Production is the creation of
ships, vehicles, items, weapons and droids in facilities and space
stations. All ships may be built in shipyard space stations (see
Rules) if the ship is the length of the
station or smaller (doesn't apply to stations 3km or larger). Factories
and factory stations are limited to ships less than 80metres in length. All Boats and Submarines are produced in Naval
Shipyard facilities. All medical items are produced in Labs or Medical
Factory Stations. All other ships, vehicles, items, weapons and droids
are produced in factories or factory stations.
- The person starting production must be in the Command Room of the
facility/station and have access.
- The manager must:
- The operator must be an active player.
- The person starting production and the operator must be in the
faction that is the manager and have appropriate privileges. (See Privileges)
- There must be at least one Worker NPC in the facility/station
managed by the production faction managing the facility/station that
isn't in a party.
- There must be sufficient materials to produce. See
Production: Raw Materials
- There must be sufficient capacity in weight and volume in the
facility/station to hold the finished product(s). The available space
includes that which is currently taken up by the materials that
production will use. (This doesn't apply to ships 80 metres or larger because they're built outside.)
- There must be a datacard assigned to the facility/station with
sufficient quantity on it* (See Production: Assigning Datacards).
- The facility/station must be tooled to the type of entity to be
* If a datacard is unassigned from the facility/station it won't affect
any started projects, only queued projects. In the event of the datacard
not having sufficient quantity a check will be made for other datacards
assigned to the station that do.
If the Manager changes while
production is ongoing in such a way that breaks the above conditions
production will halt at 100% until the problem is fixed and production
is resumed and finished.
In the case of the operator changing in such a way as to no longer meet
the requirements they will be replaced with the leader of the managing
The manager of the
facility/station must be set to a production faction of the right type.
For most cases this is simply the faction type that matches the type of
entity to be produced (ie: Weapon producers produce weapons). There are,
however, a few exceptions to this rule.
- Recycling factions produce the three types of Uglies (X-Ceptor, Y-TIE
- Medical factions produce the medical items.
- Trading factions produce counterfeit medical items & drugs.
'Worker' type NPCs, class 'Conversation', are used in
production. The NPCs must be in the facility/station and be managed by
the production faction that is managing the facility/station. The amount
of NPCs to be used on the project depends on the size and quantity of
what is being produced. The number of NPCs is entered upon adding a new
project and can be edited up until the project is started. Once the
project is started you can't edit the requested number of NPCs, so plan
Each project may
have a maximum quantity of
48and up to
20projects may be queued up at once. Projects that are paused or queued
may be moved up and down the queue, edited, or deleted at will.
H. Appleby runs a group of shipyards for the Rebel Alliance
in the Swansea system. He has a shipyard 3 producing two MC-60s, at 34%
complete. An incoming transmission demands that the construction of the
two MC-60s be paused to give top priority to replacing a MC-80a lost in
the Battle of Ailartsua. He pauses construction on the two MC-60s and -
after retooling the station to it's new project - the MC-80a begins
production. In said battle, 26 X-Wings were also lost, which cannot
easily be replaced in time, so Humphrey adds an order for 26 new X-Wings
to the production queue and moves it to the top of the queue above the
paused MC-60s. After the MC-80a is completed, production can begin on
the X-Wings, before the MC-60s are resumed.
automatically move to the next project until a failure condition is met.
The operator of the facility/station does not need to be present for
this to happen. The possible failure conditions are:
- There is nothing else left in the queue
- The next item in the queue is an already started project that was
- The next item in the queue is not the same type of entity that was
- Production checks fail (see Production: What are the requirements
J. Paxman sets up a
shipyard with 6 projects of 12 X-Wings each and 4 projects of 8 Y-Wings
each. Production will automatically continue on until it has built all 6
projects, providing he has enough materials to produce the X-Wings. At
this point Jeremy will get a message from the station letting him know
that he needs to retool the station if the Y-Wing production is to be
More detailed instructions on how to use the production
interface can be found on the interface it self.
The materials used in production may be owned by:
- the facility/station operator
- the manager
- the owner
- the person starting production
- or the faction of the person starting production (if the individual
has Level 1 'Raw Materials' privilege)
The materials must be (1) in the facility/station doing the producing or
(2) in facilities/stations that are (a) loadable facilities in the city*
(See Mining: Storing Materials
) or an
adjacent space station and (b) are operated by the producing
facility/station operator, or the person starting production, or are
managed by the producing facility/station manager, or are owned by the
producing facility/station owner.
* This may change to only adjacent material loadable facilities in the
Materials meeting these conditions then need to be selected for use in
production at the facility/station. There are two ways this can be done.
The Raw Materials inventory has a 'Mark For Usage' option that allows
the assignment of materials to facilities and stations owned by you or
your faction and meeting the location requirements listed above.
The interface has a 'Materials' window that displays a list of all
available and selected materials for the facility/station and allows
selecting or unselecting them.
Those available materials that are selected are then used in the
materials counter on the 'Add' window and when starting production.
Materials in the facility/station doing the production are used before
The 'Materials' window on the production interface contains an
option for using all available materials regardless of which are
A datacard must be
assigned to the facility/station in order for it to produce. Datacards
are assigned from Inventory > View Datacards by the faction that owns
them. Any faction with a datacard can assign their datacards to a
facility/station of another faction. The quantity on a limited use
datacard may be edited by the owning faction at any time. When a
datacard is depleted the owning faction must either reissue the card or
edit the quantity on the existing card.
You have the option of assigning a custom image to the datacards you
own. There is no need to retool or otherwise alter the production
process when the image is accepted. Once set, any entities produced with
that datacard will have the custom image set for it instead of the
standard image. When adding a project to the queue, or editing one that
hasn't yet started, you may choose to use the default image instead of
your custom image. For more information, see Datacards: Custom
Anyone with access to the command room of the
facility/station who has Level 1 or 2 'Production' privilege may abort
production at any time. Materials returned from aborting are placed in
the facility/station doing the production, the materials are lost if
there is not sufficient room. If the project is building ships or
vehicles then they must be completely empty of all cargo and passengers
before abort can begin. The amount of materials returned is the percentage of
the time that remains minus ten percent.
Time to Abort = Time Elapsed + 6 hours
Materials Returned = Percentage Left to Complete - 10%
Pausing production can be done at any time
but results in the time to produce increasing by 10% of the remaining
time. When a project is paused the NPCs that were working on it are
To resume production you have to
be in the command room of the facility/station and have Level 1 or 2
'Production' privilege. Upon choosing the resume production you are
presented with a list of ships/vehicles that meet these conditions.
- Damaged - These will need to be repaired before production can
continue on them. See Repair.
- Missing - These ships/vehicles are no longer present and will need
to be returned.
- Completion Mismatch - These ships/vehicles are not completed to the
same extent as the overall state of the project and will need to be
worked on separately before rejoining the project.
In the event of selecting to resume production only ships/vehicles not
meeting the above conditions will continue producing. All ships/vehicles
that do meet one of those conditions will be permanently taken out of
the project and can't be added to it again*. When the project resumes
all available Worker NPCs, up to the maximum NPCs set in the project,
are assigned and the time to produce is recalculated.
* It will be possible to add such ships/vehicles back into the queue at
a later date.
There are several places where the finished product may be placed.
- Ships 80 metres or larger are
always produced outside the space station.
- Other ships and all vehicles are produced inside.
- Items, Weapons and Droids are placed in cargo containers (see
Production: Cargo Containers) in the
entrance room when production finishes.
Items, Weapons and Droids are produced in batches.
Unlike ships and vehicles, which are always in units of one, an item,
weapon or droid can contain up to 50 in a single batch. The material
requirements for batches are those listed on the rules pages. So, if the
toolkit material requirements are 2 units of meleenium, 1 of rudic and 2
of varium that is for an entire batch of toolkits, not just one.
Similarly, the quantity on the assigned datacard is the number of
batches that can be produced, not the number of items, weapons or droids
that can be produced. Batches can be anywhere from 1 to 48.
Batch Quantity = round(0.5 / squareRoot(Weight))
Weight: Weight of the item, weapon or droid.
Items, Weapons and Droids are packed into cargo containers when
production finishes. The containers cost nothing, cannot be filled with
anything else and will disappear when everything has been removed from
them. They will be placed in the entrance room of the facility and will
be labeled according to what they contain. Upon adding a project to the
queue you may choose the number of products that will be placed in each
box. The batch quantity is the minimum number that may be put in each
box, size permitting.
Batches Per Box = floor(Box Volume / (Batch Quantity * Product Volume))
When changing from producing one type of entity to another the
facility/station needs to be retooled to that type of entity. Retooling
is free and takes time determined by the following equation. The
retooling process can be started by anyone with access to the command
room of the facility/station who has Level 1 or 2 'Production'
Days to Retool = Ln(Volume Capacity / 7750)
- Ln: Logarithm Naperian, also known as Natural Log
- Volume Capacity: The Vol Cap of the facility/station
The facility/station doing the
production will sometimes make contact with the relevant parties (see
Production: Ships/Vehicles being removed during
) when something has gone wrong,
or when production finishes. Messages are currently sent in the
- A project moved to automatically is lacking something that it
requires (eg: materials, credits, capacity...). See Production: What
are the requirements to produce?.
- Production finishes and: there are no more projects left in the
queue, there are no more projects of this type, or the next project has
- A ship/vehicle is removed from the facility or station.
* May be removed if it occurs too often.
If a project consists of more than one entity, there are modest savings in time and cost, compared to producing the same number of entities in projects each consisting of a single entity. No additional workers are required. This is known as the 'Mass Production Factor'.
Days to Produce = (((Total Materials / Production Mod) * (1.2 - (Management / 25)) / NPC Mod) * Random * (1 - (Civ Level / 8))) * Location Mod * Quantity * Mass Production Factor
- Total Materials: For ships, vehicles and droids this is the total units of material the entity requires. For items and weapons this is 2.5 * (RMP^0.4).
- Production Mod: A modifier based on the class and size of the product. These are fixed numbers that are not adjustable by players.
- Management: Management skill of the person starting production, or Management skill of the facility/station operator if the project automatically continued.
- NPC Mod: The number of NPC workers used in production has a large effect on the time of production. Every entity has an ideal number of NPCs that are required to produce it, and there are severe effects on the production time when trying to use significantly more or fewer NPCs.
H. Appleby tries to save credits on producing the 2 MC-80a's by using only 2/3 of the required NPCs. When he gives the order to start the project, the ETA given by the foreman is almost 50% greater than normal.
- Random: 0.95 - 1.05.
- Civ Level: When on or above a planet is the CL of the planet, when in a system is the average CL of inhabited planets in the system, 0 when in deep space.
- Location Mod: 1 for facilities, 0.9 for space stations.
The ideal number of workers is a secret
function of the length/size of the entity.
- 12.8km SSD sized ships: 550 - 650
- 1,800m Tabder sized ships: 300 - 400
- 500m L-500 Space Liner sized ships: 90 - 120
- 113m Mobquet Medium Transport sized ships: 15 - 25
- 29m YT-2000 sized ships: 3 - 8
- Fighters like the Y-wing (16m) or the TIE-Ln (6m): 5 - 10
- 15m Groundhog sized vehicles: 6 - 12
- 45m Sandcrawler sized vehicles: 18 - 30
- 85m Imperial Attack Submarine sized vehicles: 35 - 50
- 350m Conquest-class Crusier sized vehicles: 180 - 200
- Items & Weapons require anywhere from 2 - 10
- Droids require around 5 - 11
To prevent the flooding of the economy
before combat is released there will be temporary increases in the time
to produce. As combat draws nearer, or if these don't prove necessary,
the increases will be reduced or removed completely.
- Capital ships 3000m and longer - x1.5
- Capital ships between 200m and 3000m - x2
- All other capital ships - x3.5
- All freighters - x2
- Fighters & Satellites - x2
- Vehicles - x2
- Items & Weapons - x2
- Droids - x2
Cost = round((RMP * (1.5 - (0.5 * (Morale - Crime))) * Random) * Quantity * Mass Production Factor + ((RMP * Tax Level) * Quantity))
- RMP: Raw Material Price.
- Morale/Crime/Tax Level: When on or above a planet is the values for the planet, when in a system is the average values for inhabited planets in the system, when in deep space morale, crime and tax are 0.
- Random: 1.2 - 1.3.
As per Planetary Economy: Morale
rules, the group in control of
the location receives a cut every time production takes place.
- On or above a planet: Goes to the group controlling the planet.
- In a system, not above a planet: Goes to the group controlling the
A project directly started by someone gives XP
person. Any projects that are automatically continued send their XP
the operator of the facility/station. A project that is resumed at some
point gives the XP
to the person who resumed.
Ships = 2 + rounddown((RMP / 85000) * Quantity)
Vehicles = 2 + rounddown((RMP / 50000) * Quantity)
Items/Weapons = roundup(Quantity * 0.17)
Droids = 1 + rounddown((RMP / 60000) * Quantity)
- RMP: Raw Material Price.
- Quantity: Number of products in the project.
Addons and changes
that may be made to production in the future.
- Production projects for ships/vehicles allow removal of them as
each is finished, rather than all finishing at the end. Programmer
Note: See the bottom of the production class for notes on the required
- Time/Cost reductions for large stations producing large ships.
- For partially completed ships/vehicles removed from their projects,
allowing their completion at a later time.
- Sourcing materials for ships/vehicles at the facility/station
(ships/vehicles would be required to stay at the location).