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{{Building|name=Shipyard|image=Building_Shipyard.png|category=Infrastructure|realm=1|placement=Planet|steel=350|quartz=200|gas=150|time=18s|effects=Enables construction of ships and orbital platforms.<br>
{{Building|name=Shipyard|image=Building_Shipyard.png|category=Infrastructure|realm=1|placement=Planet|steel=350|quartz=200|gas=150|time=18s|effects=Enables construction of ships and orbital platforms.<br>
Higher levels unlock larger ships.|requirements=None|costMultiplier=2|buildTimeMultiplier=2.2}}
Higher levels unlock larger ships.|costMultiplier=2|buildTimeMultiplier=2.2}}


= Shipyard =
= Shipyard =
The '''Shipyard''' is the industrial heart of any spacefaring empire.
The '''Shipyard''' constructs every ship and orbital platform in Per Regna โ€” the industrial heart of military expansion.


Here, fleets are assembled from raw materials into fully operational starships ready to patrol the galaxy.
== Mechanics ==
* Enables all ship construction on the colony
* Higher levels unlock larger hull classes and shorten build times (with [[Nano Construction]] research and [[Engineering Lab]] effects)
* Shipyard level contributes to colony '''tonnage capacity''' for docked hulls
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== Special capabilities ==
=== Construction & tonnage ===
* Empire and colony '''tonnage''' caps affect how much hull you can hold before build penalties apply ([[Tonnage]])
* Moon shipyards contribute a reduced fraction of their level toward empire fleet capacity โ€” only the highest moon yard per planet counts for defense-side rules; keep primary yards on main worlds
* Use in-yard '''scrap''' and '''graveyard buyback''' tools for recovery (see in-game shipyard panel)
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=== Minimum build time ===
Research, buildings and other bonuses can shorten a ship's build time only down to a per-unit minimum. Before '''Realm 4''' the minimum is 100 ms for Realm I hulls, 200 ms for Realm II and 500 ms for Realm IIIโ€“IV hulls. From '''Realm 4''':
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{| class="wikitable"
! Ships !! Minimum per ship
|-
| [[Probe]], [[Kamikaze]], [[Cargo Ship]], [[Recycler]], [[Colony Ship]] || 5 ms
|-
| [[Fighter]] || 10 ms
|-
| [[Battleship]], [[Freighter]], [[Corvette]], [[Frigate]], [[Bomber]], [[Cruiser]], [[Orbital Refinery]] || 25 ms
|-
| [[Destroyer]], [[Carrier]], [[Heavy Cruiser]], [[Advanced Recycler]], [[Science Vessel]], [[Planetary Harvester]] || 50 ms
|-
| [[Dreadnought]] || 60 ms
|-
| [[Megahauler]] || 100 ms
|-
| [[Support Vessel]] || 200 ms
|-
| [[Battlecruiser]] || 500 ms
|-
| [[Titan]] || 1 s
|-
| [[Colossus]] || 2.5 s
|}
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Class hulls build faster for their own class: Warlord [[Advanced Recycler]], Explorer [[Science Vessel]] and Industrialist [[Planetary Harvester]] go down to 25 ms (50 ms before Realm 4). A Ship Production Engine can go below these minimums (see Engine Bay); the [[Tonnage]] over-capacity penalty still applies on top.
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=== Engine Bay ===
From '''Realm 4''', the Shipyard's '''Engines''' tool opens the Engine Bay with two slots for [[Engines]]:


Shipyards combine heavy orbital construction platforms with planetary manufacturing complexes capable of assembling hull sections, propulsion systems, and advanced weapon arrays.
* '''Forge''': a Ship Production Engine speeds up ship building here: +15 / 25 / 35% passive for 30 days, or overcharged +100 / 200 / 300% for 7 days. Both also work below the minimum build time, by the current bonus (overcharged: down to 1/2, 1/3 or 1/4 of it)
* '''Recovery''': a Graveyard Reconstruction Engine speeds up graveyard recovery on this planet: +15 / 25 / 35% passive, or overcharged +50 / 100 / 200% for 7 days (never below 12h per batch)


== Mechanics ==
The engine must be in this planet's Colony Stores and this planet's [[Engineering Lab]] must meet its grade (31 / 33 / 35). An installed engine calibrates first (72h Forge, 24h Recovery) with its bonus rising in quarters, then can be overcharged (paid by this planet; 7 days or until its wear runs out, then it burns out) or scrapped. The Engine Bay shows calibration and wear bars; once it gives a bonus (from the first calibration step), the build progress bar and the Graveyard screen show it, and ship build times show the boosted time with the normal time struck through.


* Enables construction of all ships.
=== Flight Time Calculator ===
* Larger ship classes unlock at higher levels.
From '''Realm 3''' (game config <code>fleet.flightTimeCalculatorMinRealm</code>), the Shipyard's '''Flight time''' tool (next to Graveyard and Simulator, or the clock button at the top of the Ships list) opens the '''Flight Time Calculator'''. It uses the same formula as launching a fleet, so the result is exact when every input matches the sender.
* Construction speed improves with research upgrades.


== Lore ==
* '''Sender''': ''My fleet'' uses your own research, monuments, class, Regnal Honor and the active colony's [[Gravimetric Tower]]. ''Other player'' lets you enter another player's speed bonuses to time their fleet.
Shipyards are among the largest structures ever built by colonial engineers. Massive orbital gantries stretch kilometers into space, where ship hulls are assembled piece by piece before their first launch.
* '''Route''': launch and target coordinates, and whether the target is a player (PvP), a pirate (PvE), the sender's own colony or an ally. Same-system PvP attacks take longer than pirate attacks, and own-colony targets use convoy speed bonuses.
* '''Fleet''': mission (attack, coordinated strike, station, transport, scout, dispatch), the ship types in the fleet (it flies at the slowest ship's speed) and the speed setting (10โ€“100%).
* '''Other player's bonuses''': drive research (Chemical Propulsion, Ion Propulsion, Warp Technology, Quantum Drives), convoy research for own-colony targets (Supply Chain Mastery, Colonial Expansion), speed monuments and their levels, class, Regnal Honor and the launch planet's Gravimetric Tower level (a moon launch uses its planet's tower).
* '''Warp hop''': for your own fleet the best exit gate and readiness are picked as in the send screen. For another player, enter the exit gate coordinates and, when they launch from a planet through its moon's Warp Gate, the Ascension Gate level; readiness uses their Warp Technology level.
* '''Result''': flight time, warp gate readiness, launch-to-arrival time, the arrival time if sent now and, for attack, transport and scout, the time the fleet is back home.


From small reconnaissance craft to colossal capital ships, every vessel begins its life within the dry docks of a shipyard.
A scout report that reached the target's research has a '''Calculate their flight time''' button under Researches. It opens the calculator with the scouted colony as the sender and your active colony as the target, with research levels and the scouted colony's Gravimetric Tower filled in. Monuments, class and Regnal Honor are not in scout reports, so enter them yourself.


== Strategy ==
== Strategy ==
Shipyards are essential for military expansion.
* Upgrade before unlocking the next realm's hull line
* Pair with [[Engineering Lab]] and [[Research Lab]] on production worlds
* See [[Fleet and Ships]] for hull requirements
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== Lore ==
Shipyards are among the largest structures ever built by colonial engineers. Massive orbital gantries stretch kilometers into space, where ship hulls are assembled piece by piece before their first launch.


Higher levels become increasingly valuable when:
From small reconnaissance craft to colossal capital ships, every vessel begins its life within the dry docks of a shipyard. See full ship details in [[Fleet and Ships]]


* Producing large fleets
== References ==
* Unlocking advanced ship classes
* [[Fleet and Ships]]
* Accelerating ship production during wartime
* [[Tonnage]] ยท [[Engineering Lab]]
* [[Buildings]]

Latest revision as of 15:03, 7 October 2026

Shipyard

Category Infrastructure
Realm 1
Placement Planet
Initial Cost

Steel: 350
Quartz: 200
Gas: 150
Iridium: โ€”
Silicium: โ€”
Elerium: โ€”

Build Time 18s
Build Time Multiplier 2.2
Cost Multiplier 2
Base Effects
Enables construction of ships and orbital platforms.

Higher levels unlock larger ships.

Requirements
{{{requirements}}}

Shipyard

The Shipyard constructs every ship and orbital platform in Per Regna โ€” the industrial heart of military expansion.

Mechanics

  • Enables all ship construction on the colony
  • Higher levels unlock larger hull classes and shorten build times (with Nano Construction research and Engineering Lab effects)
  • Shipyard level contributes to colony tonnage capacity for docked hulls

Special capabilities

Construction & tonnage

  • Empire and colony tonnage caps affect how much hull you can hold before build penalties apply (Tonnage)
  • Moon shipyards contribute a reduced fraction of their level toward empire fleet capacity โ€” only the highest moon yard per planet counts for defense-side rules; keep primary yards on main worlds
  • Use in-yard scrap and graveyard buyback tools for recovery (see in-game shipyard panel)

Minimum build time

Research, buildings and other bonuses can shorten a ship's build time only down to a per-unit minimum. Before Realm 4 the minimum is 100 ms for Realm I hulls, 200 ms for Realm II and 500 ms for Realm IIIโ€“IV hulls. From Realm 4:

Ships Minimum per ship
Probe, Kamikaze, Cargo Ship, Recycler, Colony Ship 5 ms
Fighter 10 ms
Battleship, Freighter, Corvette, Frigate, Bomber, Cruiser, Orbital Refinery 25 ms
Destroyer, Carrier, Heavy Cruiser, Advanced Recycler, Science Vessel, Planetary Harvester 50 ms
Dreadnought 60 ms
Megahauler 100 ms
Support Vessel 200 ms
Battlecruiser 500 ms
Titan 1 s
Colossus 2.5 s

Class hulls build faster for their own class: Warlord Advanced Recycler, Explorer Science Vessel and Industrialist Planetary Harvester go down to 25 ms (50 ms before Realm 4). A Ship Production Engine can go below these minimums (see Engine Bay); the Tonnage over-capacity penalty still applies on top.

Engine Bay

From Realm 4, the Shipyard's Engines tool opens the Engine Bay with two slots for Engines:

  • Forge: a Ship Production Engine speeds up ship building here: +15 / 25 / 35% passive for 30 days, or overcharged +100 / 200 / 300% for 7 days. Both also work below the minimum build time, by the current bonus (overcharged: down to 1/2, 1/3 or 1/4 of it)
  • Recovery: a Graveyard Reconstruction Engine speeds up graveyard recovery on this planet: +15 / 25 / 35% passive, or overcharged +50 / 100 / 200% for 7 days (never below 12h per batch)

The engine must be in this planet's Colony Stores and this planet's Engineering Lab must meet its grade (31 / 33 / 35). An installed engine calibrates first (72h Forge, 24h Recovery) with its bonus rising in quarters, then can be overcharged (paid by this planet; 7 days or until its wear runs out, then it burns out) or scrapped. The Engine Bay shows calibration and wear bars; once it gives a bonus (from the first calibration step), the build progress bar and the Graveyard screen show it, and ship build times show the boosted time with the normal time struck through.

Flight Time Calculator

From Realm 3 (game config fleet.flightTimeCalculatorMinRealm), the Shipyard's Flight time tool (next to Graveyard and Simulator, or the clock button at the top of the Ships list) opens the Flight Time Calculator. It uses the same formula as launching a fleet, so the result is exact when every input matches the sender.

  • Sender: My fleet uses your own research, monuments, class, Regnal Honor and the active colony's Gravimetric Tower. Other player lets you enter another player's speed bonuses to time their fleet.
  • Route: launch and target coordinates, and whether the target is a player (PvP), a pirate (PvE), the sender's own colony or an ally. Same-system PvP attacks take longer than pirate attacks, and own-colony targets use convoy speed bonuses.
  • Fleet: mission (attack, coordinated strike, station, transport, scout, dispatch), the ship types in the fleet (it flies at the slowest ship's speed) and the speed setting (10โ€“100%).
  • Other player's bonuses: drive research (Chemical Propulsion, Ion Propulsion, Warp Technology, Quantum Drives), convoy research for own-colony targets (Supply Chain Mastery, Colonial Expansion), speed monuments and their levels, class, Regnal Honor and the launch planet's Gravimetric Tower level (a moon launch uses its planet's tower).
  • Warp hop: for your own fleet the best exit gate and readiness are picked as in the send screen. For another player, enter the exit gate coordinates and, when they launch from a planet through its moon's Warp Gate, the Ascension Gate level; readiness uses their Warp Technology level.
  • Result: flight time, warp gate readiness, launch-to-arrival time, the arrival time if sent now and, for attack, transport and scout, the time the fleet is back home.

A scout report that reached the target's research has a Calculate their flight time button under Researches. It opens the calculator with the scouted colony as the sender and your active colony as the target, with research levels and the scouted colony's Gravimetric Tower filled in. Monuments, class and Regnal Honor are not in scout reports, so enter them yourself.

Strategy

Lore

Shipyards are among the largest structures ever built by colonial engineers. Massive orbital gantries stretch kilometers into space, where ship hulls are assembled piece by piece before their first launch.

From small reconnaissance craft to colossal capital ships, every vessel begins its life within the dry docks of a shipyard. See full ship details in Fleet and Ships

References