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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. | 8 | 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. | 5 | 3 Civ |
Fulfilment Warehouse | +1 Import import point +1 Credit 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 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. | 7 | 2 Mil |
Center for Human Doctrine (TR ONLY) | +10% weapon damage for 300 seconds | This works in defence for defense and offence. | 7 | 2 Mil |
Munitions Plant | +50% dmg to all structures and starbases | Straight forward Straightforward defense buff buff. | 6 | 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. | 5 | 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 | 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. | 9 | 0 |
Military Research base Base | +2 military research points +500 hitpoints hit points | Same as civic university, Civic University but without an orbital slot. | 8 | 0 |
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. | 6 | 0 |
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. | 9 | 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. | 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 Straightforward defense buff buff. | 6 | 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. | 7 | 2 Mil |
Center for Human Doctrine (TR ONLY) | +10% weapon damage for 300 seconds | This works in for defense and offence. | 7 | 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. | 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 technology. | 7 | 0 |
Secret Weapon Lab | +1 military research point | Same as with the civ lab Experimental Economics Lab. | 7 | 0 |
Following The 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 orbital extractor mining. Requires a trade port port. | 5 | 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. | 8 | 2 Civ | |
Fulfilment Warehouse | +1 Import import point +1 Credit credit trade slot | A flat +2.5 credcredit/sec income increase. | 6 | 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 | 3 Civ | |
Munitions Plant | +50% dmg to all structures and starbases | Straight forward Straightforward defense buff 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 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. | 7 | 2 Mil |
Center for Human Doctrine (TR ONLY) | +10% weapon damage for 300 seconds | This works in for defense and offence. | 7 | 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. | 9 | 0 | |
Military Research base | +2 military research points +500 hitpoints hit points | Same as civic universityCivic University, but without an orbital slot. | 8 | 0 | |
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. | 6 | 0 |
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. | 2 | 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. | 3 | 2 Civ |
Crystal Seeking Nanites | +0.6 crystal/sec | Limited use on maps with low crystal income income. | 3 | 2 Civ |
Metal Seeking Nanites | +0.6 metal/sec Same | Limited use on maps with low metal income. | 3 | 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. | 6 | 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. | 5 | 1 Mil |
Dark Fleet Tower | Summon Summons 120 supply within 12.0 AU distance | Decent harassment tool, especially if planet orbital rotation is enabled. | 7 | 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. | 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 Vasari. | 8 | 3 Civ |
Xeno Settlement (VA only) | +2 influence Influence points | A great upgrade in the early game. | 7 | 2 Civ |
Vitra Weapons lab Lab | +3 military research points | Cheap A cheap way to get a bunch of military points points. | 7 | 0 |
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. | 6 | 0 |
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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