Facilities (Piratez)
This page may be outdated. It is up-to-date for version 0.99. The latest version is v.N1. |
The following facilities can be built in Piratez, whether at the start or through research.
Quick Reference Guide
Structure | Construction Cost | Maintenance Cost | Construction Time | Requires Facility? | Stackable? | Allows Research? | Allows Manufacture? | Provides Storage? |
---|---|---|---|---|---|---|---|---|
Access Lift * | $300,000 | $10,000 | 1 day | No | No | No | No | No |
Corridor | $75,000 | $1,000 | 6 days | No | No | No | No | No |
Barracks | $250,000 | $7,500 | 16 days | No | Yes | No | No | Yes, 25 Bunks |
Laboratory ** | $75,000,000 | $75,000 | 99 days | No | No | Yes, 15 Brainers | No | No |
Workshop | $800,000 | $75,000 | 32 days | No | Yes | No | Yes (Basic), 30 Runts | No |
Vaults | $125,000 | $2,500 | 10 days | No | Yes | No | No | Yes, 75 Storage |
Armored Vaults **** | $500,000 | $12,500 | 20 days | No | Yes | No | No | Yes, 125 Storage |
Prison Cells | $400,000 | $15,000 | 18 days | No | Yes | No | No | Yes, 20 Prisoners |
Hangar | $200,000 | $25,000 | 25 days | No | Yes | No | No | Yes, 1 Vessel |
Hi-Res Radar | $500,000 | $7,500 | 12 days | No | No | No | No | No |
Overcharged Radar | $800,000 | $15,000 | 25 days | No | No | No | No | No |
Missile Silo | $600,000 | $20,000 | 16 days | No | Yes | No | No | No |
Summoning Circle | $800,000 | $30,000 | 22 days | No | Yes | No | Yes (Magical), 10 Runts | No |
VooDoo School | $1,650,000 | $50,000 | 24 days | No | No | No | No | No |
Hyper-Wave Decoder | $2,000,000 | $50,000 | 26 days | No | No | No | No | No |
Laser Defenses | $450,000 | $10,000 | 22 days | No | Yes | No | No | No |
Plasma Battery | $2,500,000 | $30,000 | 34 days | Yes, Power Station | Yes | No | No | No |
Fusion Ball Silo | $4,000,000 | $50,000 | 34 days | Yes, Fusion Reactor | Yes | No | No | No |
Hideout Shroud | $1,500,000 | $35,000 | 33 days | No | No | No | No | No |
Grav Shield | $3,250,000 | $50,000 | 38 days | Yes, Fusion Reactor | No | No | No | No |
Fire Pit | $110,000 | $2,000 | 12 days | No | Yes | No | No | No |
Gas Chamber | $130,000 | $2,000 | 12 days | No | Yes | No | No | No |
Outpost | $150,000 | $5,000 | 10 days | No | Yes | No | No | Yes, 10 Bunks & 25 Storage |
Large Vaults | $1,000,000 | $20,000 | 24 days | No | Yes | No | No | Yes, 425 Storage |
Library | $1,050,000 | $45,000 | 18 days | No | Yes | Yes, 1 Brainer | No | No |
Still *** | $900,000 | $10,000 | 24 days | No | Yes | No | Yes (Alcohol), 10 Runts | No |
Flak Cannon | $275,000 | $7,500 | 12 days | No | Yes | No | No | No, 10 Bunks |
SAM Site | $350,000 | $12,500 | 12 days | No | Yes | No | No | No, 10 Bunks |
Gauss Battery | $1,000,000 | $15,000 | 28 days | No | Yes | No | No | No |
Large Barracks | $1,500,000 | $50,000 | 24 days | No | Yes | No | No | Yes, 120 Bunks & 25 Storage |
Luxury Barracks | $925,000 | $25,000 | 20 days | No | Yes | No | No | Yes, 35 Bunks |
Surgery Room | $1,750,000 | $60,000 | 24 days | Yes, Library | Yes | Yes, 1 Brainer | Yes (Surgical), 10 Runts | No |
Study Room | $1,500,000 | $65,000 | 26 days | Yes, Library, Power Station, Still & Surgery Room | Yes | Yes, 2 Brainers | No | No |
Computer Core | $5,000,000 | $150,000 | 36 days | No | Yes | Yes, 3 Brainers | No | No |
Industrial Printer | $2,250,000 | $125,000 | 35 days | No | Yes | No | Yes (Basic, Advanced), 100 Runts | No |
Factory | $15,000,000 | $300,000 | 40 days | Yes, Power Station | Yes | No | Yes (Basic), 450 Runts | No |
Power Station | $1,500,000 | $-100,000 | 30 days | No | Yes | No | No | No |
Fusion Reactor | $3,600,000 | $100,000 | 42 days | Yes, Power Station | Yes | Yes, 2 Brainers | No | No |
Dojo | $650,000 | $20,000 | 20 days | No | Yes | No | No | No |
Luxury Spa | $5,400,000 | $95,000 | 28 days | No | Yes | No | No | No |
Mint | $2,000,000 | $40,000 | 48 days | No | Yes | No | Yes (Counterfeit), 10 Runts | No |
Extractor | $350,000 | $15,000 | 26 days | No | Yes | No | Yes (Extractor), 20 Runts | No |
Refinery | $1,400,000 | $25,000 | 30 days | Yes, Well | Yes | Yes, 1 Brainer | Yes (Refinery), 10 Runts | No |
* GEOSCAPE.EXE says the Access Lift takes 1 day to build and costs $300k, but in fact it is constructed instantaneously, and its cost varies depending the region of Earth where you choose to place it.
** The Laboratory is constructed instantaneously once first hideout is built and can never be rebuilt or researched. Take care of this facility as you will only ever have one. Placing it far from the Access Lift and/or Hangers is ideal to avoid losing the facility if damaged sufficiently during a Hideout Defense.
*** The Still is constructed instantaneously once first hideout is built and requires appropriate research to construct any further Stills, whether in the first hideout or any new bases.
*** The Armored Vault is constructed instantaneously once first hideout is built and requires appropriate research to construct any further Armored Vaults, whether in the first hideout or any new bases.
Facility List
Initial Hideout Facilities
Access Lift * |
The access lift is always the first facility to be constructed at a new hideout. An easy guess what it does. Or so I hope. OK. It allows access - to both welcomed and unwelcomed guests. Especially the rude kind who, when you ignore the doorbell, blow the door out. |
Source: Piratez Bootypedia
|
Corridor |
A simple 4-way passage, can be built to link outlying parts of a Hideout to the piping and power grid. |
Source: Piratez Bootypedia
|
Outpost |
Small and cheap radar facility with 10 bunks and 25 storage space, ideal for backwater hideouts. It is of a budget variety, with a 650 nautical miles detection radius, yet it can detect any flying object within that radius with a 100% accuracy... with scans being made every half hour sharp. |
Source: Piratez Bootypedia
|
Barracks |
This is where we live, eat and do all sorts of (better left unsaid) stuff to fight the endless boredom. Each block can hold up to 25 free people, be it hands, runts or brainers. |
Source: Piratez Bootypedia
|
Vaults |
All equipment, guns, munitions, treasures and assorted junk are placed in Vaults, including equipment assigned to craft in hangars. While we can always find ways to stuff new production and plunder somewhere else, you won't be able to buy anything on the Black Market while the Vaults are full. Each can hold up to 75 units of storage, which translates into 15 ship reactor cores or almost 400 rifle-sized guns. |
Source: Piratez Bootypedia
|
Armored Vaults **** |
This advanced storage facility can house 125 units of wares and/or warez, and is defended by an autonomous anti-aircraft mounting. (Defense value 250, hit percentage 70%) (note that the initial hideout will start with an Armored vault from version .97 on) |
Source: Piratez Bootypedia
|
Large Vaults |
Bigger is better, ain't it? These huge vaults allow to store more loot than a statistical pirate can count (namely, 425 units). |
Source: Piratez Bootypedia
|
Prison Cells |
Each cell block has space for 15 special guests who can be released for ransom - either normally (Fence), or after robbing them of their possessions first (with a better yield than from a dead corpse), if it's worth it; to do that, check the Robbery category in the Workshop. The numbers represent: 1. armor parts; 2. faction related stuff; 3. common merchandise. You will also get ransom money (in Blue Chips), but, since they're damaged goods, only half the normal value. To rob a prisoner, you need to interrogate them first. Interrogated prisoners are released (or killed, if they're monsters), and you get some loot from them (as much as from a dead one, the rest is damaged in the process). |
Source: Piratez Bootypedia
|
Hi-Res Radar |
Without radars, you are effectively blind. Or at least one-eyed, as detecting any prey would require patrolling the skies with your craft. This radar is a large version of a hi-resolution system mounted on crafts. A full sweep takes 30 minutes and automatically detects any craft within the range of 1250 nautical miles. |
Source: Piratez Bootypedia
|
Overcharged Radar |
With a range of 2000 nautical miles, this device covers a huge area, but costs helluva money. However, it can be also used to jam the navigational devices of landing enemy craft, hopefully making them crash. (Defense value 150, hit percentage 70%) |
Source: Piratez Bootypedia
|
Hangar |
Each hangar can accommodate one vessel. There are facilities for maintenance, refueling and repair the assigned craft. Each vessel stationed at a hideout must have a free hangar assigned to it which cannot be used by any other vessel, even if the assigned vessel is out on a mission. Sorry, Cap'n. The pilots and their ground crew have their bizarre rules, and we either follow them, or grow wings." |
Source: Piratez Bootypedia
|
Extractor |
A place of industry, it has a shaft that reaches into the bowels of the Earth and allows to extract various resources from the slimy nukage that keeps us all healthy radiated. It is also equipped with some tools that'll allow up to 20 Runts to produce various simple equipment. Take note that stuff requiring intricate tools, like firearms, cannot be manufactured here. |
Source: Piratez Bootypedia
|
Still *** |
A masterpiece of technology, a symbol of triumph of mind over matter, a place of happiness. All in one, albeit a bit smelly, facility. Without it present on-site, a Hideout cannot produce any alcoholic beverages. In addition to providing this functionality, it provides workspace for 10 Runts, but with no Workshops present, you can use it only to make alcohol. |
Source: Piratez Bootypedia
|
Workshop |
A real workshop, armed with modern tools, is needed to manufacture anything that looks more like a laser gun than a stone axe (to do the latter, an Extractor is enough). Maximum capacity is 30 runts. This tech provides us with an unlimited supply of Runt Outfits. |
Source: Piratez Bootypedia
|
Laboratory ** |
Oi Cap'n, here you see the fabled Science Lab of old we found in here! No touching stuff! It'll bite you! We can discover ancient and new secrets for you - all you need is to give us Brainers an order! This be a real treasure - here we have the tools to invent new stuff, makes sense of old stuff and interrogate prisoners. If we had no Laboratory, we'd been just common bandits. We can cram inside up to 15 really expensive people before they'll start killing each other. Any item that's being researched will be destroyed. |
Source: Piratez Bootypedia
|
Library |
This luxury facility is used to store all kinds of books, paper, crystal and electronic, romance, adventure, erotica and even an occasional arcane work. It can serve as a workplace for a single Brainer. However, good books are hard to find and extremely expensive, so establishing such a place is a major expenditure (a waste of money, some would say). |
Source: Piratez Bootypedia
|
Researchable Hideout Facilities
Large Barracks |
We have designed a larger and more efficient version of Living Quarters, with extra creature comforts to boot. It can house up to 120 people and contains small storage (25 space). However, expensive materials used mean it is also less than dirt-cheap. |
Source: Piratez Bootypedia
|
Luxury Barracks |
This state-of-the-art facility is enviromentally sealed and, thanks to better ergonomics and top-notch creature comforts, allows us to squeeze 35 people in while still granting them good night's sleep - if that's what they want, that is. It also features a defensive laser cannon mounted on top of it. Still it is encouraged to send the occupants to off-barracks activities as often as possible, there is only that much overcrowding people can take before they start killing each other. |
Source: Piratez Bootypedia
|
Hyper-wave Decoder |
With this device installed, we no longer need to rely on fickle radar detection. The Decoder taps directly into encrypted communication channels and not only instantly pinpoints any craft in range, but also provides a lot of intelligence on it. The maximum range is 2000 nautical miles. |
Source: Piratez Bootypedia
|
Flak Cannon |
A decent-sized anti-aircraft cannon, or three, can fend off some less powerful ships from attacking our base. The facility also contains gun crew barracks, housing 10 people. |
Source: Piratez Bootypedia
|
SAM Site |
This facility greets any unwelcomed guests with a volley of Stingray missiles. A bit low damage for the cost, but a successful hit is assured. Includes crew compartment for 5 occupants. |
Source: Piratez Bootypedia
|
Missile Silo |
A silo hosting Avalanche nuclear missiles, ready to greet any unwelcomed guests. They'll obliterate smaller landing ships in a single salvo. However, the missiles have only a small window of opportunity to fire, unless we want to nuke our own base, and still, several hits are needed to destroy military-class vessels, and each of these silos will have only a single chance to fire. |
Source: Piratez Bootypedia
|
Laser Defenses |
A stationary battery of heavy lascannons might not be as imposing as a missile silo, but it is much more accurate and much cheaper to maintain. It can also be used for laser weapon testing purposes. |
Source: Piratez Bootypedia
|
Gauss Battery |
Comparing to other defense systems, a railgun battery can boast high firepower but is quite expensive to maintain. However it also provides a test platform for gauss weapon research. |
Source: Piratez Bootypedia
|
Plasma Battery **** |
Plasma beam defenses provide powerful and efficient protection against incursion by hostile craft. However the facility can't run on a standard power grid and requires a Power Station to function. |
Source: Piratez Bootypedia
|
Fusion Ball Silo ***** |
Fusion missiles are the ultimate in hideout defense. These missiles create an anti-matter implosion which destroys everything within a specific radius. However a Fusion Reactor is needed to power the facility. |
Source: Piratez Bootypedia
|
Grav Shield ***** |
The Gravity shield slows enemy craft attempting to land near the hideout, allowing all defense systems to fire twice. In practice this will double the effectiveness of any defense systems. A Fusion Reactor is needed to provide neccessary (sic) power. And no, building multiples won't stack. |
Source: Piratez Bootypedia
|
Fire Pit |
Anyone who carelessly strolls into this seemingly normal corridor will trigger firebombs hidden in its walls. Even if they don't roast the trespasser, they'll make them to pause for a moment at least. Warning: the fuses aren't infallible and sometimes they'll fail to arm immediately." |
Source: Piratez Bootypedia
|
Gas Chamber |
This room is equipped with hidden bombs, releasing powerful sleeping gas when someone walks close to them. Capturing prisoners has never been so easy, unless they wear gas masks, that is. |
Source: Piratez Bootypedia
|
Dojo |
This building houses a special, dangerous training course, which, aided by certain chemical substances, improves trainee's statistics on a daily basis. The facility consists of a shooting range (with targets that return fire), a boxing ring, some boring weights and last but not least, an arcade room! However, the course is very intensive and each Dojo can service only 5 Hands at a time. Wounded Hands do not benefit from the Dojo until fully healed. Dojo can't train stats past a certain threshold: 66 (Strength, Health, Throwing); 85 (TUs, Firing); 100 (Melee, Stamina). Reactions and Bravery aren't trained. |
Source: Piratez Bootypedia
|
Luxury Spa |
Besides the huge swimming pool (yaaay!), this facility contains all sorts of entertainment, recreational and training improvements: a fighting ring, a games terrace (with a great view), an arcade room, a sauna and more. It not only allows to draw in 30 hands to improve their physical fitness, but might be useful for training our auxilia as well, and generally increases the civilizational and sanitational level of a Hideout. Dress code of this facility says 'the less, the better', a Swimsuit is the maximum allowed. |
Source: Piratez Bootypedia
|
VooDoo School |
Here we can assess the magical aptitude of all hands on deck and help them in further developing their sorcery. The actual magical potential (called henceforth VooDoo Mastery) is equal to the VooDoo Power times VooDoo skill, so do not expect much of those who have low Power; but they at least can learn some defense against enemy dark arts here, as the defense is equal to Power plus 20% of Skill. |
Source: Piratez Bootypedia
|
Summoning Circle |
This arcane facility allows us to perform magic rites needed to get all sorts of magical stuff (not all magical stuff requires it, though). It provides workspace for 10 Runts for that purpose. Just be careful during Hideout Defenses, who knows what can be accidentally summoned amidst the ensuing chaos... |
Source: Piratez Bootypedia
|
Hideout Shroud |
A huge version of the stealth device we mount on our ships, this facility will drastically reduce the chances of our hideout being spotted. Normally, the chances of being spotted rise with the number of buildings in the hideout (although there is only about 30% difference between a smallest and a fully built-up Hideout); the Mind Shield will halve this chance. If we build two Mind Shields, the chance will be reduced to 1/3rd, and so on - any number of them will stack, albeit with diminishing returns... but we theorize that building 21 Mind Shields would render any Hideout fully undetectable. |
Source: Piratez Bootypedia
|
Mint |
Provides tools for making counterfeit money. Having it present at a Hideout allows you to ctrl+P all your financial problems away just like you were Traders' Guild, how cool is that? Provides workspace for 10 Runts. |
Source: Piratez Bootypedia
|
Industrial Printer |
This is a Workshop-type facility. While less space-effective than an equivalent of 4 Workshops (providing workspace for a mere 100 Runts), it is definitely more cost-effective. Even more importantly, it allows manufacturing of items with very intricate internal structure, especially advanced armor suits. |
Source: Piratez Bootypedia
|
Factory **** |
Look how far we've made it, Capn' (sic). From a lousy, cramped hideout, to this - our own centre of industrial production. It can provide workspace for up to 450 runts, while cutting operation costs by almost a half as compared to a Workshop when fully staffed. A Factory requires a Power Station. |
Source: Piratez Bootypedia
|
Power Station |
This facility, while quite expensive to build, immediately starts to be a cash earner since it can be used to power other facilities, and any excess electricity can be sold. On top of that, we need this facility for any manufacturing process that requires unusually high energy density. |
Source: Piratez Bootypedia
|
Fusion Reactor |
There is little gain from understanding the containment field physics if we can't put it to practical use. A Fusion Reactor installed at a Hideout lets us manufacture ammunition and other equipment dependant (sic) on this technology. It additionally allows to power the most advanced defensive facilities and provides research opportunities for 2 Brainers. However it needs a Power Station to run. |
Source: Piratez Bootypedia
|
Refinery |
Allows manufacture of Chemicals and advanced chemical weapons. Provides workspace for 10 Runts and lab space for 1 Brainer. Requires an Extractor present to be built. |
Source: Piratez Bootypedia
|
Surgery Room |
This one requires a Library present to operate. Note the double meaning of the word, ha, ha. Anyhow. Various surgical procedures need such a specialized environment to be performed, and this facility houses 1 Brainer and 10 Runts. |
Source: Piratez Bootypedia
|
Study Room |
If we want to seriously increase our research speed, this is our best bet. Each of those facilities allows 2 Brainers to work on any project of your choice. However, a Hideout intended to house them first needs at least one of each: Library, Surgery Room, Still (to help with abstract thinking) and Power Plant. |
Source: Piratez Bootypedia
|
Computer Core |
This facility houses a battery of obscenely-expensive (sic), powerful computers, allowing us to crunch megatons of numbers. It can be used to conduct hacking, just like the Lab, and gives workspace for 3 extra Brainers. This extra brainpower may come in handy, as the facility is required (along with a Library) to pursue the 'Higher Studies' research project, that'll allow us to unlock even higher technologies, but is likely to be extremely slow to complete. |
Source: Piratez Bootypedia
|
Facility Functions
Certain facilities in our Hideouts provide required functions. These may enable researching certain techs, constructing specialized buildings, and manufacturing items and crafts. Some functions maybe provided by numerous different facilities, while some facilities provide more than one function. The following functions are defined in the ruleset:
Initial Base Functions
Production
- WORKS - Workshop. The most basic fabrication FUNCTION that permits the majority of projects. Over 451 items require this most basic function to be manufactured or constructed, thus is a good asset in most every hideout.
- SHOP - Smithy. Consider this function one that allows for fabrication of more primitive tools and goods. This is related to the WORKS function and is provided by most facilities that provide it. The Extractor is an additional facility that provides this function.
- WELL - Extractor Well. The Extractor permits the Hideout to tap the murky radioactive depths with all of their horrors and opportunities.
- ALKO - Alcohol (Still). This function allows the production of alcoholic beverages. Valuable both for its revenue potential as well as therapeutic abilities.
Reseach
- LAB - Laboratory. This is essentially a scientific and research Function allowed by that precious single lab in the initial hideout.
- CPU - Computer Processing Unit. This function allows data crunching activities found in Hacking. The working computer found in our base Laboratory provides this capability but other more advanced structures may also provide it.
Advanced Functions
Production
- MINT - Mint. This function allows us to start printing our own money! Start the presses! (You did hang on to cred chips, right?)
- PRINT - Industrial Printer. This function is required for extremely advanced fabrication projects. High tech weapons and armors will be essentially unavailable without this.
- PWR - Power Plant. This function relates to the need for energy production and is generally required for energy weapon power sources.
- FUS - Fusion Reactor. More powerful energy weapons need even more power, and this function provides it. High end plasma and laser munitions are finally in reach.
- SUMM - Summoning Circle. This Function begins to allow us to explore the dark realms and all of their horrors.
- REFI - Refinery. This Function makes use of hard won knowledge of Advanced Chemistry. Its like our own little Meth Lab!
- SPA - Luxury Spa. This is a high-end function that has only one use at the moment, and optional at that. Consider it a small benefit from having this glorious spa facility onsite.
Defense
- LAS - Laser Defenses. This function is an absolute requirement for fabrication of Laser weapons systems.
- GAUSS - Gauss Defenses. This function is an absolute requirement for fabrication of XCOM-Gauss (XG) weapons systems.
Research
- LIB - Library. This function represents the room full of books that may be necessary for new facilities, some educational advancements as well as fabrication/transformation processes.
- CPU2 - Computer Core. Only the most advanced computing facility provides this function. Our technical understanding can only advance so far without the use of such a facility.
Function Table
Function | Provided By: | Allows | Research | Manufacture |
---|---|---|---|---|
WORKS |
|
Over 410 items | ||
SHOP |
|
Expand for complete list
| ||
WELL | Extractor |
|
Expand for complete list
| |
REFI | Refinery |
| ||
LAS | Laser Defenses | Expand for complete list
| ||
ALKO | Still | Study Room | Expand for complete list
| |
GAUSS | Gauss Defenses | Expand for complete list
| ||
SPA | Luxury Spa | Super Maid | ||
MINT | Mint | Expand for complete list
| ||
SUMM | Summoning Circle | Expand for complete list
| ||
Industrial Printer | Expand for complete list
| |||
PWR | Power Plant |
|
Expand for complete list
| |
FUS | Fusion Reactor |
|
Expand for complete list
| |
LAB | Laboratory | Medical Supplies | ||
LIB | Library |
|
|
Expand for complete list
|
SUR | Surgery | Study Room | Expand for complete list
| |
CPU |
|
Expand for complete list
| ||
CPU2 | Computer Core | Higher Studies |
Manufacturing
A complete list of manufactured items can be viewed here: Manufacturing (Piratez)
Functionless Manufacturing
All Extractions, Slaveries, Robberies