Larger ship classes are intended to have significantly more module slots than smaller ones. To avoid cluttering the ship-design UI with excessive numbers of module slots, however, this is represented instead by a Module Multiplier - each module slot actually represents several copies of the added module. This is represented in-game as the module having multiplied cost and (usually) a multiplied effect. For example, putting a Basic Sync Laser (21 DPS) into a Hunter hull (x2 Module Multiplier) actually has the laser dealing 42 DPS.
In the module listing, the modules are listed with their standard cost and effects, but once they're added to a ship, hovering the module slot will show the multiplied cost and effect.
Size | Multiplier |
---|---|
Small | 1x |
Medium | 2x |
Large/Arks | 4x |
Note: Behemoths start at 1x multiplier, but through the acquisition of Ship Hull technologies, Behemoths can get up to 8x.
All modules have their costs (Industry, Strategic Resources, and Upkeep) multiplied by the module multiplier, but only the following stats are multiplied:
- Health
- Shield
- Hull Plating Absorption
- Shield Absorption
- Damage
- x per CP effects
- Manpower
- Ground Deployment Limit
- Siege Power
- Squadron Health
- Projectile Health
- Dust / turn
- Manpower Damage over Time
- System Growth Stolen / turn
This means, for example, that an Engine module will have a multiplied cost, but not a multiplied effect, on larger hulls, because Movement is not one of the multiplied stats.