Replacing Ships: When managed ships are destroyed, the manager will attempt to replace these, either by buying from a local shipyard or ordering them from your headquarters, if you have the necessary blueprints. The shipyard or HQ must be within the station's jump radius, and there must be sufficient funds in the station account. If the manager is unable to replace the ship within a reasonable time-frame, the replacement will be cancelled and you will be notified.
Repairing Ships: When managed ships are damaged, the manager will send them to a local shipyard or to your headquarters for repairs. The shipyard or HQ must be within the station's jump radius., and there must be sufficient funds in the station account for automatic ship repair/replacement to function
The Station Manager Restrictions option, also available in the station's command console, allows you further control over what the Station Manager is allowed to do. It can be used to specify wares that should not be bought or sold, to ignore certain ships to prevent them from being used by the Station Manager, and to blacklist sectors. Blacklisted sectors specified here are in addition to those set globally.
Trade Ships: Ships that have either Trade Command Software MK1 or Trade Command Software MK2 are available for trade duties. These trade ships will be used to buy and/or sell the station's wares, with the Station Manager determining the appropriate action based on the current status of the station. If a factory has insufficient resources to start production, for example, then buying these resources will become a high priority. Ships will make use of a jumpdrive, if installed, and they do not require auto-jump settings for this to work, as they are controlled directly by the station manager. It is also possible to define a list of supply stations , which the Station Manager will prioritise for the purchase of resources, provided that those stations have sufficient stock available.