Modules

## **Slots**

(Picture is not up to date but still gives good info, please see table for up to date information)

*ECM: Electronic Counter Measure (Gives evasion bonsues)*
PD: Point defence turret

## Modules

Have a look at all different types of modules and their descriptions here.

All modules are operated either automatically (A) or remotely by the bridge (B) - look for a green  or  symbol on the right top corner.

That’s why it’s important to always have somebody controlling the bridge room.

If modules are operated by the bridge - weapons, for example -, means they are working, but without accuracy and & recharge bonus from the crew. Which is why weapons, point-defences and shield must be operated with crew during battle, or sensor during travel.

### Tips from players

**1. Gardens**

You want a few of these housing roughly 5-10 crew members which are better than Cryosleep as you can use food to heal and just sell off the excess and there is no cool down time to be combat ready if caught off guard. If possible there is cryosleep available, focus on putting people with high gardening skill there. If cryosleep is not available, try to get a mix between the people with the highest gardening skill and the people who consume the most organics.

**2. Cryosleep modules**

Aim for 4 or bigger modules. The 4 slot biotech one that generates credits is best for the economy. Other smaller ones can be used but is a waste to purchase. Focus on putting people with the highest organics consumption in them.

**3. Labs**

Last resort for economy due to the fact you consume food to produce income is less efficient and food is of more importance. If you’re full on food these are more beneficial otherwise just use gardens. The only real benefit here is you are uncapped on the amount of xeno data you can carry.

If you have labs available and people outside of gardens and cryosleep, make them man them for a increase in income since they're idling and consuming organics for no benefit otherwise.

**4. Point-Defence turrets**

You want roughly 3 PD turrets and eventually 4 late game. Commercial and Bio are the best but you’re more likely to find Terran ones that are just are just about as good. The importance of these at specific stages of the game is unforeseen by many.

If you can get high evasion, at the price of PD turrets, try to do so, but don't ditch PD turrets all together.

**5. Shields**

Ideally get either a secondary shield module or battery as soon as possible to tank early game lasers. Dual shield modules are better and more sustaining for longer fights if you are weaker on the DMG output. Sky shield module and the T1 are most efficient for energy:shield ratio.

Late game try to go for the best possible single shield module and ditch shield batteries for more ECM modules.

**6. Weapons**

Regardless of your ship early game you want to rush a 5th weapon to have shorter battles to reduce damage intake and conserve resources. You roughly want 1-2 Shield damaging lasers and 4-6 regular. Top laser weapons are the insectoid laser (20hp module), medium laser 3 and Intellipoint lasers that only cost 1/2 energy that are 2x1 4 second cd time. If opting for Projectile weapons, the 5x2 Intellipoint platform or any fast projectiles with 19+ accuracy are ideal.

If you are making a certain build, always focus on going down one route and try to avoid mixing weapon types later on. While its not 100% necessary to follow, go for a laser build with 1-2 non deflecting cannons if possible (i.e MOLAC cannon, Burrowshell cannon ext.). EMP builds are especially effective if you can mount several, as most don't deflect and can force a weapon to be inactive during the fight, instead of allowing them to be repaired.

**7. Storage modules**

I usually have 2 ESM-2 and a FEO + one other of any type to have a decent pool of metal/synthetics/fuel/organics to sell off at stations.

**8. Power Modules**

The most important of all, ideally you want to hit 80+ energy for a easy ride late game. Aim for fusion reactors whenever possible but do not be afraid to use common biotech reactors that give +20 as you can just swap them out if in danger. If you have access to them, switch out weaker reactors for E-reactors in combat due to their +17 power and higher durability.

**8. Bridges**

Opt for highest amount of crew members always, get the biotech bridges that gives +3 armor and has the lowest energy usage if available. The more crew that man teh bridge the better, since you can get higher evasion

**9. ECM turrets**

The most important module of all but not as important early game as your absorbing weaker fire early on. Aim for the ECM turret 3 which gives ship HP and 7% evasion each. If energy is an issue aim for the 6% 1 energy biotech module. These stack and you can get 100+% evasions and watch enemy ships kill each other.

**10. Engine**

Always try to have 2 engines, one more fuel efficient one for out of combat travel (ideally the fuel optimiser engine with only 25 fuel used per 100 ru) and one with higher evasion for combat, like emperor banks engines, unknown biotech engines, and ideally the black thunder engine (currently the best engine in terms of evasion and speed).

**11. Any other modules**

Nukes are on demand for harder fights, any healing modules are on demand, sensors should be a priority early on depending on your economy as it helps you find resources but I do not see it as a necessity as most late game instances I found myself in abundance of resources.