psychic Legion's aircraft. None of the Legion's Aircaft need to dock. To compensate that, all aircraft have lighter armor.
Watercraft Fortress - The Watercraft Fortress constructs all of the Psychic Legion's Naval Units.
Psychic Radar - Grants Tier 2 Technology as well as giving access to the Psychic Reveal Player Power. Reveals Stealth in a large area around it. Allows Bio Reactors to Upgrade themselves for extra power output(1st of two Upgrades). This Upgrade is Reactor specific.
Psychic Lab - Grants Tier 3 Technology as well as access to the Psychic Legion's Experimental Output Global Upgrade. This is the second Bio Reactor Upgrade and grants even more Additional Power to the Psychic Legion.
Protocol Hub - The Protocol Hub researches Upgrades that grant Player Powers(details
here).
Armory
Citadel Wall - The Citadel Wall is used to protect structures from those pesky infantry and your miners from Terror Drones. And to just generally look awesome. Cannot be crushed by anything.
Citadel Gate - The Citadel Gate can be used as a wall to keep infantry out of your base, but can be lowered to allow units to leave the base.
Gatling Cannon - The Gatling Cannon is the Psychic Legion's Primary base defense. It is effective against Infantry and Aircraft but does sub-par damage to Vehicles and Seacraft. It's Special Ability, called Break Limit, allows it to speed up it's rate of fire for 10 seconds but overheats the barrels and as such stops functioning for 15 seconds once Break Limit has expired. Break Limit has a cooldown of 1 minute.
Psychic Spire - The Psychic Spire is the Psychic Legion's Secondary base defense. It is still being coded so I cannot reveal any details on how it works, but I guarantee you it does not work as it did in Yuri's Revenge.
Explorer/Command Hub - The Explorer is not a structure, but it can be constructed from the Construction Yards Armory Tab. It unpacks into the Command Hub anywhere on the battlefield which provides some build radius.
Psychic Legion Mechanics
Build Mechanic - Stage 1: 50% time building in conyard. Stage 2: Other 50% of the time deploying, this cannot be taken back and is money wasted if destroyed. All money is spent in stage 1.
Expansion Mechanic - Explorers built from the Industrial Factory, Construction Yard, or Watercraft Fortress can move and deploy into Command Hubs which provide Build Radius. When Deployed it has 3 Repair Drones. Can Pack back up and redeploy elsewhere. Takes 10 seconds to Unpack and Pack back up. All Main Structures give a 1 square build radius. MCVs take 5 seconds to Unpack and Pack back up.
Teching Mechanic - Basically the same as the Soviet Teching mechanic, except with the Psychic Radar and Psychic Lab.