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Here you can see a stronger version of Garrison Command on a TEC Loyalist Enclave homeworld with 150 starting supply.
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TEC Planet Modules
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NOTE: The TEC loyalist Enclave faction gets a stronger “Garrison Command” module on their homeworld, spawning more ships than the normal version. |
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NOTE: The TEC rebels Primacy faction starts with an enhanced “Center for Human Doctrine” which provides a stronger weapon boost. |
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Name | Function | Comment | Rating | Tech tier |
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. | 4 | 3 Civ |
Munitions Plant | +50% dmg to all structures and starbases | Straightforward defense buff. | 6 | 3 Mil |
Garrison Command
(TL 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 for 300 seconds | This works for defense and offence. | 7 | 2 Mil |
Pirate Mercenary Base (TR ONLY) | Pay 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 | 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 |
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Name | Function | Comment | Rating | Tech tier |
Ice Processing Facility | +25% surface mining +15% influence recharge rate | This buffs planetary mining NOT orbital extractor mining. Provides a decent influence recharge buff. | 5 | 2 Civ |
Media Conglomerate | +10% culture rate +1 Influence point | Great source of extra influence points | 6 | 2 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 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 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 for 300 seconds | This works for defense and offence. | 7 | 2 Mil |
Civic University | +2 civilian research points +5% influence recharge | If you have no more big planets around you, this can be a life savior for research progress. | 8 | 0 |
Military Research Base | +2 military research points +5% factory build speed | Same as Civic University but 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 |
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In case you wonder, how big the range of the Dark Fleet Tower is (version without upgrade and 12.0 AU range):
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Advent Planet Modules 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 (AR only) | 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 |
Temple of Pilgrimage | -10% planet development price Colonizes nearby planets, after you have cleansed them | This can speed your colonization quite a lot in the early game, and also eliminates the need to go for any kind of colonization ship. | 5 | 1 Civ |
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 (AR only) | 10% resurrection change | Great item for late game battles, as the more ships die, the more get resurrected | 9 | 4 Mil |
Temple of Assimilation (AW only) | 6% convert chance | Since converted ships will be amidst enemy fleet, they are unlikely to survive. However cutting 6% of enemy fleet, without a single shot fired, is a great deal! | 7 | 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 |