Sins of a Solar Empire II: Planet Modules Guide

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 Enclave homeworld with 150 starting supply.

TEC Planet Modules



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

NOTE: The TEC Primacy 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

TEC Planet Modules – 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 (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 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

TEC Planet Modules – 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 (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 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 (AR only)
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
Temple of Pilgrimage
-10% planet development price Colonizes nearby planets, after you have cleansed them
This can speed your colonization quite a lot in the early game, and also eliminates the need to go for any kind of colonization ship.
5
1 Civ
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 (AR only)
10% resurrection chance
Great item for late game battles, as the more ships die, the more get resurrected
9
4 Mil
Temple of Assimilation (AW only)
6% convert chance
Since converted ships will be amidst enemy fleet, they are unlikely to survive. However cutting 6% of enemy fleet, without a single shot fired, is a great deal!
7
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

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