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.
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 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 |
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 (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 |
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 one if you need more building slots. | 6 | 0 |
Industrial Complex | -25% ship build time -5% ship cost | Extremely good on a forward planet to pump out ships. Only drawback is that it’s a high level technology | 9 | 4 Civ |
The following modules can be built on an Asteroid:
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 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 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 |
The following modules can be built on an Ice Planet:
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 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 +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 |
Vasari Planet Modules
NOTE: Vasari Alliance (VA) starts with a unique planetary module, the “Alliance Consulate,” which recharges your Influence points 18% faster.
NOTE: Vasari Exodus (VE) starts with a stronger version of 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.
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 | 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 | +0.9 crystal/sec | Good on maps with low crystal income. | 4 | 2 Civ |
Metal Seeking Nanites | +0.9 metal/sec | Good on maps with low metal income. | 4 | 2 Civ |
Matter Hypercompiler | +48% surface mining +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 | +6 military slots +12% dmg of structures +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 | +12% research speed | If you avoid combat losses you will end up 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 | +3 civilian slots +1 Influence points | Only 1 Influence point, but since you are limited in ways to get those, a handy upgrade. | 6 | 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 |