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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 

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. 

3 Civ 

Fulfilment Warehouse 

+1 Import point 

+1 Credit trade slot 

A flat +2.5 cred/sec income increase. 

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. 

2 Mil 

Center for Human Doctrine 

(TR ONLY) 

+10% weapon damage for 300 seconds 

This works in defence and offence. 

2 Mil 

Munitions Plant 

+50% dmg to all structures and starbases 

Straight forward defense buff 

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. 

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 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 

Military Research base 

+2 military research points 

+500 hitpoints 

Same as civic university, but without an orbital slot. 

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 

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 

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. 

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. 

3 Civ 

Munitions Plant 

+50% dmg to all structures and starbases 

Straight forward defense buff 

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. 

2 Mil 

Center for Human Doctrine 

(TR ONLY) 

+10% weapon damage for 300 seconds 

This works in defense and offence. 

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. 

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 

Secret Weapon Lab 

+1 military research point 

Same as with the civ lab 

 

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 

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 

2 Civ 

Fulfilment Warehouse 

+1 Import point 

+1 Credit trade slot 

A flat +2.5 cred/sec income increase. 

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 Civ 

Munitions Plant 

+50% dmg to all structures and starbases 

Straight forward defense buff 

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. 

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. 

2 Mil 

Center for Human Doctrine(TR ONLY) 

+10% weapon damage for 300 seconds 

This works in defense and offence. 

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 

Military Research base 

+2 military research points 

+500 hitpoints 

Same as civic university, but without an orbital slot. 

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 

 

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. 

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. 

2 Civ 

Crystal Seeking Nanites 

+0.6 crystal/sec 

Limited use on maps with low crystal income 

2 Civ 

Metal Seeking Nanites 

+0.6 metal/sec 

Same 

2 Civ 

Matter Hypercompiler 

+96% surface mining 

+48% extraction  

A very strong addition to your economy on planets you have already maxed out. 

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. 

1 Mil 

Dark Fleet Tower 

Summon 120 supply within 12.0 AU distance 

Decent harassment tool, especially if planet rotation is enabled.  

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. 

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 

3 Civ 

Xeno Settlement 

(VA only) 

+2 influence points 

A great upgrade in early game. 

2 Civ 

Vitra Weapons lab 

+3 military research points 

Cheap way to get a bunch of military points 

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. 

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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]