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'''Shipyards'''
 
'''Shipyards'''
  
For a base cost of 5,000 gp the urban settlement can build shipyards, provided, of course, they have access to water. Shipyards don't add to the maximum population capacity of a settlement, but they do attract settlers.  
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For a base cost of 5,000 gp the urban settlement can build shipyards, provided, of course, they have access to water. Shipyards don't add to the maximum population capacity of a settlement, but they do attract settlers. The base infrastructure increases the amount of daily work that can be completed on naval related projects by 50% (so, a Class VI settlement normally has an output of 25 gp per day (as per the house rule here); with shipyards it would have an output of 38 gp per day). Note that this number can be stacked with the rules on p. 127 for speeding up construction times. For every additional 5000 gp of investment the shipyards increase output by another 25% and each additional selection allows for an additional project to happen concurrently. Therefore, a Class VI market with shipyards worth 15,000 gp would have their daily output increased by 100% and they could be building three boats simultaneously.
 
 
The base infrastructure increases the amount of daily work that can be completed on naval related projects by 50% (so, a Class VI settlement normally has an output of 25 gp per day (as per the house rule [https://wiki.rpg.net/index.php/Miscellany#Construction_Projects here]); with shipyards it would have an output of 38 gp per day). Note that this number can be stacked with the rules on p. 127 for speeding up construction times.  
 
 
 
For every additional 5,000 gp of investment the shipyards increase output by another 25% and each additional selection allows for an additional project to happen concurrently. Therefore, a Class VI market with shipyards worth 15,000 gp would have their daily output increased by 100% and they could be building three boats simultaneously.
 

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