Introduction
Planets are your main source of income. Specializing them is crucial for your empire, and Sins 2 offers a new mechanic for it – the planetary modules.
Each race has their own set of planetary modules, and even factions can have their own unique modules, enhancing their playstyle.
Every planet can house different planet modules. So keep an eye on what type of planet you need, if you are looking to build a specific planet module.
Also note that each homeworld gets a special planet module. Some of them are just stronger versions of existing ones, some are completely unique.
Here you can see a stronger version of Garrison on a TEC homeworld with 150 starting supply.
TEC Planet Modules
NOTE: TEC loyalist faction gets a stronger “garrison command” module on their homeworld, spawning somewhat more ships than the normal one.
NOTE: TEC rebels faction starts with an enhanced “center for human doctrine” which provides a stronger weapon boost.
In the following you can find planet modules sorted for most common planet types, such as terran, asteroid and ice. Other planets mostly repeat the pattern with minor differences.
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 | 8 | 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. | 5 | 3 Civ |
Fulfilment Warehouse | +1 Import point +1 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 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. | 7 | 2 Mil |
Center for Human Doctrine (TR ONLY) | +10% weapon damage for 300 seconds | This works in defence and offence. | 7 | 2 Mil |
Munitions Plant | +50% dmg to all structures and starbases | Straight forward 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 |
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 | 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 | 9 | 0 |
Military Research base | +2 military research points +500 hitpoints | Same as civic university, but without an orbital slot. | 8 | 0 |
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 | 6 | 0 |
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 | 9 | 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. | 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 defense buff | 6 | 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. | 7 | 2 Mil |
Center for Human Doctrine (TR ONLY) | +10% weapon damage for 300 seconds | This works in defense and offence. | 7 | 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. | 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 | 7 | 0 |
Secret Weapon Lab | +1 military research point | Same as with the civ lab | 7 | 0 |
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 | 5 | 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 | 8 | 2 Civ |
Fulfilment Warehouse | +1 Import point +1 Credit trade slot | A flat +2.5 cred/sec income increase. | 6 | 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 | 3 Civ |
Munitions Plant | +50% dmg to all structures and starbases | Straight forward 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 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. | 7 | 2 Mil |
Center for Human Doctrine(TR ONLY) | +10% weapon damage for 300 seconds | This works in defense and offence. | 7 | 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 | 9 | 0 |
Military Research base | +2 military research points +500 hitpoints | Same as civic university, but without an orbital slot. | 8 | 0 |
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 | 6 | 0 |
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.
NOTE: Vasari Exodus (VE) starts with a stronger version of “debris reclamation center” at their homeworld.
Almost all planet modules are present at any planet type for Vasari, so we will review only the standard modules of a ferrous planet.
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. | 2 | 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. | 3 | 2 Civ |
Crystal Seeking Nanites | +0.6 crystal/sec | Limited use on maps with low crystal income | 3 | 2 Civ |
Metal Seeking Nanites | +0.6 metal/sec | Same | 3 | 2 Civ |
Matter Hypercompiler | +96% surface mining +48% extraction | A very strong addition to your economy on planets you have already maxed out. | 6 | 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. | 5 | 1 Mil |
Dark Fleet Tower | Summon 120 supply within 12.0 AU distance | Decent harassment tool, especially if planet rotation is enabled. | 7 | 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. | 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 early game. | 7 | 2 Civ |
Vitra Weapons lab | +3 military research points | Cheap way to get a bunch of military points | 7 | 0 |
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. | 6 | 0 |
In case you wonder, how big the range of dark fleet tower is (version without upgrade and 12.0 AU range):
Advent Planet Modules
Name | Function | Comment | Rating | Tech tier |
[UPD: once advent are more or less stable]