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=== Manage Shipyards === {{screenshot|[[File:Economy-ManageShipyards.png]]}} There are three sections on this tab. Shipyards overview, Shipyard Modification (Shipyard Complex Activity), Ship Production (Create Task). For more detailed information, and information about the Shipyard Complexes area, see [[Shipyards]]. ;Shipyards overview The table lists the Shipyard Complexes in orbit of this colony. The columns provide the following information for each shipyard: * '''Name''': A name for the Shipyard. You can change this by using the Rename SY button and typing in a new name or you can keep pressing the Auto Rename button until you see a name you like. * '''Ty (short for Type)''': Whether the Shipyard is Commercial (C) or Naval (N). A commercial shipyard can only build classes that are specified as Commercial Vessels in their class summary. * '''Total Slipways''': Each shipyard has one or more slipways. Each slipway can be used to build one ship of the class that the parent shipyard is tooled to build. * '''Capacity per Slipway''': The maximum size ship that can be built in each slipway. * '''Available Slipways''': The total number of slipways minus the total number of ships that the shipyard is currently building. If this is zero, the Add Task button is greyed out when selecting this shipyard. * '''Assigned Class''': The primary ship class that can be built in the slipways of this shipyard complex. 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. * '''Current Complex Activity''': The activity in which this complex is currently engaged. This includes no activity, adding a slipway, adding extra capacity to all slipways or retooling for a different class. Shipbuilding by the Shipyard is not included as a current activity as it can take place concurrently with the above activities, with the exception that no new ship of the existing primary class can be laid down once retooling begins. * '''Progress''': Percentage of the current complex activity that has been completed * '''Completion Date''': When the current complex activity is estimated to be complete. * '''Mod Rate''': The rate at which this shipyard can be modified. This is dependent on the racial Shipbuilding Rate, the size of the Shipyard (you can work faster on a large shipyard than a small one), any racial Shipyard Operations Time/Cost Saving and the Shipbuilding Bonus of the Planetary Governor. ;Shipyard Complex Activity Allows the production of more [[Shipyards#Shipyard Complexes|slipways]], the expansion of the capacity of slipways, and [[Shipyards#Modifying Shipyards|retooling]] of the shipyard itself. Possible activities: * '''Add Extra Slipway''': This costs 120 BP for every 500 tons of capacity per slipway at this shipyard complex. For example, if a shipyard had a capacity of 5000 tons per slipway then adding an extra slipway would cost 1200 BP. Mineral use is split between Duranium and Neutronium. * '''Add 500 ton Capacity per Slipway''': This task adds 500 tons to the capacity of every slipway in the complex and costs 120 BP per slipway. So setting this activity for a shipyard complex with four slipways would cost 480 BP. Mineral use is split between Duranium and Neutronium. * '''Add 1000 ton Capacity per Slipway''': As above except it costs 240 BP per slipway in a Naval Shipyard and adds 1000 tons instead of 500 tons. * '''Add 2000 ton Capacity per Slipway''': As above except it costs 480 BP per slipway and adds 2000 tons of capacity * '''Add 5000 ton Capacity per Slipway''': As above except it costs 1200 BP per slipway and adds 5000 tons instead of 500 tons * '''Add 10000 ton Capacity per Slipway''': As above except it costs 2400 BP per slipway and adds 10000 tons of capacity * '''Retool for Selected Class''': 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. 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 800 x (0.5+0.25+0.25) = 800 BP. If there were four slipways, the cost would be 800 x (0.5+(0.25x4)) = 1200 BP. Mineral use is based on the minerals used in the class. * '''Continual Capacity Expansion''': This is similar to the Add x tons Capacity per Slipway tasks, except that each 5-day increment an amount of capacity is added to the shipyard equal to the amount that can be built in that 5-day increment. This adds continual small amounts of capacity rather than an occasional large amount. ;Create Task Allows the [[Shipyards#Shipbuilding|Construction]], Repair, [[Shipyards#Refitting and Scrapping ships|Refitting and Scrapping]] of ships currently present at the body. * '''Task Type dropdown''': Tasks available are Construction, Refit, Repair and Scrap * '''New Class dropdown''': Shows the class(es) that can be built in the currently selected complex * '''Refit From dropdown''': Appears when a refit task is selected. Each Shipyard can refit any other class to their dedicated class(es). This dropdown and accompanying Ship Name dropdowns allow the user to select a ship to be refitted to the new class. This dropdown is also used (with a different label) for Repair and Scrap. Any Slipway can repair or scrap any ship of any class as long as the ship's size is within its capacity. * '''Ship Name box''': Name of a new ship you are planning to build * '''Build Cost''': Cost of the construction, refit, repair or scrap task. * '''Task Group''': The task group in which new construction will be placed. If you select a Task Group and then press Default Fleet, this Task Group will always be selected for this Shipyard. * '''Completion Date''': Estimated date on which the task will be finished. * '''Required Materials''': Shows list of minerals that will be consumed by this task.
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