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	<id>https://wiki.voidverse.net/index.php?action=history&amp;feed=atom&amp;title=Ship_Assembly</id>
	<title>Ship Assembly - Revision history</title>
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	<updated>2026-10-25T04:34:36Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.voidverse.net/index.php?title=Ship_Assembly&amp;diff=180&amp;oldid=prev</id>
		<title>Abraxis: Import reviewed reference content</title>
		<link rel="alternate" type="text/html" href="https://wiki.voidverse.net/index.php?title=Ship_Assembly&amp;diff=180&amp;oldid=prev"/>
		<updated>2026-10-22T12:26:27Z</updated>

		<summary type="html">&lt;p&gt;Import reviewed reference content&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:26, 22 October 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;div class=&quot;vv-language-bar&quot;&amp;gt;&#039;&#039;&#039;English&#039;&#039;&#039; · [[Ship Assembly/de|Deutsch]]&amp;lt;/div&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Ship Assembly =&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Ship Assembly =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ship Assembly turns component choices into a reusable ship blueprint. Saving a design does not construct ships: you build copies in [[Shipyard]], then assign those available ships to missions through [[Fleet Operations]]. The [[Assembly]] game-section page is a quick reference for the design area, including the separate drone workflow.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ship Assembly turns component choices into a reusable ship blueprint. Saving a design does not construct ships: you build copies in [[Shipyard]], then assign those available ships to missions through [[Fleet Operations]]. The [[Assembly]] game-section page is a quick reference for the design area, including the separate drone workflow.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Assembly sections and slots ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Assembly sections and slots ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The current Assembly interface has &#039;&#039;&#039;Active&#039;&#039;&#039;, &#039;&#039;&#039;Ship Assembly&#039;&#039;&#039;, &#039;&#039;&#039;Drone Assembly&#039;&#039;&#039; and &#039;&#039;&#039;Archive&#039;&#039;&#039; sections. Active lists current designs; Ship Assembly opens ship design; Drone Assembly designs defensive drones separately; Archive holds retired blueprints. Ship and drone designs use separate per-type active counts.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The current Assembly interface has &#039;&#039;&#039;Active&#039;&#039;&#039;, &#039;&#039;&#039;Ship Assembly&#039;&#039;&#039;, &#039;&#039;&#039;Drone Assembly&#039;&#039;&#039; and &#039;&#039;&#039;Archive&#039;&#039;&#039; sections. Active lists current designs; Ship Assembly opens ship design; Drone Assembly designs defensive drones separately &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(a larger battery pack gives more firing rounds but costs more: about 6% extra for four rounds and 12% for five)&lt;/ins&gt;; Archive holds retired blueprints. Ship and drone designs use separate per-type active counts.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each type currently has 3 base active blueprint slots plus your [[Assembly Engineering]] level. Creating or reactivating a design needs a free slot. These are design slots, not the fleet command slots used for missions or the shipyard&amp;#039;s production queue spaces. Retiring a design releases its active slot without deleting the historical record.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each type currently has 3 base active blueprint slots plus your [[Assembly Engineering]] level. Creating or reactivating a design needs a free slot. These are design slots, not the fleet command slots used for missions or the shipyard&amp;#039;s production queue spaces. Retiring a design releases its active slot without deleting the historical record.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l75&quot;&gt;Line 75:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 76:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Return to [[Fleet Operations]] when ships are available. Choose the same colony as the origin and assign the quantities you want to send. A design in the blueprint list with no completed local ships cannot be dispatched.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# Return to [[Fleet Operations]] when ships are available. Choose the same colony as the origin and assign the quantities you want to send. A design in the blueprint list with no completed local ships cannot be dispatched.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Higher shipyard levels and relevant [[Robot Assembly&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]] / [[Orbital Shipyard&lt;/del&gt;]] infrastructure affect build duration; inspect the time shown for the current colony rather than assuming the prototype&#039;s construction time is the final queue duration.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chassis classes C0–C2 are built at the [[Planetary Shipyard]]. Classes C3–C6 also require an [[Orbital Shipyard]] on the colony, and each Orbital Shipyard level shortens their construction time by 10%; for these chassis only the Orbital Shipyard level counts. &lt;/ins&gt;Higher shipyard levels and relevant [[Robot Assembly]] infrastructure affect build duration &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for the others&lt;/ins&gt;; inspect the time shown for the current colony rather than assuming the prototype&#039;s construction time is the final queue duration.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Cancellation, retrofit and scrapping ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Cancellation, retrofit and scrapping ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Abraxis</name></author>
	</entry>
	<entry>
		<id>https://wiki.voidverse.net/index.php?title=Ship_Assembly&amp;diff=87&amp;oldid=prev</id>
		<title>Abraxis: Import reviewed reference content</title>
		<link rel="alternate" type="text/html" href="https://wiki.voidverse.net/index.php?title=Ship_Assembly&amp;diff=87&amp;oldid=prev"/>
		<updated>2026-10-09T22:13:59Z</updated>

		<summary type="html">&lt;p&gt;Import reviewed reference content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Ship Assembly =&lt;br /&gt;
Ship Assembly turns component choices into a reusable ship blueprint. Saving a design does not construct ships: you build copies in [[Shipyard]], then assign those available ships to missions through [[Fleet Operations]]. The [[Assembly]] game-section page is a quick reference for the design area, including the separate drone workflow.&lt;br /&gt;
&lt;br /&gt;
== Assembly sections and slots ==&lt;br /&gt;
The current Assembly interface has &amp;#039;&amp;#039;&amp;#039;Active&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Ship Assembly&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Drone Assembly&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Archive&amp;#039;&amp;#039;&amp;#039; sections. Active lists current designs; Ship Assembly opens ship design; Drone Assembly designs defensive drones separately; Archive holds retired blueprints. Ship and drone designs use separate per-type active counts.&lt;br /&gt;
&lt;br /&gt;
Each type currently has 3 base active blueprint slots plus your [[Assembly Engineering]] level. Creating or reactivating a design needs a free slot. These are design slots, not the fleet command slots used for missions or the shipyard&amp;#039;s production queue spaces. Retiring a design releases its active slot without deleting the historical record.&lt;br /&gt;
&lt;br /&gt;
== Design a ship, step by step ==&lt;br /&gt;
# Open &amp;#039;&amp;#039;&amp;#039;Ship Assembly&amp;#039;&amp;#039;&amp;#039; from Assembly and enter a blueprint name. &amp;#039;&amp;#039;&amp;#039;Randomize&amp;#039;&amp;#039;&amp;#039; can suggest a name; use one that helps you recognize the design&amp;#039;s purpose later.&lt;br /&gt;
# Choose one option in each component system. Locked options display their required research and level. Research determines which higher tiers can be saved; a preview of an option is not an unlock.&lt;br /&gt;
# Watch the &amp;#039;&amp;#039;&amp;#039;Prototype preview&amp;#039;&amp;#039;&amp;#039; while changing components. It groups the combat profile, platform profile, construction values and resource costs. The &amp;#039;&amp;#039;&amp;#039;With research&amp;#039;&amp;#039;&amp;#039; toggle lets you compare the preview with research effects. Use it to compare designs rather than treating the base values as every player&amp;#039;s final combat strength.&lt;br /&gt;
# Check cargo, speed, mass, weapon types, protection, build time and the resource cost for the task you intend. A design that carries more or fights better can also cost more to build and fuel.&lt;br /&gt;
# Press &amp;#039;&amp;#039;&amp;#039;Assemble&amp;#039;&amp;#039;&amp;#039; to save the blueprint. It becomes an active design if the component choices, research, name and available slot are valid. This action saves a blueprint; it does not deduct the resource cost of a fleet of newly built ships.&lt;br /&gt;
&lt;br /&gt;
== Assembly points and skeleton tiers ==&lt;br /&gt;
A ship skeleton &amp;#039;&amp;#039;&amp;#039;provides assembly-point capacity and consumes zero AP itself&amp;#039;&amp;#039;&amp;#039;. Engines, weapons, hull plating, shields, transport/extractor modules and tactical modules contribute their own AP costs. Skeletons still contribute resource cost, mass and build time; zero AP cost does not make the hull platform free to construct.&lt;br /&gt;
&lt;br /&gt;
The current ship skeleton capacities are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier !! Skeleton !! Available AP !! Required Ship Skeleton research&lt;br /&gt;
|-&lt;br /&gt;
| T0 || Nova Frigate || 8 || No research level required&lt;br /&gt;
|-&lt;br /&gt;
| T1 || Sentinel Cruiser || 18 || Level 4&lt;br /&gt;
|-&lt;br /&gt;
| T2 || Eclipse Destroyer || 34 || Level 8&lt;br /&gt;
|-&lt;br /&gt;
| T3 || Titan Battleship || 54 || Level 12&lt;br /&gt;
|-&lt;br /&gt;
| T4 || Colossus Dreadnought || 95 || Level 16&lt;br /&gt;
|-&lt;br /&gt;
| T5 || Leviathan Starship || 130 || Level 20&lt;br /&gt;
|-&lt;br /&gt;
| T6 || Behemoth Starship || &amp;#039;&amp;#039;&amp;#039;180&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Level 24&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
The T6 Behemoth is a new heavy platform. The existing T0–T5 capacities remain unchanged. Its higher capacity does not unlock component technologies automatically; each selected component still has its own research requirement.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Available AP&amp;#039;&amp;#039;&amp;#039; is the skeleton&amp;#039;s capacity; &amp;#039;&amp;#039;&amp;#039;AP costs&amp;#039;&amp;#039;&amp;#039; is the total used by the selected components. The prototype preview highlights the AP cost when it exceeds capacity. At present, an over-budget design is highlighted rather than blocked solely because of AP usage; treat the capacity as the intended design budget when comparing loadouts.&lt;br /&gt;
&lt;br /&gt;
Tactical modules have &amp;#039;&amp;#039;&amp;#039;no minimum skeleton tier&amp;#039;&amp;#039;&amp;#039;. You can select one on a smaller skeleton if its research is unlocked, but its AP cost competes with engines, protection, weapons and cargo. Selecting a larger tactical or cargo module can therefore require downgrading other parts to stay within the design budget.&lt;br /&gt;
&lt;br /&gt;
=== T6 loadout example ===&lt;br /&gt;
Four T6 combat components—projectile weapon, energy weapon, hull plating and energy shield—use 26 AP each. Together with the current maximum T5 engine at 26 AP, they use &amp;#039;&amp;#039;&amp;#039;130 AP&amp;#039;&amp;#039;&amp;#039;, leaving &amp;#039;&amp;#039;&amp;#039;50 AP&amp;#039;&amp;#039;&amp;#039; on the Behemoth.&lt;br /&gt;
* Add T3 transport at 32 AP and Charger at 22 AP: total usage becomes &amp;#039;&amp;#039;&amp;#039;184 AP&amp;#039;&amp;#039;&amp;#039;, four above capacity. Downgrading one T6 combat component to T5 saves 8 AP, bringing usage to &amp;#039;&amp;#039;&amp;#039;176 AP&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Use T4 transport at 64 AP with Charger: total usage becomes &amp;#039;&amp;#039;&amp;#039;216 AP&amp;#039;&amp;#039;&amp;#039;, so substantially larger sacrifices are needed to stay within 180.&lt;br /&gt;
&lt;br /&gt;
These are AP-budget examples, not complete combat comparisons. Inspect the resulting damage, protection, cargo, speed, mass and resource cost in the preview before choosing the tradeoff.&lt;br /&gt;
&lt;br /&gt;
== Component systems and research ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Chassis Skeleton&amp;#039;&amp;#039;&amp;#039; selects the hull platform. Higher choices require [[Ship Skeleton]].&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Engine&amp;#039;&amp;#039;&amp;#039; affects movement; higher engine choices require [[Engine Engineering]].&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Transport Module&amp;#039;&amp;#039;&amp;#039; adds carrying capacity; higher choices require Ship Skeleton. The first non-empty module requires level 2.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Extractor Module&amp;#039;&amp;#039;&amp;#039; enables debris recovery and adds capacity; its first non-empty choice requires Ship Skeleton level 3. &amp;#039;&amp;#039;&amp;#039;Transport and extractor modules cannot be fitted together on one ship.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Projectile Weapon&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Energy Weapon&amp;#039;&amp;#039;&amp;#039; provide separate damage types. Their higher options require [[Weapon Research]]; the first upgraded projectile option requires level 2 and the first upgraded energy option level 3.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hull Plating&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Energy Shield&amp;#039;&amp;#039;&amp;#039; provide physical and energy protection. Higher options require [[Chassis Integrity]], with different requirements for the two systems.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tactical Module&amp;#039;&amp;#039;&amp;#039; changes a ship&amp;#039;s role and relevant performance; higher choices require [[Tactical Modules]]. Inspect its description and preview for tradeoffs before selecting it.&lt;br /&gt;
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[[Energy Research]], [[Photonic Computing]] and Assembly Engineering form part of the route to Ship Skeleton; see [[Beginner&amp;#039;s Guide]] for the early sequence. Higher tiers have their own levels shown in the option tooltip, so one research unlock does not make every component available.&lt;br /&gt;
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Unarmed transport and extractor designs serve different jobs from armed combat designs. Adding cargo/extractor modules to an armed design makes it a raider with different capacity tradeoffs; do not assume it carries as much as the comparable civilian design. The role badge and actual preview help you compare it. Only extractor-equipped ships can be selected together for a debris extraction fleet.&lt;br /&gt;
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== Manage saved blueprints ==&lt;br /&gt;
Active cards link to &amp;#039;&amp;#039;&amp;#039;Edit blueprint&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Upgrade blueprint&amp;#039;&amp;#039;&amp;#039;. Edit shows built/lost/scrapped totals and the locations of existing copies; renaming costs the displayed G.E.L.D. amount. It is not a free component-redesign form.&lt;br /&gt;
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Upgrade lets you choose a new component configuration together with a &amp;#039;&amp;#039;&amp;#039;higher Mark&amp;#039;&amp;#039;&amp;#039;, spending the displayed Combat Data Points. Marks run through I, II and III and cannot be lowered. The current upgrade action requires advancing the Mark; saving component-only changes at the same Mark is not supported. Existing ships referencing the blueprint use its updated design, so review the change before applying it rather than assuming it affects only future builds.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Retire&amp;#039;&amp;#039;&amp;#039; moves a blueprint out of the active set, and &amp;#039;&amp;#039;&amp;#039;Reactivate&amp;#039;&amp;#039;&amp;#039; in Archive restores it if a slot is free. Retirement does not scrap existing ships. However, the composer and new shipyard orders list active designs, so reactivate a retired design when you need to dispatch its local copies or build more.&lt;br /&gt;
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== Build physical ships in the Shipyard ==&lt;br /&gt;
# Select the colony where the ships should be built. It needs [[Planetary Shipyard]] &amp;#039;&amp;#039;&amp;#039;level 1&amp;#039;&amp;#039;&amp;#039; or higher. The building has no catalog prerequisites, but construction and ship orders still need the local resources.&lt;br /&gt;
# Open Shipyard and choose an active ship blueprint. Inspect the design&amp;#039;s costs, build duration, locally available count and maximum affordable quantity.&lt;br /&gt;
# Enter the quantity and submit the build order. The entire order&amp;#039;s Aslit, Crlit, Iopla and SEM cost is checked and deducted from that colony when queued. Saving a blueprint elsewhere does not transfer resources to this colony.&lt;br /&gt;
# Follow the production queue. Current capacity is &amp;#039;&amp;#039;&amp;#039;10 active orders&amp;#039;&amp;#039;&amp;#039; per colony. Orders run in sequence; completed units are added to that colony as production advances, so a batch need not finish before its first completed ship exists.&lt;br /&gt;
# Return to [[Fleet Operations]] when ships are available. Choose the same colony as the origin and assign the quantities you want to send. A design in the blueprint list with no completed local ships cannot be dispatched.&lt;br /&gt;
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Higher shipyard levels and relevant [[Robot Assembly]] / [[Orbital Shipyard]] infrastructure affect build duration; inspect the time shown for the current colony rather than assuming the prototype&amp;#039;s construction time is the final queue duration.&lt;br /&gt;
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== Cancellation, retrofit and scrapping ==&lt;br /&gt;
Cancelling an ordinary ship order applies the refund shown in-game. Current settings refund 80% for waiting orders and 60% of the unproduced portion of the current order. Already completed ships stay built. Cancelling is not a full resource refund, and an order that has completed cannot be cancelled.&lt;br /&gt;
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Shipyard also provides &amp;#039;&amp;#039;&amp;#039;Retrofit&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Scrapyard&amp;#039;&amp;#039;&amp;#039;. Retrofit converts eligible existing ships into another eligible active design, requires [[Retrofit]] research and the supported matching tier-zero chassis, charges resource differences and takes queue time. A retrofit order cannot be cancelled. It is a separate operation from upgrading the shared blueprint&amp;#039;s Mark.&lt;br /&gt;
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Scrapyard removes selected locally available ships for the displayed resource return and charges G.E.L.D.; inspect both figures before confirming. Ships away on a mission are not local stock available for scrapping or assigning to a second fleet.&lt;br /&gt;
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[[Fleet Operations|Compose and launch a fleet]] · [[Assembly|Assembly section reference]] · [[Shipyard|Shipyard section reference]] · [[Main Page|Back to the wiki home]]&lt;br /&gt;
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Resource references: [[Aslit]] · [[Crlit]] · [[Iopla]] · [[SEM]] · [[G.E.L.D.]] · [[Resources|Resource overview]]&lt;/div&gt;</summary>
		<author><name>Abraxis</name></author>
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