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Modules

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Modules

Modules are upgrades that can be applied to planets to improve their performance.

Unlike buildings, modules do not need robots to be built, but they do consume resources and time.

Each type of module can be built in a location according to the table shown below.

All modules have a maximum level of 10.

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: 10 - 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

When to start with modules? Modules are a medium to long-term upgrade. First make sure you have your basic buildings at a good level (mines, industries, shipyard).
Recommended modules to start:
  1. Resource production modules - Increase production of specific mines and industries
  2. Ship specialization - Reduces time and costs of manufacturing a specific ship size
  3. Bunker - Improves your planet's defense and resource saving
  4. Deep Mining / Heavy Industry - Increase the maximum level of mines or industries (advanced)
Tip: On an asteroid you can only add the bunker, and only if your Prospecting is on it.

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
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
  • 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 ship bonuses to the entire alliance, with a fixed bonus per level.

  • 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
  • Does not stack with enclaves: with the same module in an enclave and in a citadel, the higher one counts

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
  • 10 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→1) consumes empire points (PI) from your available total.

  • 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→3) does not consume additional PI
Before installing a module, make sure the benefit is worth the PI cost. Check your balance in the Empire section.

Modules on asteroids

A free asteroid accepts no modules. With your Prospecting on it, you can add the bunker
  • The bunker is built through the module queue (6 h per level), needs your collection fleet on the asteroid and is paid from its cargo, not from the planet
  • To extract all production you need ships with a mining component of each size (corvette, cruiser, battleship and titan): each size extracts its own share

Tips for new players

Best practices
  • Don't build modules too early — First level up your basic buildings (mines, industries, shipyard)
  • Start with resource modules — Install the module for the resource you need most for +50% per level
  • Bunker early — Upgrade your planet's shelter; it's a very effective defense
  • Shipyard specialization — Reduces build time and cost for the ship size you use most
  • Each new module costs PI — Plan before building so you don't run out of empire points
Common mistakes
  • Building modules without base buildings — Modules amplify existing buildings, they don't create from scratch
  • Destroying deep mining/heavy industry — Buildings above level 100 will be reset to 100
  • Not having collectors of every size — Each size extracts its own share of the asteroid: without all four you won't get the most out of it
  • Ignoring research — The research module reduces time by 10% per level

Advanced tips

Module strategy
  • Specialize planets — Combine resource module + deep mining/heavy industry to maximize production
  • Enclaves vs Citadels — The citadel gives a fixed bonus per level; the enclave's grows with control time. Of the same type they don't stack: the higher one counts
  • Mothership modules — Fleet jump + factorial send allow power projection over great distances
  • Tactical destruction — Destroy modules that no longer serve you to recover PI (only if destructible)
  • Coordinate with your alliance — Enclave modules benefit all members
Advanced optimization
  • Evaluate PI vs benefit — Not every module is worth the empire point investment
  • Non-stackable modules — Enclave and citadel modules only apply the highest level, they don't stack
  • Citadel: 1 module — You can only install one type of citadel module per structure; choose wisely
  • Alliance bank — The module grants +2% per level on deposits; level 10 = +20% bonus
  • Fixed time — Most modules take 24 hours in total across their 10 levels; defense and shipyard modules take 6 hours per level. It doesn't depend on robots

Module destruction

Some modules can be destroyed to free up PI. However, there are important consequences:

  • Deep Mining — If destroyed, mines above level 100 are reset to level 100
  • Heavy Industry — If destroyed, industries above level 100 are reset to level 100
  • Military Expansion — If destroyed, shipyard and shelter above level 100 are reset to level 100
Enclave, citadel, wonder, and alliance bank modules are not destructible. Once installed, they remain permanently.

Module - Description

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Module
Buildable in
Description
Artificial worm hole module
Artificial worm hole module
Wormhole Mothership
Allows the trip through wormholes
A natural wormhole has the module at level 20, while an artificial one starts at level 1 and can be upgraded up to 10. That is why travelling through a natural wormhole is +43 % faster than through a maxed-out artificial one, and +200.9 % faster than through a newly built one.
Wormhole travel time depends on the distance, but grows much more slowly than it: twice the distance takes only ×1.47 and ten times the distance ×3.63. That is why the wormhole pays off more the farther away the destination is. The comparisons between wormholes are the same at any distance.
Travelling through a wormhole consumes no fuel.
Dyson fleet dispatch
Dyson fleet dispatch
Dyson Sphere
Reduces the flight time of fleets sent from a Dyson sphere.
Flight time saved compared to the same trip in hyper without the module:
Level 1 −2.5 % Level 2 −5 % Level 3 −7.5 % Level 4 −10 % Level 5 −12.5 % Level 6 −15 % Level 7 −17.5 % Level 8 −20 % Level 9 −22.5 % Level 10 −25 %
Robot production module
Robot production module
Planet
They grant an extra 20 % production per level of each resource. Module points are counted independently.
Mineral production module
Mineral production module
Planet
They grant an extra 20 % production per level of each resource. Module points are counted independently.
Crystal production module
Crystal production module
Planet
They grant an extra 20 % production per level of each resource. Module points are counted independently.
Gas production module
Gas production module
Planet
They grant an extra 20 % production per level of each resource. Module points are counted independently.
Plastic production module
Plastic production module
Planet
They grant an extra 20 % production per level of each resource. Module points are counted independently.
Ceramic production module
Ceramic production module
Planet
They grant an extra 20 % production per level of each resource. Module points are counted independently.
Liquid production module
Liquid production module
Planet
They grant an extra 20 % production per level of each resource. Module points are counted independently.
Microchip production module
Microchip production module
Planet
They grant an extra 20 % production per level of each resource. Module points are counted independently.
Fuel production module
Fuel production module
Planet
They grant an extra 20 % production per level of each resource. Module points are counted independently.
M-A production module
M-A production module
Planet
They grant an extra 20 % production per level of each resource. Module points are counted independently.
Deep mining module
Deep mining module
Planet
They extend the maximum level of mines in: Limit Level Construction of models by level.
If you destroy this module, mines that exceed level 100 will be reset to level 100.
Heavy industry module
Heavy industry module
Planet
They extend the maximum level of industries in: Limit Level Construction by modulus Industries by level.
If you destroy this module, industries that exceed level 100 will be reset to level 100.
Military expander module
Military expander module
Planet
Extends the maximum level of the shipyard by 10 per level.
If you destroy this module, the shipyard will be reset to level 100 if it exceeds it.
Bunker module
Bunker module
Planet Asteroid Mothership Dyson Sphere Bank Citadel Wonder Sector defense Prospecting Wormhole
They grant an improvement in attack, defense, and resource saving of 10 % per level.
Research module
Research module
Planet Mothership
Reduces research time at this location by 4 % per level up.
Fighter specialization
Fighter specialization
Planet Dyson Sphere Mothership
They grant a time savings of 7.5 % and cost savings of 5 % per level.
Corvette specialization
Corvette specialization
Planet Dyson Sphere Mothership
They grant a time savings of 7.5 % and cost savings of 5 % per level.
Cruiser specialization
Cruiser specialization
Planet Dyson Sphere Mothership
They grant a time savings of 7.5 % and cost savings of 5 % per level.
Battleship specialization
Battleship specialization
Planet Dyson Sphere Mothership
They grant a time savings of 7.5 % and cost savings of 5 % per level.
Titan specialization
Titan specialization
Planet Dyson Sphere Mothership
They grant a time savings of 7.5 % and cost savings of 5 % per level.
Shipyard module
Shipyard module
Mothership
Allows the construction of ships equivalent to a shipyard +20 levels per module level.
Small shipyard module
Small shipyard module
Dyson Sphere Bank
Allows the construction of ships equivalent to a shipyard +7 levels per module level.
Inhibitor module
Inhibitor module
Sector defense
It prevents non -allied mothership jump to their sector.
Mothership Jump drive Module
Mothership Jump drive Module
Mothership
Allows the instantaneous jump to another system until 1500 distance units.
Mothership fleet dispatch
Mothership fleet dispatch
Mothership
Reduces the flight time of every leg of the journey for fleets sent from a mothership (outbound, stopovers and return).
Time saved on every leg of the trip (outbound, stopovers and return) compared to the same trip without the module:
Level 1 −6 % Level 2 −12 % Level 3 −18 % Level 4 −24 % Level 5 −30 % Level 6 −36 % Level 7 −42 % Level 8 −48 % Level 9 −54 % Level 10 −60 %
Trade credit module
Trade credit module
Bank
Allows requesting resource credits based on fleet points. Each level increases the repayment deadline. If not repaid on time, the amount is penalized by deducting from your planets. Non-cumulative: only the highest level module of the player counts.
Trade investment module
Trade investment module
Bank
Allows investing resources that mature over time generating profits. Each level increases the number of simultaneous investments possible. Non-cumulative: only the highest level module of the player counts.
Optimization module
Optimization module
Bank
Optimizes trade operations: reduces commissions, improves recycling and speeds up trade delivery times. Each level provides additional benefits in all three areas. In addition, it reduces pirate assault fleet power by 2.8% per level when the assault is launched from this bank, up to a maximum of -28% at level 10. Non-cumulative: only the highest level module of the player counts.
Alliance Bank
Alliance Bank
Bank
Unlocks shared resource management for the alliance. Allows depositing resources into a common fund to finance alliance research. Each level grants a +2% bonus on deposited resources, up to a maximum of +20% at level 10.
Victory points production module
Victory points production module
Enclave Wonder
Increases PV by 5 % per level relative to the total number of players and enclaves to be distributed among the members of the alliance.
Ship attack improvement module
Ship attack improvement module
Enclave
Increases that property by 0.3 % per level. Not cumulative, only one per location.
Ship defense improvement module
Ship defense improvement module
Enclave
Increases that property by 0.3 % per level. Not cumulative, only one per location.
Ship cargo improvement module
Ship cargo improvement module
Enclave
Increases that property by 0.3 % per level. Not cumulative, only one per location.
Maximum ship hyper speed improvement module
Maximum ship hyper speed improvement module
Enclave
Increases that maximum possible speed by 0.3 % per level. Not cumulative, only one per location.
Ship hyper speed improvement module
Ship hyper speed improvement module
Enclave
Increases that speed by 0.3 % per level. Not cumulative, only one per location.
Ship impulse speed improvement module
Ship impulse speed improvement module
Enclave
Increases that speed by 0.3 % per level. Not cumulative, only one per location.
Citadel ship attack improvement module
Citadel ship attack improvement module
Citadel
Increases that property by 0.5 % per level. Not cumulative, only one per location.
Citadel ship defense improvement module
Citadel ship defense improvement module
Citadel
Increases that property by 0.5 % per level. Not cumulative, only one per location.
Citadel ship cargo improvement module
Citadel ship cargo improvement module
Citadel
Increases that property by 0.5 % per level. Not cumulative, only one per location.
Citadel maximum ship hyper speed improvement module
Citadel maximum ship hyper speed improvement module
Citadel
Increases that maximum possible speed by 0.5 % per level. Not cumulative, only one per location.
Citadel ship hyper speed improvement module
Citadel ship hyper speed improvement module
Citadel
Increases that speed by 0.5 % per level. Not cumulative, only one per location.
Citadel ship impulse speed improvement module
Citadel ship impulse speed improvement module
Citadel
Increases that speed by 0.5 % per level. Not cumulative, only one per location.
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