Command & Conquer: Tiberian Sun beginner base and Tiberium economy guide
Start production without exposing the one vehicle that funds it.
Edition covered
Original Tiberian Sun (1999), available with Firestorm in the current PC package. Guides cover original GDI and Nod mechanics; Firestorm-specific units and campaigns are separate.
Connect the economy to the base

Build a Refinery with a usable path to Tiberium, then inspect the actual Harvester movement. A refinery too far from the field increases travel time and exposure.
| Function | Structure | Why it matters |
|---|---|---|
| Construction | Construction Yard | Builds the base structures |
| Power | Power Plant | Supports operational buildings |
| Income | Tiberium Refinery | Converts collected Tiberium to credits |
| Vehicles | War Factory | Produces armor and replacement vehicles |
Choose construction around the next need
Power, infantry production, vehicle production and radar each solve a different problem. Secure basic income and defense before spending heavily on advanced technology.
| Symptom | Check | Response |
|---|---|---|
| No credits | Harvester status | Replace or redirect a missing collector |
| Long pauses | Distance to the field | Consider a safer nearer refinery |
| Harvester losses | Enemy access to the route | Escort and scout the route |
| Low power | Generators and consumption | Restore the power margin |
Keep ordinary infantry out of Tiberium
Tiberium is hazardous to ordinary infantry. Plan routes around the field and avoid treating it as a safe rally area for the whole army.
Save before a mission transition
Campaign maps can reveal new objectives and enemy positions. Keep a reserve and a separate save before triggering a major objective instead of committing every unit to one edge of the map.
References
| Reference | Website |
|---|---|
| Publisher game and edition listing | store.steampowered.com |
| Westwood original manual | static.wikia.nocookie.net |
