The Solar Federation: Difference between revisions

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           <td align="left" width="300">[[Bohemian Class Survey Ship]] ([[Terraform]] up to 50)</td>
           <td align="left" width="300">[[Bohemian Class Survey Ship]] ([[Terraform Ship|heats]] to 50)</td>
           <td align="right" width="32">3</td>
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           <td align="left" width="300">[[Eros Class Research Vessel]] ([[Terraform]] down to 50)</td>
           <td align="left" width="300">[[Eros Class Research Vessel]] ([[Terraform Ship|cools]] down to 50)</td>
           <td align="right" width="32">4</td>
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           <td align="right" width="32">2</td>
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Revision as of 01:51, 1 July 2011

Solar Federation race icon from VGA Planets Nu

The Solar Federation better known as ‘The Feds’, are based on the United Federation of Planets as found in the Star Trek series and movies. The Federation can loosely be considered the stereotypical utopian "good guys": on the side of order, morality, and government, the Feds are the slightly creepy father figure who knows what is good for you, and by damn, will force you to accept it whether you want it or not. Other, similar races in Science Fiction are the "Alliance" in Firefly, Ian M. Banks' "Culture", and the US Government in nearly everything it shows up in. They have a very nice all-round fleet of ships, ready to fulfill any purpose you might think of. In the division which is often made between 'fighter-races' and 'torpedo-races' the Feds are definitely a torpedo-race, and a good one too.

Overview

The Federation have the widest array of torpedo ships ranging from the small two-tube Nocturne Class Destroyer to the massive Nova Class Super Dreadnought. This race is relatively easy to play (no dirty tricks you need to master first) and is fairly newbie friendly (super refit allows you to build tech 10-everything ships provided you find the right natives, and they have quite some useful ships below hull tech 7). The Feds’ special abilities are a 200% tax rate, the ability to Super Refit ships with better parts, some very nice crew bonuses in battle, three bonus fighter bays on any carrier and a good amount of special ships.

Original Strategy Guides

These strategy guides helped inform and in some cases word much of what is contained in this article.

Race Characteristics

The Feds main abilities revolve around their ability to maximize the economic efficiency of any race they work worth, their Eegineers that are able to come through in the clutch, and their modular ship design. However, the bureaucratic oversight that gives them so many economic advantages holds them back from being able to exploit the mineral deposits on planets they colonize, causing a reduction in mining efficiency.

The main race characteristics that distinguish the Feds from other races are:

Of the three different Terraforming Hull types the Federation have two of them and they are highly useful for their purposes. The Eros Class Research Vessel, and the Bohemian Class Survey Ship can create a hospitable planet out of any planet.

Disadvantages:

Due to Federation environmental protection laws, they mine at 70% the efficiency of all other races, except the Lizards. If a player is not careful this can cause serious problems with development.

Ship List

Name Tc Bm T/F En MC Dur Tri Mol Mass Car Fuel Crew
Outrider Class Scout 1 1 0/0 1 50 20 40 5 75 40 260 180
Nocturne Class Destroyer 2 4 2/0 1 70 25 50 7 90 50 180 190
Bohemian Class Survey Ship (heats to 50) 3 2 0/0 2 40 10 20 3 32 30 180 70
Medium Deep Space Freighter 3 0 0/0 1 65 4 4 6 60 200 250 6
Eros Class Research Vessel (cools down to 50) 4 2 0/0 2 30 4 3 13 35 30 110 78
Vendetta Class Frigate 5 4 4/0 2 170 12 23 57 100 30 140 79
Nebula Class Cruiser 6 4 4/0 2 390 42 61 73 170 350 470 430
Banshee Class Destroyer 6 4 2/0 2 110 22 47 53 120 80 140 336
Large Deep Space Freighter 6 0 0/0 2 160 85 7 8 130 1200 600 102
Brynhild Class Escort (Bioscanner) 7 4 0/0 1 100 5 45 35 90 30 140 162
Loki Class Destroyer (Tachyon Device) 8 2 4/0 2 170 10 20 43 101 80 140 265
Arkham Class Frigate 8 6 3/0 2 70 12 43 67 150 90 120 328
Missouri Class Battleship 8 8 6/0 2 510 140 143 150 395 170 260 810
Thor Class Frigate 9 1 8/0 2 130 35 55 89 173 95 160 370
Diplomacy Class Cruiser 9 6 6/0 2 410 35 53 79 180 95 350 328
Kittyhawk Class Carrier 9 4 0/6 2 195 25 45 49 173 65 280 370
Neutronic Refinery Ship (Alchemy Neutronium) 9 6 0/0 10 970 125 150 527 712 1050 800 190
Super Transport Freighter 10 0 0/0 4 220 125 13 18 160 2600 1200 202
Merlin Class Alchemy Ship (Alchemy Minerals) 10 8 0/0 10 840 625 250 134 920 2700 450 120
Nova Class Super-dreadnought 10 10 10/0 4 810 240 343 350 650 320 560 1810

Only the most useful ships will be mentioned here.

  • Nebula Class Cruiser: The small/medium warship and primary minelayer of your fleet. Decent mass, large cargo hold, large crew, large tank, four beams and four torptubes.
  • Brynhild Class Escort: The Federation Bioscanner, which has a 20% chance of scanning planets within 200 LYs for natives and temperature when it's mission is set to 'sensor sweep'.
  • Loki Class Destroyer: This ship should never do any fighting for you. It's far too valuable. It will decloak those sneaky cloakers, after which one of your other ships can kill them. Beware of Lizards and Birdmen: their cloakers are immune to the Loki's tachyon field.
  • Diplomacy Class Cruiser: Six torp tubes and six beams. Holds 95 torps, weighs 180 KT and has a nice big 350 KT fueltank.
  • Kittyhawk Class Carrier: The Kitty is the Federation's only carrier. It has six fighterbays, holds 65 fighters and has four beams. With the three bonus fighterbays it puts fighters in the battle at the rate of a ship with 9 bays, only one bay less than the large carriers. It's main drawback is it's limited cargohold.

Alliances

Strategies