Building an installation requires a build action. This will take a day of your time and if you are attacked that day your build action will be interrupted and discarded. When you send in an e-mail to build a base you must include a NAME and DESCRIPTION for your installation. If you don’t, the e-mail will be tossed out.
Installations
Mine – A mine is an installation that exists for the purpose of harvesting minerals of whatever type and selling them for a profit. Mines owned by player factions will generate income toward that faction while all other mines generate income to the main faction. Mines do not influence region control.
- 10 Defense Emplacements Maximum
- 20 Defensive Suits
- 20 Defensive Support Units
- 2 Ships
- Starts with 2 Infantry Squads
- Income: 40,000 Credits a week.
- Cost: 120,000 Credits
Fortification – Fortifications are the most basic of military complexes. While not capable of exerting influence over a region such as a Fortress a Fortification still offers a “it’s better than nothing” defense. Use your imagination when it comes to it’s location. It could be anything from an outpost far in the mountains to a small base on the outskirts of a city.
- 20 Defense Emplacements Maximum
- 20 Defensive Suits
- 20 Defensive Support Units
- 4 Ships
- Starts with 1 Infantry Squad
- Income: 15,000 Credits a week.
- Cost: 60,000 Credits
Fortress – Fortresses are massive military bases that are usually heavily entrenched and have a monstorous defensive capacity. Fortresses control territory and exert influence over the regions they are located.
- 40 Defense Emplacements Maximum
- 40 Defensive Suits
- 40 Defensive Support Units
- 10 Ships
- Starts with 2 Infantry Squad
- Income: 15,000 Credits a week.
- Cost: 120,000 Credits
Enviornments: Bases exist in a variety of different environments. Sometimes your choices will be obvious, such as a base in the ocean being “Underwater” or “Island”. You can choose multiple environments, just don’t be an idiot about it. (For instance, having a desert/underwater base is just being asinine)
- Mountain – Mountain bases are built inside of mountains for the added protection: +10 Defense Emplacements; + 50,000 Credits to Cost
- Island – Island bases are built on Islands in the middle of the ocean. This provides a boost to defenses as the only viable means of attacking it are from air and sea: +10 Defense Emplacements; + 60,000 Credits To Price
- Urban – A base that is within or near an urban city, battles within cities can be hard to defend but attacking you could just destroy everything. Cities earn you 30,000 Credits a week.
+ 100,000 Credits - Combination – Any two environments combined, that includes price. Please use sense when combining..
- Desert – A base set up in a desert like environment, it is both hard to defend and attack without the right equipment. Desert mobile weapons have an advantage. + 25,000 Credits
- Coastal – A base set up along a coast, allowing for the deployment of Naval Units and Ships. + 25,000 Credits
- Underground – A base that is set up underground. An underground base is very hard to attack. Underground bases can hold double the amount of defense emplacements. + 300,000 Credits
- Underwater – A base that is set up underneath the water, very hard to attack or defend without the right equipment.
+ 250,000 Credits
Add-Ons
A.I Control Center – 15,000 Credits; Limit 1 Per Fortification & Mine, 2 Per Fortress.
Effect: A control center for various AI programs, also controls AI units. With an A.I Control Center, automated defense systems work at a +10 XP Bonus.
Hangar Bay – 25,000 Credits; Limit 4 Per Fortification, 2 Per Mine, 8 Per Fortress.
Effect: +10 Defensive Suits
Jamming Tower – 15,000 Credits; Limit 1 Per Fortification, Mine & Fortress.
Effect: Jamming Towers work to block radio communications, making a base harder to attack as the enemies cannot easily coordinate. Friendly units will still be able to communicate. Attackers suffer 10XP Penalty until the Jamming Tower is destroyed.
Production Factory – 40,000 Credits; Limit 2 Per Fortification, 4 Per Fortress.
Effect: Production Factories are capable of building Mobile Suits, Ships, and various other support craft and are vital to the war effort. Units constructed will be completed in 1 Week. 25% off price of Ships and Mobile Weapons. Production Factories may build 15 suits a week or 1 ship.
Radar Tower – 14,000 Credits; Limit 1 Per Fortification & Mine, 2 Per Fortress.
Effect: Provides in early warning to the defenders that an attack is coming, allowing the Defenders to spring into positions rather than being caught by surprise. +10 XP to Defenders whil Radar Tower is active.
Radio Tower – 15,000 Credits; Limit 1 Per Fortification & Mine, 2 Per Fortress.
Effect: Provides effective Command & Control, granting all defending units a +10 XP Bonus.
Research Facility – 50,000 Credits; Limit 2 Per Fortification , 4 Per Fortress.
Effect: Research Facilities are special installations that are highly guarded by your faction. Research Facilities speed along the development of new technology. New units rollouts will generally be determined by how many Research Facilities your side has.
Vehicle Bay – 20,000 Credits; Limit 4 Per Fortification, 2 Per Mine, 8 Per Fortress.
Effect: +10 Defensive Support Units
Ship Hangar – 40,000 Credits; Limit 2 Per Fortification, 4 Per Fortress.
Effect: +5 Defensive Ships
Seaport – 35,000 Credits; Limit 4 Per Fortification, 2 Per Mine, 8 Per Fortress. Requires Island, Underwater, or Coastal
Effect: +2 Naval Ships
Trenches – 25,000 Credits
Effect: Giant mobile-suit sized trenches that provide cover for defensive units.
Minefield – 25,000 Credits; May be purchased twice if Coastal or Island
Effect: Minefields exist either on land or in the water and are a mixture of anti-mobile suit, anti-ship, and anti-personnel, providing extra defense.
Defensive Wall – 30,000 Credits; Limit 4 per Fortification, 2 Per mine, and 8 Per Fortress
Effect: Massive walls that mount additional defense forces. +10 Defense Emplacements.
Barracks – 30,000 Credits; May be purchased multiple times
Effect: Provides an additional squad of infantry per Barracks on base.
Repair Bay- 50,000 Credits; Limit 1 per any installation type.
Effect: Repair time on base is reduced by 1.
Industrial Complex- 120,000 Credits; Limit 1 per any installation type.
Effect: Everything produced at this base costs 30% less.
Infirmary- 40,000 Credits; Limit 1 per any installation type.
Effect: Injury time on base is reduced by 1.
Nuclear Charge- 500,000 Credits; Limit 1 per any installation type.
Effect: The ultimate fail-safe, a tactical nuclear device is located beneath the base insuring that if the base falls, the enemy will fall with it.
Mass Driver- 500,000 Credits; Limit 1 per any installation type.
Effect: A massive device used for launching things into space.
Defenses
All defense emplacements take exactly one slot and have 10XP unless stated otherwise or improved by other means.
Artillery Emplacement
Description: One barrel 680mm cannon built in the middle or back of a base, that gives support fire to front line troops. Artillery Emplacements can return fire against bombarding fleets or enemy units. Artillery Emplacements have 20XP
Cost: 50,000 Credits
Noventa Cannon
Description: A large wide area saturation beam cannon that provides excellent defense against Mobile Suits and Aircraft. The Noventa Cannon has 20xp
Cost: 70,000 Credits
Bunker
Description: A rather large structure designed to hold two mobile suits to give them better protection against the enemy and a better chance to defend.
Cost: 15,000 Credits
Gun Emplacement
Description: Two 180mm cannon mounted on a movable turret.
Cost: 10,000 Credits
Multi-Barrel CIWS Turret
Description: An anti-missile defense weapon which automatically locks onto incoming missiles.
Cost: 5,000 Credits
Missile Launcher
Description: A multi-tube missile launcher mounted on a movable turret.
Cost: 10,000 Credits
S.A.M Launcher
Description: A variant of the normal missile launcher designed to hit airborne targets only.
Cost: 10,000 Credits
Torpedo Launcher
Description: A two tube torpedo launcher mounted on a movable turret.
Limitations: Coastal, Island, or Underwater Required.
Cost: 10,000 Credits
Machine Gun
Description: A defensive machine-gun used to shoot at infantry or airborne targets.
Cost: 5,000 Credits