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Shipyard

From Per Regna
Revision as of 10:10, 6 October 2026 by Admin (talk | contribs) (Local CI auto-sync from Shipyard.wikitext)
Shipyard

Category Infrastructure
Realm 1
Placement Planet
Initial Cost

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

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
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Shipyard

The Shipyard constructs every ship and orbital platform in Per Regna β€” 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 β€” 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)

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 clock button in the Shipyard header 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 (10–100%).
  • 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