Station Modules
Station modules are production facilities you can operate at NPC stations. This is the primary way to start manufacturing in ECON Galaxy – rent space, install modules, and build production chains.
See also: Production Slots - Detailed guide to renting and managing production slots.
What Are Station Modules?
Modules are facilities you operate at someone else's station:
- Production modules - Manufacture goods
- Storage modules - Store your cargo
- Trade modules - Run a market stall
- Service modules - Offer services to others
You pay rent or construction costs, but you don't own the station.
Module Types
Production Modules
| Module | Function | Typical Output |
|---|---|---|
| Basic Refinery | Process raw materials | Refined Metals, Water |
| Industrial Refinery | High-volume refining | Bulk refined materials |
| Assembler Mk1 | Basic component assembly | Alloys, Basic Components |
| Assembler Mk2 | Advanced assembly | Electronics, Composites |
| Chemical Processor | Chemical synthesis | Plastics, Fuel, Chemicals |
| Electronics Fab | Circuit production | Computer Cores, Circuits |
| Module Factory | Equipment manufacturing | Ship Modules |
| Shipyard Construction Bay | Ship component production | Ship Parts |
Each module needs:
- Inputs - Raw materials or components
- Power - From station reactor
- Workers - From station population
- Time - Production isn't instant
Storage Modules
| Size | Capacity | Best For |
|---|---|---|
| Small | 500 units | Single commodity buffer |
| Medium | 2,000 units | Multi-commodity storage |
| Large | 10,000 units | Regional warehousing |
Storage lets you stockpile goods for better timing or to feed production.
Trade Modules
| Type | Function |
|---|---|
| Market Stall | Sell goods directly to station population |
| Trading Post | Buy/sell with other players |
| Auction House | Time-limited auctions |
Trade modules let you be a permanent presence in a market.
Getting Your First Module
Step 1: Find a Station
Look for stations that:
- Have available module slots
- Are near your operations
- Have suitable population/market
- Charge reasonable rent
Step 2: Check Requirements
To build/rent a module you need:
- Credits - Rent or construction cost
- Reputation - Some stations require standing
- License - Some module types need ECON licenses
Step 3: Rent or Build
Renting:
- Instant access
- Pay ongoing rent
- Can be terminated
- Lower commitment
Building:
- Takes time to construct
- Higher upfront cost
- You own it (at that station)
- Better long-term value
Step 4: Configure Operations
Set up:
- What to produce (if production)
- Pricing rules (if trade)
- Access permissions
- Automation rules
Module Economics
Cost Structure
| Cost Type | Amount | Notes |
|---|---|---|
| Construction | 10,000 - 500,000 | One-time |
| Rent | 100 - 5,000/day | Ongoing |
| Power | 50 - 500/day | Depends on module |
| Workers | Variable | From station pool |
Revenue Sources
| Source | How It Works |
|---|---|
| Production | Sell manufactured goods |
| Storage fees | Charge others for storage |
| Trade margins | Buy low, sell high |
| Services | Process goods for others |
Profitability Check
Before building, calculate:
Daily Revenue - Daily Costs = Daily Profit
Construction Cost ÷ Daily Profit = Days to Break Even
If break-even is more than 60 days, reconsider.
Module Management
Production Settings
For production modules, configure:
- Recipe - What to make
- Rate - How fast (affects power/worker needs)
- Quality Target - Higher quality = more inputs
- Input Sources - Where materials come from
- Output Destination - Where products go
Inventory Settings
- Minimum Stock - Auto-order inputs below this
- Maximum Stock - Slow production above this
- Priority - Which products to make first
Automation
Modules support full automation:
- Auto-purchase inputs
- Auto-sell outputs
- Condition-based production
- Emergency protocols
Strategic Considerations
Location Choice
The right station matters:
| Factor | Why It Matters |
|---|---|
| Population | More workers, more customers |
| Location | Near inputs? Near markets? |
| Traffic | High traffic = more trade opportunities |
| Competition | Are you competing with the station itself? |
| Security | Safe vs. cheap (Low-Sec stations cost less) |
Vertical Integration
Build modules along your supply chain:
- Mining outpost → Ships ore
- Refinery module → Processes ore
- Factory module → Makes components
- Own ships → Distribute to markets
Each step adds value and reduces dependency on others.
Redundancy
Don't put all modules at one station:
- Station can increase rent
- Station can be attacked
- Market conditions change
Spread across multiple stations.
Module Upgrades
Modules can be upgraded:
| Upgrade | Effect | Cost |
|---|---|---|
| Efficiency I | -10% input cost | 20% of base cost |
| Efficiency II | -20% input cost | 50% of base cost |
| Capacity+ | +50% output | 30% of base cost |
| Quality+ | +1 quality tier | 40% of base cost |
Upgrades make sense for long-term modules.
Problems & Solutions
"Module not profitable"
Possible causes:
- Input prices rose
- Output prices fell
- Too much competition
- Wrong location
Fix: Adjust recipe, move operations, or sell module
"Can't get workers"
Station population is limited. High-demand stations run out.
Fix: Build at less popular stations, or improve station conditions
"Module shut down"
Stations can terminate modules for:
- Unpaid rent
- Rule violations
- Station upgrades
Fix: Pay on time, follow rules, diversify locations
Module vs. Own Station
| Factor | Modules | Own Stations |
|---|---|---|
| Cost | Lower | Much higher |
| Control | Limited | Full |
| Location | Fixed | Choose anywhere |
| Scale | Medium | Large |
| Risk | Medium (rent) | High (construction) |
Modules are stepping stones to own stations.
Next Steps
- Production Slots - Rent and manage production slots
- Station Building - Build your own stations
- Production Chains - What to produce
- Automation Basics - Automate your modules