<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://wiki.coigame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jewels</id>
	<title>Captain of Industry Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.coigame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jewels"/>
	<link rel="alternate" type="text/html" href="http://wiki.coigame.com/Special:Contributions/Jewels"/>
	<updated>2026-05-14T04:06:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Depot_(2)&amp;diff=7078</id>
		<title>Cargo Depot (2)</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Depot_(2)&amp;diff=7078"/>
		<updated>2022-06-29T21:49:34Z</updated>

		<summary type="html">&lt;p&gt;Jewels: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Cargo Depot (2)&lt;br /&gt;
| Tier          = 1&lt;br /&gt;
| Description   = Once built, a repaired [[Cargo Ship]] can dock here and transfer its cargo via attached Cargo Depot modules.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 100&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Cargo         = {{infoicon|Diesel}}&lt;br /&gt;
| Storage       = 128&lt;br /&gt;
| Footprint     = 25x2 (on land)&amp;lt;br/&amp;gt;plus 25x9 on land &#039;&#039;or&#039;&#039; over ocean&amp;lt;br/&amp;gt;plus 45x12* over ocean&lt;br /&gt;
| Research      = Cargo Depot&lt;br /&gt;
| Designation   = Cargo Docks&lt;br /&gt;
| Variants      = [[Cargo Depot (4)]]&amp;lt;br&amp;gt;[[Cargo Depot (6)]]&amp;lt;br&amp;gt;[[Cargo Depot (8)]]&lt;br /&gt;
}}&lt;br /&gt;
{{about|the small auxiliary dock for utilized by [[Cargo Ship]]s|the large pier where the exploration [[Ship]] docks|Shipyard|the small wooden dock used for [[trading]]|Trade Dock}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Depot (2)&#039;&#039;&#039; is a small auxiliary dock which allows for a [[Cargo Ship]] to dock at the island once one has been discovered and repaired. It features a flat dock space with connection slots for the addition of two &#039;&#039;&#039;(2)&#039;&#039;&#039; Cargo Depot modules, a 128 unit {{infoicon|Diesel}} tank for refueling Cargo Ships, and an accompanying [[Pipe]] connection to replenish itself.&lt;br /&gt;
&lt;br /&gt;
In order for the Cargo Ship to arrive and be able to unload cargo, the player must attach and build at least one [[Unit Module (S)]], [[Unit Module (S)]], or [[Fluid Module (S)]]. While there are also higher-capacity (M) variants of each of these modules, they are unlocked upon completion of the [[Cargo Depot II]] research which also unlocks the [[Cargo Depot (4)]] with additional module slots. As a result, pairing of the (2)-size dock with the (M)-size modules is uncommon.&lt;br /&gt;
&lt;br /&gt;
==Module selection==&lt;br /&gt;
Module selection should reflect the type of cargo available at a repaired [[outposts|outpost]] staffed by {{infoicon|Worker|ui=yes|plural=s}}. Suitable pairings include:&lt;br /&gt;
&lt;br /&gt;
* Unit Module (S): [[Sawmill]] ({{infoicon|Wood}})&lt;br /&gt;
* Loose Module (S): [[Sulfur Mine]] ({{infoicon|Sulfur}}) • [[Uranium Mine]] ({{infoicon|Uranium Ore}}) • [[Quartz Mine]] ({{infoicon|Quartz}}&lt;br /&gt;
* Fluid Module (S): [[Oil Rig]] ({{infoicon|Crude Oil}}) • [[Groundwater Well]] ({{infoicon|Water}})&lt;br /&gt;
&lt;br /&gt;
Module types can be mixed and matched within a single Cargo Depot, however they are frequently built in identical pairs for ease of management. As a cargo ship will wait for several months to be unloaded before venturing back out, mixing of module types can result in a situation where the ship waits for the less-utilized cargo type to be unloaded before departing, causing reduced throughput or shortages of the more-utilized cargo type.&lt;br /&gt;
&lt;br /&gt;
==Configuration of modules==&lt;br /&gt;
After construction, the desired cargo must be set on a per-module basis. If only one suitable cargo type is available to the player when it is built, that cargo will be automatically selected. To select the desired cargo, left click on the module and select the item type in the &amp;lt;code&amp;gt;Stored Product&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
As with mixing and matching module types, it is possible to mix and match desired cargo within the same dock. For exactly the same reasons as stated before, this is not always preferable.&lt;br /&gt;
&lt;br /&gt;
==Cargo Depot spacing and placement==&lt;br /&gt;
Upon first glance, the Cargo Depot (2) may appear to require an abundance of unoccupied space on either side laterally. However, this is to reserve space so that the Cargo Depot (2) can be directly upgraded to the [[Cargo Depot (4)]] without needing to [[demolish]] and rebuild them further apart later.&lt;br /&gt;
&lt;br /&gt;
Placement of Cargo Docks on uneven shorelines is often tricky. The player can ease placement through strategic [[dumping]] of excess materials, such as {{infoicon|Slag}} or {{infoicon|Rock}} to create a straighter and more level shoreline.&lt;br /&gt;
&lt;br /&gt;
To prevent blockage (assuming they are placed along a parallel shoreline) a minimum of 50 tiles of space is required between the structural part of the depots. For Cargo Depot (2) this includes the invisible footprint reserved for the extra space Cargo Depot (4) takes up.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo Depot (4)]]&lt;br /&gt;
* [[Fluid Module (S)]]&lt;br /&gt;
* [[Loose Module (S)]]&lt;br /&gt;
* [[Unit Module (S)]]&lt;br /&gt;
* [[Outposts]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox/Machines}}&lt;/div&gt;</summary>
		<author><name>Jewels</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Depot_(2)&amp;diff=7077</id>
		<title>Cargo Depot (2)</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Depot_(2)&amp;diff=7077"/>
		<updated>2022-06-29T21:48:43Z</updated>

		<summary type="html">&lt;p&gt;Jewels: Final edit for clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Cargo Depot (2)&lt;br /&gt;
| Tier          = 1&lt;br /&gt;
| Description   = Once built, a repaired [[Cargo Ship]] can dock here and transfer its cargo via attached Cargo Depot modules.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 100&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Cargo         = {{infoicon|Diesel}}&lt;br /&gt;
| Storage       = 128&lt;br /&gt;
| Footprint     = 25x2 (on land)&amp;lt;br/&amp;gt;plus 25x9 on land &#039;&#039;or&#039;&#039; over ocean&amp;lt;br/&amp;gt;plus 45x12* over ocean&lt;br /&gt;
| Research      = Cargo Depot&lt;br /&gt;
| Designation   = Cargo Docks&lt;br /&gt;
| Variants      = [[Cargo Depot (4)]]&amp;lt;br&amp;gt;[[Cargo Depot (6)]]&amp;lt;br&amp;gt;[[Cargo Depot (8)]]&lt;br /&gt;
}}&lt;br /&gt;
{{about|the small auxiliary dock for utilized by [[Cargo Ship]]s|the large pier where the exploration [[Ship]] docks|Shipyard|the small wooden dock used for [[trading]]|Trade Dock}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Depot (2)&#039;&#039;&#039; is a small auxiliary dock which allows for a [[Cargo Ship]] to dock at the island once one has been discovered and repaired. It features a flat dock space with connection slots for the addition of two &#039;&#039;&#039;(2)&#039;&#039;&#039; Cargo Depot modules, a 128 unit {{infoicon|Diesel}} tank for refueling Cargo Ships, and an accompanying [[Pipe]] connection to replenish itself.&lt;br /&gt;
&lt;br /&gt;
In order for the Cargo Ship to arrive and be able to unload cargo, the player must attach and build at least one [[Unit Module (S)]], [[Unit Module (S)]], or [[Fluid Module (S)]]. While there are also higher-capacity (M) variants of each of these modules, they are unlocked upon completion of the [[Cargo Depot II]] research which also unlocks the [[Cargo Depot (4)]] with additional module slots. As a result, pairing of the (2)-size dock with the (M)-size modules is uncommon.&lt;br /&gt;
&lt;br /&gt;
==Module selection==&lt;br /&gt;
Module selection should reflect the type of cargo available at a repaired [[outposts|outpost]] staffed by {{infoicon|Worker|ui=yes|plural=s}}. Suitable pairings include:&lt;br /&gt;
&lt;br /&gt;
* Unit Module (S): [[Sawmill]] ({{infoicon|Wood}})&lt;br /&gt;
* Loose Module (S): [[Sulfur Mine]] ({{infoicon|Sulfur}}) • [[Uranium Mine]] ({{infoicon|Uranium Ore}}) • [[Quartz Mine]] ({{infoicon|Quartz}}&lt;br /&gt;
* Fluid Module (S): [[Oil Rig]] ({{infoicon|Crude Oil}}) • [[Groundwater Well]] ({{infoicon|Water}})&lt;br /&gt;
&lt;br /&gt;
Module types can be mixed and matched within a single Cargo Depot, however they are frequently built in identical pairs for ease of management. As a cargo ship will wait for several months to be unloaded before venturing back out, mixing of module types can result in a situation where the ship waits for the less-utilized cargo type to be unloaded before departing, causing reduced throughput or shortages of the more-utilized cargo type.&lt;br /&gt;
&lt;br /&gt;
==Configuration of modules==&lt;br /&gt;
After construction, the desired cargo must be set on a per-module basis. If only one suitable cargo type is available to the player when it is built, that cargo will be automatically selected. To select the desired cargo, left click on the module and select the item type in the &amp;lt;code&amp;gt;Stored Product&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
As with mixing and matching module types, it is possible to mix and match desired cargo within the same dock. For exactly the same reasons as stated before, this is not always preferable.&lt;br /&gt;
&lt;br /&gt;
==Cargo Depot spacing and placement==&lt;br /&gt;
Upon first glance, the Cargo Depot (2) may appear to require an abundance of unoccupied space on either side laterally. However, this is to reserve space so that the Cargo Depot (2) can be directly upgraded to the [[Cargo Depot (4)]] without needing to [[demolish]] and rebuild them further apart later.&lt;br /&gt;
&lt;br /&gt;
Placement of Cargo Docks on uneven shorelines is often tricky. The player can ease placement through strategic [[dumping]] of excess materials, such as {{infoicon|Slag}} or {{infoicon|Rock}} to create a straighter and more level shoreline.&lt;br /&gt;
&lt;br /&gt;
To prevent blockage (assuming they are placed along a parallel shoreline) a minimum of 50 tiles of space is required between the structural part of the depots. (For Cargo Depot (2) this includes the invisible footprint reserved for the extra space Cargo Depot (4) takes up).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo Depot (4)]]&lt;br /&gt;
* [[Fluid Module (S)]]&lt;br /&gt;
* [[Loose Module (S)]]&lt;br /&gt;
* [[Unit Module (S)]]&lt;br /&gt;
* [[Outposts]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox/Machines}}&lt;/div&gt;</summary>
		<author><name>Jewels</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Depot_(4)&amp;diff=7076</id>
		<title>Cargo Depot (4)</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Depot_(4)&amp;diff=7076"/>
		<updated>2022-06-29T21:48:01Z</updated>

		<summary type="html">&lt;p&gt;Jewels: Final edit for clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Cargo Depot (4)&lt;br /&gt;
| Tier          = 2&lt;br /&gt;
| Description   = Once built, a repaired [[Cargo Ship]] can dock here and transfer its cargo via attached Cargo Depot modules.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 120&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 240&lt;br /&gt;
  }}&lt;br /&gt;
| Upgrade         = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 80&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 140&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Cargo         = {{infoicon|Diesel}}&lt;br /&gt;
| Storage       = 192&lt;br /&gt;
| Footprint     = 25x2 (on land)&amp;lt;br/&amp;gt;plus 25x9 on land &#039;&#039;or&#039;&#039; over ocean&amp;lt;br/&amp;gt;plus 45x12* over ocean&lt;br /&gt;
| Research      = Cargo Depot II&lt;br /&gt;
| Designation   = Cargo Docks&lt;br /&gt;
| Variants      = [[Cargo Depot (2)]]&amp;lt;br&amp;gt;[[Cargo Depot (6)]]&amp;lt;br&amp;gt;[[Cargo Depot (8)]]&lt;br /&gt;
}}&lt;br /&gt;
{{about|the large auxiliary dock for utilized by [[Cargo Ship]]s|the large pier where the exploration [[Ship]] docks|Shipyard|the small wooden dock used for [[trading]]|Trade Dock}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Depot (4)&#039;&#039;&#039; is a large auxiliary dock which allows for a [[Cargo Ship]] to dock at the island once one has been discovered and repaired. It features a flat dock space with connection slots for the addition of four &#039;&#039;&#039;(4)&#039;&#039;&#039; Cargo Depot modules, a 192 unit {{infoicon|Diesel}} tank for refueling Cargo Ships, and an accompanying [[Pipe]] connection to replenish itself.&lt;br /&gt;
&lt;br /&gt;
In order for the Cargo Ship to arrive and be able to unload cargo, the player must attach and build at least one [[Unit Module (M)]], [[Unit Module (M)]], or [[Fluid Module (M)]]. While there are also lower-capacity (S) variants of each of these modules, the larger side modules are unlocked by the same [[Cargo Depot II]] research which unlock the Cargo Depot (4) itself. As a result, pairing of the (4)-size dock with the (S)-size modules is uncommon.&lt;br /&gt;
&lt;br /&gt;
==Module selection==&lt;br /&gt;
Module selection should reflect the type of cargo available at a repaired [[outposts|outpost]] staffed by {{infoicon|Worker|ui=yes|plural=s}}. Suitable pairings include:&lt;br /&gt;
&lt;br /&gt;
* Unit Module (M): [[Sawmill]] ({{infoicon|Wood}})&lt;br /&gt;
* Loose Module (M): [[Sulfur Mine]] ({{infoicon|Sulfur}}) • [[Uranium Mine]] ({{infoicon|Uranium Ore}}) • [[Quartz Mine]] ({{infoicon|Quartz}}&lt;br /&gt;
* Fluid Module (M): [[Oil Rig]] ({{infoicon|Crude Oil}}) • [[Groundwater Well]] ({{infoicon|Water}})&lt;br /&gt;
&lt;br /&gt;
Module types can be mixed and matched within a single Cargo Depot, however they are frequently built in identical sets for ease of management. As a cargo ship will wait for several months to be unloaded before venturing back out, mixing of module types can result in a situation where the ship waits for the less-utilized cargo type to be unloaded before departing, causing reduced throughput or shortages of the more-utilized cargo type.&lt;br /&gt;
&lt;br /&gt;
==Configuration of modules==&lt;br /&gt;
After construction, the desired cargo must be set on a per-module basis. If only one suitable cargo type is available to the player when it is built, that cargo will be automatically selected. To select the desired cargo, left click on the module and select the item type in the &amp;lt;code&amp;gt;Stored Product&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
As with mixing and matching module types, it is possible to mix and match desired cargo within the same dock. For exactly the same reasons as before, this is not always preferable.&lt;br /&gt;
&lt;br /&gt;
==Cargo Depot spacing and placement==&lt;br /&gt;
Placement of Cargo Docks on uneven shorelines is often tricky. The player can ease placement through strategic [[dumping]] of excess materials, such as {{infoicon|Slag}} or {{infoicon|Rock}} to create a straighter and more level shoreline.&lt;br /&gt;
&lt;br /&gt;
To prevent blockage (assuming they are placed along a parallel shoreline) a minimum of 50 tiles of space is required between the structural part of the depots.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo Depot (2)]]&lt;br /&gt;
* [[Fluid Module (M)]]&lt;br /&gt;
* [[Loose Module (M)]]&lt;br /&gt;
* [[Unit Module (M)]]&lt;br /&gt;
* [[Outposts]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox/Machines}}&lt;/div&gt;</summary>
		<author><name>Jewels</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Depot_(4)&amp;diff=7067</id>
		<title>Cargo Depot (4)</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Depot_(4)&amp;diff=7067"/>
		<updated>2022-06-29T19:12:32Z</updated>

		<summary type="html">&lt;p&gt;Jewels: Changes &amp;quot;docks&amp;quot; to &amp;quot;depot&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Cargo Depot (4)&lt;br /&gt;
| Tier          = 2&lt;br /&gt;
| Description   = Once built, a repaired [[Cargo Ship]] can dock here and transfer its cargo via attached Cargo Depot modules.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 120&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 240&lt;br /&gt;
  }}&lt;br /&gt;
| Upgrade         = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 80&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 140&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Cargo         = {{infoicon|Diesel}}&lt;br /&gt;
| Storage       = 192&lt;br /&gt;
| Footprint     = 25x2 (on land)&amp;lt;br/&amp;gt;plus 25x9 on land &#039;&#039;or&#039;&#039; over ocean&amp;lt;br/&amp;gt;plus 45x12* over ocean&lt;br /&gt;
| Research      = Cargo Depot II&lt;br /&gt;
| Designation   = Cargo Docks&lt;br /&gt;
| Variants      = [[Cargo Depot (2)]]&amp;lt;br&amp;gt;[[Cargo Depot (6)]]&amp;lt;br&amp;gt;[[Cargo Depot (8)]]&lt;br /&gt;
}}&lt;br /&gt;
{{about|the large auxiliary dock for utilized by [[Cargo Ship]]s|the large pier where the exploration [[Ship]] docks|Shipyard|the small wooden dock used for [[trading]]|Trade Dock}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Depot (4)&#039;&#039;&#039; is a large auxiliary dock which allows for a [[Cargo Ship]] to dock at the island once one has been discovered and repaired. It features a flat dock space with connection slots for the addition of four &#039;&#039;&#039;(4)&#039;&#039;&#039; Cargo Depot modules, a 192 unit {{infoicon|Diesel}} tank for refueling Cargo Ships, and an accompanying [[Pipe]] connection to replenish itself.&lt;br /&gt;
&lt;br /&gt;
In order for the Cargo Ship to arrive and be able to unload cargo, the player must attach and build at least one [[Unit Module (M)]], [[Unit Module (M)]], or [[Fluid Module (M)]]. While there are also lower-capacity (S) variants of each of these modules, the larger side modules are unlocked by the same [[Cargo Depot II]] research which unlock the Cargo Depot (4) itself. As a result, pairing of the (4)-size dock with the (S)-size modules is uncommon.&lt;br /&gt;
&lt;br /&gt;
==Module selection==&lt;br /&gt;
Module selection should reflect the type of cargo available at a repaired [[outposts|outpost]] staffed by {{infoicon|Worker|ui=yes|plural=s}}. Suitable pairings include:&lt;br /&gt;
&lt;br /&gt;
* Unit Module (M): [[Sawmill]] ({{infoicon|Wood}})&lt;br /&gt;
* Loose Module (M): [[Sulfur Mine]] ({{infoicon|Sulfur}}) • [[Uranium Mine]] ({{infoicon|Uranium Ore}}) • [[Quartz Mine]] ({{infoicon|Quartz}}&lt;br /&gt;
* Fluid Module (M): [[Oil Rig]] ({{infoicon|Crude Oil}}) • [[Groundwater Well]] ({{infoicon|Water}})&lt;br /&gt;
&lt;br /&gt;
Module types can be mixed and matched within a single Cargo Depot, however they are frequently built in identical sets for ease of management. As a cargo ship will wait for several months to be unloaded before venturing back out, mixing of module types can result in a situation where the ship waits for the less-utilized cargo type to be unloaded before departing, causing reduced throughput or shortages of the more-utilized cargo type.&lt;br /&gt;
&lt;br /&gt;
==Configuration of modules==&lt;br /&gt;
After construction, the desired cargo must be set on a per-module basis. If only one suitable cargo type is available to the player when it is built, that cargo will be automatically selected. To select the desired cargo, left click on the module and select the item type in the &amp;lt;code&amp;gt;Stored Product&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
As with mixing and matching module types, it is possible to mix and match desired cargo within the same dock. For exactly the same reasons as before, this is not always preferable.&lt;br /&gt;
&lt;br /&gt;
==Cargo Depot spacing and placement==&lt;br /&gt;
Placement of Cargo Docks on uneven shorelines is often tricky. The player can ease placement through strategic [[dumping]] of excess materials, such as {{infoicon|Slag}} or {{infoicon|Rock}} to create a straighter and more level shoreline.&lt;br /&gt;
&lt;br /&gt;
Assuming they are placed along a parallel shoreline, 50 tiles of space are required between the building part of the depot.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo Depot (2)]]&lt;br /&gt;
* [[Fluid Module (M)]]&lt;br /&gt;
* [[Loose Module (M)]]&lt;br /&gt;
* [[Unit Module (M)]]&lt;br /&gt;
* [[Outposts]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox/Machines}}&lt;/div&gt;</summary>
		<author><name>Jewels</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Depot_(2)&amp;diff=7065</id>
		<title>Cargo Depot (2)</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Depot_(2)&amp;diff=7065"/>
		<updated>2022-06-29T19:11:40Z</updated>

		<summary type="html">&lt;p&gt;Jewels: Corrected &amp;quot;dock&amp;quot; to &amp;quot;depot&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Cargo Depot (2)&lt;br /&gt;
| Tier          = 1&lt;br /&gt;
| Description   = Once built, a repaired [[Cargo Ship]] can dock here and transfer its cargo via attached Cargo Depot modules.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 100&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Cargo         = {{infoicon|Diesel}}&lt;br /&gt;
| Storage       = 128&lt;br /&gt;
| Footprint     = 25x2 (on land)&amp;lt;br/&amp;gt;plus 25x9 on land &#039;&#039;or&#039;&#039; over ocean&amp;lt;br/&amp;gt;plus 45x12* over ocean&lt;br /&gt;
| Research      = Cargo Depot&lt;br /&gt;
| Designation   = Cargo Docks&lt;br /&gt;
| Variants      = [[Cargo Depot (4)]]&amp;lt;br&amp;gt;[[Cargo Depot (6)]]&amp;lt;br&amp;gt;[[Cargo Depot (8)]]&lt;br /&gt;
}}&lt;br /&gt;
{{about|the small auxiliary dock for utilized by [[Cargo Ship]]s|the large pier where the exploration [[Ship]] docks|Shipyard|the small wooden dock used for [[trading]]|Trade Dock}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Depot (2)&#039;&#039;&#039; is a small auxiliary dock which allows for a [[Cargo Ship]] to dock at the island once one has been discovered and repaired. It features a flat dock space with connection slots for the addition of two &#039;&#039;&#039;(2)&#039;&#039;&#039; Cargo Depot modules, a 128 unit {{infoicon|Diesel}} tank for refueling Cargo Ships, and an accompanying [[Pipe]] connection to replenish itself.&lt;br /&gt;
&lt;br /&gt;
In order for the Cargo Ship to arrive and be able to unload cargo, the player must attach and build at least one [[Unit Module (S)]], [[Unit Module (S)]], or [[Fluid Module (S)]]. While there are also higher-capacity (M) variants of each of these modules, they are unlocked upon completion of the [[Cargo Depot II]] research which also unlocks the [[Cargo Depot (4)]] with additional module slots. As a result, pairing of the (2)-size dock with the (M)-size modules is uncommon.&lt;br /&gt;
&lt;br /&gt;
==Module selection==&lt;br /&gt;
Module selection should reflect the type of cargo available at a repaired [[outposts|outpost]] staffed by {{infoicon|Worker|ui=yes|plural=s}}. Suitable pairings include:&lt;br /&gt;
&lt;br /&gt;
* Unit Module (S): [[Sawmill]] ({{infoicon|Wood}})&lt;br /&gt;
* Loose Module (S): [[Sulfur Mine]] ({{infoicon|Sulfur}}) • [[Uranium Mine]] ({{infoicon|Uranium Ore}}) • [[Quartz Mine]] ({{infoicon|Quartz}}&lt;br /&gt;
* Fluid Module (S): [[Oil Rig]] ({{infoicon|Crude Oil}}) • [[Groundwater Well]] ({{infoicon|Water}})&lt;br /&gt;
&lt;br /&gt;
Module types can be mixed and matched within a single Cargo Depot, however they are frequently built in identical pairs for ease of management. As a cargo ship will wait for several months to be unloaded before venturing back out, mixing of module types can result in a situation where the ship waits for the less-utilized cargo type to be unloaded before departing, causing reduced throughput or shortages of the more-utilized cargo type.&lt;br /&gt;
&lt;br /&gt;
==Configuration of modules==&lt;br /&gt;
After construction, the desired cargo must be set on a per-module basis. If only one suitable cargo type is available to the player when it is built, that cargo will be automatically selected. To select the desired cargo, left click on the module and select the item type in the &amp;lt;code&amp;gt;Stored Product&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
As with mixing and matching module types, it is possible to mix and match desired cargo within the same dock. For exactly the same reasons as stated before, this is not always preferable.&lt;br /&gt;
&lt;br /&gt;
==Cargo Depot spacing and placement==&lt;br /&gt;
Upon first glance, the Cargo Depot (2) may appear to require an abundance of unoccupied space on either side laterally. However, this is to reserve space so that the Cargo Depot (2) can be directly upgraded to the [[Cargo Depot (4)]] without needing to [[demolish]] and rebuild them further apart later.&lt;br /&gt;
&lt;br /&gt;
Placement of Cargo Docks on uneven shorelines is often tricky. The player can ease placement through strategic [[dumping]] of excess materials, such as {{infoicon|Slag}} or {{infoicon|Rock}} to create a straighter and more level shoreline.&lt;br /&gt;
&lt;br /&gt;
Assuming they are placed along a parallel shoreline, 50 tiles of space are required between the building part of the depots. (For Cargo Depot (2) this includes the invisible footprint reserved for the extra space Cargo Depot (4) takes up).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo Depot (4)]]&lt;br /&gt;
* [[Fluid Module (S)]]&lt;br /&gt;
* [[Loose Module (S)]]&lt;br /&gt;
* [[Unit Module (S)]]&lt;br /&gt;
* [[Outposts]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox/Machines}}&lt;/div&gt;</summary>
		<author><name>Jewels</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Depot_(2)&amp;diff=7064</id>
		<title>Cargo Depot (2)</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Depot_(2)&amp;diff=7064"/>
		<updated>2022-06-29T19:09:56Z</updated>

		<summary type="html">&lt;p&gt;Jewels: Added the same edit made to Cargo Depot (4) page as it is just as relevant, with an additional addendum.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Cargo Depot (2)&lt;br /&gt;
| Tier          = 1&lt;br /&gt;
| Description   = Once built, a repaired [[Cargo Ship]] can dock here and transfer its cargo via attached Cargo Depot modules.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 40&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 100&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Cargo         = {{infoicon|Diesel}}&lt;br /&gt;
| Storage       = 128&lt;br /&gt;
| Footprint     = 25x2 (on land)&amp;lt;br/&amp;gt;plus 25x9 on land &#039;&#039;or&#039;&#039; over ocean&amp;lt;br/&amp;gt;plus 45x12* over ocean&lt;br /&gt;
| Research      = Cargo Depot&lt;br /&gt;
| Designation   = Cargo Docks&lt;br /&gt;
| Variants      = [[Cargo Depot (4)]]&amp;lt;br&amp;gt;[[Cargo Depot (6)]]&amp;lt;br&amp;gt;[[Cargo Depot (8)]]&lt;br /&gt;
}}&lt;br /&gt;
{{about|the small auxiliary dock for utilized by [[Cargo Ship]]s|the large pier where the exploration [[Ship]] docks|Shipyard|the small wooden dock used for [[trading]]|Trade Dock}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Depot (2)&#039;&#039;&#039; is a small auxiliary dock which allows for a [[Cargo Ship]] to dock at the island once one has been discovered and repaired. It features a flat dock space with connection slots for the addition of two &#039;&#039;&#039;(2)&#039;&#039;&#039; Cargo Depot modules, a 128 unit {{infoicon|Diesel}} tank for refueling Cargo Ships, and an accompanying [[Pipe]] connection to replenish itself.&lt;br /&gt;
&lt;br /&gt;
In order for the Cargo Ship to arrive and be able to unload cargo, the player must attach and build at least one [[Unit Module (S)]], [[Unit Module (S)]], or [[Fluid Module (S)]]. While there are also higher-capacity (M) variants of each of these modules, they are unlocked upon completion of the [[Cargo Depot II]] research which also unlocks the [[Cargo Depot (4)]] with additional module slots. As a result, pairing of the (2)-size dock with the (M)-size modules is uncommon.&lt;br /&gt;
&lt;br /&gt;
==Module selection==&lt;br /&gt;
Module selection should reflect the type of cargo available at a repaired [[outposts|outpost]] staffed by {{infoicon|Worker|ui=yes|plural=s}}. Suitable pairings include:&lt;br /&gt;
&lt;br /&gt;
* Unit Module (S): [[Sawmill]] ({{infoicon|Wood}})&lt;br /&gt;
* Loose Module (S): [[Sulfur Mine]] ({{infoicon|Sulfur}}) • [[Uranium Mine]] ({{infoicon|Uranium Ore}}) • [[Quartz Mine]] ({{infoicon|Quartz}}&lt;br /&gt;
* Fluid Module (S): [[Oil Rig]] ({{infoicon|Crude Oil}}) • [[Groundwater Well]] ({{infoicon|Water}})&lt;br /&gt;
&lt;br /&gt;
Module types can be mixed and matched within a single Cargo Depot, however they are frequently built in identical pairs for ease of management. As a cargo ship will wait for several months to be unloaded before venturing back out, mixing of module types can result in a situation where the ship waits for the less-utilized cargo type to be unloaded before departing, causing reduced throughput or shortages of the more-utilized cargo type.&lt;br /&gt;
&lt;br /&gt;
==Configuration of modules==&lt;br /&gt;
After construction, the desired cargo must be set on a per-module basis. If only one suitable cargo type is available to the player when it is built, that cargo will be automatically selected. To select the desired cargo, left click on the module and select the item type in the &amp;lt;code&amp;gt;Stored Product&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
As with mixing and matching module types, it is possible to mix and match desired cargo within the same dock. For exactly the same reasons as stated before, this is not always preferable.&lt;br /&gt;
&lt;br /&gt;
==Cargo Depot spacing and placement==&lt;br /&gt;
Upon first glance, the Cargo Depot (2) may appear to require an abundance of unoccupied space on either side laterally. However, this is to reserve space so that the Cargo Depot (2) can be directly upgraded to the [[Cargo Depot (4)]] without needing to [[demolish]] and rebuild them further apart later.&lt;br /&gt;
&lt;br /&gt;
Placement of Cargo Docks on uneven shorelines is often tricky. The player can ease placement through strategic [[dumping]] of excess materials, such as {{infoicon|Slag}} or {{infoicon|Rock}} to create a straighter and more level shoreline.&lt;br /&gt;
&lt;br /&gt;
Assuming they are placed along a parallel shoreline, 50 tiles of space are required between the building part of the docks. (For Cargo Dock (2) this includes the invisible footprint reserved for the extra space Cargo Dock (4) takes up).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo Depot (4)]]&lt;br /&gt;
* [[Fluid Module (S)]]&lt;br /&gt;
* [[Loose Module (S)]]&lt;br /&gt;
* [[Unit Module (S)]]&lt;br /&gt;
* [[Outposts]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox/Machines}}&lt;/div&gt;</summary>
		<author><name>Jewels</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Depot_(4)&amp;diff=7063</id>
		<title>Cargo Depot (4)</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Depot_(4)&amp;diff=7063"/>
		<updated>2022-06-29T19:06:54Z</updated>

		<summary type="html">&lt;p&gt;Jewels: Added minimum space requirement between docks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Cargo Depot (4)&lt;br /&gt;
| Tier          = 2&lt;br /&gt;
| Description   = Once built, a repaired [[Cargo Ship]] can dock here and transfer its cargo via attached Cargo Depot modules.&lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 120&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 240&lt;br /&gt;
  }}&lt;br /&gt;
| Upgrade         = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts II&lt;br /&gt;
    | Input1Qty   = 80&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 140&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = None&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Cargo         = {{infoicon|Diesel}}&lt;br /&gt;
| Storage       = 192&lt;br /&gt;
| Footprint     = 25x2 (on land)&amp;lt;br/&amp;gt;plus 25x9 on land &#039;&#039;or&#039;&#039; over ocean&amp;lt;br/&amp;gt;plus 45x12* over ocean&lt;br /&gt;
| Research      = Cargo Depot II&lt;br /&gt;
| Designation   = Cargo Docks&lt;br /&gt;
| Variants      = [[Cargo Depot (2)]]&amp;lt;br&amp;gt;[[Cargo Depot (6)]]&amp;lt;br&amp;gt;[[Cargo Depot (8)]]&lt;br /&gt;
}}&lt;br /&gt;
{{about|the large auxiliary dock for utilized by [[Cargo Ship]]s|the large pier where the exploration [[Ship]] docks|Shipyard|the small wooden dock used for [[trading]]|Trade Dock}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Depot (4)&#039;&#039;&#039; is a large auxiliary dock which allows for a [[Cargo Ship]] to dock at the island once one has been discovered and repaired. It features a flat dock space with connection slots for the addition of four &#039;&#039;&#039;(4)&#039;&#039;&#039; Cargo Depot modules, a 192 unit {{infoicon|Diesel}} tank for refueling Cargo Ships, and an accompanying [[Pipe]] connection to replenish itself.&lt;br /&gt;
&lt;br /&gt;
In order for the Cargo Ship to arrive and be able to unload cargo, the player must attach and build at least one [[Unit Module (M)]], [[Unit Module (M)]], or [[Fluid Module (M)]]. While there are also lower-capacity (S) variants of each of these modules, the larger side modules are unlocked by the same [[Cargo Depot II]] research which unlock the Cargo Depot (4) itself. As a result, pairing of the (4)-size dock with the (S)-size modules is uncommon.&lt;br /&gt;
&lt;br /&gt;
==Module selection==&lt;br /&gt;
Module selection should reflect the type of cargo available at a repaired [[outposts|outpost]] staffed by {{infoicon|Worker|ui=yes|plural=s}}. Suitable pairings include:&lt;br /&gt;
&lt;br /&gt;
* Unit Module (M): [[Sawmill]] ({{infoicon|Wood}})&lt;br /&gt;
* Loose Module (M): [[Sulfur Mine]] ({{infoicon|Sulfur}}) • [[Uranium Mine]] ({{infoicon|Uranium Ore}}) • [[Quartz Mine]] ({{infoicon|Quartz}}&lt;br /&gt;
* Fluid Module (M): [[Oil Rig]] ({{infoicon|Crude Oil}}) • [[Groundwater Well]] ({{infoicon|Water}})&lt;br /&gt;
&lt;br /&gt;
Module types can be mixed and matched within a single Cargo Depot, however they are frequently built in identical sets for ease of management. As a cargo ship will wait for several months to be unloaded before venturing back out, mixing of module types can result in a situation where the ship waits for the less-utilized cargo type to be unloaded before departing, causing reduced throughput or shortages of the more-utilized cargo type.&lt;br /&gt;
&lt;br /&gt;
==Configuration of modules==&lt;br /&gt;
After construction, the desired cargo must be set on a per-module basis. If only one suitable cargo type is available to the player when it is built, that cargo will be automatically selected. To select the desired cargo, left click on the module and select the item type in the &amp;lt;code&amp;gt;Stored Product&amp;lt;/code&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
As with mixing and matching module types, it is possible to mix and match desired cargo within the same dock. For exactly the same reasons as before, this is not always preferable.&lt;br /&gt;
&lt;br /&gt;
==Cargo Depot spacing and placement==&lt;br /&gt;
Placement of Cargo Docks on uneven shorelines is often tricky. The player can ease placement through strategic [[dumping]] of excess materials, such as {{infoicon|Slag}} or {{infoicon|Rock}} to create a straighter and more level shoreline.&lt;br /&gt;
&lt;br /&gt;
Assuming they are placed along a parallel shoreline, 50 tiles of space are required between the building part of the docks.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Cargo Depot (2)]]&lt;br /&gt;
* [[Fluid Module (M)]]&lt;br /&gt;
* [[Loose Module (M)]]&lt;br /&gt;
* [[Unit Module (M)]]&lt;br /&gt;
* [[Outposts]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox/Machines}}&lt;/div&gt;</summary>
		<author><name>Jewels</name></author>
	</entry>
</feed>