The definition of module does change somewhat depending on context but generally a module on its own performs a function, and can be connected to another module, set of modules, or working entity to collaborate. Consider, a shield module is an item that generates a shield. It can be plugged into armour so that the armour is protected by the shield. Technically, the shield can function independently of the armour (if it had a power source) because all the components for the shield are contained in the module.
A "module" (speed/efficiency/productivity) on its on has no function and cannot operate or affect anything. A speed module cannot go faster. Additionally as they can be inserted in to various types of machines performing completely different functions (eg a productivity module could I guess catch waste material and recycle it, but how would it work on both crude oil and iron plates?), it's easier to explain these as "chips" (which is in line with their graphics) as rather than perform a task themselves they improve the operation of the machine they are inserted into to improve efficiency, either in speed, energy consumption, or output per input.
However we run into a similar sort of situation between circuits and, er, circuits, and "chip" is a better term to describe "Electronic Chip" and "Advanced Chip" (could even rename Processors to "Processing Chip" to be in line?). So would it be preferential to reserve Chip for that use instead?
Synonyms for Modules:
- Chip* (or should green/red[/blue?] circuits be renamed to this?)
-
Component*(good point, this is an item classification in the game) - Augment (my preference I think)
- Modifier
- Accessory*
- Upgrade*
- Cartridge
- Unit*
- Booster [Chip]
- Firmware
- Card
- Hack
- Amplifier
- Speed ->
- Overclock (seems unanimous)
- Productivity ->
- Recycle
- Optimise*
Thoughts?