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===Cargo Bay=== 250cr, 4 compartments, 1 upgrade. The cargo compartment is the main way of making money for smugglers and traders. Each post game phase, a cargo compartment generates 2d6x10cr of income. This can be boosted by +1d6x10 credits if the player decides to carry contraband. However, if the ship is boarded, the contraband is automatically spotted. Cargo bays are fairly labor intensive to unload, so it takes a crewman and a juve (or 2 crewmen) to collect income from it. ''Placement'': The cargo compartment must have a door at least 3β long. This door can either be interior (as connected to a hallway atleast 3β wide) or a hatch on the ouside of the ship. Multiple cargo bays do not need walls between them. ''Upgrades''<br> '''Refrigerated Compartment'''<br> 50cr, Medium Power Plant, +1 compartment. A refrigerated compartment allows the ship to carry frozen produce and other choice goods that would spoil in a normal compartment. Unfortunately, it takes a fair amount of power, so it requires at least a medium power plant for one. Two or more require a large power plant. Each refrigerated compartment adds d6x5 cr to the income for the cargo bay. '''Auto Loader System'''<br> 40 cr, +1 compartment. An auto loader is a system of conveyer belts, hoists, and lifts that makes it a breeze to load and unload. This cargo bay need only be worked by a juve. '''Secure Bay'''<br> 35 cr. Cargo bays are a prime target for boarding pirates, so it often pays to add in a little extra security.
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