...
Name | Function | Comment | Rating | Tech tier | |||||
Media Conglomerate | +1 credits/sec +2 Influence points | A few are a must have so that you can unlock the strongest abilities of minor factions. | 8 | 2 Civ | |||||
Commercial District | +10% commerce income | This affects only planetary credits and comes rather late in T3. Still worth it on Terran planets with maxed commerce. | 4 | 3 Civ | |||||
Fulfilment Warehouse | +1 export point | Translates to 2 credits/second, as long as you have allocation slots | 4 | 3 Civ | |||||
Orbital Mining Control | +50% metal & crystal from extractors | Note: only asteroid mining is buffed, not planetary mining. So, check how many extractors you can actually build. | 5 | 3 Civ | |||||
Alloy Foundry | +3 metal trade capacity | Niche item, when you have lot’s of trade ports, but no allocation slots for metal | 3 | 2 Civ | |||||
Synthetic Crystal Farm | +3 crystal trade capacity | Same as Alloy Foundry, but for crystal | 3 | 2 Civ | |||||
Garrison Command (TL Home Guard Outpost | -15% damage taken | Great item for come back. Lure your enemy into a planet with this item | 5 | 3 Mil | |||||
Garrison Recruitment Center (TE ONLY) | Spawns 125-500 worth of supply from factories, depending on your tech level. | 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. | 7 | 2 Mil | |||||
Center for Human Doctrine (TR TP ONLY) | +10% weapon damage and +10% speed for 300 seconds | This works for defense and offence. | 7 | 2 Mil | |||||
Munitions Plant | +50% dmg to all structures and starbases | Straightforward defense buff. | 6 | 3 Mil | |||||
Command Bunker | +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 points | Unless you struggle to give out Influence points you should work with Media Conglomerates instead. | 3 | 3 Civ |
Civic University | +2 civilian research points +1 civilian orbital slot5% influence recharge | If you have no more big planets around you, this can be a life savior for research progress. | 9 8 | 0 | |||||
Military Research Base | +2 military research points +500 hit points 5% factory build speed | Same as Civic University but without an orbital slot. 8for military research | 8 | 0 | |||||
Regional Government Office | +0.5 credits/sec +2 civilian orbital slots | Civic University has 1 per planet limit so you cannot spam it for orbital slots. Use this one if you need more building slots. | 6 | 0 | |||||
Industrial Complex | -20% 25% ship build time -10% 5% ship cost | Extremely good on a forward planet to pump out ships. Sadly, you will need T3 civilian for this one first.Only drawback is that it’s a high level technology | 9 | 3 4 Civ |
The following modules can be built on an Asteroid:
Name | Function | Comment | Rating | Tech tier | ||
Fulfilment Warehouse | +1 import export point +1 credit trade slot | A flat +2.5 credits/sec income increase. | 6 Translates to 2 credits/second, as long as you have allocation slots | 4 | 3 Civ | |
Orbital Mining Control | +50% metal & crystal from extractors | Note: only asteroid mining is buffed, not planetary mining. So, check how many extractors you can actually build. | 4 | 3 Civ | ||
Munitions Plant | +50% dmg to all structures and starbases | Straightforward defense buff. | 6 | 3 Mil | ||
Garrison Command
(TL ONLY) | Spawns 125-500 worth of supply from factories, depending on your tech level. | 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. | 7 | 2 Mil | ||
Center for Human Doctrine (TR ONLY) | +10% weapon damage for 300 seconds | This works for defense and offence. | 7 | 2 Mil | ||
Pirate Mercenary Base (TR ONLY) | Pay 3,000 2.500 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 | Even though it’s just 1 lab, you will likely have a lot of asteroids, which does sum up. | 7 | 0 | ||
Secret Weapon Lab | +1 military research point | Same as with the Experimental Economics Lab, but military. | 7 | 0 |
The following modules can be built on an Ice Planet:
Name | Function | Comment | Rating | Tech tier | ||
Ice Processing Facility | +50% 25% surface mining + 1 credit and ice trade slot 15% influence recharge rate | This buffs planetary mining NOT orbital extractor mining. Requires a trade portProvides a decent influence recharge buff. | 5 | 1 2 Civ | ||
Media Conglomerate | +1 credit/sec 10% culture rate +2 1 Influence points point | A few of these are a must have so that you can unlock the strongest abilities of minor factions. | 8 Great source of extra influence points | 6 | 2 Civ | |
Fulfilment Warehouse | +1 import export point +1 credit trade slot | A flat +2.5 credit/sec income increase. | 6 Translates to 2 credits/second, as long as you have allocation slots | 4 | 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. | 3 | 3 Civ | ||
Munitions Plant | +50% dmg to all structures and starbases | Straightforward 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 level. | 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. | 7 | 2 Mil | ||
Center for Human Doctrine (TR ONLY) | +10% weapon damage for 300 seconds | This works for defense and offence. | 7 | 2 Mil | ||
Civic University | +2 civilian research points +1 civilian orbital slot5% influence recharge | If you have no more big planets around you, this can be a life savior for research progress. | 9 8 | 0 | ||
Military Research base Base | +2 military research points +500 hit points 5% factory build speed | Same as Civic University , but without an orbital slot. 8but for military research | 8 | 0 | ||
Regional Government Office | +0.5 credits/sec +2 civilian orbital slots | Civic University has 1 per planet limit, so you cannot spam it for orbital slots. Use this if you need more building slots. | 6 | 0 |
...
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're rushing something. | 2 Has multiple levels, extremely good to have, when you are rushing defences | 6 | 1 Civ |
Core Stripper (VE only) | Unlocks Strip to the Core | For STTC values, see our “getting started” guide | 10 | 4 Civ | |
Intercultural Exchange (VA only) | +1.5 credits/sec +15% culture rate | Credits can be used on the markets or to help allies. A niche upgrade. | 3 | 2 Civ | |
Crystal Seeking Nanites | +0.6 9 crystal/sec | Limited use Good on maps with low crystal income. | 3 4 | 2 Civ | |
Metal Seeking Nanites | +0.6 9 metal/sec | Limited use Good on maps with low metal income. | 3 4 | 2 Civ | |
Matter Hypercompiler | +96% 48% surface mining +48% 24% orbital extraction | A very strong addition to your economy on planets you've already maxed out. Has multiple levels, with a higher technology | 6 | 3 Civ | |
Defensive Uplink | +12 6 military slots +12% dmg of structures +24% 12% range of structures | An okay defensive upgrade. Note that the damage increase works only on static defenses, and not your fleet. Also has multiple levels with higher technology. | 5 | 1 Mil | |
Dark Fleet Tower | Summons 120 supply within 12.0 AU distance | Decent harassment tool, especially if orbital rotation is enabled. | 7 | 3 Civ | |
Lirtra Adjunct Lab | -15% +12% research time speed | If you avoid combat losses you will end up queueing queuing 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 the early game. | 7 | 2 Civ | |
Vitra Weapons Lab | +3 military research points | A cheap way to get a bunch of military points. | 7 | 0 | |
Administrative Uplink | +2 3 civilian slots +1 Influence points | Only 1 Influence point, but since you are limited in ways to get those, a handy upgrade. | 6 0 | 2 Civ |
In case you wonder, how big the range of the Dark Fleet Tower is (version without upgrade and 12.0 AU range):
...
Advent Planet Modules
Name | Function | Comment | Rating | Tech tier |
...
Tithe Sanctum | +0.5 credits/second -5% development price | A must have on planets you plan to fully develop | 6 | 1 Civ |
Sanctuary Spire | +50% commerce income | An amazing credit boost, just make sure to have maxed commerce to the max on the planet | 10 | 2 Civ |
PsiCredit Mint | Converts crystal to credits at ca 2:1 ratio | As Advent you will be swimming in crystal, and this item allows you to balance your economy | 6 | 2 Civ |
Laminate Forge | Converts crystal to metal at ca 1:1 ratio | Same as with PsiCredit Mint, but forges metal for you | 6 | 2 Civ |
Plasma Furnace | +25% surface mining -25% exotic build time | A nice combination of resource income and reduces construction time on exotics, which will come in handy at later game stages | 5 | 3 Civ |
Temple of Purification | Restores 100 hull and 200 shields in nearby wells, after cleansing them from enemies | The healing is not all that big, but it can help you to snowball, as you will be repairing each time you push your enemy back. | 3 | 2 Mil |
Tranquil Refuge | +2000 planet health +50% planet hp regeneration | A good upgrade for your front planet. Can synergize with your unity abilities. | 5 | 3 Civ |
Unity Protectorate | +15% shields +15 psi power | An amazing item when defending. Psi power will boost your capital ship abilities and even some items. | 10 | 2 Mil |
Temple of Resurrection | 10% resurrection change | Great item for late game battles, as the more ships die, the more get resurrected | 9 | 4 Mil |
Shrine of Revelation | +3 civ research +25% civ research speed | Provides a lot of research points and speed? That’s a must have! | 9 | - |
Shrine of Prophecy | +3 mil research +25% mil research speed | Same as Shrine of Revelation but for military research | 9 | - |
Cynosural Reservoir | +75 maximum focus | Focus is required for your unity abilities, and having more focus stocked, can be a game changer! | 8 | 2 Civ |
Neuro Augment Center | +0.5 focus restore rate | Serves a similar purpose as Cynosural Reservoir, and is a must have for later game stages, as you will be using all of your Unity potential. | 8 | 3 Civ |