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Name 

Function 

Comment 

Rating 

Tech tier 

Media Conglomerate 

+1 credits/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 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 import point 

+1 Credit 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 lvllevel

Those Garrison ships can jump to nearby adjacent 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 for defense and offence. 

2 Mil 

Munitions Plant 

+50% dmg to all structures and starbases 

Straight forward Straightforward defense buff buff.

3 Mil 

Command Bunker 

+1.500 1500 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 Influence points 

Unless you struggle to give out influence Influence points , you should work with media conglomerates, and not this one Media Conglomerates instead.

3 Civ 

Civic University 

+2 civilian research points 

+1 civilian orbital slots slot

If you have no more big planets around you, this can be a life savior for research progress progress.

Military Research base Base 

+2 military research points 

+500 hitpoints hit points 

Same as civic university, Civic University but without an orbital slot. 

Regional Government Office 

+0.5 credcredits/sec 

+2 civilian orbital slots 

Civic university University has 1 per planet limit , so you cannot spam that one it for orbital slots. Use this one , if you need more building slots slots.

Industrial Complex 

-20% ship build time 

-10% ship cost 

Extremely good on a front forward planet , to pump out ships. Sadly, you will need T3 civilian for this one first first.

3 Civ 

 

Following The following modules can be built on an Asteroid: 

Name 

Function 

Comment 

Rating 

Tech tier 

Fulfilment Warehouse 

+1 Import import point 

+1 Credit credit trade slot 

A flat +2.5 credcredits/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 Straightforward defense buff buff.

3 Mil 

Garrison Command 

 

(TL ONLY) 

Spawns 125-500 worth of supply from factories, depending on your tech lvllevel

Those Garrison ships can jump to nearby adjacent 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 for defense and offence. 

2 Mil 

Pirate Mercenary Base 

(TR ONLY) 

Pay 3.,000 credits for 100 supply of pirate ships 

Has a 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 technology.

Secret Weapon Lab 

+1 military research point 

Same as with the civ lab Experimental Economics Lab.

 

Following The following modules can be built on an Ice Planet: 

nearby

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 orbital extractor mining. Requires a trade port port.

1 Civ 

Media Conglomerate 

+1 credcredit/sec 

+2 influence Influence points 

A few of those these are a must have , so that you can unlock the strongest abilities of minor factions factions.

2 Civ 

Fulfilment Warehouse 

+1 Import import point 

+1 Credit credit trade slot 

A flat +2.5 credcredit/sec income increase. 

3 Civ 

Orbital Mining Control 

+50% metal & crystal from orbital extractors 

Somewhat worse on ice planets , than on asteroids , as ice planets tend to have less extractors extractors.

3 Civ 

Munitions Plant 

+50% dmg to all structures and starbases 

Straight forward Straightforward defense buff 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 lvllevelThose

Garrison ships can jump to

adjacent 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 for defense and offence. 

2 Mil 

Civic University 

+2 civilian research points 

+1 civilian orbital slots slot

If you have no more big planets around you, this can be a life savior for research progress progress.

Military Research base 

+2 military research points 

+500 hitpoints hit points 

Same as civic universityCivic University, but without an orbital slot. 

Regional Government Office 

+0.5 credcredits/sec 

+2 civilian orbital slots 

Civic university University has 1 per planet limit, so you cannot spam that one it for orbital slots. Use this one, if you need more building slots slots.

Vasari Planet Modules 

NOTE: Vasari Alliance (VA) starts with a unique planetary module

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, the “Alliance Consulate,” which recharges your Influence points 18% faster. 

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NOTE: Vasari Exodus (VE) starts with a stronger version of

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the “Debris Reclamation Center” at their homeworld. 

Almost all planet modules are present at any planet type for the Vasari, so we will review only the standard modules of a ferrous planet.

Following The 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 're rushing something. 

1 Civ 

Core Stripper 

(VE only) 

Unlocks STTC Strip to the Core 

For STTC values, see our “getting started” guide 

10 

4 Civ 

Intercultural Exchange 

(VA only) 

+1.5 credcredits/sec 

+15% culture rate 

Credits can be used on market the markets or to help allies. A niche upgrade. 

2 Civ 

Crystal Seeking Nanites 

+0.6 crystal/sec 

Limited use on maps with low crystal income income.

2 Civ 

Metal Seeking Nanites 

+0.6 metal/sec Same 

Limited use on maps with low metal income.

2 Civ 

Matter Hypercompiler 

+96% surface mining 

+48% orbital extraction  

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

3 Civ 

Defensive Uplink 

+12 military slots 

+12% dmg of structures 

+24% range of structures 

An okey okay defensive upgrade. Note that the damage increase works only on static defenses, and not your fleet. 

1 Mil 

Dark Fleet Tower 

Summon Summons 120 supply within 12.0 AU distance 

Decent harassment tool, especially if planet orbital rotation is enabled.  

3 Civ 

Lirtra Adjunct Lab 

-15% research time 

If you avoid combat loses, losses 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 Vasari.

3 Civ 

Xeno Settlement 

(VA only) 

+2 influence Influence points 

A great upgrade in the early game. 

2 Civ 

Vitra Weapons lab Lab 

+3 military research points 

Cheap A cheap way to get a bunch of military points points.

Administrative uplink Uplink 

+2 civilian slots 

+1 influence Influence points 

Only 1 influence Influence point, but since you are limited in ways to get those, a handy upgrade. 

In case you wonder, how big the range of dark fleet tower the Dark Fleet Tower is (version without upgrade and 12.0 AU range): 

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