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==Shipyard Complex Activity== The Shipyard Complex Activity section, in the [[Population_and_Production#Manage Shipyards|Manage Shipyard]] tab of the {{key|F2}} Economics window. This is where the expansion or retooling of the shipyard is set in motion. The player selects a Shipyard and can then choose can choose from a number of different activities. Shipyard Activity can be paused, to conserve wealth and minerals, or abandoned. If an Add Extra Slipway or Retool activity is abandoned then all work is lost. If an Add Extra Capacity activity is ended then the percentage of work done on the task will be added to the shipyard, rounded down to the nearest hundred tons. For example, if a shipyard has done 75% of an Add Extra 500 Capacity activity when it is abandoned, then the shipyard gains 300 capacity (500 x 0.75 = 375). ===Expansion=== Shipyards industrial capacity can be improved by expansion of the capacity of slipways, increasing the maximum construction tonnage of ships they can handle; or by producing more slipways, increasing the number of ships that the shipyard can build concurrently. It is important to note though that shipyards don't gain much benefit from constructing ships smaller than their maximum tonnage, so don't expand your shipyards gratuitously unless you have resources to spare. Also, it rapidly becomes more expensive and takes increasing lengths of time to modify a shipyard as its number of slipways increase. Use 1-slip shipyards for ships you won't build many of, and reserve multiple-slipway yards for major classes you are building a number of. In [[VB6]], you also cannot start new ship construction at a shipyard that is retooling to another class, so plan your shipyard retooling carefully to avoid unusable construction slips. Expansions can be done in discrete steps, or by using the Continual Capacity Upgrade order. Continual upgrades are always slightly faster (since the yard's self-modification speed increases as it grows), and in c#, you can tell the yard when to stop growing. In VB6, the yard will keep expanding indefinitely, which may be an issue if you don't keep an eye on it. ===Retooling=== A shipyard has to have the appropriate equipment and supply chain to construct a ship and all of its components, and this is represented in Aurora by the Retooling cost. Each shipyard's slipways are geared toward production of one class of ships at a time, and retooling for a new project takes considerable time and resources. This can get very expensive if you change your tooling often. Properly planning your fleet construction can save you time and costs. Note that it is possible that other ship classes can be built in the same shipyard without retooling. For a second class to qualify as eligible for construction, it must be possible to refit a ship of the primary class to that class for less than 20% of the primary ship class cost. ''See the "Priorities/Misc" (C#) or "DAC/Rank/Info" (VB6) tab in the [[Class Design]] window for eligible secondary classes.'' To begin Retooling, go to Shipyard Complex Activity, "Task Type" and select "Retool". The class selected for retooling is chosen from the adjacent ship class dropdown. Only classes that are small enough to fit within the shipyard's capacity can be selected. A brand new shipyard (one without a class assigned) may be retooled for free and no time, otherwise this task costs 0.5x of the ship class build cost plus 0.25x ship class build cost per slipway. So if a shipyard with two slipways wanted to start building a class that cost 800 BP, the cost to retool would be <code>800 x (0.5+0.25+0.25) = 800</code> BP. If there were four slipways, the cost would be <code>800 x (0.5+(0.25x4)) = 1200 BP</code>. Mineral use is based on the minerals used in the class.
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