Modules
Modules
Modules are upgrades that can be applied to planets to improve their performance.
Non-asteroid modules can reach up to level 10. Asteroid modules remain fixed at level 4.
Each type of module can be built in a location according to the table shown below.
Non-asteroid modules have a maximum level of 10. Asteroid modules remain fixed at level 4.
What are modules?
Modules are advanced upgrades that complement your constructions. While buildings produce resources, modules amplify and unlock special capabilities.
- Don't use robots - Built with resources and fixed time
- Maximum level: 4 - Each level improves the effect proportionally
- Location-specific - Each module can only be installed on certain types of structures
- One module per type - You can't have two modules of the same type in the same place
- Can be destroyed - Some modules can be removed if you change strategy
Module guide for new players
Recommended modules to start:
- Resource production modules - Increase production of specific mines and industries
- Ship specialization - Reduces time and costs of manufacturing a specific ship size
- Bunker - Improves your planet's defense and resource saving
- Deep Mining / Heavy Industry - Increase the maximum level of mines or industries (advanced)
Module categories
Production modules (Planets)
Increase the production of a specific resource on the planet where they are installed.
- Each level grants an extra % of production of the associated resource
- Also grant additional points to the planet
- There is one for each resource: Robots, Mineral, Crystal, Gas, Plastic, Ceramic, Liquid, Micros, Fuel and M-A
Asteroid modules
Installed on asteroids to increase their resource production.
- Built instantly from the collection fleet
- Useful for all players on that asteroid
- You need ships with level 4 mining component to take advantage of all production
- You can see them when spying on the asteroid
Limit improvement modules
Increase the maximum level that certain buildings can reach.
- Deep Mining: +levels maximum for all mines
- Heavy Industry: +levels maximum for all industries
- Military Expansion: +levels maximum for shipyard and shelter
Warning! If you destroy these modules, buildings that exceed the base limit will be reset to level 100.
Defense modules
Provide additional defenses to your structures.
- Bunker (Planets): Improves attack, defense and resource saving
- Defense (Asteroids/Dyson): Acts as an automatic shelter
- Heavy Defense (Motherships): Defense for advanced structures
- Sector Defense: Automatically defends battles in your sector
- Mothership Inhibitor: Prevents enemy motherships from jumping to your sector
Specialization modules
Improve the manufacturing of ships of a specific size.
- Reduce the manufacturing time of the chosen ship size
- Reduce the resource cost of manufacturing
- There is one for each size: Fighters, Corvettes, Cruisers, Battleships and Titans
- Built on planets and motherships
Enclave modules
Enclaves are special structures that grant bonuses to your entire alliance.
- Victory Points: Increases the VP your alliance receives
- Mine/Industry Production: Production bonus for all members
- Ship improvements: Attack, defense, cargo, speed for the entire alliance
- Not cumulative: Only the enclave with the highest bonus level counts
Mothership modules
Motherships are massive capital ships with exclusive modules.
- Mothership Jump: Allows instant jumping to other systems
- Fleet Jump: Reduces flight time of sent fleets
- Wormhole Transit: Allows travel through wormholes
Bank modules
Banks provide financial and commercial services.
- Trade credit: Allows requesting resource credits with a repayment deadline
- Trade investment: Allows investing resources to earn profits
- Optimization: Reduces commissions, improves recycling and speeds up trade times
- Alliance Bank: Unlocks shared resource management for the alliance. Each level grants a +2% bonus when depositing resources, up to +20% at level 10
Citadel modules
Citadels are built on pulsars and grant bonuses to the entire alliance at 50% of an enclave's power.
- Mine/Industry production: Increases production on all alliance planets
- Mining extraction: Improves asteroid mining for the entire alliance
- Ship attack/defense/cargo: Improves these properties for all alliance ships
- Speeds: Increases hyper speed, max hyper, and impulse for allied ships
- Only 1 type per citadel: choose the module that most benefits your alliance
Citadels consume 3 PI. Their modules are not destructible.
Differences between modules and constructions
Constructions
- 100 Maximum level (expandable with modules)
- Uses robots to build
- Variable time based on robots
- Construction queue
- Produces resources directly
Modules
- 4 Fixed maximum level
- Does not use robots
- Fixed time: most modules take 24h total, while defense and shipyard modules still take 6h per level
- Construction queue
- Improves/amplifies existing
- Consumes PI on install
Empire points and modules
Each new module (level 0\u21921) consumes empire points (PI) from your available total.
- Asteroid modules do not consume PI and appear directly at level 4
- Enclave, citadel, and wonder modules are not destructible
- Destructible modules can be removed to free up invested PI
- Upgrading an existing module (e.g. level 2\u21923) does not consume additional PI
Modules on asteroids
- Asteroid modules are built instantly
- You need a collection fleet on the asteroid to build
- Resources are deducted from your fleet's cargo, not from the planet
- Production modules appear directly at level 4
- You need ships with level 4 mining component to extract all production
- You can see the module level by spying on the asteroid
Tips for new players
Best practices
- Don't build modules too early \u2014 First level up your basic buildings (mines, industries, shipyard)
- Start with resource modules \u2014 Install the module for the resource you need most for +50% per level
- Bunker early \u2014 Upgrade your planet's shelter; it's a very effective defense
- Shipyard specialization \u2014 Reduces build time and cost for the ship size you use most
- Each new module costs PI \u2014 Plan before building so you don't run out of empire points
Common mistakes
- Building modules without base buildings \u2014 Modules amplify existing buildings, they don't create from scratch
- Destroying deep mining/heavy industry \u2014 Buildings above level 100 will be reset to 100
- Not having level 4 collectors \u2014 You won't be able to maximize asteroid output
- Forgetting asteroid modules \u2014 They're free in PI and instantly
- Ignoring research \u2014 The research module reduces time by 10% per level
Advanced tips
Module strategy
- Specialize planets \u2014 Combine resource module + deep mining/heavy industry to maximize production
- Enclaves vs Citadels \u2014 Citadels give 50% of an enclave's effect but you control them alone
- Mothership modules \u2014 Fleet jump + factorial send allow power projection over great distances
- Tactical destruction \u2014 Destroy modules that no longer serve you to recover PI (only if destructible)
- Coordinate with your alliance \u2014 Enclave modules benefit all members
Advanced optimization
- Evaluate PI vs benefit \u2014 Not every module is worth the empire point investment
- Non-stackable modules \u2014 Enclave and citadel modules only apply the highest level, they don't stack
- Citadel: 1 module \u2014 You can only install one type of citadel module per structure; choose wisely
- Alliance bank \u2014 The module grants +2% per level on deposits; level 10 = +20% bonus
- Fixed time \u2014 Each module level takes 6 hours; it doesn't depend on robots or level
Module destruction
Some modules can be destroyed to free up PI. However, there are important consequences:
- Deep Mining \u2014 If destroyed, mines above level 100 are reset to level 100
- Heavy Industry \u2014 If destroyed, industries above level 100 are reset to level 100
- Military Expansion \u2014 If destroyed, shipyard and shelter above level 100 are reset to level 100
Module - Description