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Installations
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Maintaining control of territorial assets requires the construction of facilities capable of enforcing laws throughout the region. Installations are such facilities, ranging from minor bases to impressive colony cylinders. Please remember to provide a name when making your purchase, and that you can only build installations at a location you're present at.
Base
Cost: 500.000.c
Bases are universal compounds
used for territorial defense. Versatile, they can be constructed almost anywhere
man has settled, from the lush plains of Earth, to the icy depths of Europa.
Each compound begins with just the fundamentals: command tower, barracks, and
a single hangar. However, they can be expanded into truly daunting ramparts
against enemy invasion, bristling with virulent defenses, and teeming with elite
mobile weapons.
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Mine
Cost: 500.000.c
Planets are rich in minerals
found deep beneath their outer crusts. Utilizing powerful drills constructed
of Gundanium alloy, mines retrieve and process these deposits, generating revenue
(100.000.c every payday) for their owners. Vulnerability to attack can be a
major concern with these installations, as they lack the ability to maintain
defenses of any kind. It is recommended that you attach a base to any mine (maximum
five mines per base), unless you want it quickly captured or destroyed.
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Colony
Cost: 1.000.000.c
Colonies are massive, 32
kilometers-long rotating cylinders capable of sustaining self-enclosed environments
amongst the cold nothingness of space. Mankind became a stellar species when
these first dotted the night sky during our Universal Century era, and they
have been symbols of expansion and evolution for a millennium since. While key
indicators of political and social power, their value in combat situations is
limited to supporting ships and suits, as no stationary defenses may be implemented
on the installation’s fragile surface. These installations can only be
destroyed by weapons of colony-killing proportions.
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Resource
Satellite
Cost: 1.000.000.c
Terrestrial veins aren’t
the only sources of mineral compounds in the solar system. In fact, asteroids
contain valuable concentrations of ore beneath their craggy shells. Resource
satellites have been modified to properly locate and leech these precious deposits,
and generate positive income (250.000.c every payday) for their owner. Like
mines, there’s a critical lack of defensive capability, but this can be
counteracted by attaching one satellite and one colony together. These installations
can only be destroyed by weapons of colony-killing proportions.
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Asteroid
Fortress
Cost: 2.500.000.c
Born from the belt of proto-planets separating Mars and Jupiter, asteroid fortresses have been tunneled through to allow facilities within their rocky structures. Unlike resource satellites, these installations have a purely martial application, designed not only to sustain fleets and battalions, but also to supplement those forces with a battery of turrets and lasers mounted within nooks and crannies on the asteroid’s rigid surface. Due to natural fortitude, these behemoths can take whatever is dished back out, up to and including the full impact of a nuclear warhead or colony buster.
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Environments
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Sol sports many varied and beautiful locations within its gentle luminescence, but not all are suitable for human life. Still, we are a persistent people, and challenges were meant to be surmounted. Bases can be modified to survive almost any environmental obstacles, so long as you’re prepared to foot the bill.
Forest
Cost: 50.000.c
Forests stand tall on Earth
and Mars, made from exotic pines and verdant oaks and every species life could
imagine. Such locations make for unique base opportunities, as trees cause great
obstacle to unwary attackers.
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Sky
Cost: 100.000.c
Utilizing gigantic M-Craft
compressors, these bases can hover in atmospheric air several miles above a
planet’s surface. Such technology is most useful when applied to Earth
and Mars, or around gas giants of the outer solar system.
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Sea
Cost: 100.000.c
Control of the high-seas
is vital to any military strategy. Mars and Earth both sport bases that float
above water, swaying in a peaceful manner that betrays their dangerous natures.
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Desert
Cost: 100.000.c
Not uncommon to any world
are the long expanses of sandy (or dusty) outback known as deserts. Tiny granules
can wreak havoc upon defensive and monitoring systems, rendering them offline
at the most inopportune of times. With the proper measures taken, however, bases
can be made immune to these dangerous specks.
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Mountain
Cost: 100.000.c
Craggy peaks and twisting
caverns make for desolate territory to support a headquarters. Of course, it
also renders a tremendous disadvantage unto potential threats. Mountains can
be found everywhere in the solar system, and controlling territorial ranges
provides an impressive aegis against invading foes.
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Arctic
Cost: 100.000.c
Ice and snow are two horrible
additions to any battlefield, and indeed, simply maintaining an installation
in polar environments can be a harsher risk than is worth assuming. Defenses
and primary systems must be properly heated, unless they are to freeze over
and stop working, leaving the personnel within trapped in a very chilly tomb.
Attackers will find it quite difficult to contend with entrenched soldiers well-adapted
to this unsettling environment.
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Volcanic
Cost: 100.000.c
Molten lava and geothermal
blasts rupture the crusts of many planets. Indeed, some worlds are primarily
expansive seas of bubbling lava. Normal metals would flounder when faced against
such intense heat, but volcanic bases can be attuned to resist any temperature
– no matter how high. As with arctic bases, guardians will have an extreme
advantage over anyone attempting a siege.
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City
Cost: 100.000.c
From small settlements to
sprawling urban domes, cities develop wherever humanity can gain a foothold.
Protecting the populations can be key to remaining in control. Placing bases
inside a city not only keeps down invaders, but also manages to suppress the
more rebellious elements found in your citizenry.
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Underground
Cost: 500.000.c
Burrowing beneath the soil
grants security no turret or manmade barrier could hope to offer. Underground
bases can be situated miles down, where virtually no blast might rupture their
walls. Of course, like with all things, that safety doesn’t come without
its cost. Every defense purchased for an underground base costs + 50.000.c to
install.
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Space
Cost: 100.000.c
Space bases are giant military
platforms constructed without landscapes to support their foundations. An economical
answer to asteroid fortresses and colonies, these relatively cheap facilities
function well as docking centers for infantile fleets, or to hold orbits and
colonial territory.
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Combination
Cost: Location 1 + Location 2
+ 100.000.c
Picking a location with more than one type of environment makes base adaptation difficult, but lends to your installation all the advantages (and disadvantages) of both (or every) landscape. Instead of having a sea base, perhaps you'd like to combine it with an underground facility, to create an underwater base? Or a mountain outpost set within the highest, snow-covered peaks? The possibilities are numerous.
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Additions
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Installations can be augmented beyond their original construction. Such modifications add new functionality that runs the gamut, from basic improvement of mobile weapon capacity, to bolstered conditions for training. Keep in mind that each installation can only hold a set number of each addition, which is marked by “Capacity.”
Hangar
Cost: 50.000.c
Capacity:
• Base: 5
• Colony: 10
• Asteroid Fortress: 20
Hangars have
the capacity to hold exactly five mobile suits and one mobile armor apiece (PC
mobile weapons will not count against your capacity). While that’s sufficient
to compliment a squad of mass-productions, more troops never hurt anyone. Additional
hangars may be installed for a minimal fee, and will greatly boost your defensive
capabilities.
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Spaceport
Cost: 50.000.c
Capacity:
• Base: 1
• Colony: 5
• Asteroid Fortress: 10
Not every installation comes
prepackaged to cater towards ships, and those that do could often stand to support
more. Each spaceport allows you to port up to three space-faring vessels inside
an installation’s compound, offering mutual protection between their forces.
Mobile weapons traveling between two stations with spaceports will do so in
half the normal time.
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Sensor
Array
Cost: 100.000.c
Capacity:
• Base: 1
• Colony: 1
• Asteroid Fortress: 1
Virtually none will get
the drop on your forces, if you install this handy-dandy sensor array! Instead
of being surprised by those pesky marauders challenging your personal property,
let them think they’ve attained an upper-hand, and then lie in wait. The
moment their eyes shine white, unloose Hell. It does bear noting that certain
mobile weapons are designed with stealth in mind, and cannot be detected by
a sensor array.
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Colony
Mover
Cost: 100.000.c
Capacity:
• Colony: 1
• Resource Satellite: 1
Moving a cylinder from point-A
to point-B is no easy task. 32 kilometers is a lot of length to drag around,
and only specially-fitted superstructures could hope to guide them along any
traceable course. Colony movers are such massive facilities, and they’ll
get your peoples where they need to get gone to. But let’s be honest here.
If you’re looking into a colony mover, chances are, it’s for a drop.
Colony (and asteroid) drops must be initiated in orbit, and take a full five
days to succeed.
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Cell
Block
Cost: 100.000.c
Capacity:
• Base: 1
• Colony: 1
• Asteroid Fortress: 1
Normally, when an attacker
fails to safely exit the battlefield without completing his or her objective,
the result is a wounded, but still free, ego. Not so when cell blocks gets involved.
Provided they survived the ill-fated assault, enemy pilots whom cannot escape
will be taken into custody for a sentence of 8 days.
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Flight
Simulator
Cost: 100.000.c
Capacity:
• Base: 5
• Colony: 10
• Asteroid Fortress: 10
Training inside a damaged
mobile weapon is impossible. However, with the installation of a flight simulator
into your facility, a single pilot (per simulator) can practice to refine his
or her skills without having to disrupt the mechanics’ hard work. Training
with this machine nets equal VP as normal practice, and can be used to spar
only with other pilots using a flight simulator.
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Outpost
Cost: 300.000.c
Capacity:
• Base: 1
Constructing an outpost
in the terrain surrounding your base’s main compound offers a great way
to trip-up advancing foes. While these quasi-installations aren’t upgradeable,
they do come with one sensor, two cannons and one hangar, allowing them to strike
against unsuspecting aggressors a day before they’ll reach the facility’s
walls. The only drawback to an outpost is the flip-side of their main advantage:
such a remote location means backup will not arrive until the battle has already
been decided.
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Mobile
Doll Control Center
Cost: 300.000.c
Capacity:
• Base: 1
• Colony: 3
• Asteroid Fortress: 5
Mobile dolls are fearsome
against uninitiated grunts, but veterans consider the mechanical puppets little
better than distraction. Not so, when coupled with a control center. Utilizing
ZERO system technology from the After Colony era, a human mind can help coordinate
battle tactics amongst Virgo II units, changing their performance based upon
the operator's skill. Mobile doll control centers come with a newblood pilot,
but the personnel can be upgraded just as mobile weapons.
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Mobile
Weapons Factory
Cost: 500.000.c
• Base: 1
• Colony: 5
• Asteroid Fortress: 10
Mobile weapons factories
do exactly as you’d imagine. These additions allow any installation to
create its own unit (one per day) to fill-up the ranks, and at half the normal
cost. Also, your presence is not required for the mobile weapon to be birthed,
so you may reinforce their legions from well-across Sol. Of course, do keep
in mind that you must have sufficient hangar space to hold any creations.
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Shipyard
Cost: 500.000.c
• Base: 1
• Colony: 2
• Asteroid Fortress: 5
As mobile weapon factories do for suits and armors, so do shipyards accomplish for ships (one per day). Construction requires half the normal cost, and can occur when you’re far, far away. Just make sure there’s sufficient spaceport space to hold any vessels produced.