IDIOT'S GUIDE TO FED2

PLANETARY ECONOMIES

SETTING UP A REPAIR YARD

A ship repair yard is an extra source of income, because commodities used to fix the holes in battered ships come from your exchange, so you get the money. When ships are repaired on your planet, if the goods come from the exchange, then the treasury gets the money, and your stocks are reduced - but if the goods are sourced elsewhere, you get zilch. So it's well worth setting things up so you have everything needed readily available, and then encouraging battered ships to make your world their first port of call.

Having a repair yard is also an incentive for ships to join your merchant fleet, because they'll get a discount on ship repairs on the planet the ship is registered to.

Setting up a repair yard is a simple matter of flagging a location with the Ship Repair property. You then need to ensure that all the commodities needed for repairs are available in your stockpiles.

Here's the schedule of what commodities are needed for repairing the various bits of a ship:


Engines

For each point of damage the following commodities are required (amounts are in tons):

Alloys - 2
Monopoles - 1
Xmetals - 1


Shields

For each point of damage the following commodities are required (amounts are in tons):

Crystals - 2
Lanzarik - 1
Xmetals - 1


Computers

For each point of damage the following commodities are required (amounts are in tons), subject to level multipliers:

Monopoles - 3
Semiconductors - 4
Nanos - 3
Biochips - 5
Firewalls - 1
Alloys - 3

Level multipliers mean the commodities needed increase for each extra level:

From level 1 to 2 - x 1
From level 2 to 3 - x 1
From level 3 to 4 - x 5
From level 4 to 5 - x 10
From level 5 to 6 - x 30
From level 6 to 7 - x 50

For example, the monopoles needed to repair a level 5 computer which has been reduced by damage to a level 3 or below would be 3 x 5 x 10 = 150 tons.


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