A Utility module defines the fundamental function of a ship. Examples include the Colony and Constructor modules, which classify a ship as a Colony ship and Constructor, respectively.
comparison table[ | ]
Component | Ability | Bonuses | Value | Support Mass | Construction Cost | Resource | Requirement |
---|---|---|---|---|---|---|---|
Survey | Survey | +8 Sensor Power | 0.75 | 1% + 18 | 20 | 1 Administrators | None |
Colony | Colonize | +3 Population Cap | 10 | 5% + 45 | 24 | 1 Administrators | Colonization |
Constructor | Construct | +1 Construction Points Cap | 10 | 5% + 45 | 30 | 1 Administrators | None |
Cargo | Create Trade Route | None | 10 | 5% + 40 | 20 | None | Xeno Commerce |
Transport | Invade | +3 Population Cap | 10 | 5% + 25 | 50 | (not consumed) Legions | Planetary Invasion |
Advanced Transport Module* | Invade | +3 Population Cap+2 Interceptor Fighters Cap | 10 | 5% + 45 | 100 | (not consumed) Legions | Dangerous |
Cargo Hold | Supply Social | None | 100 | 50 | 200 | None | Space Elevators |
Hypergate Component | Build Hypergate | +1 Construction Points Cap | 300 | 50 | 150 | 1 Administrators | Spatial Manipulation |
Spore Module | Genocide Planet | None | 5 | 10% + 1 | 100 | None | Spore Weapon |
Colony (Torian) | Colonize | +3 Population Cap+10 Ship Range | 10 | 5% + 50 | 20 | 1 Administrators | Colonization (Torian) |
Cargo (Torian) | Create Trade Route | +100% Ship Range | 10 | 5% + 50 | 24 | None | Xeno Commerce (Torian) |
- Advanced Transport Module gives +4 Threat