That's easy. There are two top tier ones: GLA Dushka Nest and ECA Guard Tower. The bottom tier ones are Russia Tesla and RPG turrets. Overcosted and requires too much space and power for what they provide when you can just use your tanks.
Meanwhile, GLA: "I think he's doing the Gigachad face over there, it's so hard to tell where he is and what he's doing obviously because the room is fucking dark."
Don't forget there is another one for the ECA Back up Solar Reactor well it does give a 100 or 500 power but it became dormant because the Solar Light array isn't activate you'll have to activate it to increase power
To make a quick balancing note here, I feel the USA should have a buffed power system due to their high reliance on power compared to the other factions excluding the ECA.
@@AizenVonKleiss Actually, according to the lore of Rise of the Red, USA "Power Plant" isn't a power plant, but a substation receiving power from the actual fusion power plant off-battlefield to distribute at the base. So, it's being as it is is accurate, lore wise, that is.
The fact that if we upgraded the ECA infantry in Barrack(can't remember what it's call) we can just put felin riffle man in the Solar's bunker and can protect enemy infantry and aircraft at the same time
That's why I don't like the standard fusion power plant whenever I play as USA in other mods and prefer what General Alexander has (in other C&C ZH mods like Untitled or Shockwave), aside from being bored with the yellow-green color of the upgraded rods.
Thanks for considering the comments from the previous video about the readability! Although, now I am not sure if I have noticed it in the previous video or I was too focused on Russians having the least readable descriptions, but now its only the US that seem to have barely readable stats.
@@gautheuil6210 You've got to be kidding me! Is the unit production slowed down if you're out of power while playing as any faction beaides GLA? If that's true then it's the same case like C&C 3 and RA 3.
Control Rods hotkey is C, also Breeder Reactor is missing; informative video otherwise. I didn't even know you can swap out the ECA's Solar Reactor's addons.
Are you testing this on the version 1.86? The open beta 1.87 added a second reactor for ECA. Provides 50 power, and has a temporary ability to generate 300k power for a few seconds
It is on 1.87. I was thinking at the time of just covering the main power plants. I should of just went ahead and added the Solar Relay, Breeder Reactor, etc to the video too.
I realized my problem with the US power plant, its that the Russian one does almost everything the us one does but better. The output and upgrade nature should really be reversed, especially give that the USA is far more power hungry then it was in Base or ZH.
The conclusion is funny because it’s coal, the least efficient and sustainable long term. Although in the CC multiverse climate change probably isn’t a concern over the existence super weapons and fusion tech and tiberium existing.
Heya, stupid question, but how do you actually go about doing these tests? I'm trying to play the Contra mod, which essentially requires you to get kills in order to unlock things, and I want to just have a sort of zero-stress testing environment to do so, as even their 'easy' AI's are a bit annoying to face, constantly interrupting me. I can't find any maps where AI is confined to a location, or otherwise not capable of interrupting me, but it looks like you're possibly playing a multiplayer match with yourself, which I'm equally unsure how to do.
I'm actually playing a custom map that I created myself in world builder. You can do the same with Contra. Another option too, is there is a mod called "rank mod" on ModDB that lets you capture a single tech building (oil derrick, etc) and gives you all 5 ranks instantly. It's excellent for messing around with units locked behind ranks.
I like the idea of ECA only having 1 power plant, but instead of a one and done it should keep the build limit, but have the power down to say 15625 power and then have general powers or other upgrades that double the power. Actually that is already too high. Maybe start at 10 and each upgrade increases it by 10 times. So 3 general powers a facility, make it so that it already starts as the only power you need but you have to upgrade it if you need more.
That would cost the ECA some much needed cash tho... most defense-to-middle-rushes would be too costly and you'd only see felin/medic combo or double supply opener...
You missed the Chinese Breeder Reactor. Also I haven't played ROTR in a long time, but isn't there a GLA structure that provides some power? I think the Black Market does.
You might be thinking of another mod. I think the GLA has a wind turbine power plant in one of them. Based on the scrapped content of the vanilla game which was supposed to give the GLA "windmills" according to the fan wiki.
@@Eanki_ ROTR is the only Generals mod I ever played lol And they do have windmills, but they are used as GPS scramblers. I swear ROTR gave them a slight power boost with a certain battle lab, but again, I haven't played it in a couple years.
The reason the ECA got this reactor is because they are a very space inefficient faction. Their turrets are strong but specialised. They take up space and they need to built different kinds of turrets because their tanks tend to be produced slower and less cost efficient. Giving them multiple smaller weaker reactors would nerf their faction specialty. And they are already the weakest 1v1 faction in multi-player in 1.86. Faction calculus typically went GLA > China > USA >= Russia > ECA. They're very good in team games though. The real OP faction is the GLA, funnily enough. Their faction is bloated with units that will be divided among the three GLA Generals in the future. So they have lightning bruiser tier units (Marauder Tank, the Grad, and Mercenaries) despite not being a bruiser faction, one super efficient suicide unit (bomb truck) meant only for one GLA general who specialises in it, and what makes that funkier is they earn money from killing too. So they can breakeven at worst, killing one unit for one of theirs (Marauder tank is mine immune, strong, cheap, can stand against other faction MBTs that cost as much as it or more expensive, and is built in 0:08s compared to the ECA Leopard at 0:16s or Russia Kodiak at 0:14s), but even at breakeven, they are earning extra money while the enemy isn't. And the Grad doesn't breakeven. Depending on the player and the enemy, the Grad can kill enough enemy units to pay back its price tag in bounties. And turrets in this mod don't detect stealth units. If you slack on stealth detection or a rocket buggy kills your stealth detector, a disguised bomb truck can slip in and earn enough money to hire two more bomb trucks.
The longer the game goes on the more it favors Russia. The coal plant is better after the upgrade and costs less than the nuclear reactor. Their superweapon recharges faster too
ECA benefits the most from dragging a game to go longer. And from the vehicle tests done it's commonly Russia taking the lead unupgraded but then falling behind when the upgrades show up.
@@sting2death2 most good eca players will just use dozers to spam defenses and not much else. they only get a handful of good vehicles and the build times are too long.
It's the balanced reason. Also, the US structure will leave some rangers when destroyed. - US structure can self-repair. - US's drones also super strong as support unit.
@Hide Freek The devs overvalued reactors not exploding and the value of two rangers vs two conscripts. They should have decreased the price tag for the fusion reactor to 600 imo.
@Nika (PUREBLOOD ANTI VAXXER 1776) Firebase will be a thing for Thorn (infantry) and the thing is, a cyclops requires 6 power, a plant only produce 5. Out of all factions USA is the most power hungry yet the least efficient power plant.
TYPO: At 4:20 the Fusion Reactor Control Rods build hotkey is "C" not "I".
Suddenly, the least technological power plant is the most efficient.
If you take out the high-tech solar reactor than yes.
Me after blacking out an ECA base with just 2 super weapons:
How’s that clean energy working out for ya?
me with 50 solar bursts ready in under 5 minutes:
@@ConorBredin-ui3cd No reactor - no 50 bursts :)
Shall we now focus on the defensive structres of Each Faction like the Russian Tesla Tower, or the US Patriot Missile System? Just to name a few.
That's easy. There are two top tier ones: GLA Dushka Nest and ECA Guard Tower. The bottom tier ones are Russia Tesla and RPG turrets. Overcosted and requires too much space and power for what they provide when you can just use your tanks.
Imagine needing Power.
This post brought to you by GLA gang.
"GLA postal service"
Meanwhile, GLA:
"I think he's doing the Gigachad face over there, it's so hard to tell where he is and what he's doing obviously because the room is fucking dark."
@@IAmTheStig32
Also GLA:
"What, dark? OH, FOR LORD SAKE HAZIZ STOP VOMITING ON THE GENERATOR, I'VE SOLD 12 UGANDIAN CHILDREN FOR THIS ONE."
I have learned a lot of things that I didn't know, like the EMP immunity of Solar Reactor and self-repair of USA buildings. Keep making ROTR content!
Don't forget there is another one for the ECA Back up Solar Reactor well it does give a 100 or 500 power but it became dormant because the Solar Light array isn't activate you'll have to activate it to increase power
It's Solar Power Relay. Cost 2000 and provide 50 power.
To make a quick balancing note here, I feel the USA should have a buffed power system due to their high reliance on power compared to the other factions excluding the ECA.
True, not to mention Fusion Power in reality provides more energy than any type of power plant.
@@AizenVonKleiss Actually, according to the lore of Rise of the Red, USA "Power Plant" isn't a power plant, but a substation receiving power from the actual fusion power plant off-battlefield to distribute at the base. So, it's being as it is is accurate, lore wise, that is.
@@machaiping So it's just a mobile power grid
Especially with the use of drones
@@AizenVonKleissIt's limited by energy extraction circuit unit efficiency.
That's rods need to add lvl3 upgrade - complex digital control system.
If I'm not mistaken, Chinese Fusion reactor(or how it's called) also produces lot of energy. It was enough to supply whole base + 2 nuclear silos.
Breeder reactor, if I recall right?
@@TidusleFlemard Yep, that one
Necessary to produce Black Lotus 😏😏😏@@TidusleFlemard
@@FielValeryRTS AYO
I love your content and hope you continue!
Come on, next time there will be COMMANDOS of all factions
Really enjoying your videos
Hope for your next comparison you do either on the factions jet fighters or heavy anti air
Or superweapons or aiffoce
The fact that if we upgraded the ECA infantry in Barrack(can't remember what it's call) we can just put felin riffle man in the Solar's bunker and can protect enemy infantry and aircraft at the same time
That's why I don't like the standard fusion power plant whenever I play as USA in other mods and prefer what General Alexander has (in other C&C ZH mods like Untitled or Shockwave), aside from being bored with the yellow-green color of the upgraded rods.
Thanks for considering the comments from the previous video about the readability! Although, now I am not sure if I have noticed it in the previous video or I was too focused on Russians having the least readable descriptions, but now its only the US that seem to have barely readable stats.
You know, I had a gut instinct to make the US colors lighter too. I think I did later in the video lol. I should've listened to my instinct.
Holy shit I didn't know that getting a Tech Power Plant increases unit build time for GLA!
It's also the case in the base game.
@@gautheuil6210 You've got to be kidding me! Is the unit production slowed down if you're out of power while playing as any faction beaides GLA? If that's true then it's the same case like C&C 3 and RA 3.
@@dimitrijespasic473 This I don't remember. I'll check this and let you know.
@@gautheuil6210 Thank you
Nice
I'd also like to watch some comparisons for all faction's airforce, both light and heavy from helis to planes please~
Great way of showing each faction.
Missed the opportunity of China's second power plant known as Breeder Reactor
>Coal can produce more power then fusion can
Make it make sense.
Control Rods hotkey is C, also Breeder Reactor is missing; informative video otherwise. I didn't even know you can swap out the ECA's Solar Reactor's addons.
Thanks for pointing that out. I added a pinned comment with the correct information.
I didn't know before that GLA benefits with power to produce vehicles faster.thanks for sharing
Are you testing this on the version 1.86? The open beta 1.87 added a second reactor for ECA. Provides 50 power, and has a temporary ability to generate 300k power for a few seconds
It is on 1.87. I was thinking at the time of just covering the main power plants. I should of just went ahead and added the Solar Relay, Breeder Reactor, etc to the video too.
Fantastic editing!
good content bro👍👍
solar reactor 😂 maybe add some wind turbines on it too
GLA: "Abdul, I swear on Allah, if you trip over in the dark while wearing that vest..."
Make one for the heavy artillery please
I realized my problem with the US power plant, its that the Russian one does almost everything the us one does but better. The output and upgrade nature should really be reversed, especially give that the USA is far more power hungry then it was in Base or ZH.
would be cool to compare the factions super weapons like my personal favorite the tremor AGAS or the solar burst
The conclusion is funny because it’s coal, the least efficient and sustainable long term. Although in the CC multiverse climate change probably isn’t a concern over the existence super weapons and fusion tech and tiberium existing.
I always thought Solar Reactor is a superweapon
their superweapon is the solaris relay, quite similar.
I completely forgot that the GLA doesnt have a powerplant. xD
So coal power is the best, just like in real life.
Long range artilery comparasion please
Heya, stupid question, but how do you actually go about doing these tests? I'm trying to play the Contra mod, which essentially requires you to get kills in order to unlock things, and I want to just have a sort of zero-stress testing environment to do so, as even their 'easy' AI's are a bit annoying to face, constantly interrupting me. I can't find any maps where AI is confined to a location, or otherwise not capable of interrupting me, but it looks like you're possibly playing a multiplayer match with yourself, which I'm equally unsure how to do.
I'm actually playing a custom map that I created myself in world builder. You can do the same with Contra. Another option too, is there is a mod called "rank mod" on ModDB that lets you capture a single tech building (oil derrick, etc) and gives you all 5 ranks instantly. It's excellent for messing around with units locked behind ranks.
I like the idea of ECA only having 1 power plant, but instead of a one and done it should keep the build limit, but have the power down to say 15625 power and then have general powers or other upgrades that double the power. Actually that is already too high.
Maybe start at 10 and each upgrade increases it by 10 times. So 3 general powers a facility, make it so that it already starts as the only power you need but you have to upgrade it if you need more.
That would cost the ECA some much needed cash tho... most defense-to-middle-rushes would be too costly and you'd only see felin/medic combo or double supply opener...
Coal plants have way too much health for their price.
You missed the Chinese Breeder Reactor. Also I haven't played ROTR in a long time, but isn't there a GLA structure that provides some power? I think the Black Market does.
I just wanted to cover the main power plants in this video. And I don't think the GLA have a power plant IIRC.
You might be thinking of another mod. I think the GLA has a wind turbine power plant in one of them. Based on the scrapped content of the vanilla game which was supposed to give the GLA "windmills" according to the fan wiki.
@@Eanki_ ROTR is the only Generals mod I ever played lol And they do have windmills, but they are used as GPS scramblers. I swear ROTR gave them a slight power boost with a certain battle lab, but again, I haven't played it in a couple years.
ECA have Only One Reactor And Airfield but all kinda broken. + ECA have Boss Unit that kinda OP.
In the next ROTR's version (1.9) all faction's will be getting their own epic unit.
The reason the ECA got this reactor is because they are a very space inefficient faction. Their turrets are strong but specialised. They take up space and they need to built different kinds of turrets because their tanks tend to be produced slower and less cost efficient. Giving them multiple smaller weaker reactors would nerf their faction specialty. And they are already the weakest 1v1 faction in multi-player in 1.86. Faction calculus typically went GLA > China > USA >= Russia > ECA. They're very good in team games though.
The real OP faction is the GLA, funnily enough. Their faction is bloated with units that will be divided among the three GLA Generals in the future. So they have lightning bruiser tier units (Marauder Tank, the Grad, and Mercenaries) despite not being a bruiser faction, one super efficient suicide unit (bomb truck) meant only for one GLA general who specialises in it, and what makes that funkier is they earn money from killing too. So they can breakeven at worst, killing one unit for one of theirs (Marauder tank is mine immune, strong, cheap, can stand against other faction MBTs that cost as much as it or more expensive, and is built in 0:08s compared to the ECA Leopard at 0:16s or Russia Kodiak at 0:14s), but even at breakeven, they are earning extra money while the enemy isn't. And the Grad doesn't breakeven. Depending on the player and the enemy, the Grad can kill enough enemy units to pay back its price tag in bounties. And turrets in this mod don't detect stealth units. If you slack on stealth detection or a rocket buggy kills your stealth detector, a disguised bomb truck can slip in and earn enough money to hire two more bomb trucks.
Russia has the Blackbear which is an absolute fucking beast
The longer the game goes on the more it favors Russia. The coal plant is better after the upgrade and costs less than the nuclear reactor. Their superweapon recharges faster too
ECA benefits the most from dragging a game to go longer. And from the vehicle tests done it's commonly Russia taking the lead unupgraded but then falling behind when the upgrades show up.
@@sting2death2 most good eca players will just use dozers to spam defenses and not much else. they only get a handful of good vehicles and the build times are too long.
@@imacolonelinbf2975 Just wait in 1.9 when they get fireported bloodhounds that can carry heavy snipers, lynx with mortars and cryo panzerfausts.
then I wonder how does gla got the stuff then ?? 👍
Ideas for future videos:
Light anti-personnel vehicles
Standard fighter jets
Standard attack helicopters
Superweapons
Heavy AAA
Heavy AA is being made currently
Praise the su...
Oh wait, wrong game.
What game was it?
The US fusion plant weirdly weak
It's the balanced reason.
Also, the US structure will leave some rangers when destroyed.
- US structure can self-repair.
- US's drones also super strong as support unit.
@Hide Freek The devs overvalued reactors not exploding and the value of two rangers vs two conscripts. They should have decreased the price tag for the fusion reactor to 600 imo.
@Nika Ustašica (UNVACCINATED 1776) But that not true in current RotR; Base USA doesn't have the Firebase, they have the Hive and Protector Missile.
@Nika (PUREBLOOD ANTI VAXXER 1776) Firebase will be a thing for Thorn (infantry) and the thing is, a cyclops requires 6 power, a plant only produce 5. Out of all factions USA is the most power hungry yet the least efficient power plant.
@@hidefreek6905 US structures self repair at a slow rate, it's only viable for like machinegun damage you still need dozers for heavy repairs
GLA;no no no 😭😞