Mod Branch: Ships and Crew
Per-ship automation, rank point, crew and cost nodes. Automation comes first.
Early game · mod tree, ships, automation · updated 2026-10-25
Seven rows, one per ship. Each row has six node types:
- Advanced [Ship] Automation Module: unlocks the native loadout for that ship. Cradle first (cheap), then Auxesia (about 80 trillion at the snapshot), then Zagreus, Hephaestus, Demeter. Best early buys in this branch.
- [Ship] Rank Point Transmission: instant +1 rank point. Only buy if you will spend the point.
- Bulk [Ship] Automation Module: more install attempts per tick.
- [Ship] Cost Modification Module: divides crew, evolution and its generator cost by 10. Low priority. Buy only to clear a wall.
- [Ship] Crew Motivation Module: each crew adds 0.5% to that ship's generator output. Koios gives +2% Research Points per crew, Zeus +0.04% Academy Points.
- [Ship] Rank Benefits Module: a bonus on every rank up. Cradle +2.5% Cells, Auxesia +0.7% MK1 to MK4, Zagreus +2% MP, Hephaestus +3% MK5, Demeter +2% Shards, Koios +1% Research Points, Zeus +1% materials.
Order: Cradle automation, then Auxesia, Zagreus, Hephaestus and Demeter automation in turn, then Zagreus Rank Benefits (MP), then crew motivation.
Fleet-wide nodes (Fleet Rank Point Transmission, Fleet Cost Modification) cost an enormous amount and are far off.