Shipyard
Shipyards unlock and speed construction of ships and fixed defenses. The underlying unit build time in hours is base structural integrity ÷ (2500 × (1 + Shipyard level) × 2^Nanite level × galaxy economy speed). Higher Shipyard levels therefore do reduce time. Material Physics further reduces unit time; Nanite Technology additionally speeds ships, not defenses. Missile timers have separate silo adjustments.
In 3.0.5, Restore eligible ships in Shipyard (phone: Units → Build) checks stasis in your current galaxy against existing upkeep coverage. It does not spend Credits or override affordability. Recovered ships return to their original station when it still exists; otherwise they become claimable in Exchange My Deliveries. The page refreshes inventory after a successful recovery. Empty stasis has no restore action available.
Requirements
Robotics Factory 2.
Construction cost
Base material cost for target level L is the level-1 amount × 2^(L − 1), rounded to the nearest whole resource before applicable discounts.
| Resource | Level 1 | Level 5 |
|---|---|---|
| Metal | 400 | 6,400 |
| Crystal | 200 | 3,200 |
| Deuterium | 100 | 1,600 |
Material Physics reduces material costs. Buildings and facilities also require the Credits shown in the construction quote. Use that quote for your actual price.
Planning and use
Use the ship and defense pages for exact unlocks. Reapers, Wayfinders and Deathstars also need their listed research. Ordinary ships require their displayed Credits as well as materials; fixed defenses do not acquire a Credit charge. Select quantity or MAX to review the whole order. Ships are non-cancellable once ordered. Ship Stats and Defense Stats show your effective values; research affects those values too.