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Installations

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

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

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.