Commercial Shipyard Complex
This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.
| Commercial Shipyard Complex | |
|---|---|
| Cargo Size | — |
| Population Required | 25 per ton per slipway (C#), 100,000 + 10 per ton per slipway (VB6) |
| Total Cost (BP) | 2,400 |
| Duranium | 1,200 |
| Neutronium | 1,200 |
| Corbomite | — |
| Tritanium | — |
| Boronide | — |
| Mercassium | — |
| Sorium | — |
| Uridium | — |
| Corundium | — |
| Gallicite | — |
| Vendarite | — |
Function
[edit]Commercial Shipyard Complexes are orbital installations that allow construction of commercial ships. Each shipyard contains one or more slipways, each one allowing for one ship design to be constructed. Each shipyard also has a maximum tonnage limitation, restricting what designs can be built.
Commercial shipyards are limited to building designs classed as commercial vessels (as opposed to military vessels). In exchange, commercial shipyards require less population to operate than a Naval Shipyard Complex and can be expanded at a faster rate.
A shipyard produces the racial shipbuilding rate per year per slipway modified by the planetary and sector governor's Shipbuilding bonus. In C#, each commercial shipyard requires 25 workers per ton of total capacity (capacity times number of slipways). In VB6, each commercial complex requires a base of 100,000 workers, plus an extra 10 per ton of total capacity.
Shipyards can be towed to a different colony by tugs.
Shutting Down
[edit]Shipyards cannot be shutdown in order to free up civilian workers for other industry. However, construction and complex activities can be cancelled or paused in order to save resources. Physically moving the shipyard away from the planet with a Tug will effectively shut down the shipyard, but note that shipyards will disappear if the tug releases them while not in orbit of a colony.