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{{About|the shipyard complex itself|shipyard operations|Shipyards}} {{Infobox installation | transport method = Must be [[Ship to Ship Tractor|towed]] | pop required = 25 per ton per slipway | total cost = 2,400 | duranium = 1,200 | neutronium = 1,200 }} == Function == '''Repair Yards''' are orbital [[installations]] that allow repair of damaged [[ships]]. Each shipyard contains one or more slipways, and each slipway can repair one ship at a time. Each shipyard also has a maximum tonnage limitation, restricting what designs can be repaired. Repair yards can work on both [[military vessels]] and [[commercial vessels]], and they have the benefits of commercial yards as well (i.e., larger size and faster expansion). Their drawback is that they can only be used for repairing ships, and they cannot build any new ships. They allow you to rapidly build up large yards to repair your damaged capital ships, while not needing to stop production of your existing fleet. A shipyard has a repair rate equal to the racial shipbuilding rate per year per slipway, modified by the [[Leaders|planetary]] and [[Leaders|sector governor's]] Shipbuilding bonus. Shipyards can be towed to a different colony by [[tug]]s. === 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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