Why not dim a larger array in the first place, and then set a maximum in your game for how many stations the player can build... an array of 100 or so lying around not doing much won't break the bank!
I was considering that, but it would use too much memory upfront, if each index also points to an unused (but existing) type-instance, with lots of fields in it.
I want the game to be expandable as much as I can (like X2).
In this game, the player can build an unlimited number of stations.
But since I will be making arrays that only hold a specific type of station (power plant, food factory, ...), the indexes will be low in the first place (a maximum of 10 per sector) and I want to have around 100 sectors.
Then it is easy (and quick) to copy the array to another first, then redim it and copy the data back to it.
I didn't considered a bank before, as I've not yet experienced with them.
I will try to understand those too and see if they are easier to use.
But can you use a bank for storing pointers to type-instances and access it like arrays of types (Array(index)\Fieldname = xxx)?