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XPiratez / [Submod] Alternate Starting Bases
« on: August 25, 2024, 03:51:38 pm »
After starting (and not finishing) many piratez playthroughs I got a bit tired of the default base and decided to spice it up a little bit. I have prepared three Kustom Startin' Bases of various layouts and power levels. Overall I tried to aim for interesting layouts or cool aesthetics rather than optimized defensive layouts.
UFO Defense Base
This is a riff on the starting base from XCOM: UFO Defense (1994). Keen eyes will note the Hyperwave Decoder; less keen eyes will note that it is a bombed-out ruin. This is potentially a strong start, but requires significant cash investment to renovate the base. The hangar layout is also somewhat challenging to defend.
Revolutionary Headquarters
Viva! This is intended for a Peasant Revolution playthrough starting in Venezuela. It can be difficult to design or remodel the starting base to accept a 3x3 building, so here's one that starts with it. Most of the original base structures (vaults, quarters, jail) are included in the RevHQ, and it includes space for training a whopping 32 crew. The RevHQ is a very strong building; it looks a bit minimal but you really don't need more than this.
Plantation Alley
Welcome to the rice fields. This one features four plantations and only a single hangar. This will make the earlygame finances a bit easier - the four plantations will pay most of your first-month bills. Later on the plantations can be built over and converted into hangars, large quarters/vaults, or other 2x2 facilities.
UFO Defense Base
This is a riff on the starting base from XCOM: UFO Defense (1994). Keen eyes will note the Hyperwave Decoder; less keen eyes will note that it is a bombed-out ruin. This is potentially a strong start, but requires significant cash investment to renovate the base. The hangar layout is also somewhat challenging to defend.
Revolutionary Headquarters
Viva! This is intended for a Peasant Revolution playthrough starting in Venezuela. It can be difficult to design or remodel the starting base to accept a 3x3 building, so here's one that starts with it. Most of the original base structures (vaults, quarters, jail) are included in the RevHQ, and it includes space for training a whopping 32 crew. The RevHQ is a very strong building; it looks a bit minimal but you really don't need more than this.
Plantation Alley
Welcome to the rice fields. This one features four plantations and only a single hangar. This will make the earlygame finances a bit easier - the four plantations will pay most of your first-month bills. Later on the plantations can be built over and converted into hangars, large quarters/vaults, or other 2x2 facilities.