Modules

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New in SotS II is the ability for the player to install ship subsystems/modules in ship sections. Ship modules will come in two sizes: cruiser and dreadnought. Leviathans will use dreadnought modules. [1] A sensor module installed in the command section could provide improved sensor performance, for example. Some ship subsystems may only be placed in certain ship sections- i.e., engine improving systems can only be placed in the engine section. [2]

Ship Modules

Some ship modules can be placed on any section, others are limited to engine sections and so on. Many modules can be mounted by a ship of any size class though several are restricted to Dreadnoughts and Leviathans. Most modules are available to all factions though a few are faction specific.

General Ship Modules
Module Required Tech Minimum Size Class Effect
Camel none Cruiser Increases supply
GOOP Liquid Polysteel Cruiser Repairs the ship's armor matrix starting at the lowest damaged level
Dancer Inertial Control Cruiser Reduces ship's effective mass improving acceleration
Bulwark Adaptive Buttresses Cruiser Increases ship section's structural hit points
Mission and Command Section Ship Modules
Module Required Tech Minimum Size Class Effect
Hannibal none Cruiser Provides an escape pod to increase the chances of the fleet admiral surviving the destruction of the fleet
Semper Fi none Cruiser Increase combat crew for boarding defense and a small amount of supply
Caravan none Cruiser Increases crew and a small amount of supply
Xavier Wild Talents Cruiser Enables shipboard use of Psionic(Psi) abilities in combat. Each module provides one Psi talent (selectable during ship design)
Karnak Forensic Scanners Cruiser Increases chance of weapon hitting the lowest point of the target's armor matrix
Joker Molecular Chaff Cruiser Adds Electronic Countermeasure (ECM) capabilities
Hawkeye Modular Sensors Cruiser Increases sensor power, adds Electronic Counter-Countermeasures (ECCM) capabilities
Point Defense e.g. Phalanx PD Cruiser Provides two customizable small mounts
Heavy Beam Heavy Combat Lasers Dreadnought Provides one customizable heavy beam mount
Torpedo e.g Disruptor Dreadnought Provides one customizable torpedo mount
Bio War Plague Dreadnought Provides two bio missiles
Kingfisher BattleRiders Dreadnought Provides a launch bay capable of storing two recon class battleriders
Engine Section Ship Modules
Module Required Tech Minimum Size Class Effect
Aux Fission none Cruiser Increases power provided along with a small increase in crew and supply
Aux Fusion Reinforced Containment Cruiser Increases power provided - bonus is larger than that of Aux Fission - along with a small increase in crew and supply
Reflex Furnace Reflex Furnaces Cruiser Increases power provided - bonus is larger than that of Aux Fusion - along with a small increase in crew and supply
Scotsman Advanced Damage Control Cruiser Increases chance of repairing a critical hit and reduces the chance of receiving a critical hit

Station Modules

At each stage of evolution, a station can support a certain number of added Modules. Not all of these have to be added to Upgrade to the next level, and in fact Upgrade requirements are quite variable. But if the player wants to Upgrade the station, this Upgrade will include a number of Module slots associated with its size and function. The total Module count for a station and the total POSSIBLE Module count will almost always be two different things.[3] The player never has to add all possible Modules to a station in order to Upgrade, but they can if they want.

The following modules are mentioned in relation to Stations specifically. In order to upgrade a station to the next phase of development, the player will have to add Modules which meet the minimum requirements for that upgrade. [4]

Note that some modules can not be placed on some types of stations if those stations are too small, but they may fit on larger stations of those same types.

Modules Types Available Beginning at Station Size
Name Civilian
Stations
Diplomatic
Stations
Gate
Stations
Naval
Stations
Science
Stations
Tribute
Stations
Alien Habitat 3 1 N/A N/A 3 N/A
Amplifier N/A N/A 1 N/A N/A N/A
Bastion N/A N/A 1 N/A N/A N/A
Combat N/A N/A N/A 2 N/A N/A
Command N/A N/A N/A 1 N/A N/A
Customs N/A 1 N/A N/A N/A N/A
Defense Battery N/A N/A 1 N/A N/A N/A
Diplomatic N/A 1 N/A N/A N/A N/A
Dock 1 1 1 1 1 1
Gulag N/A N/A N/A N/A N/A 1
Habitat 1 1 1 1 1 1
Laboratory N/A N/A N/A N/A 1 N/A
Large Alien Habitat 4 4 N/A N/A N/A N/A
Large Habitat 4 4 N/A N/A N/A 4
Large Slave Pen N/A N/A N/A N/A N/A 4
Repair N/A N/A N/A 1 N/A N/A
Sensors 4 4 1 1 1 4
Slave Pen N/A N/A N/A N/A N/A 1
Terraforming 2 N/A N/A N/A N/A N/A
Trade 1 N/A N/A N/A N/A N/A
Warehouse 1 N/A N/A 1 3 N/A

Alien Habitat Modules

Can be placed on Civilian Stations, Diplomatic Stations, Science Stations.

On a Science Station, allows scientists of other Races to visit and collaborate on scientific research projects. On a Civilian Station, allows Alien trade envoys can come to unload and market their cargo.

on Diplomatic Station, Generates 1 RDP (Racial Diplomatic Point) per turn.

Amplifier Modules

Can be placed on Gate Stations only. Each improves the gate network's overall capacity by ? CE

Bastion Modules

Can be placed on Gate Stations only. Each increases the station's structure points by +10%

Combat Modules

Can be placed on Naval Stations only. Each module provides two large turrets. The turret load-out will be controllable in a later patch.

Command Modules

Can be placed on Naval Stations only. Each module adds +1 CP for System Defense Assets.

Customs Modules

Can be placed on Diplomatic Stations only. Each module improves the system's trade income by +1%

Defense Battery Modules

Can be placed on Gate Stations.

Diplomatic Modules

Essential to Diplomatic Stations, these Modules allow a specialized habitat built for the comfort, convenience and safety of alien diplomats. Attaching a Diplomatic Module designed to provide a comfortable haven for any given species will allow the player to open up diplomatic relations with a Faction of that species, and to negotiate treaties, alliances, and trade in real time/chat windows. Players without an appropriate Diplomatic Module can still participate in diplomatic relations with other Factions. However, these relations will only occur when they are initiated and hosted by the other Faction, and they will always end when the other Faction chooses to close the negotiations. [5]

Dock Modules

Can be placed on Civilian Stations, Diplomatic Stations, Gate Stations, Naval Stations, Science Stations and Tribute Stations.

Naval - Improve the system's construction rate by +2% per module. The number of ships that can be retrofitted at once is limited by the number of docks on the naval station.
Civilian - Allows one addition freighter to dock per module thus increasing the system's potential trade movements
Science - Reduce station support costs by 2%
Diplomatic - Reduce station support costs by 2%
Gate - Reduce station support costs by 2%
Tribute -

Gulag Modules

Can be placed on Tribute Stations.

Habitat Modules

Can be placed on Civilian Stations, Diplomatic Stations, Gate Stations, Naval Stations, Science Stations and Tribute Stations.

Civilian - Improve the value of the system's trade routes by 1%
Science - Improve the research rate across all technology disciplines by 1%
Diplomatic - Generates 1 GDP per turn
Gate - ?
Tribute - ?

Laboratory Modules

Essential to Science Stations, there is one type of Laboratory Module for each discipline in the SotS 2 Tech Tree. Once a Lab Module for a certain discipline is built, it offers various benefits.

1) A small increase in the speed of research in this area when a funded project is in process - 2%.

2) A decrease in the rate of decay for reservoirs of accumulated research toward a certain technology, even when funded research is not being conducted.

By concentrating the Lab Modules of a certain discipline in one Station, the player may eventually be able to build a Science Center which specializes in only one type of research. [6]

Large Alien Habitat Modules

Can be placed on Civilian Stations, Diplomatic Stations.

Large Habitat Modules

Can be placed on Civilian Stations, Diplomatic Stations and Tribute Stations. These have the same bonuses as their smaller cousins but the effect of each module is larger.

Civilian - Improve the value of the system's trade routes by ?%
Diplomatic - Generates 3 GDP per turn
Tribute - ?

Large Slave Pen Modules

Can be placed on Tribute Stations.

Repair Modules

Can be placed on Naval Stations only. Each module improves the system's available repair points by +10%.

Sensors Modules

Can be placed on Civilian Stations, Diplomatic Stations, Gate Stations, Naval Stations, Science Stations and Tribute Stations.

Naval - Each module improves tactical range by 500m, strategic sensor range by 0.5 ly and adds + 5% to the chance of detecting a cloaked ship on the strategic map.
Civilian - Each module increases tactical sensor range by 500m, strategic sensor range by .25 ly , and adds a 10% chance of intercepting pirates in system.
Science - Each module increases tactical sensor range by 250m, strategic sensor range by .25 ly, and adds a 10% chance to detect an incoming menace 1 turn early.
Diplomatic - Each sensor module increases tactical sensor range by 200m, strategic sensor range by .2 ly, and adds 1 point to the intel total per turn.
Gate - Each module increases tactical sensor range by 500m, strategic sensor range by .5 ly, and increases casting and farcasting accuracy by 10%.
Tribute - Each module increases tactical sensor range by 200m, strategic sensor range by .2 ly, and adds 1 point to the intel total per turn.

Slave Pen Modules

Can be placed on Tribute Stations.

Terraforming Modules

Can be placed on Civilian Stations only. Available to construct on Trading Posts (Stage 2) and larger stations Used to aid planet development in the region by increasing the in system terraforming rate by +25%.

Trade Modules

Essential to Civilian Stations, these Modules will allow traders from other species and factions to dock at your Station and trade in this region of space. Each additional Module added to a given Station will increase revenue for the Station as a whole, and increase the Tax Base and Morale of the host system. [7]

Warehouse Modules

Can be placed on Civilian Stations, Naval Stations and Science Stations.

They are used to store materials and supplies and have different affects depending on the station type they are installed on.
Naval - Each adds +2 CE to the local Support Capacity.
Civilian - Each module allows trade goods to survive one extra turn without freighter transport.
Science -

References

  1. Mecron in Forum Post
  2. Mecron in Forum Post
  3. Erinys in Forum Post
  4. Erinys in Forum Post
  5. Erinys in Forum Post
  6. Erinys in Forum Post
  7. Erinys in Forum Post