Command & Conquer: Red Alert 2 beginner build order, ore and power
Build a working base before committing to a large assault.
Edition covered
Original Red Alert 2 (2000), supplied in the modern Red Alert 2 and Yuri's Revenge package. The guide covers Allies and Soviets; Yuri's Revenge adds a separate faction and altered roster.
Start from the Construction Yard

Deploy the MCV when a mission gives you one, then establish power and ore income. Keep space for production buildings and a clear refinery entrance so the miners can unload.
| Priority | Structure or unit | Purpose |
|---|---|---|
| Deploy | MCV into Construction Yard | Enable base construction |
| Power | Power Plant or Tesla Reactor | Run the expanding base |
| Income | Refinery and miner | Convert deposits into credits |
| Production | Barracks and War Factory | Produce scouts and fighting units |
Read the early economy
Ore and gems become credits at the refinery. Allied Chrono Miners teleport back to unload; Soviet War Miners return by driving and have a defensive gun.
| Miner | Faction | Practical effect |
|---|---|---|
| Chrono Miner | Allies | Drives out and teleports back to unload |
| War Miner | Soviets | Carries a gun but still needs protection |
| Refinery access | Both | Leave unloading space usable |
| Depleted ore | Both | Scout a new field or expand |
Scout around the ore field
The nearest ore is not always the safest. Check the route for enemy tanks, infantry and exposed bridges before relying on a distant field.
Spend on a supported army
A War Factory does not replace infantry or anti-air support. Add the counter your opponent is forcing you to use, and preserve enough money to replace a lost miner.
References
| Reference | Website |
|---|---|
| Publisher game and edition listing | store.steampowered.com |
| Westwood original manual | static.wikia.nocookie.net |
