Adamant Mod Facilities

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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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Sort order: [ Name ] - [ File order ] - [ Techreq ]

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: Growth Chamber Facility III (HI) Tech Req(s): Growth Chambers, Pirate Race, Hardy Industrialists
Large growth organism which allows the growth of ships in space. Grown 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: 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)

Name: Energy Binding Yard III (HI) Tech Req(s): Binding 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)

Clicking on the name of a component displays a page of more detailed information for that component.

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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