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Ground Facilities

Item Name Perception Check Cost
Anti-Personnel Batteries   900
Laser Batteries   1080
Ion Batteries   1680
Turbolaser Batteries   1860
Warhead Launcher   1860
Communication Dish   2000
Weapons Factory   2000+
Power Generator   2000
Barracks   2400
Outpost   3000
Planetary Ion Cannon   3000
Armor Factory   3000+
Droid Factory   3000+
Vehicle Factory   3000+
Starfighter Factory   3000+
Military Academy   3000+
Maintenace Facility   4500
Hydroponic farm Moderate: 100 4500
Cantina Moderate: 100 4500
Shield Generators  

5000,10000,15000

Command Center   5000
Restaurant Difficult: 200 5500
Mine Difficult: 200 6000
Spice Mine Difficult: 250 10000
Jedi/Sith Temple   10000
Casino Difficutl: 250 13000

Anti-Personnel Batteries
900 Credits
Perception Check: None
Power: -1 Hull: 150
3 Anti-Personnel Lasers  
Laser Batteries
1080 Credits
Perception Check: None
Power: -1 Hull: 150
3 Laser Cannons  
Ion Batteries
1680 Credits
Perception Check: None
Power: -1 Hull: 250
3 Ion Cannons  
Turbolaser Batteries
1860 Credits
Perception Check: None
Power: -1 Hull: 250
3 Turbolasers  
Warhead Launchers
1860 Credits
Perception Check: None
Power: -1 Hull: 350
3 Warhead Launchers  
Communication Dish
2000 Credits
Perception Check: None
Powerful communications equipment such as dishes enable communication for incredible distances.
Power: -2 Hull: 650
Allows communication between sectors for owner and authorized users

Weapons Factory
2000 Credits + 4 times the cost of the weapon
Perception Check: none

Types of weapons factories not available: Adventurer Rifle, Bowcaster, Senate Guard Rifle, Sonic Blaster, Dagger Combat Pistol, ELG-3a Blaster Pistol, Westar 34 Blaster Pistol, Security S-5 Blaster Pistol, Gaffi Stick, Blastsword, Thermal Detonator.
Power: -2 Hull: 650

Produces -150 to 450 credits

Max: 3 per Sector

Reduces cost of a specific weapon by 20% for the factory owner.

Circumvents perception checks for that item.

Power Generator
2000 Credits
Perception Check: None
Most structures require a power supply. Power generators provide that power.
Power: +4 Hull: 450
Barracks
2400 Credits
Perception Check: none
Troops need bunks to sleep in and barracks provide them.
Power: -1 Hull: 650
Extends NPC Max by 5 Halves the upkeep of up to 5 NPCs 
Outpost
3000 Credits
Perception Check: none
Some operations are small enough that they don't warrant a full blown command center, but they still require some administration. In these cases smaller command centers, outposts, are often constructed.
Power: 0 Hull: 500
Extends NPC Max by 3 +5% Ally actions on Planet 
Planetary Ion Cannon
3000 Credits
Perception Check: none
A large and powerful ion cannon similar to the one used on Hoth.
Power: -2 Hull: 500
30% chance to disable one system for the remainder of a battle
Armor Factory
3000 Credits + 2 times the cost of the armor
Perception Check: None
Types of armor not available: Microbe, Mandalorian, Orbalisk
Power: -2 Hull: 650

Produces -150 to 450 credits

Max: 3 per Sector

Reduces cost of a specific armor by 20% for the factory owner.

Circumvents perception checks for that item.

Droid Factory
3000 Credits +3 times the cost of the droid
Perception Check: None
Types of droid factories not available: Waiter Droid, Mining Droid, Farming Droid, Assasin Droid
Power: -2 Hull: 650

Produces -150 to 450 credits

Max: 3 per Sector

Reduces cost of a specific droid by 20% for the factory owner.

Circumvents perception checks for that item.

Vehicle Factory
3000 Credits + 2 times the cost of the vehicle
Perception Check: None
Types of vehicles not available: AT-AT, Ewok Glider, XP-2000 speeder, XR-10 Speeder
Power: -2 Hull: 650

Produces -150 to 450 credits

Max: 3 per Sector

Reduces cost of a specific vehicle by 20% for the factory owner.

Circumvents perception checks for that item.

Starfighter Factory
3000 Credits + 2 times the cost of the starfighter
Perception Check: None
Power: -2 Hull: 650

Produces -200 to 750 credits

Max: 3 per Sector

Reduces cost of a specific starfighter by 20% for the factory owner.

Circumvents perception checks for that item.

Military Academy
3000 Credits + 2 times the cost of the npc
Perception Check: None
Power: -2 Hull: 650

Max 3 per Sector

Allows the replacement of killed Imperial/Republic of one type (IE: Stormtrooper) by only paying the cost of the NPC. If this NPC was originall issued as part of your current rank, you do not pay the weekly upkeep for that unit.

Maintenance Facility
4500 Credits
Perception Check: None

Maintenance facilities are buildings where techs maintain and repair vehicles, starfighters, and light freighters.

Power: -2 Hull: 750
Vehicles, starfighters, and freighters at facility are repaired at +10 a day in addition to droids and natural rate.  Reduces purchase price and upgrade costs of speeders, vehicles, fighters, and frieghtors/light starships by 10%
Hydroponic Farm
4500 Credits
RP Required and Perception Check: Moderate (100)
Power: 0 Hull: 200
Produces: -150 to 700 Max 3 Purchasable per Sector
Cantina
4500 Credits
RP Required and Perception Check: Moderate (100)
Power: 0 Hull: 500
Produces: -100 to 500 Max 3 Purchasable per Sector
Shield Generator
Type I: 5000, Type II: 10000, Type III: 15000
Perception Check: None

A shield generator provides base shielding (Multiple generators may shield the same area)

Power: -4, -8, -12 Hull: 500,750,1000
SBD: 1000,2000,3000  
Command Center
5000 Credits
Perception Check: none

A command center is a base of operations, a fortified building from which a military base or other operation can be administered and defended.

Includes 2 Laser Batteries

Power: 0 Hull: 1000
Extends NPC Max by 5 +5% Ally actions on Planet 
Restaurant
5500 Credits
RP Required and Perception Check: Difficult (200)
Power: 0 Hull: 650
Produces: -150 to 800 Max 3 Purchasable per Sector
Mine
6000 Credits
RP Required and Perception Check: Difficult (200)
Power: 0 Hull: 500

Max Purchasable: 3 per sector
When a mine is purchased its type will be randomly determined. The type of ore determines the profitability of the mine.

1-20

Vintrium

-350 to 1000 credits

This fairly common ore was used in a number of modern applications.
21-40 Meleenium -300 to 1250 credits
Meleenium is the primary component of durasteel.
41-55 Chromium -250 to 1500 credits
This metal was rumored to be found in great quantities on Aduba-3, but the rumor was proved false. Nevertheless, chromium was one of the primary metals used in the creation of droid plating, which had to be as light as possible, yet provide modest durability.
56-65 Ditanium -200 to 1750 credits
A natural element used in the armor-like plating that covers military buildings.
66-75 Ethromite -150 to 2000 credits
This is one of the minerals used to create fusion reactions in starship power generators.
76-80 Bronzium -100 to 2250 credits
This metal was quite dense, and was often used in the creation of structures where radiation might be a threat. One of is most prominent uses was in the case-hardened bulbs which held the reactor core of the Trade Federation's droidekas. It also found use in the creation of cast sculptures and busts.
81-85 Quadranium -50 to 2500 credits
This incredbily strong and durable element was used in the manufacture of starship fuel tanks.
86-90 Zersium  -0 to 2750 credits
An element used in the formation of dura-armor and durasteel. Strephan I'att and Daye Azur-Jamin discovered that zersium flecks, imbedded in the black body glove worn by stormtroopers, helped amplify the energy dissipation field they created for I'att Armaments. It also provided additional insulation and helped reduce thermal discomfort when the field absorbed a blaster bolt.
91-95 Electrum 50 to 3000 credits
This was one of the most precious of precious metals, often mined on worlds like Abregado-rae.
96-100 Mandalorian Iron 100 to 3500 credits
A metal that is virtually indestructible, even to a lightsaber blade. Jedi Master Arca hid Freedon Nadd's Sith artifacts in a storehouse built from Mandalorian Iron in an effort to seal it forever, but Exar Kun used the Dark Side of The Force to penetrate it.
Jedi/Sith Temple
10000 Credits
2000 word RP Required and Master Status

Temples are large study complexes devoted to learning and teaching the ways of the Force. A temple can only be built by a Master level Force User and it provides a +10% bonus to learn and use Force powers for those authorized to use it.

Power: 0 Hull: 1000
+10% Ally learning checks (Power and Mastery Levels) 
+5% to Ally Force Actions
Casino
13000 Credits
RP Required and Perception Check: Difficult (250)
Max 1 Purchasable per Sector Hull: 750
Produces: -500 to 2500
Spice Mine
10000 Credits
RP Required and Perception Check: Difficult (250)
Power: 0 Hull: 500

Max 1 Purchasable per Sector
The owner of a Spice Mine has an automatic bounty of 5,000 credits per mine placed on his head.
The owner of a Spice Mine may automatically buy that type of spice at the 200 PER check price with no check required.
When a spice mine is purchased its type will be randomly determined. The type of spice determines the profitability of the mine.

1-40

Andris

-250 to 1250 credits

41-70 Ryll -100 to 2000 credits
71-90 Carsunum 0 to 2750 credits
91-100 Glitterstim 100 to 3500 credits

 

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