Pirates Facilities
The following facilities require the Pirates racial trait:
Starting Letter: All A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
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Name: Research Center |
Tech Req(s): Fundamental Physics, Pirate Race |
Low-Tech workshop which develops new technology for a society. |
Ability(s): Phased Shield Generation (5000), Point Generation - Research (350), Change Population Happiness - System (1), Resource Storage - Mineral (1500), Resource Storage - Organics (1500), Resource Storage - Radioactives (1500), Change Bad Event Chance - System (-15), Change Bad Intelligence Chance - System (-15), Point Generation - Intelligence (50) |
Name: Chop Shop |
Tech Req(s): Pirate Race |
Deconstruction base where experienced Pirates strip down ships. |
Ability(s): Resource Reclamation (99) |
Name: Space Yard Facility |
Tech Req(s): Space Yards, Pirate Race |
Large construction facility which allows the construction of ships in space. |
Ability(s): Space Yard (1 / 1500), Space Yard (2 / 1500), Space Yard (3 / 1500), Component Repair (5), Planet - Change Conditions (-2) |
Name: Space Yard Facility III (HI) |
Tech Req(s): Space Yards, Pirate Race, Hardy Industrialists |
Large construction facility which allows the construction of ships in space. Constructed by a race of hardy industrialists. |
Ability(s): Space Yard (1 / 1875), Space Yard (2 / 1875), Space Yard (3 / 1875), Component Repair (5), Planet - Change Conditions (-2) |
Name: Growth Chamber Facility |
Tech Req(s): Growth Chambers, Pirate Race |
Large growth organism which allows the growth of ships in space. |
Ability(s): Space Yard (1 / 1500), Space Yard (2 / 1500), Space Yard (3 / 1500), Component Repair (5), Planet - Change Conditions (-2) |
Name: Summoning Circle |
Tech Req(s): Summoning Circles, Pirate Race |
Large conjuration facility which allows the conjuration of spelljammers in the astral plane. |
Ability(s): Space Yard (1 / 1500), Space Yard (2 / 1500), Space Yard (3 / 1500), Component Repair (5), Planet - Change Conditions (-2) |
Name: Summoning Circle III (HI) |
Tech Req(s): Summoning Circles, Pirate Race, Hardy Industrialists |
Large conjuration facility which allows the conjuration of spelljammers in the astral plane. Constructed by a race of hardy industrialists. |
Ability(s): Space Yard (1 / 1875), Space Yard (2 / 1875), Space Yard (3 / 1875), Component Repair (5), Planet - Change Conditions (-2) |
Name: Energy Binding Yard |
Tech Req(s): Binding Yards, Pirate Race |
Large construction facility which allows the construction of ships in space. |
Ability(s): Space Yard (1 / 1500), Space Yard (2 / 1500), Space Yard (3 / 1500), Component Repair (5), Planet - Change Conditions (-2) |
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Starting Letter: All A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
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