05-10-2021, 06:00 AM
(This post was last modified: 05-10-2021, 06:10 AM by GrimFinger.)
Each producing planet will have a shipyard capacity which will limit how many ships can be built in a single
turn. The shipyard capacity of the home planet will be one when the game begins. The shipyard capacity
of a normal colony will start at zero.
The number of production orders that you issue to BUILD, CONTINUE, IBUILD, or ICONTINUE ships or
starbases may not exceed the shipyard capacity. (The IBUILD and ICONTINUE commands will be discussed
later.) For example, if you wish to issue three BUILD commands for new warships, a CONTINUE command
for a transport, and a CONTINUE command for a starbase, then the planet must have a shipyard capacity of
at least five. Orders that exceed the shipyard capacity will be ignored. Orders to build other items such as
colonist units, planetary defense units, and so on, do NOT require shipyard capacity. Only construction of
warships, transports, and starbases requires shipyard capacity.
If you wish to increase the shipyard capacity of a planet, you must issue a SHIPYARD command during
the production phase. This command will increase the number of shipyards on the planet by one. You may
only issue one SHIPYARD order per planet per turn.
The cost to build a shipyard is ten times the current manufacturing tech level.
You may not build shipyards on mining or resort colonies.
RULE BOOK SOURCE = 10.8 - SHIPYARD CAPACITY
-------------------------
Finally, keep in mind that raw material units and production capacity must always be spent in equal
amounts. Thus, for example, if your production capacity is greater than the number of raw material units,
then the excess may not be used. Also keep in mind that unused raw material units MAY be carried over
into later turns, but that unused production capacity may NOT.
RULE BOOK SOURCE = 5 - PRODUCTION
-------------------------
FTL Cost is the number of raw material units and production capacity needed to build a ship capable
of interstellar travel (FTL stands for “Faster-than- light”). (Note that the FTL cost is equal to the tonnage
divided by 100.)
Sub-light Cost is the number of raw material units and production capacity needed to build a ship
that is NOT capable of interstellar travel.
RULE BOOK SOURCE = 5.1 - SPACESHIPS
-------------------------
Any items that you may wish to build, such as ships, planetary defenses, etc. will have a “cost” of equal
amounts of raw material units and production capacity. Thus, if you wish to build a spaceship with a cost of
200, then a total of 200 raw material units will be used in its construction, and a total production capacity
of 200 will be needed to actually build it
RULE BOOK SOURCE = 5 - PRODUCTION
-------------------------
turn. The shipyard capacity of the home planet will be one when the game begins. The shipyard capacity
of a normal colony will start at zero.
The number of production orders that you issue to BUILD, CONTINUE, IBUILD, or ICONTINUE ships or
starbases may not exceed the shipyard capacity. (The IBUILD and ICONTINUE commands will be discussed
later.) For example, if you wish to issue three BUILD commands for new warships, a CONTINUE command
for a transport, and a CONTINUE command for a starbase, then the planet must have a shipyard capacity of
at least five. Orders that exceed the shipyard capacity will be ignored. Orders to build other items such as
colonist units, planetary defense units, and so on, do NOT require shipyard capacity. Only construction of
warships, transports, and starbases requires shipyard capacity.
If you wish to increase the shipyard capacity of a planet, you must issue a SHIPYARD command during
the production phase. This command will increase the number of shipyards on the planet by one. You may
only issue one SHIPYARD order per planet per turn.
The cost to build a shipyard is ten times the current manufacturing tech level.
You may not build shipyards on mining or resort colonies.
RULE BOOK SOURCE = 10.8 - SHIPYARD CAPACITY
-------------------------
Finally, keep in mind that raw material units and production capacity must always be spent in equal
amounts. Thus, for example, if your production capacity is greater than the number of raw material units,
then the excess may not be used. Also keep in mind that unused raw material units MAY be carried over
into later turns, but that unused production capacity may NOT.
RULE BOOK SOURCE = 5 - PRODUCTION
-------------------------
FTL Cost is the number of raw material units and production capacity needed to build a ship capable
of interstellar travel (FTL stands for “Faster-than- light”). (Note that the FTL cost is equal to the tonnage
divided by 100.)
Sub-light Cost is the number of raw material units and production capacity needed to build a ship
that is NOT capable of interstellar travel.
RULE BOOK SOURCE = 5.1 - SPACESHIPS
-------------------------
Any items that you may wish to build, such as ships, planetary defenses, etc. will have a “cost” of equal
amounts of raw material units and production capacity. Thus, if you wish to build a spaceship with a cost of
200, then a total of 200 raw material units will be used in its construction, and a total production capacity
of 200 will be needed to actually build it
RULE BOOK SOURCE = 5 - PRODUCTION
-------------------------