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	<id>http://wiki.coigame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Super+Aardvark</id>
	<title>Captain of Industry Wiki - User contributions [en]</title>
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	<updated>2026-04-22T09:24:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.coigame.com/index.php?title=Fast_Breeder_Reactor&amp;diff=10806</id>
		<title>Fast Breeder Reactor</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Fast_Breeder_Reactor&amp;diff=10806"/>
		<updated>2024-06-22T10:11:27Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: Not a stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Fast Breeder Reactor&lt;br /&gt;
| Tier          = &lt;br /&gt;
| Description   = &lt;br /&gt;
| Recipe        = &lt;br /&gt;
  {{Machine Recipe&lt;br /&gt;
    | Input1Name  = Construction Parts IV&lt;br /&gt;
    | Input1Qty   = 1500&lt;br /&gt;
    | Input2Name  = Electronics III&lt;br /&gt;
    | Input2Qty   = 200&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = 200&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| MaintenanceIII = 36&lt;br /&gt;
| Footprint     = 45x21*&lt;br /&gt;
| BoostByUnity  = no&lt;br /&gt;
| Research      = Fast Breeder Reactor (research)&lt;br /&gt;
| Designation   = Power Production&lt;br /&gt;
| Variants      = [[Nuclear Reactor]]&amp;lt;/br&amp;gt;[[Nuclear Reactor II]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Fast Breeder Reactor&#039;&#039;&#039; is a machine that generates large amounts of {{infoicon|Steam (Super)|new=yes}} from {{infoicon|Water}} and {{infoicon|Core Fuel|new=yes}} for use in generators. And also, the reactor can enrich {{infoicon|Blanket Fuel|new=yes}} to {{infoicon|Blanket Fuel (Enriched)|new=yes}}, which is used in the production of {{infoicon|Core Fuel|new=yes}}. Considering the lower process, produced {{infoicon|Blanket Fuel (Enriched)|text=Blanket Fuels (Enriched)|new=yes}} are more than spent {{infoicon|Core Fuel|plural=s|new=yes}}. &lt;br /&gt;
&lt;br /&gt;
Because of this, it is only necessary to produce enough initial {{infoicon|Core Fuel|plural=|new=yes}} from a [[Chemical Plant II|Chemical plant II]] to begin the loop, as long as you are recycling the spent core fuel and enriched blanket fuel. Once this cycle is operating successfully, you will only need to make sure that you continue adding a small amount of {{infoicon|Blanket Fuel|new=yes}}, which can be easily made from a very small amount of {{infoicon|Depleted Uranium|new=yes}} or {{infoicon|Yellow Cake|new=yes}}.  &lt;br /&gt;
&lt;br /&gt;
Power is generated by passing the output {{infoicon|Steam (Super)|new=yes}} through [[Super-pressure Turbine]]s, [[High-pressure Turbine]]s, and [[Low-pressure Turbine]]s with their output shaft connected to [[Power Generator]]s, typically Tier 2 variants of each. A majority of the Water can subsequently be recovered for reuse using a [[Cooling Tower (Large)]].&lt;br /&gt;
Generated {{infoicon|Steam (Super)|new=yes}} can be also used to [[Thermal Desalinator|desalinate]] {{infoicon|Seawater}} and produce {{infoicon|Hydrogen}}.&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions ==&lt;br /&gt;
&lt;br /&gt;
In order to get up and running, the Fast Breeder Reactor requires about 40 Core Fuel which must be produced the hard/inefficient way by twice enriching uranium: {{infoicon|Yellow Cake}} into {{infoicon|Enriched Uranium (4%)|new=yes}} into {{infoicon|Enriched Uranium (20%)|new=yes}}. However, once it gets going, reprocessing the Spent Core Fuel and enriching Blanket Fuel can be used instead, which greatly reduce the uranium consumption.&lt;br /&gt;
&lt;br /&gt;
For an effective steady state, arrange input priorities for Core Fuel as follows:&lt;br /&gt;
 &lt;br /&gt;
# Recovered from Spent Core Fuel in a [[Nuclear Reprocessing Plant]] (80% recovery rate)&lt;br /&gt;
# Made from Blanket Fuel (Enriched) in an [[Enrichment Plant]] (yields slightly more than enough to make up the remaining 20%)&lt;br /&gt;
# Made from Enriched Uranium (20%) in a [[Chemical Plant II]] (only at start)&lt;br /&gt;
&lt;br /&gt;
Also, arrange input priorities for Blanket Fuel as follows:&lt;br /&gt;
&lt;br /&gt;
# Recovered from Blanket Fuel (Enriched) as byproduct of Core Fuel recipe&lt;br /&gt;
# Made from Depleted Uranium in [[Chemical Plant II]] (if left over from regular Nuclear Reactor)&lt;br /&gt;
# Made from Yellow Cake in [[Chemical Plant II]]&lt;br /&gt;
&lt;br /&gt;
== Heat Exchange and Overheat==&lt;br /&gt;
See [[Nuclear Reactor]]&lt;br /&gt;
&lt;br /&gt;
== Automatic Regulation ==&lt;br /&gt;
See [[Nuclear Reactor II]]&lt;br /&gt;
&lt;br /&gt;
== Enrichment of Blanket Fuel ==&lt;br /&gt;
&lt;br /&gt;
Enrichment of {{infoicon|Blanket Fuel|new=yes}} is optional and does not affect reactor performance. It runs at the same speed as the main recipe (the one that produces {{infoicon|Steam (Super)|new=yes}} from {{infoicon|Core Fuel|new=yes}}) but enriches 1.2 units of {{infoicon|Blanket Fuel|new=yes}} per unit of Core Fuel consumed. As an illustration, at 4X reactor speed, the enrichment along with the main recipe behaves like the following combined recipe:&lt;br /&gt;
&lt;br /&gt;
{{recipe draw&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Input3Name  = Blanket Fuel&lt;br /&gt;
  | Input3Qty   = 1.2&lt;br /&gt;
  | Time        = 15&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
  | Output3Name = Blanket Fuel (Enriched)&lt;br /&gt;
  | Output3Qty  = 1.2&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{recipe define&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Time        = 15&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
}}{{recipe define&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Time        = 20&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
}}{{recipe define&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Time        = 30&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
}}{{recipe define&lt;br /&gt;
  | Input1Name  = Water&lt;br /&gt;
  | Input1Qty   = 96&lt;br /&gt;
  | Input2Name  = Core Fuel&lt;br /&gt;
  | Input2Qty   = 1&lt;br /&gt;
  | Time        = 60&lt;br /&gt;
  | Output1Name = Steam (Super)&lt;br /&gt;
  | Output1Qty  = 96&lt;br /&gt;
  | Output2Name = Core Fuel (Spent)&lt;br /&gt;
  | Output2Qty  = 1&lt;br /&gt;
}}{{recipe define&lt;br /&gt;
  | Input1Name  = Blanket Fuel&lt;br /&gt;
  | Input1Unit  = ?&lt;br /&gt;
  | Time        = 15&lt;br /&gt;
  | Output1Name = Blanket Fuel (Enriched)&lt;br /&gt;
  | Output1Unit = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Radiation&amp;diff=10805</id>
		<title>Radiation</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Radiation&amp;diff=10805"/>
		<updated>2024-06-22T10:08:57Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: Add detail and advice on radioactive materials&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Name          = Radiation&lt;br /&gt;
| Type1         = Pollution&lt;br /&gt;
| State         = Virtual&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Radiation&#039;&#039;&#039; is a kind of pollution produced by overheated [[Nuclear Reactor|Nuclear Reactors]] ([[Nuclear Meltdown]]) or the open storage of [[Spent Fuel|spent radioactive fuel]]. Radiation can be avoided by properly storing spent fuel in a functioning [[Radioactive Waste Storage]] or reprocessing it. A nuclear meltdown, and subsequent radiation release, can be avoided by preventing reactor heat from maxing out which is usually caused by a overflow of [[Steam (High)]] or [[Steam (Super)]] and lack of cooling water.&lt;br /&gt;
&lt;br /&gt;
Radiation will apply a large negative modifier to a settlement&#039;s [[Population|Growth]], potentially overcoming any positives (such as from Growth Boost [[Edicts]]) leading to the instant death of citizens.&lt;br /&gt;
&lt;br /&gt;
== Radioactive Waste ==&lt;br /&gt;
Various byproducts of nuclear fuel processing are radioactive.  These materials produce radiation whenever they&#039;re outside of a [[Radioactive Waste Storage]] facility, including while being transported by belt or by truck and when stored in the [[Shipyard]].  A certain amount of radiation can be endured without harm, but too much will cause a health penalty.  Each radioactive material has a Radiation Level, and the sum of the radiation levels of all exposed materials determine the health impact.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Material&lt;br /&gt;
!Radiation Level&lt;br /&gt;
|-&lt;br /&gt;
|[[Spent Fuel]]&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Spent MOX]]&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Plutonium]]&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Fission Product]]&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
Here are some tips for handling radioactive material safely:&lt;br /&gt;
&lt;br /&gt;
* Build the reactor, reprocessing plant, and waste storage as close together as possible.&lt;br /&gt;
* Keep belts short, and use only [[Flat Conveyor|Tier I belts]].&lt;br /&gt;
* When transporting by truck, assign a single [[Pickup|small truck]] to do the work.&lt;br /&gt;
&lt;br /&gt;
Take particular care if you need to move a storage full of waste from one place to another.  If your fleet of trucks descends to move it all at once, the result could be disastrous.&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Fission_Product&amp;diff=10804</id>
		<title>Fission Product</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Fission_Product&amp;diff=10804"/>
		<updated>2024-06-22T09:14:46Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: Copy edit; explain waste end-of-life; add links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Fission products are residual waste generated from reprocessing spent nuclear fuels. This hazardous byproduct poses a significant risk of [[radiation]] exposure that can prematurely end your island if mishandled. Proper disposal and storage must account for the extremely slow decay rate of these materials. It is strongly recommended to split fission products into multiple waste storage units initially, with room for expansion to handle future disposal needs as your island and its nuclear use progress.  After 100 years in the storage facility, the fission product will become [[Retired Waste]], at which point it can be retrieved from the storage facility, [[Shredder|shredded]], and [[Waste Sorting Plant|recycled]].&lt;br /&gt;
{{Infobox material&lt;br /&gt;
  | Name           = {{PAGENAME}}&lt;br /&gt;
  | Type1          = Radioactive Waste&lt;br /&gt;
  | State          = Unit&lt;br /&gt;
  | Radiation      = 4&lt;br /&gt;
  | StoredIn       = [[Radioactive Waste Storage]]&lt;br /&gt;
}}&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=User_talk:CaptainMarek&amp;diff=10789</id>
		<title>User talk:CaptainMarek</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=User_talk:CaptainMarek&amp;diff=10789"/>
		<updated>2024-06-20T01:49:29Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: Question about spam on the wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wiki Spam==&lt;br /&gt;
Seems like all the recent top &amp;quot;contributors&amp;quot; are posting spam.  What&#039;s the proper way for users to react to this?  I don&#039;t have the power to delete articles, and there doesn&#039;t seem to be any kind of &amp;quot;candidate for deletion&amp;quot; template.  Thanks, [[User:Super Aardvark|Super Aardvark]] ([[User talk:Super Aardvark|talk]]) 01:48, 20 June 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Ship&amp;diff=10501</id>
		<title>Cargo Ship</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Ship&amp;diff=10501"/>
		<updated>2023-06-04T10:27:58Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: More info about modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Ship&#039;&#039;&#039; is an automated vehicle which transports resources from [[World Map/Map Locations|Map Locations]] to the [[Home Island]]. As of {{version|ver=Beta 0.3.11}}, there are always seven [[Damaged Cargo Ship]]s visible and reachable on the map with repair costs increasing along with distance from the [[Home Island]].  As of version 0.5.3, there are only four Damaged Cargo Ships on the map, but one settlement offers a quick trade of one cargo ship in exchange for Construction Parts IV.  (Like all quick trades, it can be taken more than once.)&lt;br /&gt;
&lt;br /&gt;
A cargo ship&#039;s size is determined by its assigned [[Cargo Depot]], with one ship section for each possible cargo depot module.  When a Module is attached to the Cargo Depot, a corresponding container appears in the corresponding section of the ship.  Each ship section has a fixed capacity: 360 for Unit and Loose materials, and 440 for Fluids.  The speed at which each ship module can be loaded or unloaded depends on the size of the matching cargo depot module (see, for example: [[Fluid Module (S)]]).&lt;br /&gt;
&lt;br /&gt;
The fuel used by a ship is dependent on the number of cargo modules built and the &amp;quot;Save Fuel&amp;quot; setting (the table below assumes all possible modules are built).  The time required is dependent on the &amp;quot;Save Fuel&amp;quot; setting.  The workers needed to operate the ship are determined by the size of the ship (and thus the size of the Cargo Depot -- regardless of the number and size of modules built).  Note that the cargo modules also require workers based on their number and size.  Both time and fuel are per trip, regardless of the ship&#039;s destination on the world map.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Cargo Ship Fuel and Worker Usage (v0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=2 | Size&lt;br /&gt;
! rowspan=2 | Workers&lt;br /&gt;
! colspan=2 | Time ([[File:Clock.png|16x16px]])&lt;br /&gt;
! colspan=2 | Fuel Used&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Standard !! Save Fuel&lt;br /&gt;
! Standard !! Save Fuel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 2&lt;br /&gt;
| 12&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 120 || 84&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 4&lt;br /&gt;
| 22&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 180 || 126&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 6&lt;br /&gt;
| 30&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 240 || 168&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 8&lt;br /&gt;
| 36&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 300 || 210&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Repair==&lt;br /&gt;
After discovery on the {{infoicon|World Map|ui=yes}}, the [[Damaged Cargo Ship]] must be repaired before it can be utilized.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! No. !! Repair Cost !! Avg distance&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 240x {{infoicon|Iron}} || 2 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 240x {{infoicon|Iron}} || 3 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 4 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 5 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 5 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 6 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 6 nodes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Footer Cargo}}&lt;br /&gt;
[[Category:Outposts]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
&lt;br /&gt;
{{infoicon|Battleship|ui=yes|link=The Ship|text=The Ship}}&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Ship&amp;diff=10500</id>
		<title>Cargo Ship</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Ship&amp;diff=10500"/>
		<updated>2023-06-04T10:23:20Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: Fix various numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Ship&#039;&#039;&#039; is an automated vehicle which transports resources from [[World Map/Map Locations|Map Locations]] to the [[Home Island]]. As of {{version|ver=Beta 0.3.11}}, there are always seven [[Damaged Cargo Ship]]s visible and reachable on the map with repair costs increasing along with distance from the [[Home Island]].  As of version 0.5.3, there are only four Damaged Cargo Ships on the map, but one settlement offers a quick trade of one cargo ship in exchange for Construction Parts IV.  (Like all quick trades, it can be taken more than once.)&lt;br /&gt;
&lt;br /&gt;
A cargo ship&#039;s size is determined by its assigned dock, with one ship section for each cargo dock module.  Each ship section has a fixed capacity: 360 for Unit and Loose materials, and 440 for Fluids.  The speed at which each ship module can be loaded or unloaded depends on the size of the matching cargo dock module (see, for example: [[Fluid Module (S)]]).&lt;br /&gt;
&lt;br /&gt;
The fuel used by a ship is dependent on the number of cargo modules built and the &amp;quot;Save Fuel&amp;quot; setting (the table below assumes all possible modules are built).  The time required is dependent on the &amp;quot;Save Fuel&amp;quot; setting.  The workers needed to operate the ship are determined by the size of the ship (and thus the size of the Cargo Depot -- regardless of the number and size of modules built).  Note that the cargo modules also require workers based on their number and size.  Both time and fuel are per trip, regardless of the ship&#039;s destination on the world map.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Cargo Ship Fuel and Worker Usage (v0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=2 | Size&lt;br /&gt;
! rowspan=2 | Workers&lt;br /&gt;
! colspan=2 | Time ([[File:Clock.png|16x16px]])&lt;br /&gt;
! colspan=2 | Fuel Used&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Standard !! Save Fuel&lt;br /&gt;
! Standard !! Save Fuel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 2&lt;br /&gt;
| 12&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 120 || 84&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 4&lt;br /&gt;
| 22&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 180 || 126&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 6&lt;br /&gt;
| 30&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 240 || 168&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 8&lt;br /&gt;
| 36&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 300 || 210&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Repair==&lt;br /&gt;
After discovery on the {{infoicon|World Map|ui=yes}}, the [[Damaged Cargo Ship]] must be repaired before it can be utilized.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! No. !! Repair Cost !! Avg distance&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 240x {{infoicon|Iron}} || 2 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 240x {{infoicon|Iron}} || 3 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 4 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 5 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 5 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 6 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 6 nodes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Footer Cargo}}&lt;br /&gt;
[[Category:Outposts]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
&lt;br /&gt;
{{infoicon|Battleship|ui=yes|link=The Ship|text=The Ship}}&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Ship&amp;diff=10499</id>
		<title>Cargo Ship</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Ship&amp;diff=10499"/>
		<updated>2023-06-04T09:42:57Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: Remove &amp;quot;under construction&amp;quot; notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Ship&#039;&#039;&#039; is an automated vehicle which transports resources from [[World Map/Map Locations|Map Locations]] to the [[Home Island]]. As of {{version|ver=Beta 0.3.11}}, there are always seven [[Damaged Cargo Ship]]s visible and reachable on the map with repair costs increasing along with distance from the [[Home Island]].  As of version 0.5.3, there are only four Damaged Cargo Ships on the map, but one settlement offers a quick trade of one cargo ship in exchange for Construction Parts IV.  (Like all quick trades, it can be taken more than once.)&lt;br /&gt;
&lt;br /&gt;
A cargo ship&#039;s size is determined by its assigned dock, with one ship section for each cargo dock module.  Each ship section has a fixed capacity: 360 for Unit and Loose materials, and 440 for Fluids.  The speed at which each ship module can be loaded or unloaded depends on the size of the matching cargo dock module (see, for example: [[Fluid Module (S)]]).&lt;br /&gt;
&lt;br /&gt;
The fuel used by a ship is dependent on the size of the ship and the &amp;quot;Save Fuel&amp;quot; setting.  The time required is dependent on the &amp;quot;Save Fuel&amp;quot; setting.  The workers needed to operate the ship are determined by the size of the ship.  Note that the cargo modules also require workers based on their number and size.  Both time and fuel are per trip, regardless of the ship&#039;s destination on the world map.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Cargo Ship Fuel and Worker Usage (v0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=2 | Size&lt;br /&gt;
! rowspan=2 | Workers&lt;br /&gt;
! colspan=2 | Time ([[File:Clock.png|16x16px]])&lt;br /&gt;
! colspan=2 | Fuel Used&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Standard !! Save Fuel&lt;br /&gt;
! Standard !! Save Fuel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 2&lt;br /&gt;
| 12&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 60 || 42&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 4&lt;br /&gt;
| 22&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 120 || 84&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 6&lt;br /&gt;
| 30&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 240 || 168&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 8&lt;br /&gt;
| 36&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 360 || 252&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Repair==&lt;br /&gt;
After discovery on the {{infoicon|World Map|ui=yes}}, the [[Damaged Cargo Ship]] must be repaired before it can be utilized.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! No. !! Repair Cost !! Avg distance&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 240x {{infoicon|Iron}} || 2 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 240x {{infoicon|Iron}} || 3 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 4 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 5 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 5 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 6 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 6 nodes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Footer Cargo}}&lt;br /&gt;
[[Category:Outposts]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
&lt;br /&gt;
{{infoicon|Battleship|ui=yes|link=The Ship|text=The Ship}}&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Ship&amp;diff=10498</id>
		<title>Cargo Ship</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Ship&amp;diff=10498"/>
		<updated>2023-06-04T09:41:46Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: List info on workers, fuel usage, and trip time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Ship&#039;&#039;&#039; is an automated vehicle which transports resources from [[World Map/Map Locations|Map Locations]] to the [[Home Island]]. As of {{version|ver=Beta 0.3.11}}, there are always seven [[Damaged Cargo Ship]]s visible and reachable on the map with repair costs increasing along with distance from the [[Home Island]].  As of version 0.5.3, there are only four Damaged Cargo Ships on the map, but one settlement offers a quick trade of one cargo ship in exchange for Construction Parts IV.  (Like all quick trades, it can be taken more than once.)&lt;br /&gt;
&lt;br /&gt;
A cargo ship&#039;s size is determined by its assigned dock, with one ship section for each cargo dock module.  Each ship section has a fixed capacity: 360 for Unit and Loose materials, and 440 for Fluids.  The speed at which each ship module can be loaded or unloaded depends on the size of the matching cargo dock module (see, for example: [[Fluid Module (S)]]).&lt;br /&gt;
&lt;br /&gt;
The fuel used by a ship is dependent on the size of the ship and the &amp;quot;Save Fuel&amp;quot; setting.  The time required is dependent on the &amp;quot;Save Fuel&amp;quot; setting.  The workers needed to operate the ship are determined by the size of the ship.  Note that the cargo modules also require workers based on their number and size.  Both time and fuel are per trip, regardless of the ship&#039;s destination on the world map.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
|+ Cargo Ship Fuel and Worker Usage (v0.5.3)&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! rowspan=2 | Size&lt;br /&gt;
! rowspan=2 | Workers&lt;br /&gt;
! colspan=2 | Time ([[File:Clock.png|16x16px]])&lt;br /&gt;
! colspan=2 | Fuel Used&lt;br /&gt;
|- style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Standard !! Save Fuel&lt;br /&gt;
! Standard !! Save Fuel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 2&lt;br /&gt;
| 12&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 60 || 42&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 4&lt;br /&gt;
| 22&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 120 || 84&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 6&lt;br /&gt;
| 30&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 240 || 168&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | 8&lt;br /&gt;
| 36&lt;br /&gt;
| 180 || 360&lt;br /&gt;
| 360 || 252&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Repair==&lt;br /&gt;
After discovery on the {{infoicon|World Map|ui=yes}}, the [[Damaged Cargo Ship]] must be repaired before it can be utilized.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! No. !! Repair Cost !! Avg distance&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 240x {{infoicon|Iron}} || 2 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 240x {{infoicon|Iron}} || 3 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 4 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 5 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 5 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 6 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 6 nodes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Footer Cargo}}&lt;br /&gt;
[[Category:Outposts]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
&lt;br /&gt;
{{infoicon|Battleship|ui=yes|link=The Ship|text=The Ship}}&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Depot_(2)&amp;diff=10497</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=10497"/>
		<updated>2023-06-04T09:20:47Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: Update number&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       = 12 for assigned [[Cargo Ship]]&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Cargo         = {{infoicon|Diesel}}&lt;br /&gt;
| Storage       = 77&lt;br /&gt;
| Footprint     = 25x2 (land)&amp;lt;br/&amp;gt;plus 25x13 (land &#039;&#039;or&#039;&#039; ocean)&amp;lt;br/&amp;gt;plus 51x17* (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 large auxiliary dock for utilized by [[Cargo Ship]]s|the large pier where the exploration [[The Ship]] docks|Shipyard|the small wooden dock used for trading|Trading 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 150 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)&lt;br /&gt;
::[[Coal Mine]] ({{infoicon|Coal}}) • [[Sulfur Mine]] ({{infoicon|Sulfur}}) • [[Limestone Quarry]] ({{infoicon|Limestone}}) • [[Quartz Mine]] ({{infoicon|Quartz}}) • [[Uranium Mine]]({{infoicon|Uranium Ore}}) • [[Rock Mine]] ({{infoicon|Rock}})&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.  Mixing module types may make the cargo ship depart the depot before the less-utilized cargo is unloaded. So, fuel efficiency will be worse.&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;
* [[Outposts]]&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Depot_(6)&amp;diff=10496</id>
		<title>Cargo Depot (6)</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Depot_(6)&amp;diff=10496"/>
		<updated>2023-06-04T09:18:54Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: Update/fix numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox machine&lt;br /&gt;
| Name          = Cargo Depot (6)&lt;br /&gt;
| Tier          = 3&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   = 200&lt;br /&gt;
    | Input2Name  = Concrete Slab&lt;br /&gt;
    | Input2Qty   = 400&lt;br /&gt;
  }}&lt;br /&gt;
| Workers       = 30 for assigned [[Cargo Ship]]&lt;br /&gt;
| Electricity   = None&lt;br /&gt;
| Maintenance   = None&lt;br /&gt;
| Cargo         = {{infoicon|Diesel}}&lt;br /&gt;
| Storage       = 163&lt;br /&gt;
| Footprint     = 45x2 (land)&amp;lt;br/&amp;gt;plus 45x13 (land &#039;&#039;or&#039;&#039; ocean)&amp;lt;br/&amp;gt;plus 71x17* (ocean)&lt;br /&gt;
| Research      = Cargo Depot III&lt;br /&gt;
| Designation   = Cargo Docks&lt;br /&gt;
| Variants      = [[Cargo Depot (2)]]&amp;lt;br&amp;gt;[[Cargo Depot (4)]]&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 [[The Ship]] docks|Shipyard|the small wooden dock used for trading|Trading Dock}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Depot (6)&#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 six &#039;&#039;&#039;(6)&#039;&#039;&#039; Cargo Depot modules, a 290-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 (L)]], [[Unit Module (L)]], or [[Fluid Module (L)]]. While there are also lower-capacity (M) variants of each of these modules, the larger side modules are unlocked by the same [[Cargo Depot III]] research which unlock the Cargo Depot (6) itself. As a result, pairing of the (6)-size dock with the (M)-size modules is uncommon.&lt;br /&gt;
&lt;br /&gt;
Cargo Depot (4) cannot be upgraded to Cargo Depot (6). Instead of the upgrade, you can deconstruct Depot (4) and newly construct Depot (6) to the same (or different) space. Importing resources will stop while Depot is reconstructed. So, it is recommended to have enough resource stock before reconstructing an important Cargo Depot such as the one used to import Crude Oil.&lt;br /&gt;
&lt;br /&gt;
== Selection and Configuration of Modules ==&lt;br /&gt;
See [[Cargo Depot (2)]].&lt;br /&gt;
&lt;br /&gt;
{{Footer Infobox}}&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Cargo_Ship&amp;diff=10495</id>
		<title>Cargo Ship</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Cargo_Ship&amp;diff=10495"/>
		<updated>2023-06-04T08:38:23Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: Add updated info on number of damaged ships; add info on ship capacity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under construction}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
The &#039;&#039;&#039;Cargo Ship&#039;&#039;&#039; is an automated vehicle which transports resources from [[World Map/Map Locations|Map Locations]] to the [[Home Island]]. As of {{version|ver=Beta 0.3.11}}, there are always seven [[Damaged Cargo Ship]]s visible and reachable on the map with repair costs increasing along with distance from the [[Home Island]].  As of version 0.5.3, there are only four Damaged Cargo Ships on the map, but one settlement offers a quick trade of one cargo ship in exchange for Construction Parts IV.  (Like all quick trades, it can be taken more than once.)&lt;br /&gt;
&lt;br /&gt;
A cargo ship&#039;s size is determined by its assigned dock, with one ship section for each cargo dock module.  Each ship section has a fixed capacity: 360 for Unit and Loose materials, and 440 for Fluids.  The speed at which each ship module can be loaded or unloaded depends on the size of the matching cargo dock module (see, for example: [[Fluid Module (S)]].&lt;br /&gt;
&lt;br /&gt;
==Repair==&lt;br /&gt;
After discovery on the {{infoicon|World Map|ui=yes}}, the [[Damaged Cargo Ship]] must be repaired before it can be utilized.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! No. !! Repair Cost !! Avg distance&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 240x {{infoicon|Iron}} || 2 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 240x {{infoicon|Iron}} || 3 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 4 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 5 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 5 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 6 nodes&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 300x {{infoicon|Steel}}&amp;lt;br/&amp;gt;200x {{infoicon|Copper}} || 6 nodes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Footer Cargo}}&lt;br /&gt;
[[Category:Outposts]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
&lt;br /&gt;
{{infoicon|Battleship|ui=yes|link=The Ship|text=The Ship}}&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Electronics_II&amp;diff=7604</id>
		<title>Electronics II</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Electronics_II&amp;diff=7604"/>
		<updated>2022-07-31T15:43:51Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: Remove &amp;quot;under construction&amp;quot; notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox material&lt;br /&gt;
| Name          = Electronics II&lt;br /&gt;
| Type1         = Crafted material&lt;br /&gt;
| State         = Unit&lt;br /&gt;
| Variants      = [[Electronics]]&amp;lt;br/&amp;gt;[[Electronics III]]&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{recipe fetch|dir=out}}&lt;br /&gt;
{{recipe fetch|dir=in}}&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Edicts&amp;diff=7580</id>
		<title>Edicts</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Edicts&amp;diff=7580"/>
		<updated>2022-07-30T06:27:10Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: /* Population Edicts */ Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Edicts&#039;&#039;&#039; are toggleable options that have global effect on the [[Island]], its population and resources. The player is able to use edicts when the [[Captain&#039;s Office]] is built and being maintained.  Some edicts have multiple levels; the costs and benefits of these stack additively with each other.  For example, if you enable &amp;quot;Growth Boost II&amp;quot;, then &amp;quot;Growth Boost I&amp;quot; will also be enabled, resulting in a Population growth increase of 0.6% and a cost of 2 Unity per month.&lt;br /&gt;
&lt;br /&gt;
==List of Edicts==&lt;br /&gt;
There are two groups of edicts: Population Edicts and Industrial Edicts. They are available from the Captain&#039;s Office building menu.&lt;br /&gt;
&lt;br /&gt;
===Population Edicts===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Unity Cost/&amp;lt;br&amp;gt;Production&lt;br /&gt;
! Required Research&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Growth Pause.png|64px|Growth Pause]]&lt;br /&gt;
| Growth Pause&lt;br /&gt;
| Disables natural [[Population|pop]] growth&lt;br /&gt;
| {{infoicon|Unity|link=no|text=0}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Growth Boost.png|64px|Growth Boost]]&lt;br /&gt;
| Growth Boost I&lt;br /&gt;
| Pops growth increased by 0.40%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|-&lt;br /&gt;
| Growth Boost II&lt;br /&gt;
| Pops growth increased by 0.20%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Growth Boost III&lt;br /&gt;
| Pops growth increased by 0.20%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quarantine.png|64px|Quarantine]]&lt;br /&gt;
| Quarantine&lt;br /&gt;
| Quarantines 20% of the total workforce to reduce effects of any ongoing [[disease]] by 40%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Food Saver.png|64px|Food Saver]]&lt;br /&gt;
| Food Saver I&lt;br /&gt;
| [[Food]] consumption reduced by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Food Saver II&lt;br /&gt;
| Food consumption reduced by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Health Boost.png|64px|Health Boost]]&lt;br /&gt;
| Health Boost I&lt;br /&gt;
| Increase safety conditions to get extra +10 [[health]] points.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|-&lt;br /&gt;
| Health Boost II&lt;br /&gt;
| Increase safety conditions to get extra +10 health points.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Plenty of Food.png|64px|Plenty of Food]]&lt;br /&gt;
| Plenty of Food I&lt;br /&gt;
| [[Food]] consumption increased by 25.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+1}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|-&lt;br /&gt;
| Plenty of Food II&lt;br /&gt;
| Food consumption increased by 25.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+1.5}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:More Household Goods.png|64px|More Household Goods]]&lt;br /&gt;
| More Household Goods I&lt;br /&gt;
| [[Household Goods|Household goods]] consumption increased by 25.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Housing III (research)|Housing III]]&lt;br /&gt;
|-&lt;br /&gt;
| More Household Goods II&lt;br /&gt;
| Household goods consumption increased by 35.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Housing III (research)|Housing III]]&lt;br /&gt;
|-&lt;br /&gt;
| More Household Goods III&lt;br /&gt;
| Household goods consumption increased by 50.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Housing III (research)|Housing III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:More Household Appliances.png|64px|More Household Appliances]]&lt;br /&gt;
| More Household Appliances I&lt;br /&gt;
| [[Household Appliances|Household appliances]] consumption increased by 25.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Household Appliances (research)|Household Appliances]]&lt;br /&gt;
|-&lt;br /&gt;
| More Household Appliances II&lt;br /&gt;
| Household appliances consumption increased by 25.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Household Appliances (research)|Household Appliances]]&lt;br /&gt;
|-&lt;br /&gt;
| More Household Appliances III&lt;br /&gt;
| Household appliances consumption increased by 50.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Household Appliances (research)|Household Appliances]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:More Consumer Electronics.png|64px|More Consumer Electronics]]&lt;br /&gt;
| More Consumer Electronics I&lt;br /&gt;
| [[Consumer Electronics|Household electronics]] consumption increased by 25.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Consumer Electronics (research)|Consumer Electronics]]&lt;br /&gt;
|-&lt;br /&gt;
| More Consumer Electronics II&lt;br /&gt;
| Household electronics consumption increased by 25.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Consumer Electronics (research)|Consumer Electronics]]&lt;br /&gt;
|-&lt;br /&gt;
| More Consumer Electronics III&lt;br /&gt;
| Household electronics consumption increased by 50.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Consumer Electronics (research)|Consumer Electronics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Eviction.png|64px|Eviction]]&lt;br /&gt;
| Eviction&lt;br /&gt;
| Every month, 4.00% of the population will have to pack their things and leave the island&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-2}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Industrial Edicts===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Unity Cost/&amp;lt;br&amp;gt;Production&lt;br /&gt;
! Required Research&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Fuel Saver.png|64px|Fuel Saver]]&lt;br /&gt;
| Fuel Saver I&lt;br /&gt;
| [[Vehicles]] [[Diesel|fuel]] consumption reduced by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts (research)|Edicts]]&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Saver II&lt;br /&gt;
| Vehicles fuel consumption reduced by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-2}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Overloaded Trucks.png|64px|Overloaded Trucks]]&lt;br /&gt;
| Overloaded Trucks I&lt;br /&gt;
| Trucks can get overloaded by 15.00% but they require extra 20.00% [[maintenance]]&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-0.5}}&lt;br /&gt;
| [[Trucks Overloading Edict]]&lt;br /&gt;
|-&lt;br /&gt;
| Overloaded Trucks II&lt;br /&gt;
| Trucks can get overloaded by 15.00% but they require extra 20.00% maintenance&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Trucks Overloading Edict]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Maintenance Reducer.png|64px|Maintenance Reducer]]&lt;br /&gt;
| Maintenance Reducer I&lt;br /&gt;
| [[Maintenance]] reduced by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts (research)|Edicts]]&lt;br /&gt;
|-&lt;br /&gt;
| Maintenance Reducer II&lt;br /&gt;
| Maintenance reduced by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:Recycling Increase.png|64px|Recycling Increase]]&lt;br /&gt;
| Recycling Increase I&lt;br /&gt;
| Recycling efficiency increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Recycling Edicts]]&lt;br /&gt;
|-&lt;br /&gt;
| Recycling Increase II&lt;br /&gt;
| Recycling efficiency increased by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Recycling Edicts]]&lt;br /&gt;
|-&lt;br /&gt;
| Recycling Increase III&lt;br /&gt;
| Recycling efficiency increased by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Recycling Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Recycling Increase IV&lt;br /&gt;
| Recycling efficiency increased by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-2}}&lt;br /&gt;
| [[Recycling Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Farming Boost.png|64px|Farming Boost]]&lt;br /&gt;
| Farming Boost I&lt;br /&gt;
| Farm yield increased by 10.00%, [[water]] demands by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts (research)|Edicts]]&lt;br /&gt;
|-&lt;br /&gt;
| Farming Boost II&lt;br /&gt;
| Farm yield increased by 10.00%, water demands by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1.5}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Farming Boost III&lt;br /&gt;
| Farm yield increased by 10.00%, water demands by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-2}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Water Saver.png|64px|Water Saver]]&lt;br /&gt;
| Water Saver I&lt;br /&gt;
| Reduces water consumed in [[settlement]]s and farms by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts (research)|Edicts]]&lt;br /&gt;
|-&lt;br /&gt;
| Water Saver II&lt;br /&gt;
| Reduces water consumed in settlements and farms by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Water Saver III&lt;br /&gt;
| Reduces water consumed in settlements and farms by 5.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Clean Panels.png|64px|Clean Panels]]&lt;br /&gt;
| Clean Panels I&lt;br /&gt;
| A demanding cleaning procedure for solar panels, increasing their [[power]] output by 5.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-0.5}}&lt;br /&gt;
| [[Solar Panels]]&lt;br /&gt;
|-&lt;br /&gt;
| Clean Panels II&lt;br /&gt;
| A demanding cleaning procedure for solar panels, increasing their power output by 10.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Solar Panels]]&lt;br /&gt;
|-&lt;br /&gt;
| Clean Panels III&lt;br /&gt;
| A demanding cleaning procedure for solar panels, increasing their power output by 15.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Solar Panels II]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
	<entry>
		<id>http://wiki.coigame.com/index.php?title=Edicts&amp;diff=7579</id>
		<title>Edicts</title>
		<link rel="alternate" type="text/html" href="http://wiki.coigame.com/index.php?title=Edicts&amp;diff=7579"/>
		<updated>2022-07-30T06:25:13Z</updated>

		<summary type="html">&lt;p&gt;Super Aardvark: Explain stacking of edict levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Edicts&#039;&#039;&#039; are toggleable options that have global effect on the [[Island]], its population and resources. The player is able to use edicts when the [[Captain&#039;s Office]] is built and being maintained.  Some edicts have multiple levels; the costs and benefits of these stack additively with each other.  For example, if you enable &amp;quot;Growth Boost II&amp;quot;, then &amp;quot;Growth Boost I&amp;quot; will also be enabled, resulting in a Population growth increase of 0.6% and a cost of 2 Unity per month.&lt;br /&gt;
&lt;br /&gt;
==List of Edicts==&lt;br /&gt;
There are two groups of edicts: Population Edicts and Industrial Edicts. They are available from the Captain&#039;s Office building menu.&lt;br /&gt;
&lt;br /&gt;
===Population Edicts===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Unity Cost/&amp;lt;br&amp;gt;Production&lt;br /&gt;
! Required Research&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Growth Pause.png|64px|Growth Pause]]&lt;br /&gt;
| Growth Pause&lt;br /&gt;
| Disables natural [[Population|pop]] growth&lt;br /&gt;
| {{infoicon|Unity|link=no|text=0}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Growth Boost.png|64px|Growth Boost]]&lt;br /&gt;
| Growth Boost I&lt;br /&gt;
| Pops growth increased by 0.40%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|-&lt;br /&gt;
| Growth Boost II&lt;br /&gt;
| Pops growth increased by 0.20%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Growth Boost III&lt;br /&gt;
| Pops growth increased by 0.20%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quarantine.png|64px|Quarantine]]&lt;br /&gt;
| Quarantine&lt;br /&gt;
| Quarantines 20% of the total workforce to reduce effects of any ongoing [[disease]] by 40%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Food Saver.png|64px|Food Saver]]&lt;br /&gt;
| Food Saver I&lt;br /&gt;
| [[Food]] consumption reduced by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Food Saver II&lt;br /&gt;
| Food consumption reduced by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Health Boost.png|64px|Health Boost]]&lt;br /&gt;
| Health Boost I&lt;br /&gt;
| Increase safety conditions to get extra +10 [[health]] points.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|-&lt;br /&gt;
| Health Boost II&lt;br /&gt;
| Increase safety conditions to get extra +10 health points.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Plenty of Food.png|64px|Plenty of Food]]&lt;br /&gt;
| Plenty of Food I&lt;br /&gt;
| [[Food]] consumption increased by 25.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+1}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|-&lt;br /&gt;
| Plenty of Food II&lt;br /&gt;
| Food consumption increased by 25.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+1.5}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:More Household Goods.png|64px|More Household Goods]]&lt;br /&gt;
| More Household Goods I&lt;br /&gt;
| [[Household Goods|Household goods]] consumption increased by 25.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Housing III (research)|Housing III]]&lt;br /&gt;
|-&lt;br /&gt;
| More Household Goods II&lt;br /&gt;
| Household goods consumption increased by 35.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Housing III (research)|Housing III]]&lt;br /&gt;
|-&lt;br /&gt;
| More Household Goods III&lt;br /&gt;
| Household goods consumption increased by 50.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Housing III (research)|Housing III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:More Household Appliances.png|64px|More Household Appliances]]&lt;br /&gt;
| More Household Appliances I&lt;br /&gt;
| [[Household Appliances|Household appliances]] consumption increased by 25.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Household Appliances (research)|Household Appliances]]&lt;br /&gt;
|-&lt;br /&gt;
| More Household Appliances II&lt;br /&gt;
| Household appliances consumption increased by 25.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Household Appliances (research)|Household Appliances]]&lt;br /&gt;
|-&lt;br /&gt;
| More Household Appliances III&lt;br /&gt;
| Household appliances consumption increased by 50.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Household Appliances (research)|Household Appliances]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:More Consumer Electronics.png|64px|More Consumer Electronics]]&lt;br /&gt;
| More Consumer Electronics I&lt;br /&gt;
| [[Consumer Electronics|Household electronics]] consumption increased by 25.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Consumer Electronics (research)|Consumer Electronics]]&lt;br /&gt;
|-&lt;br /&gt;
| More Consumer Electronics II&lt;br /&gt;
| Household electronics consumption increased by 25.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Consumer Electronics (research)|Consumer Electronics]]&lt;br /&gt;
|-&lt;br /&gt;
| More Consumer Electronics III&lt;br /&gt;
| Household electronics consumption increased by 50.00%, unity given for it increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=+20%}}&lt;br /&gt;
| [[Consumer Electronics (research)|Consumer Electronics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Eviction.png|64px|Eviction]]&lt;br /&gt;
| Eviction&lt;br /&gt;
| Every month, 4.00% of the population win have to pack their things and leave the island&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-2}}&lt;br /&gt;
| [[Captain&#039;s Office (research)|Captain&#039;s Office]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Industrial Edicts===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Unity Cost/&amp;lt;br&amp;gt;Production&lt;br /&gt;
! Required Research&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Fuel Saver.png|64px|Fuel Saver]]&lt;br /&gt;
| Fuel Saver I&lt;br /&gt;
| [[Vehicles]] [[Diesel|fuel]] consumption reduced by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts (research)|Edicts]]&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Saver II&lt;br /&gt;
| Vehicles fuel consumption reduced by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-2}}&lt;br /&gt;
| [[Edicts III]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Overloaded Trucks.png|64px|Overloaded Trucks]]&lt;br /&gt;
| Overloaded Trucks I&lt;br /&gt;
| Trucks can get overloaded by 15.00% but they require extra 20.00% [[maintenance]]&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-0.5}}&lt;br /&gt;
| [[Trucks Overloading Edict]]&lt;br /&gt;
|-&lt;br /&gt;
| Overloaded Trucks II&lt;br /&gt;
| Trucks can get overloaded by 15.00% but they require extra 20.00% maintenance&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Trucks Overloading Edict]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:Maintenance Reducer.png|64px|Maintenance Reducer]]&lt;br /&gt;
| Maintenance Reducer I&lt;br /&gt;
| [[Maintenance]] reduced by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts (research)|Edicts]]&lt;br /&gt;
|-&lt;br /&gt;
| Maintenance Reducer II&lt;br /&gt;
| Maintenance reduced by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[File:Recycling Increase.png|64px|Recycling Increase]]&lt;br /&gt;
| Recycling Increase I&lt;br /&gt;
| Recycling efficiency increased by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Recycling Edicts]]&lt;br /&gt;
|-&lt;br /&gt;
| Recycling Increase II&lt;br /&gt;
| Recycling efficiency increased by 15.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Recycling Edicts]]&lt;br /&gt;
|-&lt;br /&gt;
| Recycling Increase III&lt;br /&gt;
| Recycling efficiency increased by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Recycling Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Recycling Increase IV&lt;br /&gt;
| Recycling efficiency increased by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-2}}&lt;br /&gt;
| [[Recycling Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Farming Boost.png|64px|Farming Boost]]&lt;br /&gt;
| Farming Boost I&lt;br /&gt;
| Farm yield increased by 10.00%, [[water]] demands by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts (research)|Edicts]]&lt;br /&gt;
|-&lt;br /&gt;
| Farming Boost II&lt;br /&gt;
| Farm yield increased by 10.00%, water demands by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1.5}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Farming Boost III&lt;br /&gt;
| Farm yield increased by 10.00%, water demands by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-2}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Water Saver.png|64px|Water Saver]]&lt;br /&gt;
| Water Saver I&lt;br /&gt;
| Reduces water consumed in [[settlement]]s and farms by 20.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts (research)|Edicts]]&lt;br /&gt;
|-&lt;br /&gt;
| Water Saver II&lt;br /&gt;
| Reduces water consumed in settlements and farms by 10.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts II]]&lt;br /&gt;
|-&lt;br /&gt;
| Water Saver III&lt;br /&gt;
| Reduces water consumed in settlements and farms by 5.00%&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Edicts IV]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:Clean Panels.png|64px|Clean Panels]]&lt;br /&gt;
| Clean Panels I&lt;br /&gt;
| A demanding cleaning procedure for solar panels, increasing their [[power]] output by 5.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-0.5}}&lt;br /&gt;
| [[Solar Panels]]&lt;br /&gt;
|-&lt;br /&gt;
| Clean Panels II&lt;br /&gt;
| A demanding cleaning procedure for solar panels, increasing their power output by 10.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Solar Panels]]&lt;br /&gt;
|-&lt;br /&gt;
| Clean Panels III&lt;br /&gt;
| A demanding cleaning procedure for solar panels, increasing their power output by 15.00%.&lt;br /&gt;
| {{infoicon|Unity|link=no|text=-1}}&lt;br /&gt;
| [[Solar Panels II]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Super Aardvark</name></author>
	</entry>
</feed>