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Here you can see a stronger version of Garrison on a TEC homeworld with 150 starting supply.
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TEC Planet Modules
NOTE: TEC loyalist faction gets a stronger “garrison command” module on their homeworld, spawning somewhat more ships than the normal one.
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Following modules can be built on a Terran Planet:
Name | Function | Comment | Rating | Tech tier |
Media Conglomerate | +1 cred/sec +2 influence points | A few of those are a must have, so that you can unlock the strongest abilities of minor factions | 8 | 2 Civ |
Commercial District | +25% commerce income | This one affects only planetary credits, and comes rather late in T3. Still worth it on terran planets with maxed commerce. | 5 | 3 Civ |
Fulfilment Warehouse | +1 Import point +1 Credit trade slot | A flat +2.5 cred/sec income increase. | 6 | 3 Civ |
Garrison Command (TL ONLY) | Spawns 125-500 worth of supply from factories, depending on your tech lvl. | Those ships can jump to nearby planets. This does NOT use your supply limit, but you do require a factory on the planet in addition to the planet module. You can build heavy cruisers with an upgrade. | 7 | 2 Mil |
Center for Human Doctrine (TR ONLY) | +10% weapon damage for 300 seconds | This works in defence and offence. | 7 | 2 Mil |
Munitions Plant | +50% dmg to all structures and starbases | Straight forward defense buff | 6 | 3 Mil |
Command Bunker | +1.500 planet health +10 orbital slots | Planet health will take time to regen, but +10 orbital slots can be quickly converted to 10 extra turrets. | 5 | 2 Mil |
Coalition Outreach Center | +30% culture rate +3 influence points | Unless you struggle to give out influence points, you should work with media conglomerates, and not this one | 3 | 3 Civ |
Civic University | +2 civilian research points +1 civilian orbital slots | If you have no more big planets around you, this can be a life savior for research progress | 9 | 0 |
Military Research base | +2 military research points +500 hitpoints | Same as civic university, but without an orbital slot. | 8 | 0 |
Regional Government Office | +0.5 cred/sec +2 civilian orbital slots | Civic university has 1 per planet limit, so you cannot spam that one for orbital slots. Use this one, if you need more building slots | 6 | 0 |
Industrial Complex | -20% ship build time -10% ship cost | Extremely good on a front planet, to pump out ships. Sadly you will need T3 civilian for this one first | 9 | 3 Civ |
Following modules can be built on an Asteroid:
Name | Function | Comment | Rating | Tech tier |
Fulfilment Warehouse | +1 Import point +1 Credit trade slot | A flat +2.5 cred/sec income increase. | 6 | 3 Civ |
Orbital Mining Control | +50% metal & crystal from extractors | Note, only asteroid mining is buffed, not the planetary mining. So do check how many extractors you can actually build. | 4 | 3 Civ |
Munitions Plant | +50% dmg to all structures and starbases | Straight forward defense buff | 6 | 3 Mil |
Garrison Command
(TL ONLY) | Spawns 125-500 worth of supply from factories, depending on your tech lvl. | Those ships can jump to nearby planets. This does NOT use your supply limit, but you do require a factory on the planet in addition to the planet module. You can build heavy cruisers with an upgrade. | 7 | 2 Mil |
Center for Human Doctrine (TR ONLY) | +10% weapon damage for 300 seconds | This works in defense and offence. | 7 | 2 Mil |
Pirate Mercenary Base (TR ONLY) | Pay 3.000 credits for 100 supply of pirate ships | Has long cooldown, but extremely cost efficient with pirate ships being extra strong. | 8 | 3 Mil |
Experimental Economics Lab | +1 civilian research point | This is the only way you can get research points from an asteroid. A bit costly, but this may be your only way to progress in technology | 7 | 0 |
Secret Weapon Lab | +1 military research point | Same as with the civ lab | 7 | 0 |
Following modules can be built on an Ice Planet:
Name | Function | Comment | Rating | Tech tier |
Ice Processing Facility | +50% surface mining + 1 credit and ice trade slot | This one buffs the planetary mining NOT the extractor mining. Requires a trade port | 5 | 1 Civ |
Media Conglomerate | +1 cred/sec +2 influence points | A few of those are a must have, so that you can unlock the strongest abilities of minor factions | 8 | 2 Civ |
Fulfilment Warehouse | +1 Import point +1 Credit trade slot | A flat +2.5 cred/sec income increase. | 6 | 3 Civ |
Orbital Mining Control | +50% metal & crystal from extractors | Somewhat worse on ice planets, than on asteroids, as ice planets tend to have less extractors | 3 | 3 Civ |
Munitions Plant | +50% dmg to all structures and starbases | Straight forward defense buff | 6 | 3 Mil |
Command Bunker | +1.500 planet health +10 orbital slots | Planet health will take time to regen, but +10 orbital slots can be quickly converted to 10 extra turrets. | 5 | 2 Mil |
Garrison Command (TL ONLY) | Spawns 125-500 worth of supply from factories, depending on your tech lvl. | Those ships can jump to nearby planets. This does NOT use your supply limit, but you do require a factory on the planet in addition to the planet module. You can build heavy cruisers with an upgrade. | 7 | 2 Mil |
Center for Human Doctrine(TR ONLY) | +10% weapon damage for 300 seconds | This works in defense and offence. | 7 | 2 Mil |
Civic University | +2 civilian research points +1 civilian orbital slots | If you have no more big planets around you, this can be a life savior for research progress | 9 | 0 |
Military Research base | +2 military research points +500 hitpoints | Same as civic university, but without an orbital slot. | 8 | 0 |
Regional Government Office | +0.5 cred/sec +2 civilian orbital slots | Civic university has 1 per planet limit, so you cannot spam that one for orbital slots. Use this one, if you need more building slots | 6 | 0 |
Vasari Planet Modules
NOTE: Vasari Alliance (VA) starts with a unique planetary module “alliance consulate” which makes you recharge your influence points faster by 18%, providing you an edge when it comes to minor factions.
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Following modules can be built on a Ferrous Planet:
Name | Function | Comment | Rating | Tech tier |
Labor Camp (VE only) | +0.2 metal/sec -24% structure build time -24% planet upgrade time | A niche upgrade, if you are rushing something. | 2 | 1 Civ |
Core Stripper (VE only) | Unlocks STTC | For STTC values, see our “getting started” guide | 10 | 4 Civ |
Intercultural Exchange (VA only) | +1.5 cred/sec +15% culture rate | Credits can be used on market or to help allies. A niche upgrade. | 3 | 2 Civ |
Crystal Seeking Nanites | +0.6 crystal/sec | Limited use on maps with low crystal income | 3 | 2 Civ |
Metal Seeking Nanites | +0.6 metal/sec | Same | 3 | 2 Civ |
Matter Hypercompiler | +96% surface mining +48% extraction | A very strong addition to your economy on planets you have already maxed out. | 6 | 3 Civ |
Defensive Uplink | +12 military slots +12% dmg of structures +24% range of structures | An okey defensive upgrade. Note that damage increase works only on static defenses, and not your fleet. | 5 | 1 Mil |
Dark Fleet Tower | Summon 120 supply within 12.0 AU distance | Decent harassment tool, especially if planet rotation is enabled. | 7 | 3 Civ |
Lirtra Adjunct Lab | -15% research time | If you avoid combat loses, you will end up queueing a bunch of technologies, which will take ages to research without this module. | 6 | 0 |
Debris Reclamation Center (VE only) | 18% of metal & crystal salvaged within 1 jump distance | Works only on ships killed (not your ships destroyed). Weak against TEC or Advent, extremely strong against other Vasari | 8 | 3 Civ |
Xeno Settlement (VA only) | +2 influence points | A great upgrade in early game. | 7 | 2 Civ |
Vitra Weapons lab | +3 military research points | Cheap way to get a bunch of military points | 7 | 0 |
Administrative uplink | +2 civilian slots +1 influence points | Only 1 influence point, but since you are limited in ways to get those, a handy upgrade. | 6 | 0 |
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In case you wonder, how big the range of dark fleet tower is (version without upgrade and 12.0 AU range):
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Advent Planet Modules
Name | Function | Comment | Rating | Tech tier |
[UPD: once advent are more or less stable]