Help CenterStations & InfrastructureStation Modules

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

ModuleFunctionTypical Output
Basic RefineryProcess raw materialsRefined Metals, Water
Industrial RefineryHigh-volume refiningBulk refined materials
Assembler Mk1Basic component assemblyAlloys, Basic Components
Assembler Mk2Advanced assemblyElectronics, Composites
Chemical ProcessorChemical synthesisPlastics, Fuel, Chemicals
Electronics FabCircuit productionComputer Cores, Circuits
Module FactoryEquipment manufacturingShip Modules
Shipyard Construction BayShip component productionShip Parts

Each module needs:

  • Inputs - Raw materials or components
  • Power - From station reactor
  • Workers - From station population
  • Time - Production isn't instant

Storage Modules

SizeCapacityBest For
Small500 unitsSingle commodity buffer
Medium2,000 unitsMulti-commodity storage
Large10,000 unitsRegional warehousing

Storage lets you stockpile goods for better timing or to feed production.

Trade Modules

TypeFunction
Market StallSell goods directly to station population
Trading PostBuy/sell with other players
Auction HouseTime-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 TypeAmountNotes
Construction10,000 - 500,000One-time
Rent100 - 5,000/dayOngoing
Power50 - 500/dayDepends on module
WorkersVariableFrom station pool

Revenue Sources

SourceHow It Works
ProductionSell manufactured goods
Storage feesCharge others for storage
Trade marginsBuy low, sell high
ServicesProcess 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:

FactorWhy It Matters
PopulationMore workers, more customers
LocationNear inputs? Near markets?
TrafficHigh traffic = more trade opportunities
CompetitionAre you competing with the station itself?
SecuritySafe vs. cheap (Low-Sec stations cost less)

Vertical Integration

Build modules along your supply chain:

  1. Mining outpost → Ships ore
  2. Refinery module → Processes ore
  3. Factory module → Makes components
  4. 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:

UpgradeEffectCost
Efficiency I-10% input cost20% of base cost
Efficiency II-20% input cost50% of base cost
Capacity++50% output30% of base cost
Quality++1 quality tier40% 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

FactorModulesOwn Stations
CostLowerMuch higher
ControlLimitedFull
LocationFixedChoose anywhere
ScaleMediumLarge
RiskMedium (rent)High (construction)

Modules are stepping stones to own stations.

Next Steps