Stacking "Consumable" Modules on a Ship

Constructors, Colonies, etc...

Okay, new question:

Is there any advantage to stacking consumable modules on a ship?

For instance, if I manage to fit 3 constructor modules on a constructor ship, does that mean when I tell it to go make a starbase, that I'll get a starbase plus two upgrades as soon as I use it? Or will it allow me to upgrade the starbase twice, over successive turns? Or do I just use it to build 3 separate starbases? Or does it treat all three modules as one and I reap zero benefit from the 2 extra modules? It seems that sending one massive constructor would be more efficient than building several little ones.

I assume with additional colony modules, that it allows me to take another 500 people?

I know "survey" modules are not consumed when used, but is there any advantage to having multiple survey modules on a ship? Like are the bonuses from anomalies better when you have 3 survey modules as opposed to only 1?
4,903 views 4 replies
Reply #1 Top
I don't think so, except for coloney and transport, but it's a good idea.
Reply #2 Top
If I remember correctly, the constructor module has an explicit warning on it that only one per ship is necessary. Additional modules would be wasted, if the game even allowed you to put them on in the first place (don't think I ever tried).

Colony modules can be doubled up, but they are still expended when you land. All you get is the additional population. Generally, a second colony ship - or even a transport, if you have them - is a better option to get more people on a new planet.

Additional survey modules are also nonfunctional, except for possibly a sensor bonus (they give +2 sensor range, I think). Note this is all for DA, not DL, which I am assuming you play judging by the colony population you listed. I think it's the same in both, but it's been a while since I played DL.
Reply #3 Top
Putting on multiple constructor modules was possible in 1.0 IIRC, but it's since been made impossible since there's no benefit in doing it.
Reply #4 Top
These modules you only need 1 of per ship:

Constructor Module(disposable)
Spore Module(disposable)
Mining Module(reusable)
Survey Module(reusable)

Even though the Survey Module does extend sensor range by 2, it's better to just better to research the cheap tech 'Sensors Mk.4' to give you a smaller, cheaper sensor module that does the same thing. Also, multiple Mining Modules will not reduce Construction Time at a rate faster than 1 wk per turn, but Mining Modules don't destroy the ship.

Extra Constructor Modules and Spore Modules will just destroy themselves upon use, for no benefit. They'll also destroy anything else on board the ship. Constructor Modules do so because they convert themselves into Starbases and Spore Modules do so because... well, there is no reason why they destroy themselves.

Stacking Colony Modules and Troops Modules will just give you more population/troops upon colonizing/invading, but will destroy everything on the ship. For ships specifically designed to colonize, you needn't use more than 1 Colony Module, instead using 'shuttle' ships with multiple Colony/Troop/Adv.Troop Modules to move population around without destroying the shuttle ship. For Transports designed specifically to invade, multiple Troop Mods are good since they give a bigger invasion force.