4) Bases and Technology - by 2Coats

In Galactic Assault: Prisoner of Power, a base is a vital asset in the commander’s arsenal. 
 
All base activities are conducted during the Recruitment Phase, after combat, but before the opposition’s turn. Therefore, it is imperative that any repaired or newly conscripted units are not within harms way of possible enemy attack.
 
Depending on the scenario, players will not necessarily possess their own base as the mission begins. If the enemy is in control of one or more of these precious commodities, then one should be seized at the earliest opportunity. Some missions may require that * ALL * enemy bases are liberated.
 
New bases cannot be built within the campaign game, unless they are present at the start in mobile form. In mobile form bases become vulnerable to damage like battle units as they can be attacked and destroyed, though not captured. However, once deployed the reverse is true, they cannot be destroyed only captured.
 
Therefore, it is essential that a base never fall into enemy hands. If there is any risk of capture, fold it up and deploy it to another location or retreat it.
 
On the other hand, capturing an enemy base will provide two immediate benefits – a new source of income, a repair facility nearer to the frontline and potentially a third benefit, a new depot type that may not be present at your original base.
 
Production Centers
Bases can only ever be installed upon special hexes called Production Centers. Limited numbers of these vital locations may be scattered throughout the battlefield and so naturally become a tactical objective. 
 
They contain a finite level of resource that is siphoned off automatically, on a turn-by-turn basis. When the resource at a center dries up, the base located there can be uprooted and relocated to a fresh source. Income is then resumed.
 
Therefore, production centers naturally become another tactical objective to fight over as the battle unfolds. Secure more centers to secure more revenue to fund the forthcoming battles.
 
Remember, no revenue means no use of the base vital abilities!
 
Depots
On its own the base is just another form of fancy protection for infantry units. Depots built around the base core are what will provide the commander with the facilities to refit and repair, and recruit additional units to the cause.
 
There are seven depot types - each corresponding to the military branches available to each side. These are artillery, tank, transport, docks and aircraft depots, and infantry barracks.
 
Each base can build a maximum of six depots and each depot can perform one repair or recruitment operation per turn. Building depots requires revenue. 
 
However, depot types can be duplicated within a base. So units of the same branch can be produced across multiple depots and across multiple bases. Repairs can only occur if a unit occupy the corresponding depot for their type.
 
Depots can be may only be able to produce low-level unit types. They can be upgraded at a cost to allow better units to be produced.
 
A shrewd commander will understand the makeup of the force needed to defeat their enemy, while also being mindful of the depot requirement to repair existing battle-damaged formations. 
 
In early missions there may only be enough income to repair your most valuable battle-tanks and not enough to create a fleet of dive-bombers. So spend your income wisely!
 
If the enemy is mounting stiff resistance around the base, move friendly units into enemy depots to impair their ability to use those facilities. Once occupied depots cannot produce or repair any units owned by the opposition.
 
If a base is relocated to a new production center, the depots it has with it are also transported along. When the base arrives at its new location, remember to unfold each depot required. This action is free.
 
Technology Upgrades
Furthermore, limited technological upgrades are available throughout the game.
 
If purchased, these can increase the capabilities of the basic field units. To upgrade, at least one associated depot of its military branch must be attached to a base.
 
The technology being chosen will display its cost and the units it bonuses are applicable to. In some cases where there isn’t enough revenue to build a vast force, upgrading the capabilities of your existing force may prove to be the difference between victory and defeat.
Paradox iteractive www.esrb.org www.pegi.info www.wargaming.net www.akella.com www.gamersgate.com
Paradox Interactive | GamersGate | Forum | Webshop | Webdesign |

2007 ©Paradox Interactive AB. All rights reserved. Galactic Assault is a trademark of Paradox Interactive AB.