Difference between revisions of "Facilities (Piratez)"
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{{Ref Open | title = [[Access Lift (Piratez)| Access Lift]] * }}[[Image:Base-lift.gif|30px|left|Access Lift]] | {{Ref Open | title = [[Access Lift (Piratez)| Access Lift]] * }}[[Image:Base-lift.gif|30px|left|Access Lift]] | ||
<div id="Access Lift"> | <div id="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. It cannot be made fully secure, though, as we need the traffic of workers and slaves who live aboveground. | + | "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. It cannot be made fully secure, though, as we need the traffic of workers and slaves who live aboveground." |
</div> | </div> | ||
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{{Ref Open | title = [[Burrow (Piratez)| Burrow *****]] }}[[Image:Base-burrow.png|30px|left|Burrow]] | {{Ref Open | title = [[Burrow (Piratez)| Burrow *****]] }}[[Image:Base-burrow.png|30px|left|Burrow]] | ||
<div id="Burrow"> | <div id="Burrow"> | ||
− | A stylish (and drafty) general-use cave dwelling. Can house up to 10 people, as well as 10 animals (tamed or otherwise). It also provides 25 storage space. | + | "A stylish (and drafty) general-use cave dwelling. Can house up to 10 people, as well as 10 animals (tamed or otherwise). It also provides 25 storage space." |
</div> | </div> | ||
{{Ref Close | source = Piratez Bootypedia}} | {{Ref Close | source = Piratez Bootypedia}} | ||
{{Ref Open | title = [[Barracks (Piratez)| Barracks]] }}[[Image:Base-quarters.gif|30px|left|Barracks]] | {{Ref Open | title = [[Barracks (Piratez)| Barracks]] }}[[Image:Base-quarters.gif|30px|left|Barracks]] | ||
<div id="Barracks"> | <div id="Barracks"> | ||
− | This is where we live, eat, recover from wounds 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. | + | "This is where we live, eat, recover from wounds 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." |
</div> | </div> | ||
{{Ref Close | source = Piratez Bootypedia}} | {{Ref Close | source = Piratez Bootypedia}} | ||
{{Ref Open | title = [[Prison Cells (Piratez)| Prison Cells]] }}[[Image:Base-containment.gif|30px|left|Prison Cells]] | {{Ref Open | title = [[Prison Cells (Piratez)| Prison Cells]] }}[[Image:Base-containment.gif|30px|left|Prison Cells]] | ||
<div id="Prison Cells"> | <div id="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 | + | "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, as long as they're honorable, are released in exchange for their information." |
</div> | </div> | ||
{{Ref Close | source = Piratez Bootypedia}} | {{Ref Close | source = Piratez Bootypedia}} | ||
{{Ref Open | title = [[Vaults (Piratez)| Vaults]] }}[[Image:Base-stores.gif|30px|left|Vaults]] | {{Ref Open | title = [[Vaults (Piratez)| Vaults]] }}[[Image:Base-stores.gif|30px|left|Vaults]] | ||
<div id="Vaults"> | <div id="Vaults"> | ||
− | All equipment, guns, munitions, treasures and assorted junk are placed in Vaults, including equipment assigned to craft in hangars. You won't be able to buy anything on the Black Market and any loot you get from the battlefield needs to be immediately sold 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. | + | "All equipment, guns, munitions, treasures and assorted junk are placed in Vaults, including equipment assigned to craft in hangars. You won't be able to buy anything on the Black Market and any loot you get from the battlefield needs to be immediately sold 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." |
</div> | </div> | ||
{{Ref Close | source = Piratez Bootypedia}} | {{Ref Close | source = Piratez Bootypedia}} | ||
{{Ref Open | title = [[Armored Vaults (Piratez)| Armored Vaults]] ****}}[[Image:Base-ArmoredVaults.gif|30px|left|Armored Vaults]] | {{Ref Open | title = [[Armored Vaults (Piratez)| Armored Vaults]] ****}}[[Image:Base-ArmoredVaults.gif|30px|left|Armored Vaults]] | ||
<div id="Armored Vaults"> | <div id="Armored Vaults"> | ||
− | This advanced storage facility can house 175 units of wares and/or warez, and is defended by an autonomous anti-aircraft mounting. | + | "This advanced storage facility can house 175 units of wares and/or warez, and is defended by an autonomous anti-aircraft mounting." |
− | |||
− | |||
</div> | </div> | ||
{{Ref Close | source = Piratez Bootypedia}} | {{Ref Close | source = Piratez Bootypedia}} | ||
{{Ref Open | title = [[Hi-Res Radar (Piratez)| Hi-Res Radar]] }}[[Image:Base-small_radar.gif|30px|left|Hi-Res Radar]] | {{Ref Open | title = [[Hi-Res Radar (Piratez)| Hi-Res Radar]] }}[[Image:Base-small_radar.gif|30px|left|Hi-Res Radar]] | ||
<div id="Hi-Res Radar"> | <div id="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. Constructing this facility requires the 'Communications' technology. | + | "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. Constructing this facility requires the 'Communications' technology." |
</div> | </div> | ||
{{Ref Close | source = Piratez Bootypedia}} | {{Ref Close | source = Piratez Bootypedia}} | ||
{{Ref Open | title = [[Hangar (Piratez)| Hangar]] }}[[Image:Base-hangar.gif|60px|left|Hangar]] | {{Ref Open | title = [[Hangar (Piratez)| Hangar]] }}[[Image:Base-hangar.gif|60px|left|Hangar]] | ||
<div id="Hangar"> | <div id="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." | + | "Each hangar can accommodate one vessel. There are facilities for maintenance, refueling and repair for 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. Each Hangar increases Workshop space by 5." |
</div> | </div> | ||
{{Ref Close | source = Piratez Bootypedia}} | {{Ref Close | source = Piratez Bootypedia}} | ||
{{Ref Open | title = [[Extractor(Piratez)| Extractor]] }}[[Image:Base-well.gif|30px|left|Extractor]] | {{Ref Open | title = [[Extractor(Piratez)| Extractor]] }}[[Image:Base-well.gif|30px|left|Extractor]] | ||
<div id="Extractor"> | <div id="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 | + | "A place of industry, it has a shaft that reaches into the bowels of the Earth and allows us to extract various resources from the slimy nukage that keeps us all healthily radiated. It allows up to 20 Runts to produce various simple equipment. Take note that stuff requiring intricate tools, like firearms, cannot be manufactured here. Some projects take space, limiting the number of workers. A single Hideout can support at most 3 Extractors. WARNING: After a project is started ('AYE' was clicked), cancelling it will destroy ALL components allocated. To avoid it, be sure to dismiss unwanted projects immediately by the 'BEGONE' button. The 'REFUND' button, if present, returns components and money." |
</div> | </div> | ||
{{Ref Close | source = Piratez Bootypedia}} | {{Ref Close | source = Piratez Bootypedia}} | ||
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{{Ref Open | title = [[Laboratory (Piratez)| Laboratory]] ** }}[[Image:Base-lab.gif|30px|left|Laboratory]] | {{Ref Open | title = [[Laboratory (Piratez)| Laboratory]] ** }}[[Image:Base-lab.gif|30px|left|Laboratory]] | ||
<div id="Laboratory"> | <div id="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, | + | "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, make 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. Researched items will be destroyed or taken away by the Brainers, with rare exceptions. The Lab increases storage space by 50." |
</div> | </div> | ||
{{Ref Close | source = Piratez Bootypedia}} | {{Ref Close | source = Piratez Bootypedia}} |
Revision as of 18:25, 2 November 2018
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 Research? | Requires Facility? | Stackable? | Allows Research? | Allows Manufacture? | Provides Storage and/or Training? | Radar Range | Defense |
---|---|---|---|---|---|---|---|---|---|---|---|
Access Lift * | $300,000 | $10,000 | 1 day | No | No | No | No | No | No | None | None |
Security Corridor | $75,000 | $1,000 | 8 days | Yes, Electrics & Electronics | No | Yes | No | No | No | None | None |
Barracks | $250,000 | $7,500 | 16 days | Yes, Contact: Builders' Hall | No | Yes | No | No | Yes, 25 Bunks | None | None |
Burrow ***** | $75,000 | $1,000 | 14 days | No | No | Yes | No | No | Yes, 10 Bunks, 10 Animals & 25 Storage | None | None |
Beast Den | $225,000 | $5,000 | 14 days | Yes, Beast Den | No | Yes | No | Yes, BEAST DEN | Yes, 20 Animals & 50 Storage | None | None |
Old Earth Lab ** | $75,000,000 | $75,000 | 75 days | No | No | No | Yes, 15 Brainers | Yes (LABO, LABO/C-CORE) | Yes, 50 Storage | None | None |
Workshop | $800,000 | $75,000 | 32 days | Yes, Workshop | No | No | No | Yes (WORKSHOP, ANY MANUF.), 30 Runts | No | None | None |
Vaults | $125,000 | $2,500 | 10 days | Yes, Inspect Machinery | No | Yes | No | No | Yes, 75 Storage | None | None |
Armored Vaults **** | $500,000 | $12,500 | 20 days | Yes, Heavy-Duty Construction | No | Yes | No | No | Yes, 175 Storage | None | 250 |
Prison Cells | $200,000 | $15,000 | 16 days | Yes, Contact: Builders' Hall | No | Yes | No | No | Yes, 15 Prisoners | None | None |
Hangar | $200,000 | $25,000 | 25 days | Yes, Minecraft | No | Yes | No | Yes (ANY MANUF.), 5 Runts | Yes, 1 Vessel | None | None |
Hi-Res Radar | $375,000 | $7,500 | 12 days | Yes, Communications | No | Yes | No | No | No | 1250, 80% | None |
Overcharged Radar | $875,000 | $15,000 | 25 days | Yes, Overcharged Radar | No | Yes | No | No | No | 2000, 80% | 150 |
Missile Silo | $600,000 | $20,000 | 16 days | Yes, Missile Silo | No | Yes | No | No | No | 350, 100% | 1200 |
Summoning Circle | $850,000 + 10 Hypno Panel | $30,000 | 22 days | Yes, Summoning Circle | Yes, Library | Yes | Yes, 3 Brainers | Yes (SUMMONING), 10 Runts | No | None | None |
VooDoo School | $1,650,000 + 10 Hypno Panels | $50,000 | 24 days | Yes, VooDoo School | No | Yes | No | No | No | None | None |
Hyper-Wave Decoder | $1,600,000 + 6 Slave AI | $85,000 | 26 days | Yes, Hyper-Wave Decoder | No | Yes | No | No | No | 2000, 100% | None |
Laser Battery | $450,000 | $10,000 | 22 days | Yes, Laser Battery | No | Yes | No | No | No | 350, 100% | 500 |
Plasma Battery | $2,500,000 | $30,000 | 34 days | Yes, Plasma Defenses | Yes, Power Station | Yes | No | No | No | 350, 100% | 1000 |
Fusion Ball Silo | $4,250,000 | $50,000 | 34 days | Yes, Fusion Ball Defense | Yes, Fusion Reactor | Yes | No | No | No | 350, 100% | 1600 |
Hideout Shroud | $675,000 | $25,000 | 25 days | Yes, Hideout Shroud | No | No | No | No | No | None | None |
Repulsor Defense | $3,250,000 + 30 Force Circuitry | $50,000 | 38 days | Yes, Repulsor Defense | Yes, Fusion Reactor | No | No | No | No | None | None |
Fire Pit | $110,000 | $2,000 | 12 days | Yes, Fire Pit | No | Yes | No | No | No | None | None |
Gas Chamber | $135,000 | $2,000 | 12 days | Yes, Gas Chamber | No | Yes | No | No | No | None | None |
Outpost | $175,000 | $5,000 | 10 days | Yes, Communications | No | Yes | No | No | Yes, 10 Bunks & 25 Storage | 650, 80% | None |
Large Vaults | $1,000,000 | $10,000 | 15 days | Yes, Large Vaults | No | Yes | No | No | Yes, 515 Storage | None | None |
Library | $1,050,000 | $45,000 | 18 days | Yes, Library | No | Yes | Yes, 1 Brainer | Yes (LIBRARY) | No | None | None |
Still *** | $775,000 | $10,000 | 24 days | Yes, Alchemy | Yes, Extractor | Yes | No | Yes (STILL), 10 Runts | No | None | None |
Mess Hall | $225,000 | $10,000 | 14 days | Yes, Mess Hall | Yes, Still | No | Yes, 1 Brainer | Yes (MESS) | No | None | None |
Flak Cannon | $275,000 | $7,500 | 12 days | Yes, Cannon Defenses | No | Yes | No | No | Yes, 10 Bunks | None | 400 |
SAM Site | $350,000 | $12,500 | 12 days | Yes, SAM Site | No | Yes | No | No | Yes, 5 Bunks | 350, 100% | 350 |
Gauss Battery | $1,000,000 | $15,000 | 28 days | Yes, Gauss Defenses | No | Yes | No | No | No | 350, 100% | 850 |
Armory Tower | $10,000,000 | $200,000 | 36 days | Yes, Armory Tower | Yes, Power Station | No | No | Yes (WORKSHOP, ANY MANUF., ARMORY), 10 Runts | Yes, 100 Storage | None | 750 |
Large Barracks | $1,500,000 | $30,000 | 20 days | Yes, Large Barracks | No | Yes | No | No | Yes, 135 Bunks & 50 Storage | None | None |
Luxury Barracks | $925,000 | $60,000 | 20 days | Yes, Luxury Barracks | No | Yes | No | No | Yes, 40 Bunks & 5 Storage | 650, 80% | 250 |
Sickbay | $725,000 + 10 Medical Supplies | $30,000 | 20 days | Yes, Sickbay | No | No | Yes, 1 Brainer | Yes (MEDICAL) | No | None | None |
Surgery Room | $2,200,000 + 3 Surgery Units | $70,000 | 24 days | Yes, Surgery Room | Yes, Library | No | Yes, 2 Brainers | Yes (SURGERY, MEDICAL) | No | None | None |
Cloning Center | $4,000,000 | $150,000 | 30 days | Yes, Cloning Center | Yes, Surgery Room | No | No | Yes (CLONING), 10 Runts | No | None | None |
Large Prison | $2,000,000 | $50,000 | 20 days | Yes, Large Prison | No | Yes | No | No | Yes, 100 Prisoners | None | 200 |
Cryo Prison | $300,000 + 40 Stasis Pods | $35,000 | 16 days | Yes, Cryo Prison | No | Yes | No | No | Yes, 40 Prisoners | None | None |
Study Room | $1,350,000 | $65,000 | 26 days | Yes, Study Room | Yes, Library, Power Station, Still & Surgery Room | Yes | Yes, 2 Brainers | No | No | None | None |
Plantation | $180,000 | $-120,000 | 24 days | Yes, Uber Farming | No | Yes | No | No | No | None | None |
Weed Plantation | $135,000 + 12 Sectoweed | $10,000 | 18 days | Yes, Weed Plantation | No | Yes | No | No | No | None | None |
Boom Plantation | $155,000 + 10 Boom Fruit + 10 Hellerium | $15,000 | 18 days | Yes, Boom Plantation | No | Yes | No | No | No | None | None |
Data Center | $2,750,000 + 6 Slave AI | $100,000 | 30 days | Yes, Data Center | Yes, Library, Computer Core | 3 Max | Yes, 4 Brainers | No | No | None | None |
Computer Core | $5,000,000 + 20 Slave AI | $150,000 | 36 days | Yes, Computer Core | No | Yes | Yes, 4 Brainers | Yes (LABO/C-CORE, C-CORE) | No | None | None |
Biotech Lab | $8,500,000 + 1 Biotech Lab Blueprints | $70,000 | 42 days | Yes, Biotech Lab | Yes, Surgery Room | Yes | Yes, 10 Brainers | Yes (LABO, LABO/C-CORE, MEDICAL, BIOTECH) | No | None | None |
Industrial Printer | $2,250,000 + 3 Industrial Scanner | $125,000 | 35 days | Yes, Industrial Printer | No | Yes | No | Yes (WORKSHOP, PRINTER, ANY MANUF.), 100 Runts | No | None | None |
Factory | $15,000,000 + 500 Plastasteel | $300,000 | 40 days | Yes, Factory | Yes, Power Station | Yes | No | Yes (WORKSHOP, ANY MANUF.), 400 Runts | No | None | None |
Power Station | $700,000 + 2 Ship Engine | $-220,000 | 30 days | Yes, Power Station | No | Yes | No | Yes (POWER) | No | None | None |
Red Tower | $3,250,000 + 1 Red Mage (With Luggage) + 1 Necronomicon | $125,000 | 30 days | Yes, Red Mage (With Luggage) | No | Yes | Yes, 5 Brainers | Yes (LABO, LIBRARY, MEDICAL, SUMMONING, RED MAGE) | No | None | None |
Fusion Reactor | $6,000,000 | $100,000 | 42 days | Yes, Fusion Reactor | Yes, Power Station | Yes | Yes, 2 Brainers | Yes (FUSION PWR.) | No | None | None |
Dojo | $475,000 | $20,000 | 20 days | Yes, Martial Arts Training | No | Yes | No | No | Yes, 5 Trainees | None | None |
Luxury Spa | $4,000,000 + 4 Slaves + 6 Slave Maids | $100,000 | 28 days | Yes, Luxury Spa | No | No | No | Yes (LUXURY SPA, MESS) | Yes, 30 Trainees | None | None |
Mint | $2,000,000 + 1 Industrial Scanner | $40,000 | 48 days | Yes, Mint | No | Yes | No | Yes (MINT), 10 Runts | No | None | None |
Extractor | $425,000 | $15,000 | 26 days | Yes, Inspect Machinery | No | Yes | No | Yes (EXTRACTOR, ANY MANUF.), 20 Runts | No | None | None |
Refinery | $1,400,000 | $25,000 | 30 days | Yes, Refinery | Yes, Extractor | Yes | Yes, 1 Brainer | Yes (REFINERY), 10 Runts | No | None | None |
* 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 Old Earth Lab 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.
***** The Burrow is available for construction from the start.
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. It cannot be made fully secure, though, as we need the traffic of workers and slaves who live aboveground." |
Source: Piratez Bootypedia
|
Security Corridor |
"A simple 4-way passage with a central chamber, can be built to link outlying parts of a Hideout to the piping and power grid. It also grates off the sewers, making them impassable to enemies. It is equipped with a monitoring camera. To build more Corridors, we'll need to learn something about Electrics and Electronics." |
Source: Piratez Bootypedia
|
Burrow ***** |
"A stylish (and drafty) general-use cave dwelling. Can house up to 10 people, as well as 10 animals (tamed or otherwise). It also provides 25 storage space." |
Source: Piratez Bootypedia
|
Barracks |
"This is where we live, eat, recover from wounds 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
|
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, as long as they're honorable, are released in exchange for their information." |
Source: Piratez Bootypedia
|
Vaults |
"All equipment, guns, munitions, treasures and assorted junk are placed in Vaults, including equipment assigned to craft in hangars. You won't be able to buy anything on the Black Market and any loot you get from the battlefield needs to be immediately sold 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 175 units of wares and/or warez, and is defended by an autonomous anti-aircraft mounting." |
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. Constructing this facility requires the 'Communications' technology." |
Source: Piratez Bootypedia
|
Hangar |
"Each hangar can accommodate one vessel. There are facilities for maintenance, refueling and repair for 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. Each Hangar increases Workshop space by 5." |
Source: Piratez Bootypedia
|
Extractor |
"A place of industry, it has a shaft that reaches into the bowels of the Earth and allows us to extract various resources from the slimy nukage that keeps us all healthily radiated. It allows up to 20 Runts to produce various simple equipment. Take note that stuff requiring intricate tools, like firearms, cannot be manufactured here. Some projects take space, limiting the number of workers. A single Hideout can support at most 3 Extractors. WARNING: After a project is started ('AYE' was clicked), cancelling it will destroy ALL components allocated. To avoid it, be sure to dismiss unwanted projects immediately by the 'BEGONE' button. The 'REFUND' button, if present, returns components and money." |
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. Requires an Extractor to be present. Building a new Still will require the Alchemy technology." |
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, make 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. Researched items will be destroyed or taken away by the Brainers, with rare exceptions. The Lab increases storage space by 50." |
Source: Piratez Bootypedia
|
Researchable Hideout Facilities
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
|
Large Vaults |
Bigger is better, ain't it? These huge vaults allow to store more loot than a statistical pirate can count (namely, 515 units). |
Source: Piratez Bootypedia
|
Mess Hall |
No Hideout is complete without this establishment! It serves fresh drinks from the Still (requires one to function), slightly increasing wound recovery speed of our Hands (especially those with high Health). It is also a cultural centre, providing a proper forum for public discussion (we're no longer limited to the Hangar!) and workspace for 1 Brainer; without it, many cultural advances and some mission opportunities will be impossible to research. Only a single Mess Hall can be built per Hideout. |
Source: Piratez Bootypedia
|
Large Barracks |
We have designed a larger and more efficient version of the Barracks, with extra creature comforts to boot (fresh from the Junkyard). It can house up to 135 people and contains a small storage (50 space). However, as all this junk is quite expensive, the facility is 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 36 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
|
Large Prison |
"This big ol' building can hold up to 100 prisoners. It is equipped with remote locks and electronic detection systems. Its guard tower can fire a small cannon at escaping - or incoming enemy ships." |
Source: Piratez Bootypedia
|
Cryo Prison |
With the use of Stasis Pods, we can fit 40 prisoners into a small facility, while not having to worry about a thing in the world. |
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
|
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. |
Source: Piratez Bootypedia
|
Gauss Battery |
Comparing to other defense systems, a railgun battery can boast high firepower but is quite expensive to maintain. |
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 Repulsor Beam 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 necessary 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, thus improving wounds recovery by 0.65% of Max HP daily. Dress code of this facility says 'the less, the better', a Swimsuit is the maximum allowed. Only a single Spa is allowed per Hideout. |
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 VooDoo Defense is equal to V.Power plus some of V.Skill. A single Voodoo School can train up to 10 students. |
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. It also provides workspace for 3 Brainers. Just be careful during Hideout Defenses, who knows what can be accidentally summoned amidst the ensuing chaos... |
Source: Piratez Bootypedia
|
Hideout Shroud |
Containing a battery of Cloaking Devices 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 the smallest Hideout and a fully built-up one); the Shroud will halve this chance. If we build two Shrouds, 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 Shrouds would render any Hideout fully undetectable |
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 or sometimes even some unused space in a Still). Maximum capacity is 30 runts. |
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 dependent 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
|
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, but what's more important, it's absolutely required for some of the more fancy Research and Manufacture projects to be even possible. 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
|
Sickbay |
A general medical facility, that will speed up the wound recovery of all Hands in a Hideout - for a price. By healing an extra 0.5 HP per day, it effectively cuts the downtime by a third. Your Hands may complain that the recovery is being rushed, but they won't scoff at the company of nurses, instead of ol' tired faces in the bunkhouse. Only a single Sick Bay can be built per Hideout, but the health recovery bonus stacks with any bonuses provided by similar facilities (as if we know anything about this, ho, ho). Gives workspace for a single very eager Brainer. |
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, allowing all wounded to recover extra 0.25 HP plus 1% of the soldier's Max HP daily, almost halving recovery times. This facility also houses 2 Brainers. Only a single Surgery Room is allowed per Hideout. |
Source: Piratez Bootypedia
|
Cloning Center |
This building will enable us to grow all sorts of living matter, from organs to whole organisms. Even if we haven't devised any creatures yet, it will help with medical care, recovering 0.75 HP daily to all Hands present on-site. The power of Creation is now ours to command! Up to ten Runts can work in this facility, which requires a Surgery Room present to operate. Only a single Cloning Centre is allowed per Hideout. |
Source: Piratez Bootypedia
|
Study Room |
"If we want to seriously increase our research speed, building Study Rooms is our best bet. Each of these 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
|
Biotech Lab |
An advanced lab, built using Dr. X's knowledge (not as advanced as the ancient lab you you have, though). Only a single one can ever be built. Provides workspace for 10 Brainers. Requires Surgery Room to be built. |
Source: Piratez Bootypedia
|
Beast Den |
"A large cave that can hold up to 20 beasts and 50 units of storage. Simply perfect for those who believe there is no better Hideout defense than a battalion of dogs." |
Source: Piratez Bootypedia
|
Data Centre |
"Each of these facilities allows high-capacity data crunching, housing up to 4 Brainers. However, a central computer is needed to become a nucleus to Data Centre network (we can use the one in our Lab), and also a Library for reference materials. A Data Centre requires 6 Slave AIs to be built. A single Hideout can support up to three Data Centres." |
Source: Piratez Bootypedia
|
Plantation |
"With the help of the local farmers, and with the understanding of our Hideout's ecosystem, we have devised how to grow plants underground for food and profit. The well-known Zone plant, Uber Wheat, will be an ideal crop, it will grow fast on our Hellerium sludge, thus providing us with $125k monthly earnings. The humble Uber Wheat has many uses: it can be distilled into alcohol, fed to mutated Reapers (and to mutate Reapers), baked into Uber Bread and all sorts of delicious pastry! The flour is also very very explosive. It is possible we might learn more advanced forms of farming in the future..." |
Source: Piratez Bootypedia
|
Weed Plantation |
"Automation of lighting and watering allowed (alloweed?) us to master the growing of a notoriously difficult, yet very useful plant - the Sectoweed. Farming ain't for dumbheads and needs following certain steps: 1) Construct Sectoweed Plantation, this needs 12 Sectoweed. It can be either constructed anew, or on top of an existing Plantation, the latter saves us $80k. 2) When ready, 'Dismantle' it to change water and light regimen, fostering second phase of growth. This will cost $40k. 3) When fully grown, 'Dismantle' again to harvest (costs $5k). This will net us 240 Sectoweed and leave behind a standard Plantation." |
Source: Piratez Bootypedia
|
Boom Plantation |
"Growing Boom Fruit is challenging, as we need to make sure it doesn't blow the whole place up. This means higher costs and the need for stronger walls. 1) Construct Boom Plantation, this needs 10 Boom Fruit & 10 Hellerium. It can be either constructed anew, or on top of an existing Plantation, the latter saves us $80k. 2) When ready, 'Dismantle' it as normal, $50k cost. 3) When fully grown, 'Dismantle' again to harvest (costs $10k). This will net us 100 Boom Fruit and leave behind a standard Plantation." |
Source: Piratez Bootypedia
|
Red Tower |
"The place where the Red Mage dwells. Provides functionality of Lab, Library and Summoning Circle. Up to 5 Brainers can work here." |
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 may be 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.
- CULT - Mess Hall. Consider this the "Cultural Exchange" provided by having a central gathering place. Its where we interview informants and find out more about the world and how to interact with 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 |
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WORKS |
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Over 410 items | ||
SHOP |
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WELL | Extractor |
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CULT | Mess Hall |
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REFI | Refinery |
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LAS |
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ALKO | Still | Study Room | Expand for complete list
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GAUSS |
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SPA | Luxury Spa | Super Maid | ||
MINT | Mint | Expand for complete list
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SUMM | Summoning Circle | Expand for complete list
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Industrial Printer | Expand for complete list
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PWR | Power Plant |
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Expand for complete list
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FUS | Fusion Reactor |
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Expand for complete list
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LAB | Laboratory | Medical Supplies | ||
LIB | Library |
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SUR | Surgery | Study Room | Expand for complete list
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CPU |
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CPU2 | Computer Core |
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ARMS | Armory Tower |
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Manufacturing
A complete list of manufactured items can be viewed here: Manufacturing (Piratez)
Functionless Manufacturing
All Extractions, Slaveries, Robberies