Facilities (Piratez)

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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 $4,000 1 day 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 Yes, 25 Storage
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
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
Long-Range Radar $800,000 $10,000 25 days No No No No No
Missile Defenses $600,000 $20,000 16 days No Yes No No No
VooDoo School $1,650,000 $50,000 24 days No No No No No
Hyper-Wave Decoder $1,600,000 $50,000 26 days No No No No No
Laser Defenses $650,000 $10,000 22 days No Yes No No No
Plasma Battery $1,500,000 $30,000 34 days Yes, Power Station Yes No No No
Fusion Ball Silo $2,750,000 $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
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 Yes, 25 Storage
Gauss Battery $800,000 $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
Surgery Room $1,200,000 $50,000 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
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 40 days Yes, Power Station Yes Yes, 2 Brainers No No
Dojo $650,000 $20,000 20 days No Yes No No No
Mint $1,800,000 $40,000 48 days No Yes No Yes (Counterfeit), 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.

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.

Source: Piratez Bootypedia
Barracks
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
Laboratory **
Laboratory

This is one of our most unique treasures - an ancient Laboratory found at this Hideout where we have the tools to invent new stuff, stage expeditions 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. Stuff set aside for research can be stored inside - the Lab provides 25 storage space. Any item that's being researched will be destroyed, although people's interrogations leave behind normal loot.

Source: Piratez Bootypedia
Workshop
Workshop

Here is where the runts hammer out all sorts of equipment we can't buy. Like weapons. And more weapons. Vessels. And alcohol. Maximum capacity is 30 runts.

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.

Source: Piratez Bootypedia
Long-Range Radar
Long-Range Radar

With a range of 3000 nautical miles, this device covers a huge area, but costs helluva money.

Note that unlike the infallible Hi-Res Radar, it only offers a 15% chance of detection per each 30-minute sweep.

Source: Piratez Bootypedia
Vaults
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
Prison Cells
Prison Cells

To keep prisoners, we need prison cells, duh. Can't have them running around our hideout, can we. Each block has space for 20 special guests. If we manage to capture more than we can hold, no worries - the crew will liberate them of their belongings before taking off.

Source: Piratez Bootypedia
Hangar
Hangar

Each hangar can accommodate one vessel. There are facilities for maintenance, refueling and repair, and also some storage space. 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
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

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
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
Still ***
Still

A masterpiece of technology, a symbol of triumph of mind over matter, and a place of happiness. All in one, 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

Researchable Hideout Facilities

Missile Defenses
Missile Defenses

A silo hosting Avalanche nuclear missiles, ready to greet any unwelcomed guests. However, if someone is attacking our hideout, do not expect them to come in a fishing boat. 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. It can also be used for laser weapon testing purposes.

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 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 power. And no, building multiples won't stack.

Source: Piratez Bootypedia
Hideout Shroud
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.

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 power 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
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. As an extra, ammo magazines can be used to store stuff (storage capacity: 25).

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. However it also provides a test platform for gauss weapon research.

Source: Piratez Bootypedia
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
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, and this facility houses 1 Brainer and 10 Runts.

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
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 items with very intricate internal structure, especially advanced armor suits.

Source: Piratez Bootypedia
Factory ****

Look how far we've made it, Capn'. 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 involves very high energy density requirements but no nuclear power source.

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 dependant 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
Dojo
Dojo

There was no point in building a dedicated training facility up to this point, as any improvements would be negligible compared to combat experience. Now, however, we can lay out a specific, 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 Gym (sic) can service only 5 Hands at a time. Wounded Hands do not benefit from the Gym (sic) until fully healed.

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