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Maintenance Facility: Difference between revisions

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Added C# info
 
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C#: table was broken but not completely sure what the table entry should say here
 
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{| border="1" class="wikitable" style="text-align: center"
{| border="1" class="wikitable" style="text-align: center"
|+ Support Per Facility
|+ Support Per Facility
! 1,000 !! 1,250 !! 1,600 !! 2,000 !! 2,500 !! 3,200 !! 4,000 !! 5,000 !! 6,250
! Support
| 1,000 || 1,250 || 1,600 || 2,000 || 2,500 || 3,200 || 4,000 || 5,000 || 6,250
|-
|-
! RP Cost
! RP Cost
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In VB6, maintenance facilities can be shut down on the ''Civilians / Ind Status'' of the Economics screen. This halts all ongoing maintenance and frees up all workers to work in other industrial sectors. Reactivating requires 6 months.
In VB6, maintenance facilities can be shut down on the ''Civilians / Ind Status'' of the Economics screen. This halts all ongoing maintenance and frees up all workers to work in other industrial sectors. Reactivating requires 6 months.


{{Installations}}
[[Category:Installations]]

Latest revision as of 17:35, 14 July 2026

Maintenance Facility
Cargo Size 25,000
Population Required 50,000
Total Cost (BP) 60 (C#) / 150 (VB6)
Duranium 30 (C#) / 75 (VB6)
Neutronium 30 (C#) / 75 (VB6)
Corbomite
Tritanium
Boronide
Mercassium
Sorium
Uridium
Corundium
Gallicite
Vendarite

Maintenance Facilities are installations that provide routine maintenance to orbiting ships, preventing them from using MSP and freezing their maintenance clocks. They also produce MSP from raw minerals.

Maintaining Ships

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A maintenance facility's capacity depends on the version.

C#

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In C#, each maintenance facility produces a flat amount of support, and the colony can support total ships equal to the total capacity of all maintenance facilities. This amount varies with technology, from 1000 up to 6250 tons per facility.

Support Per Facility
Support 1,000 1,250 1,600 2,000 2,500 3,200 4,000 5,000 6,250
RP Cost 1,000 2,000 4,000 8,000 16,000 30,000 60,000 120,000 250,000

VB6

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In VB6, maintenance facilities increase the maximum size of ship that can be supported by 200 tons, and all ships under this size are supported, no matter how many there are. For example, 65 maintenance facilities can support any number of ships that are each under 13,000 tons, but no ships heavier than 13,000 tons.

Ships being supported by maintenance facilities require a small mineral cost, which is visible on the Mining/Maintenance tab of the Economics screen.

Producing Maintenance Supplies

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Unless they are manually deactivated on a colony, maintenance facilities will produce MSP constantly. The rate of production varies based on technology level, and it is also affected by the Production skill of colony and sector governors, as well as the usual penalties from workforce shortages, unrest, radiation, etc.

The technologies in game will have a number of MSP in their name, but this number actually reflects the production rate in BP per year. Since each MSP is 0.25 BP, this means that the production rate of MSP will be 4x higher than the given value.

MSP Production Rate
Tech Level (BP per Year) 20 24 30 36 40 50 60 72 85 100
MSP per Year 80 96 120 144 160 200 240 288 340 400
RP Cost 3,000 5,000 10,000 20,000 40,000 80,000 150,000 300,000 600,000 1,200,000

Note: I do not have VB6 data here. I assume it's similar, but VB6 players, use this data with caution.

Shutting Down

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In C#, maintenance facilities cannot be fully shut down, but they can be told to stop constructing new MSP. In the F2 Economy screen, go to the Industry tab, and then the Maintenance Facilities line near the bottom. Use the "Start"/"Stop" button as appropriate. This will not reduce the workforce need of the facilities, but it will save your minerals for other uses. This does not affect the maintenance provided to ships in orbit.

In VB6, maintenance facilities can be shut down on the Civilians / Ind Status of the Economics screen. This halts all ongoing maintenance and frees up all workers to work in other industrial sectors. Reactivating requires 6 months.