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Installations Installations are the actual structures you can buy. To build any installation you must be at the place you wish to build it. Colony Cost: 1,000,000 The ultimate symbol of power, a colony is home to over 2 billion people. A colony can be placed anywhere from Earth's orbit to 21 days from Earth. You must tell me the colony's location and name when you buy it. It comes with no defenses, You must buy defenses for your colony to protect it from invasion. A colony can be taken over. Any person staying at your colony with your permission will receive instant repairs. You must be at the location in space where you want to build your colony to be built, when you build it. Base Cost: 950,000 The greatest symbol of planetary power, a base provides sanctuary for all allies, You must tell me which planet you want it on, and the name of the base when you buy it. A base can be put in several locations on planets for its safety. They can be taken over or destroyed by any type of suit/weapon. All those staying inside your base receive instant repairs. You must be on the planet that you want to build the base when you build it. Resource Satellites Cost: 1,000,000 A resource satellite gives its owner $100,000 every week it's in the owner's possesion. When you buy it you must tell me where in space you want to put it, and if you want to attach it to your colony. You must be at the location to build the resource satellite there. If you have a colony you can choose to attach it to that (1 per colony). You, the colony, and the resource satellite must be at the same location for it to be attached. Mine Cost: 1,000,000 Able to be deployed on any planet, mines give their owners $100,000 every week they're in the owner's possesion. You must tell me which planet or base you want to put it on when you buy it. A mine can be taken over. A mine can not contain its own defenses, but can be attached to a base (1 per base) so that the base's defenses will protect it. Locations Locations are areas that you can build bases on. They range anywhere from underwater to in the air. Underwater Cost: +300,000 You can choose to build a base on Earth underwater. Underwater bases receive $200,000 for a mine attached to them due to oil under the ocean's floor. It can not contain a space port, or any non-water defensive mobile suits. It takes 2 days to get to your base instead 1. River Cost: + 300,000 You can put your base on a river bank, any type of defensive suit may be stationed here, this type of base may have a space port and you can also purchase a port to dock water type ships, Travel to this type of base takes 2 days instead of 1. Sky Cost: +400,000 You can choose to build your base in the sky on any planet. Though it automatically comes with a spaceport, you can not have a mine on it. No ground oriented suits or water oriented suits can be used here. Suits that work well in the air have an advantage here. It takes 3 days to get to your base instead of 1. Underground Cost: +600,000 You can choose to build your base underground on any planet except the gas giants. There are no restrictions to add ons for this, but every add on cost 100,000 more to put on because it must be modified to be used underground. You must have a colony destroying weapon to destroy this, and it is much harder to take over. Desert Cost: +300,000 You can choose to build your base in the desert on Earth. Only ground type suits and desert type suits can be used here because of strong winds and low visibility. The defenses have a very large advantage here because of the low visibility when attacking. Antarctic Cost: +500,000 You can choose to build your base in the antarctic on Earth or Pluto. Your mines receive $200,000 a week due to oil under the ice. There are no restrictions on add-ons with an antarctic base. Non-antarctic suits will be at a disadvantage here, whether defending or attacking. It takes 5 days to get to your base instead of 1. Mountain Cost: +350,000 You can choose to build your base in the Mountians on any non-gas planet. Your defenses have a huge advantage against ground suits, and a decent advantage against any other type of suits. Asteroid Cost: +600,000 Mines may not be built here, and any number of Mobile Suits may attack, however, these bases get added defense as they're surrounded by smaller asteroids, making the effective VP level necessisary to take the base much higher. Combination Cost: 500,000 + Cost of base + cost of location 1 + cost of location 2 If you wish to combine two locations, like an underground base in the desert, you can. This greatly adds to the defense of the base, but it has a great cost. Obviously there are some locations that can't be combined, so use common sense. Add Ons Add ons are things you can buy to help with the defense Cellblock Cost: 200,000 Automatically captures attackers who lose an assault on your base or colony, and don't die. See Taking Prisoners section of the Rules page for more information. Spaceport Cost: 450,000 Allows you to dock ships on a base or colony. You may also use this to house Fighters. Port/Dry dock Cost: 300,000 Allows you to dock ships or submerines on river bases. If you have this Under water defenses attack quicker because they can be dispached faster. Colony Mover Cost: 1,000,000 If you want to move or drop a colony you must have this. A person must pilot the mover if you want to drop a colony. Shield w/ Generator Cost: 1,000,000 Allows a colony to guard itself from colony destroying attacks, and a base from being destroyed by a colony busting weapon. Must be attached to a base to be used. An attack on the shield must be performed to take it out. Trenches Cost: 250,000 Your ground combat mobile suits have an huge advantage with these. Can not be used on air or underwater bases, or in space. Radio Jamming Tower Cost: 400,000 Decreases the ability of attacking enemies to work together as a team. The chances of this working decreases pilots become more experienced. Pilot Training Facility Cost: 500,000 Non-mobile doll suits and mobile armor defenses on a base or colony that this is placed on will perform much better then Mobile Dolls, because they can train. |
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