Difference between revisions of "Facilities (Piratez)"

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<td>None</td>
 
<td>None</td>
 
</tr>
 
</tr>
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        <tr>
 
<td align="left">[[Outpost (Piratez)|Outpost]]</td>
 
<td align="left">[[Outpost (Piratez)|Outpost]]</td>
 
<td>$175,000</td>
 
<td>$175,000</td>
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<td>Yes</td>
 
<td>Yes</td>
 
<td>Yes, 2 Brainers</td>
 
<td>Yes, 2 Brainers</td>
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<td>No</td>
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<td>No</td>
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<td>None</td>
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<td>None</td>
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<td align="left">[[Data Center (Piratez)|Data Center]]</td>
 +
<td>$2,750,000</td>
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<td>$100,000</td>
 +
<td>30 days</td>
 +
<td>Yes, Library, Computer Core</td>
 +
<td>3 Max</td>
 +
<td>Yes, 4 Brainers</td>
 
<td>No</td>
 
<td>No</td>
 
<td>No</td>
 
<td>No</td>

Revision as of 20:08, 17 June 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 Facility? Stackable? Allows Research? Allows Manufacture? Provides Storage? Radar Range Defense
Access Lift * $300,000 $10,000 1 day No No No No No None None
Corridor $75,000 $1,000 8 days No No No No No None None
Barracks $250,000 $7,500 16 days No Yes No No Yes, 25 Bunks None None
Burrow $100,000 $1,000 12 days No Yes No No Yes, 10 Bunks, 10 Animals & 25 Storage None None
Beast Den $225,000 $5,000 14 days No Yes No No Yes, 20 Animals & 50 Storage None None
Laboratory ** $75,000,000 $75,000 75 days No No Yes, 15 Brainers No No None None
Workshop $800,000 $75,000 32 days No Yes No Yes (Basic), 30 Runts No None None
Vaults $125,000 $2,500 10 days No Yes No No Yes, 75 Storage None None
Armored Vaults **** $500,000 $12,500 20 days No Yes No No Yes, 175 Storage None 250
Prison Cells $200,000 $15,000 16 days No Yes No No Yes, 15 Prisoners None None
Hangar $200,000 $25,000 25 days No Yes No No Yes, 1 Vessel None None
Hi-Res Radar $375,000 $7,500 12 days No No No No No 1250, 80% None
Overcharged Radar $875,000 $15,000 25 days No No No No No 2000, 80% 150
Missile Silo $600,000 $20,000 16 days No Yes No No No 350, 100% 1200
Summoning Circle $850,000 $30,000 22 days No Yes No Yes (Magical), 10 Runts No None None
VooDoo School $1,650,000 $50,000 24 days No No No No No None None
Hyper-Wave Decoder $1,600,000 $85,000 26 days No No No No No 2000, 100% None
Laser Defenses $450,000 $10,000 22 days No Yes No No No 350, 100% 500
Plasma Battery $2,500,000 $30,000 34 days Yes, Power Station Yes No No No 350, 100% 1000
Fusion Ball Silo $4,000,000 $50,000 34 days Yes, Fusion Reactor Yes No No No 350, 100% 1600
Hideout Shroud $700,000 $25,000 25 days No No No No No None None
Repulsor Defense $3,250,000 $50,000 38 days Yes, Fusion Reactor No No No No None None
Fire Pit $110,000 $2,000 12 days No Yes No No No None None
Gas Chamber $135,000 $2,000 12 days No Yes No No No None None
Outpost $175,000 $5,000 10 days No Yes No No Yes, 10 Bunks & 25 Storage 650, 80% None
Large Vaults $1,000,000 $10,000 15 days No Yes No No Yes, 515 Storage None None
Library $1,050,000 $45,000 18 days No Yes Yes, 1 Brainer No No None None
Still *** $775,000 $10,000 24 days Yes, Extractor Yes No Yes (Alcohol), 10 Runts No None None
Mess Hall $225,000 $10,000 24 days Yes, Still No Yes, 1 Brainer No No None None
Flak Cannon $275,000 $7,500 12 days No Yes No No Yes, 10 Bunks None 400
SAM Site $350,000 $12,500 12 days No Yes No No Yes, 5 Bunks 350, 100% 350
Gauss Battery $1,000,000 $15,000 28 days No Yes No No No 350, 100% 850
Armory Tower $10,000,000 $200,000 36 days Yes, Power Station No No Yes (WORKS,SHOP, ARMS), 10 Runts Yes, 100 Storage 650, 80% 750
Large Barracks $1,500,000 $30,000 20 days No Yes No No Yes, 135 Bunks & 50 Storage None None
Luxury Barracks $925,000 $60,000 20 days No Yes No No Yes, 40 Bunks & 5 Storage 650, 80% 250
Sickbay $725,000 $30,000 20 days No No Yes, 1 Brainer No No None None
Surgery Room $2,200,000 $70,000 24 days Yes, Library No Yes, 2 Brainers Yes (Surgical/Medical) No None None
Cloning Center $4,000,000 $150,000 30 days Yes, Surgery Room No No Yes (Cloning), 10 Runts No None None
Large Prison $2,000,000 $50,000 20 days No Yes No No Yes, 100 Prisoners None 200
Cryo Prison $300,000 $35,000 16 days No Yes No No Yes, 40 Prisoners None 200
Study Room $1,500,000 $65,000 26 days Yes, Library, Power Station, Still & Surgery Room Yes Yes, 2 Brainers No No None None
Data Center $2,750,000 $100,000 30 days Yes, Library, Computer Core 3 Max Yes, 4 Brainers No No None None
Computer Core $5,000,000 $150,000 36 days No Yes Yes, 4 Brainers No No None None
Biotech Lab $8,500,000 $70,000 42 days No Yes Yes, 10 Brainers No No None None
Industrial Printer $2,250,000 $125,000 35 days No Yes No Yes (Basic, Advanced, PRINT), 100 Runts No None None
Factory $15,000,000 $300,000 40 days Yes, Power Station Yes No Yes (Basic), 450 Runts No None None
Power Station $700,000 $-150,000 30 days No Yes No No No None None
Fusion Reactor $6,000,000 $100,000 42 days Yes, Power Station Yes Yes, 2 Brainers No No None None
Dojo $650,000 $20,000 20 days No Yes No No No None None
Luxury Spa $5,400,000 $100,000 28 days No Yes No No No None None
Mint $2,000,000 $40,000 48 days No Yes No Yes (Counterfeit), 10 Runts No None None
Extractor $425,000 $15,000 26 days No Yes No Yes (Extractor), 20 Runts No None None
Refinery $1,400,000 $25,000 30 days 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 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 *
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
Corridor
Corridor

A simple 4-way passage, 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.

Source: Piratez Bootypedia
Burrow
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
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
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
Vaults
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 ****
Armored Vaults

This advanced storage facility can house 175 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
Hi-Res Radar
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
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
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 ***
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
Laboratory **
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. The Lab increases storage space by 50.

Source: Piratez Bootypedia

Researchable Hideout Facilities

Outpost
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
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
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
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
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
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 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
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
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
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
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
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
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
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 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 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 *****
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
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
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
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
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
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
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
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
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
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
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 ****
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
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
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
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
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
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
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
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
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


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
WORKS
  • Workshop,
  • Industrial Printer,
  • Factory
Over 410 items
SHOP
  • Workshop,
  • Extractor,
  • Industrial Printer,
  • Factory
Expand for complete list
  • D/A: 50mm Shls/Mag (20)
  • D/A: 50mm Shls/Mag (20)
  • D/A: 30mm Rnds/Mag (2x50)
  • D/A: Gauss Rnds/Mag (4x25)
  • Pirate Clothing
  • Gym Suit
  • Swim Suit
  • Bikini
  • Smokey
  • Thief
  • Grav Harness
  • Personal Refractor
  • Witch Outfit
  • Ghost Outfit
  • Nurse Outfit
  • Durathread Armor
  • Warrior Armor
  • Guerrila Gear
  • Xeno Armor
  • Stun Baton
  • Barbed Dagger
  • Poisoned Dagger
  • Short Sword
  • Spiked Mace
  • Spear
  • Pickaxe
  • Javelins
  • Combat Bow
  • Combat Bow Quiver
  • LongBow
  • LongBow Quiver
  • CrossBow
  • CrossBow Quiver
  • Bayoneted Musket
  • Flintlock Gas-Balls
  • Assault Cannon
  • Cannon Ball
  • Exploding Cannon Ball
  • Black Powder Bomb
  • Flask o' Acid
  • Crate of Violence
  • Small Medipack
  • Field Surgery Kit
  • Ore Smelting
  • Kevlar Weave Extraction
WELL Extractor
  • Refinery
Expand for complete list
  • Mutated Reaper
  • Hellerium Distilling
  • Cave Hunt
CULT Mess Hall
  • Social Techs
  • Expand for complete list
  • Plotting
  • Slavery
  • Persuasion
  • Pimpcraft
  • Interrogation
  • Emancipation
  • Feudalism
  • Stardom
  • Zero Tolerance
  • Ret and Human Tech
  • Aggression Must Stop
  • Family Ties
  • Human Reticulan Alliance
  • Rebel Trading
  • Mutant Self Defense
  • Organ Grinder
  • Warehouse Wars
  • Church Bootcamp
  • Undersea Adventures
  • Mansion Invasions
  • Cloaking Device Investigation
  • Siberia Investigation
  • Slave Soldiers
  • Piroman Armor
  • Slave Soldiers
REFI Refinery
  • Combat Drugs
  • Chemicals
LAS
  • Laser Defenses,
  • Armory Tower
Expand for complete list
  • Scorchy
  • Splatty
  • Stingy
  • Advanced Lasgun
  • Battle Laser
  • Snuffy
  • Fatty
ALKO Still Study Room Expand for complete list
  • X-Grog
  • Vodka
  • Chateau de la Mort
  • Distilled Rum
  • Mushroom Beer
GAUSS
  • Gauss Defenses,
  • Armory Tower
Expand for complete list
  • XG Assault
  • XG Rifle
  • XG Chaingun
  • XG Pistol
SPA Luxury Spa Super Maid
MINT Mint Expand for complete list
  • Counterfeit Red Chips (x100)
  • Counterfeit Blue Chips (x10)
  • Counterfeit Purple Chips (x5)
SUMM Summoning Circle Expand for complete list
  • Bio Suit
  • Ragnarok Outfit
  • Blood Ax
  • Hellblade
  • Rod of Hellfire
  • Hellgun
  • Demonic Essence
PRINT Industrial Printer Expand for complete list
  • Plasma Beam
  • Cyberdisk/Plasma
  • T/Plasma Cannon Batts (x24)
  • T/Plasmagun Charges (x20
  • Hovertank/Plasma
  • Hovertank/Launcher
  • Assault Armor
  • Harbinger Suit
  • Annihilator Armor
  • Mono-Claws
  • SRs Lawpistol Clip (8x5)
  • SRs Jaeger Clip (12x5)
  • SRs Shotgun Clip (9x5)
  • Laspistol Clip/Adv (24x10)
  • Assault Las Clip/Adv
  • Lasgun Clip/Adv
  • Precision Las Clip/Adv
  • Autolaser Clip/Adv
  • H-Las Clip/Adv
  • MP Lascannon Clip/Adv
  • Plasma Pistol
  • Heavy Plasma Pistol Clip
  • Plasma Pistol Clip
  • Plasma Blunderbuss
  • Plasma Blunderbuss Clip
  • Plasma Subrifle Clip
  • Light Plasma Gun
  • LPG Clip
  • Plasma Rifle Clip
  • Heavy Plasma Clip
  • Plasma Destroyer
  • Plasma Destroyer Clip
  • Plasma Scorcher
  • Plasma Scorcher Clip
  • Plastasteel (x50)
PWR Power Plant
  • Factory,
  • Fusion Reactor,
  • Study Room,
  • Plasma Defenses
Expand for complete list
  • T/Gatling Las Batts (x60
  • Force Blade
  • Power Mace
  • Laspistol Clip (9x10)
  • Assault Las Clip (30x10)
  • Lasgun Clip (12x10)
  • Precision Las Clip (8x10)
  • Heavy Laser Clip (5x5)
  • Autolaser Clip (30x5)
  • UAC Plasmagun Battery (30x5)
  • MP Lascannon Clip (6x5)
  • Plastasteel (x50)
FUS Fusion Reactor
  • Fusion Ball Defenses,
  • Grav Shield
Expand for complete list
  • Obliterator Shells (x10)
  • Fusion Ball Launcher
  • Fusion Ball
  • Cyberdisc/Plasma
  • T/Plasma Cannon Batts (x24)
  • T/Plasmagun Charges (x20)
  • Heavy Plasma Pistol Clip
  • Plasma Pistol Clip
  • Plasma Blunderbuss Clip
  • Plasma Subrifle Clip
  • Plasma Rifle Clip
  • Heavy Plasma Clip
  • Plasma Destroyer Clip
  • Plasma Scorcher Clip
  • Launcher Grenade/Fusion
  • Mortar Shell/Fusion
  • Tornado Rockets/Fusion
  • Fusion Rocket
  • Fusion Grenade
  • Hellerium Fuel Capsule
LAB Laboratory Medical Supplies
LIB Library
  • Surgery,
  • Study Room
  • School Graduation,
  • Higher Studies,
  • Civilization
Expand for complete list
  • Pillow Book
  • Translate Liber Occultus
  • Battle Pipes
  • DRONE HERDER
  • Emancipate Slaves
  • Emancipate Slave Maids
  • Emancipate Slave Lashers
  • Emancipate Slave Glad.
  • Emancipate Slave Spec.
  • Emancipate Slave Taskmst.
  • Emancipate Slave Witch
SUR Surgery Study Room Expand for complete list
  • Nurse Outfit
  • Bio Suit
  • Synthmuscle Suit
  • Brute Armor
  • Annihilator Suit
  • Nano Surgery Device
CPU
  • Laboratory,
  • Computer Core
Expand for complete list
  • Decrypted Data Disc
  • Govt Personal Code
  • Govt/Reticulan Files
  • Humanist Files
CPU2 Computer Core
  • Higher Studies
  • Gauss Unlock
  • Obsidian Crack
ARMS Armory Tower
  • Battle Tank M,
  • ICBM

Manufacturing

A complete list of manufactured items can be viewed here: Manufacturing (Piratez)

Functionless Manufacturing

All Extractions, Slaveries, Robberies