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{{bothversions}} {{About|the shipyard complex itself|shipyard operations|Shipyards}} {{Infobox installation | transport method = Must be [[Ship to Ship Tractor|towed]] | pop required = 250 per ton per slipway ([[CSharp|C#]]), 1,000,000 + 100 per ton per slipway ([[VB6]]) | total cost = 2,400 | duranium = 1,200 | neutronium = 1,200 }} == Function == '''Naval Shipyard Complexes''' are orbital [[installations]] that allow construction of [[ship]]s. 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. Naval shipyards can build any ship, but require more workers and materials than a [[Commercial Shipyard Complex]]. However, naval shipyards can build [[military vessels]], unlike commercial shipyards, which are limited to [[commercial vessels]]. A shipyard produces the racial shipbuilding rate per year per slipway modified by the [[Leaders|planetary]] and [[Leaders|sector governor's]] Shipbuilding bonus. In [[CSharp|C#]], each naval shipyard requires 250 workers per ton of total capacity (capacity times number of slipways). In [[VB6]], each naval shipyard requires a base of 1,000,000 workers, plus an extra 100 per ton of total capacity. === Shutting Down === 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 [[Ship to Ship Tractor|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. == See Also == * [[Shipyards]] [[Category:Installations]]
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