Shipyard

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Buildings: Shipyard



Shipyard.gif
Shipyard Level 1

Trivia

Only chassis that you have researched can be built. Trading of ships is not possible.

Each level will enable you to either build more ships at once and/or queue another component.

Once you setup a ship with all its necessary components saving it as a design for later builds is possible and can come handy.

Starting from level 5 (summed up total level of shipyards) single components can be built individually. The expansion of the shipyard increases your fleet size by 150 GRT per expansion level. Additionally each level allows the simultanous building of one more ship and the queuing (will be built sequentually) of another component. The maximum fleet size is determined by the sum of all possible shipyard levels * 150 GRT. Therefore the maximum GRT totals to 7.500.


Build menu for new ships

  • New

At first you will have to choose a chassis, then you will see its parameters (maximum number of cells in GRT). The exception to this is the probe, which is a complete one-cell-UFO and requires neither an engine nor further components. For any other ship you can install as many components until the maximum number of cells has been reached, e.g. 40/40.

  • Designs

You can access this tab from expansion level 2.

Here you can see all ship designs that you saved upon creation of a ship. This greatly simplifies serial production of individual ship classes. If you see a design in orange writing that means you don't have enough resources or components to build this design. Editing a design is possible by saving a changed, new design and deletion of the old one.

  • Components

Only possible starting from 5 levels (summed up total level of shipyards), i.e. the option will be unlocked once you have one yard 2 and three yards 1 or any other combination.

Here you can build individual components, either for your later own use or to provide your empire members with or to sell them. For sale you will require bunker level 3. Built components can not be raided and reduce later build time of a ship by 50% of the relevant usual component build time, and of course you do not need the resources for the components any more. Pre-built components will be used for the building of new ships for as long as there are enough stored.

  • Options

Here you can set the primary attack target of all newly built ships of this planet. This saves the changing afterwards in fleet overview.


The four sections of ship components

  • Engine - at least one engine must be installed. As a base principle each ship should be equipped with one impulse and one warp engine. Adding more than one engine is possible and they will add in speed as well as in fuel consumption (hydrogen). E.g.: 5,000 warp x2 = 10,000


Two engines of the same type however halve the range of the ship.

  • Weapons


  • Defense


  • Equipment



New ships park on the runway of the planet they were built at after completion. You can create a new fleet with them or assign them to another one of your own fleets in orbit.


Only ships equipped with a warp engine (DX-1 or better) can travel in between different systems. This does not apply to probes.

The speed of a fleet is determined by the slowest ship. That can be used for example by equipping the biggest available chassis with a DX-1 engine for usage as a very slow ship and therefore as a brake for save flights of your fleet.

Flying through a wormhole (WH) saves time and fuel. Wormholes change at midnight of Friday to Saturday, when 50% of the WHs are deleted and recreated at another place. Remember that when using a wormhole on Friday. You might not come back.

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