Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Aurora 4x Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Shipyard
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Shipyard Complexes== All ships greater than 500 tons have to be built in Shipyard Complexes. The cost of a Shipyard Complex is 2400 BP and it is built using [[Construction_Factory|construction factories]]. When completed, the Shipyard Complex has a single Slipway with a capacity of 1,000 tons (if it's a naval yard) or 10,000 tons (if it's a commercial or repair yard). Additional slipways and extra capacity for existing slipways are built by the Shipyard Complex itself (without affecting the building of ships). Each Shipyard Complex is dedicated to building a specific class of ship and may build one of that class in each Slipway. The Shipyard may be [[#Retooling|retooled]] to build a different class of ship, and this does not affect any ships currently under construction. However, once retooling is underway, no new tasks can be started - the shipyard cannot be expanded while it is retooling. This simulates a shipyard getting ready for future construction while completing work on existing shipyard tasks. In effect, a Shipyard Complex has two distinct levels. The Slipway level, where ships are built, refitted, repaired and scrapped at the Racial Shipbuilding Rate, and the Shipyard level, where extra slipways are constructed, extra capacity is added and retooling is carried out, also at the Racial Shipbuilding Rate. The manning requirement for a Shipyard Complex is *(C#) 250 people for every ton (10 tons for commercial\repair yards) of total capacity. For example, a Naval Shipyard with two 5000 ton slipways would require <code>250 * 10000 = 2.5m</code> workers. *(VB6) equal to one million for each shipyard complex plus 100 per ton of total capacity. For example, a Shipyard with two 5000 ton slipways would be <code>1m + (10,000 x 100) = 2m</code>. Commercial shipyards are treated as 1/10th capacity for manning requirements. The [[Population_and_Production#Manage Shipyard|Manage Shipyard]] tab of the Economics window lists the Shipyard Complexes in orbit of each colony. Below the grid control is a section entitled Shipyard Complex Activity. ===Naval vs Commercial=== Commercial Shipyards differ from Naval Shipyards in the following respects: # Commercial can only build classes that are specified as Commercial Vessels in their class summary. # Expansion of Commercial Shipyards costs only one tenth that of Naval Shipyards. For example, adding 2000 tons of capacity to a Naval Shipyard would cost 480 BP. For a Commercial Shipyard it would only cost 48 BP (and use 24 Duranium and 24 Neutronium). Retooling costs are the same as before. # Commercial Shipyards require only one tenth of the manpower of Naval Shipyards for their size. # The modification rate of commercial shipyards is based on one tenth their capacity, although as the cost of increase is also one tenth of normal, this will work out to a similar expansion rate in percentage terms as Naval Shipyards. Without this restriction Commercial Shipyards would grow amazingly quickly due to the faster growth rates for larger shipyards. # The Build Rate of Commercial Vessels is based on one quarter of their size (see Ship Construction Rates below) ===Repair Yards=== Repair yards were added in C#. They have the size of commercial yards, and they can work on military ships like a naval yard. However, they are incapable of constructing new ships.
Summary:
Please note that all contributions to Aurora 4x Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Aurora 4x Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Shipyard
(section)
Add topic