Repair Yard: Difference between revisions
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== Function == | == 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 | '''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. | 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. | ||
Latest revision as of 20:51, 13 July 2026
| Repair Yard | |
|---|---|
| Cargo Size | — |
| Population Required | 25 per ton per slipway |
| Total Cost (BP) | 2,400 |
| Duranium | 1,200 |
| Neutronium | 1,200 |
| Corbomite | — |
| Tritanium | — |
| Boronide | — |
| Mercassium | — |
| Sorium | — |
| Uridium | — |
| Corundium | — |
| Gallicite | — |
| Vendarite | — |
Function
[edit]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 planetary and sector governor's Shipbuilding bonus.
Shipyards can be towed to a different colony by tugs.
Shutting Down
[edit]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 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.