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Introduction 

Planets are your main source of income. Specializing them is crucial for your empire, and Sins 2 offers a new mechanic for it – planetary modules. 

Each race has their own set of planetary modules, and factions can have their own unique modules, enhancing their playstyle.  

Every planet can house different planet modules. 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, while others are completely unique. 

Here you can see a stronger version of Garrison Command on a TEC Loyalist homeworld with 150 starting supply. 

image-20240410-195250.png

TEC Planet Modules 

NOTE: The TEC loyalist faction gets a stronger “Garrison Command” module on their homeworld, spawning more ships than the normal version. 

NOTE: The 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. 

The following modules can be built on a Terran Planet: 

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 point 

+1 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 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. 

2 Mil 

Center for Human Doctrine 

(TR ONLY) 

+10% weapon damage for 300 seconds 

This works in defence and offence. 

2 Mil 

Munitions Plant 

+50% dmg to all structures and starbases 

Straight forward defense 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 

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 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 

Military Research base 

+2 military research points 

+500 hitpoints 

Same as civic university, but without an orbital slot. 

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 

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 

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. 

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 defense buff 

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. 

2 Mil 

Center for Human Doctrine 

(TR ONLY) 

+10% weapon damage for 300 seconds 

This works in defense and offence. 

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. 

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 

Secret Weapon Lab 

+1 military research point 

Same as with the civ lab 

 

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 

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 

2 Civ 

Fulfilment Warehouse 

+1 Import point 

+1 Credit trade slot 

A flat +2.5 cred/sec income increase. 

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 Civ 

Munitions Plant 

+50% dmg to all structures and starbases 

Straight forward defense 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 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. 

2 Mil 

Center for Human Doctrine(TR ONLY) 

+10% weapon damage for 300 seconds 

This works in defense and offence. 

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 

Military Research base 

+2 military research points 

+500 hitpoints 

Same as civic university, but without an orbital slot. 

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 

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. 

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. 

2 Civ 

Crystal Seeking Nanites 

+0.6 crystal/sec 

Limited use on maps with low crystal income 

2 Civ 

Metal Seeking Nanites 

+0.6 metal/sec 

Same 

2 Civ 

Matter Hypercompiler 

+96% surface mining 

+48% extraction  

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

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. 

1 Mil 

Dark Fleet Tower 

Summon 120 supply within 12.0 AU distance 

Decent harassment tool, especially if planet rotation is enabled.  

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. 

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 

3 Civ 

Xeno Settlement 

(VA only) 

+2 influence points 

A great upgrade in early game. 

2 Civ 

Vitra Weapons lab 

+3 military research points 

Cheap way to get a bunch of military points 

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. 

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

image-20240410-195729.png

Advent Planet Modules 

 

Name 

Function 

Comment 

Rating 

Tech tier 

[UPD: once advent are more or less stable] 

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