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:
TEC Planet Modules – Asteroid:
TEC Planet Modules – Ice Planet:
Vasari Planet Modules
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:
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
More Guides:
- Sins of a Solar Empire II: Economy Guide
- Sins of a Solar Empire II: Capital Ships Module Guide
- Sins of a Solar Empire II: Combat Guide
- Sins of a Solar Empire II: Multiplayer Guide
- Sins of a Solar Empire II: How to Skip the Launcher