I'll take a stab at this:
Generally: You will want to exhaust prisoner interviews and interrogations, as well as all the books you can add to your library. Start early, research often.
- Build your infrastructure to accommodate more than 15 prisoners. Add another prison to the HQ, or salt some around in other bases.
- Early intercepts can be effected with the Air Car (Cunning>Car Dealers). Mount the Charger Laser on it, and just farm Civilian Traffic for the first few months.
- Add capacity for more stores and more barracks space soon in your HQ, probably before making a new base.
- Work up to support 15 or more brainers. Without research, your progress will be stunted, and eventually research costs go up. I like to get a
second research base up in the first year that I build up to 20 capacity, though I have layouts available that allow up to 40.
- You will want a fast global interceptor as well as greatly expanded coverage of the globe. For interceptors, the Shark Jetbike is great. Very fast and can keep up with almost everything and nimble enough to take down some small craft. I like the Pachyderm for an early long range transport. Use this to bring more hands to the battle before you get the bonny sorted out.
- For expanded radar coverage, bases are great (with overcharged radar, then HWDs) but early on, its often easier to get recon vessels out: Pigeon and Zeppelins. I usually create my second base for this purposes with 6 hangars, and extra stores for places to put things so my main base doesn't get clogged up. Just be sure to keep Chemicals on hand to fuel the Pigeons when using them.
- I like to prioritize Armor and Weapons for research, over Vessels and their armament, as it allows my gals to survive.
- Manufacturing for profit. This is a key component of the game, as Protection money will never really cover all the costs of your effective Piracy Enterprise. Merchandise, and Alcoho are the two main money makers. Its often worth it to convert looted materials into cash (ie Apples to Chateau la Morte). Later counterfeiting can be worthwhile, but eventually the biggest money maker is making and selling craft (Battle Tanks). I find that 2 extra manufacturing bases are useful, one with a printer and one with a factory. At endgame these help with creating the final craft for the last mission.
https://www.ufopaedia.org/index.php/Hideouts_(Piratez)#Hideouts Check out this page for more info on hideout variants.
- Training base. Wounded gals need a place to recover so I often set up a base to ship the ones that need long term convalescence to. This is a great place to hire rookies and screen them too, if you do that ( ie. firing low braver or low voodoo, etc). Once I have dojos, I set it up to train about 20 at a time, and screen voodoo too here when I can. This gives me a pool of decent troops to rotate back into my main force when I need them, and can also be a good place for a dedicated "B" team. I actually have a Mansions only crew here that is geared up for the mansion mission with mansion friendly outfits and weapons.
- VIPs. In the end, the overall campaign progress is marked by capturing and breaking the top leaders of 4 factions: Academy, Guild, Church, and StarGods. Some of these may be fairly easy if they build bases, while others may be much more rare. Often Crackdowns are required, and those can be challenging missions. If you need a particular faction, try shooting down its vessels to provoke crackdowns.
Ok, thats a quick wrap up. Hope it helps.