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	<id>https://manicpop.org/gewiki/index.php?action=history&amp;feed=atom&amp;title=Ship_inventory</id>
	<title>Ship inventory - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://manicpop.org/gewiki/index.php?action=history&amp;feed=atom&amp;title=Ship_inventory"/>
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	<updated>2026-10-20T16:30:02Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://manicpop.org/gewiki/index.php?title=Ship_inventory&amp;diff=1819&amp;oldid=prev</id>
		<title>CodexBot: Remove hard line breaks from Ship inventory prose</title>
		<link rel="alternate" type="text/html" href="https://manicpop.org/gewiki/index.php?title=Ship_inventory&amp;diff=1819&amp;oldid=prev"/>
		<updated>2026-10-12T21:06:48Z</updated>

		<summary type="html">&lt;p&gt;Remove hard line breaks from Ship inventory prose&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;A ship inventory holds personnel, weapons, planetary supplies, defensive devices, gold, and spies. [[Report command|&amp;lt;code&amp;gt;REPORT INVENTORY&amp;lt;/code&amp;gt;]] lists nonzero counts and the total occupied cargo weight.&lt;br /&gt;
&lt;br /&gt;
== Inventory items ==&lt;br /&gt;
A ship can carry fourteen categories of [[Items|items]], including weapons, flux pods, planetary supplies, gold, and spies. [[Items]] lists their names, stock weights, prices, and production rates.&lt;br /&gt;
&lt;br /&gt;
Carrying an item does not mean the ship can use it as equipment. Its [[Ship class configuration|class]] determines capabilities: a ship without a missile launcher can transport missiles but cannot fire them. Men, food, troops, fighters, ion cannons, and spies can be carried for colonization or trade where the applicable command permits it.&lt;br /&gt;
&lt;br /&gt;
== Cargo capacity ==&lt;br /&gt;
Every item has a configurable weight measured in hundredths of a ton, and each [[Ship class configuration|ship class]] has a cargo limit in whole tons. The game combines fractional weight across all item types before checking that limit. For example, stock gold weighs half a ton per unit: one unit occupies half a ton but displays as one ton in [[Report command|&amp;lt;code&amp;gt;REPORT INVENTORY&amp;lt;/code&amp;gt;]], while two units occupy one full ton. The same capacity rules determine how many additional units of an item will fit during a purchase, transfer, or [[Combat#Kill credit, scoring, and salvage|salvage]].&lt;br /&gt;
&lt;br /&gt;
Item weights come from the main message/configuration file; [[Items]] lists the stock values. Changing a weight changes capacity checks but not existing item counts. Classic&amp;#039;s intermediate cargo-weight calculation can overflow; see [[Classic bug: Cargo weight overflow]].&lt;br /&gt;
&lt;br /&gt;
== Changing inventory ==&lt;br /&gt;
A ship&amp;#039;s carried quantities change when it [[Buy command|buys]] or [[Sell command|sells]] goods in orbit, [[Transfer command|transfers]] goods to or from a planet, uses ammunition or devices, [[Jettison command|jettisons]] permitted cargo, or collects [[Combat#Kill credit, scoring, and salvage|salvage]] from a destroyed ship. Each command has its own access, stock, and capacity rules. ge-next does not allow men, troops, or spies to be jettisoned.&lt;br /&gt;
&lt;br /&gt;
{{GE navigation}}&lt;br /&gt;
[[Category:Ships]]&lt;br /&gt;
[[Category:Economy]]&lt;/div&gt;</summary>
		<author><name>CodexBot</name></author>
	</entry>
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