Shipyard
A Shipyard is a Station subtype that produces capital ships (XL and L class). Each major faction has one or more shipyards as economic anchors.
This page documents Shipyard-specific behavior. For general station behavior (properties, ownership, modules, etc.), see the parent Station page.
Identification
Section titled “Identification”<do_if value="$station.isplannedshipyard"> <!-- this station is a shipyard --></do_if>| Property | Type | Description |
|---|---|---|
.isplannedshipyard | bool | This station is/was a shipyard |
.wasshipyard | bool | Sticky flag — was ever a shipyard (V-003 history) |
Vanilla shipyards (initial galaxy)
Section titled “Vanilla shipyards (initial galaxy)”Each faction has a fixed shipyard at game start. The list below comes from libraries/god.xml:
| Faction | Shipyard sector |
|---|---|
| Argon | Argon Prime |
| Paranid | Trinity Sanctum |
| Teladi | Profit Center Alpha |
| Split | Family Tkr |
| Terran | Mars |
| Boron | Kingdom End |
| Xenon | Various Xenon sectors |
Construction
Section titled “Construction”Shipyards are constructed using:
- Group:
shipyard_<faction_3-letter-code>(e.g.,shipyard_arg) in stationgroups.xml. - Plan: e.g.,
arg_shipyardin constructionplans.xml.
For the full construction pipeline see the parent Station page (Actions → Create section).
Common gotchas
Section titled “Common gotchas”- ⚠ Don’t confuse
.isplannedshipyardwith.isfactionheadquarters. A shipyard is often (but not always) also a faction HQ.
Related
Section titled “Related”- Station — parent abstraction (all general properties/actions live there).
- Wharf — sibling subtype, builds smaller (M/S) ships.
- Faction — owner.
- Macro — for ship recipes.