Modules

Modules in Halcyon 6 are places within the Starbase that you can reclaim and build in. You'll want to start by digging it out and reclaiming an area.

Once an area is reclaimed, you’ll want to build a module there. Early on, the choices are basic: maybe you want to focus on Tech research, so you might build a Research Lab. Maybe you want to speed up reclamation and module construction, so building a construction room module makes sense. It all depends on the kind of game you want to play. Below is a short list of the general types of modules there are, along with what they do:

List Of Modules

 * Tech Research Modules: Necessary for researching and unlocking techs on the tech tree.
 * Construction Modules: Speed up your construction times, reduce costs and build ships.
 * Resource Modules: Increase the speed of resource accumulation, so you can spend those resources on modules, ships and upgrades.
 * Power Modules: Modules require power. Increasing the power flow through the station makes sure everything functions smoothly.
 * Morale Modules: Crew morale (a nice word for “sanity”) is crucial to your mission. A low station morale level can greatly hinder production and general crew efficiency.
 * Training Room Modules: Assign crew to training simulation rooms to help them gain skills and training.
 * Ship Building Modules: Build new ships so that you can assign them to fleets and send them off to different sectors, where they can bring back resources and accomplish missions and events.

Additional Modules

 * Ship Construction
 * Fleet Command
 * Officer's Quarters
 * Tech Research Archives
 * Diothrium Reactor
 * Materials Multiplier
 * Dark Matter Multiplier
 * Fuel Refinery Plant
 * Starship Repair Bay

Each of these categories will have additional and different modules which will fall under them, such as ones specifically for engineering tech research, armories for crew combat upgrades, reactor modules that emit larger amounts of power like the HoloRoom, and more.

Extra details

 * There’s a chance that, while reclaiming an area, your crew can discover the original area's purpose. If, for example, you discover that an area was once an ancient alien power reactor, building a power-related module on that spot will increase its efficiency (in this case, the amount of power it emits). These ruined ancient alien modules will change in location and type from playthrough to playthrough, giving the game infinite replayability.


 * Certain modules will gain significant proximity bonuses from being next to other modules of the same type, so planning out your station from the get go will be rewarded with bonus synergies!