The first time I built a ship, I expected a toy. Something to fly around and look cool. What I got was a passive income machine that changed how I play the game.
Ships unlock the contract system, which replaces manual grinding with automated rewards. Build a ship, assign it to a contract, and it earns credits + materials while you do something else. Here’s what I wish someone had told me before I wasted 10 hours ignoring the Shipyard.
The Short Version
Ships = Contracts = Money + Resources. You build ships, assign them to contracts, and they generate rewards over time.
Key insight
Ships aren't just for transportation. They're income generators. Building your first ship should be a priority, not an afterthought.
Part 1: What You Need Before Building Ships
Ships require infrastructure. Don’t start building until you have:
Essential
- Shipyard โ Unlocked via research
- Steady power โ Ship construction draws heavy power
- Basic materials โ Steel, electronics, composites
- Contract terminal โ To see available contracts
Nice to have
- Fusion power โ Ships are power-hungry
- Automated supply chain โ Ships need consistent materials
- Wormhole access โ More contract options
Part 2: Building Your First Ship
Step 1: Research the Shipyard
The shipyard is your ship construction building. Research it when your power is stable.
Step 2: Build the Shipyard
Place the shipyard with clearance around it. Ships spawn adjacent to the yard.
Placement tips:
- Leave empty space on at least one side
- Don’t cram it into your main base cluster
- Consider proximity to materials
Step 3: Supply Materials
Ships need specific materials based on ship type. Your first ship will likely need:
- Steel plates
- Electronics
- Composite materials
The shipyard pulls from your storage automatically via inventory pairing.
Step 4: Select Ship Type
Different ships have different capabilities:
| Ship Type | Cargo | Speed | Contract Types | Cost |
|---|---|---|---|---|
| Scout | Low | Fast | Exploration, Quick Delivery | Low |
| Freighter | High | Slow | Bulk Transport, Supply Runs | Medium |
| Mining | Medium | Medium | Resource Extraction | Medium |
| Combat | Low | Fast | Escort, Patrol | High |
First ship recommendation: Scout or Freighter. Scout for fast contract turnover, Freighter for better payout per run. Mining ships are great but require specific contract availability.
Step 5: Build and Launch
Once materials are supplied and ship type selected:
- Construction begins automatically
- Power draw spikes โ make sure you have headroom
- Ship spawns next to shipyard when complete
- Ship is now available for contract assignment
Part 3: Contracts Explained
What Are Contracts?
Contracts are missions you assign ships to complete. They generate:
- Credits (currency)
- Resources
- Reputation (unlocks better contracts)
Accessing Contracts
Build a Contract Terminal. This shows all available contracts.
Contract types:
- Delivery: Transport cargo from A to B
- Supply Run: Fetch specific resources
- Exploration: Map unknown sectors
- Mining: Extract resources from asteroids
- Escort: Protect NPC ships
Assigning Ships to Contracts
- Open Contract Terminal
- Select a contract
- Assign an available ship
- Ship travels to contract location
- Contract completes automatically over time
- Rewards deposited when ship returns
Match ship to contract
A Freighter assigned to an Exploration contract will take forever. A Scout assigned to a Bulk Transport contract won't have enough cargo space. Ship choice matters.
Part 4: Managing Multiple Ships
Once you have a fleet, coordination becomes important.
Fleet Composition
I recommend:
- 2 Scouts for quick contracts
- 1 Freighter for bulk work
- 1 Mining Ship when mining contracts are available
This covers most contract types without overspecializing.
Stagger Your Contracts
Don’t send all ships out at once. Stagger them so you always have ships returning with rewards rather than all away simultaneously.
Pattern that works:
- Day 1: Send Scout A
- Day 2: Send Scout B
- Day 3: Send Freighter
- Day 4: Scout A returns โ send Scout A
This creates a rotation with consistent income.
Part 5: Common Mistakes
Mistake 1: Building Ships Too Early
If you can’t power the shipyard or supply materials consistently, you’re building a very expensive decoration.
Fix: Wait until your production chain is stable. Ships expand your operation; they don’t bootstrap it.
Mistake 2: Wrong Ship for Wrong Contract
Assigning a slow Freighter to a time-sensitive contract.
Fix: Check contract requirements before assigning. Speed and cargo requirements are listed.
Mistake 3: Ignoring Ship Maintenance
Ships degrade over time and need repairs.
Fix: Build a repair bay near your shipyard. Schedule ships for maintenance between contracts.
Maintenance window: After every 5-10 contract completions, dock the ship for repairs. Prevents mid-contract breakdowns that void the contract.
Part 6: Advanced Ship Strategies
Wormhole Contracts
Some contracts require wormhole access. These pay better.
Setup: Research wormholes โ Connect to contract locations โ Assign ship
The ship uses your wormhole network to reach distant contracts.
Contract Chaining
Complete contracts in the same region sequentially. This minimizes travel time between contracts.
Method: Check contract locations โ Plan ship routes โ Assign contracts in geographic clusters
Resource Extraction Ships
Mining ships are unique โ they generate resources directly from asteroids, not just credits.
When to use: When you need specific resources that are scarce locally but available via contract asteroids.
Quick Reference
| Task | Steps |
|---|---|
| Build first ship | Research Shipyard โ Build yard โ Supply materials โ Select type โ Wait for completion |
| Assign contract | Open terminal โ Select contract โ Match ship type โ Assign |
| Optimize income | Stagger ship departures โ Match ships to contracts โ Maintain fleet |
Troubleshooting
Ship won’t build: Check power and materials. Shipyard needs both to function.
Contract not completing: Ship might be wrong type for contract requirements. Cancel and reassign.
Ships disappearing: You may have sent them to a location without wormhole access. They’ll return eventually, but can’t complete the contract.
FAQ
Q: Shipyard I vs II โ what’s the difference?
I builds small ships (scout, cargo). II builds combat ships and Ark components. Only build I early game; II is a mid/late-game investment.
๐ Next Steps
Research Order Guide
Optimize your tech path from hour 0 to endgame. Tested across multiple playthroughs โ what to unlock first and what can wait.
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