5Dim Wiki Modules

Modules

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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

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: Asteroid modules are built instantly but from the collection fleet, not from the constructions menu.

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
Before installing a module, make sure the benefit is worth the PI cost. Check your balance in the Empire section.

Modules on asteroids

Asteroids have a special module system that works differently from planets.
  • 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
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
Dyson fleet dispatch
Dyson fleet dispatch
Dyson Sphere
Reduces the flight time of fleets sent from a Dyson sphere.
Mineral asteroid module
Mineral asteroid module
Asteroid
They grant extra production, visible when spying on the asteroid. They appear directly at level 4. You need ships with a collection component of the same level or higher to benefit from that production.
Crystal asteroid module
Crystal asteroid module
Asteroid
They grant extra production, visible when spying on the asteroid. They appear directly at level 4. You need ships with a collection component of the same level or higher to benefit from that production.
Gas asteroid module
Gas asteroid module
Asteroid
They grant extra production, visible when spying on the asteroid. They appear directly at level 4. You need ships with a collection component of the same level or higher to benefit from that production.
Plastic asteroid module
Plastic asteroid module
Asteroid
They grant extra production, visible when spying on the asteroid. They appear directly at level 4. You need ships with a collection component of the same level or higher to benefit from that production.
Ceramic asteroid module
Ceramic asteroid module
Asteroid
They grant extra production, visible when spying on the asteroid. They appear directly at level 4. You need ships with a collection component of the same level or higher to benefit from that production.
Liquid asteroid module
Liquid asteroid module
Asteroid
They grant extra production, visible when spying on the asteroid. They appear directly at level 4. You need ships with a collection component of the same level or higher to benefit from that production.
Microchip asteroid module
Microchip asteroid module
Asteroid
They grant extra production, visible when spying on the asteroid. They appear directly at level 4. You need ships with a collection component of the same level or higher to benefit from that production.
Fuel asteroid module
Fuel asteroid module
Asteroid
They grant extra production, visible when spying on the asteroid. They appear directly at level 4. You need ships with a collection component of the same level or higher to benefit from that production.
M-A asteroid module
M-A asteroid module
Asteroid
They grant extra production, visible when spying on the asteroid. They appear directly at level 4. You need ships with a collection component of the same level or higher to benefit from that production.
Nanofiber asteroid module
Nanofiber asteroid module
Asteroid
They grant extra production, visible when spying on the asteroid. They appear directly at level 4. You need ships with a collection component of the same level or higher to benefit from that production.
Scrap asteroid module
Scrap asteroid module
Asteroid
They grant extra production, visible when spying on the asteroid. They appear directly at level 4. You need ships with a collection component of the same level or higher to benefit from that production.
Diamond Asteroid
Diamond Asteroid
Asteroid
Allows collection of all resources in very high quantity
Enhanced Collection Asteroid
Enhanced Collection Asteroid
Asteroid
Allows collection of basic resources in very high quantity
Industrial Asteroid
Industrial Asteroid
Asteroid
Allows collection of industrial resources in very high quantity
Robot Asteroid
Robot Asteroid
Asteroid
Allows collection of robotic resources in very high quantity
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 and shelter by 10 per level.
If you destroy this module, the shipyard and shelter that exceed level 100 will be reset to level 100.
Bunker module
Bunker module
Planet
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.
Defense module
Defense module
Prospecting Dyson Sphere Wormhole Bank Citadel
They provide a defense that acts as an initial shelter at level 0 plus 3 per module level. They require Prospecting on the asteroid.
Heavy defense module
Heavy defense module
Mothership
They grant a defense that acts as an initial refuge at the level 0 plus 5 by module level.
Sector defense module
Sector defense module
Sector defense
Enters combat as an allied defense in defensive battles in the sector and defends itself if attacked directly. When the sector defense itself is attacked, no other allied sector defenses join.
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 fleets sent from a mothership.
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.
Mine production module
Mine production module
Enclave
Increases production on all planets of the alliance by 4 % per level. Not cumulative, only one per location.
Industry production module
Industry production module
Enclave
Increases production on all planets of the alliance by 4 % per level. Not cumulative, only one per location.
Collection improvement module
Collection improvement module
Enclave
Increases asteroid collection for all members of the alliance by 1 % per level. Not cumulative, only one per location.
Ship attack improvement module
Ship attack improvement module
Enclave
Increases that property by 1 % per level. Not cumulative, only one per location.
Ship defense improvement module
Ship defense improvement module
Enclave
Increases that property by 1 % per level. Not cumulative, only one per location.
Ship cargo improvement module
Ship cargo improvement module
Enclave
Increases that property by 1 % 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 1 % per level. Not cumulative, only one per location.
Ship hyper speed improvement module
Ship hyper speed improvement module
Enclave
Increases that speed by 1 % per level. Not cumulative, only one per location.
Ship impulse speed improvement module
Ship impulse speed improvement module
Enclave
Increases that speed by 1 % per level. Not cumulative, only one per location.
Citadel mine production module
Citadel mine production module
Citadel
Increases production on all your planets by 2 % per level. Not cumulative, only one per location.
Citadel industry production module
Citadel industry production module
Citadel
Increases production on all your planets by 2 % per level. Not cumulative, only one per location.
Citadel collection improvement module
Citadel collection improvement module
Citadel
Increases asteroid collection by 0.5 % 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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