BASICS

Shipyard and defense

All ships and defenses in ECON Galaxy: what the shipyard builds, what each hull and turret is good for and how to unlock it.

The Shipyard builds ships and planetary defenses. A higher shipyard level unlocks larger hulls and builds faster. Every planet needs its own Shipyard, which in turn needs Assembly Works level 2 (see Buildings).

How the shipyard works

  • You order any number of a ship or defense at once and pay the full price up front from this planet.
  • Orders run one after another. Ships and defenses share the same line, so a new order starts when the previous one is done.
  • The whole order is delivered when it finishes. The time per unit depends on its ferrite and crystal cost; helion does not count.
  • Every Shipyard level adds the same amount of speed, so Shipyard 3 builds twice as fast as Shipyard 1. All times scale with the universe speed.
  • Shipyard orders cannot be cancelled once they are placed, so plan your orders before you click.

Each unit also needs a minimum Shipyard level on this planet and research for your empire. Locked cards show what is still missing.

Combat ships

  • Wasp Interceptor - the first warship, available with Shipyard 1 and Drift Drive 1. Weak alone, dangerous in swarms.
  • Lancer Corvette - an armoured gunship with three times the firepower of a Wasp.
  • Warden Frigate - the workhorse of every war fleet and the fastest warship, with balanced firepower and armour.
  • Bastion Cruiser - a heavy line cruiser that needs Shipyard 7 and Warp Theory 4.
  • Sovereign Dreadnought - a slow flying fortress with the strongest weapons and the thickest hull, requiring Shipyard 9.

Transport and utility ships

  • Skiff Hauler - a cheap freighter for 5,000 resources, unlocked with Shipyard 2 and Drift Drive 2.
  • Bulk Freighter - carries 25,000 resources. Slow and defenceless, but vital for logistics and raids.
  • Pathfinder Probe - a fast sensor drone for Espionage.
  • Prospector - the only ship that can mine asteroid fields and nebulae (see Mining).
  • Reclaimer - harvests debris fields after battles (see Salvage).
  • Seedship - founds a new colony and is used up doing so. It needs Shipyard 4 and Ion Propulsion 3 (see Colonies).

Planetary defense

Defenses stay on their planet and fight every attacker automatically, also while you are offline.

  • Autocannon Turret - cheap, made only of ferrite and available from Shipyard 1 without research. The first line of defense of any young colony.
  • Blaster Battery and Torpedo Silo - stronger turrets for the middle game. The Blaster Battery needs Pulse Optics 3.
  • Siege Array - a heavy laser lattice with more firepower than a Bastion Cruiser.
  • Plasma Lance - the ultimate planetary weapon, requiring Shipyard 8 and Plasma Physics 7.
  • Aegis Dome and Pulse Barrier - shield domes that cover the whole colony. Each planet can have only one of each.

Destroyed defenses are lost like ships and lower your points (see Combat).

Tips

  • Upgrade the Shipyard on the planet where you build most. It shortens every order there.
  • A few Autocannon Turrets early make your colony a less attractive target.
  • Order in batches that finish while you sleep, because placed orders cannot be cancelled.
  • Check the unlock list before a big research push: one research level can open several ships and turrets at once.

Next article

Fleets and missions

Fleets in the space browser game ECON Galaxy: the seven missions, flight times, drives, cargo, fleet slots and how to recall a fleet.

All articles