Equipment modules
Modules are upgrades you equip on a ship type to boost a specific stat. Distinct from your research tree: a module applies to every ship of the same type in your empire, not to a single unit. You can fuse them to reach the next tier or delete them to free space.
The 3 module tiers
Each module belongs to a tier that defines the strength of its bonus. Higher tiers are harder to find:
- Tier 1: +—% on the boosted stat
- Tier 2: +—%
- Tier 3: +—% — the rarest
Upgradable stats
Seven stats can be boosted by modules:
- Attack: damage dealt in combat
- Shield: shield points absorbed before hull damage
- Structure: hull points before destruction
- Fire rate: frequency of shots per second
- Speed: accelerates travel
- Dodge: chance to evade incoming fire
- Cargo: resource carrying capacity
Ship compatibility
Each ship type can only equip certain stats. Compatibility is fixed per ship: a Recon Drone only accepts Speed modules, an Asteroid Miner only Speed and Cargo, while a Battleship can equip almost every military stat. Check the Shipyard UI for the exact list on each ship.
How to obtain modules
Modules cannot be built. They come from three sources: expedition rewards (see Expeditions) — the rarer the Point of Interest, the higher the tiers that become available; shop purchases with Quantum Shards; Pioneer's Guide rewards on certain steps.
Equipping and removing a module
- Each ship type can hold up to — different modules
- You cannot equip two modules of the same stat on the same ship type — one stat per module per ship type
- You can however equip the same module on several different ship types (as many copies as you own)
- Instant and free removal: the module returns to your inventory, ready to be reassigned elsewhere
Inventory and limits
- Inventory is empire-wide and shared across all your planets
- Cap: — modules in total (all tiers and stats combined)
- If the inventory is full, modules offered as expedition rewards are lost — equip or free space before launching a risky expedition
- To free space: fuse 3 identical modules into a higher-tier module, or delete obsolete ones (see next section)
Fusion and deletion
When your inventory fills up, two tools let you free space without losing expedition drops:
- Fusion: 3 identical modules (same stat, same tier) → 1 module of the same stat at the next tier
- Single recipe 3 → 1: for example 3 × Attack tier I produce 1 × Attack tier II
- Tier III cannot be fused — it's already the ceiling
- Deletion: a non-equipped module can be deleted one at a time (permanent, to clear obsolete tiers)
- Equipped modules are never touched — unequip them first from the Shipyard before fusing or deleting
In-combat effect
- Module bonuses are applied multiplicatively on the target stat at combat time: a Tier 3 Attack module grants ×1.— to damage
- Bonuses apply to every one of your ships of the equipped type, for every fight (defensive and offensive)
- If an equipped ship is destroyed, the module stays equipped on the type: its effect comes back as soon as you rebuild a ship of that type
- Combat reports do not explicitly show modules — impossible to guess opponents' equipment in advance