The Solar Federation: Difference between revisions

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* Reduced [[Mining]] Efficiency:
* Reduced [[Mining]] Efficiency:
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.
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.
* 90% of the crew goes traitor when boarded by another ship
  |ShipList=
  |ShipList=
  |ImportantShips=
  |ImportantShips=

Revision as of 19:48, 12 November 2012

The 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.

Race Characteristics

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).

Strategy Guides

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

Racial Abilities

The Feds main abilities revolve around their ability to maximize the economic efficiency of any native race they work worth, their Engineers 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:

  • Super Refit
  • 200% tax rate: The Federation encourages the economic development of their Colonies, effectively doubling their tax base. Because of this the Feds have about as strong of a money Economy as the Lizards and the Cyborg
  • Fed Crew Bonus: Federation Engineers are among the most knowledgeable, crafty, and some may say downright lucky of all Engineers and they are able to increase the performance of their ships in the following ways.
  • Terraforming:

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.

  • 90% of the crew goes traitor when boarded by another ship

Ship List

See The master ship list for a list of The Solar Federation ships.

Important Ships

Only the most useful ships will be mentioned here.

  • Nocturne Class Destroyer: This is a small and cheap torpedo ship. It is useful as a minelayer for laying small overlapping minefields to thwart cloakers. Useful for the early game, but since it only has one engine its utility diminishes.
  • Bohemian Class Survey Ship: Warms planets up to 50 degrees.
  • Eros Class Research Vessel: Cools planets down to 50 degrees.
  • 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'.
  • Missouri Class Battleship: The best tech 8 ship around. 8 Beams, 6 tubes, high mass and a large crew.
  • 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.
  • Nova Class Super-dreadnought: The biggest ship in your list. Pretty good, but on it's own it still won't win from any of the large carriers or the Annihilation Class Battleship.

Strategy

Overall Strategy

Set StrategyOverall= in this page.

Early Game

Midgame

Endgame

Notes

Alliances

Overall

The Solar Federation

The Lizard Alliance

The Empire of Birds

The Fascist Empire

The Privateer Bands

The Cyborg

The Crystal Confederation

The Evil Empire

The Robotic Imperium

The Rebel Confederation

The Missing Colonies of Man

Enemies

Overall

The Solar Federation

The Lizard Alliance

The Empire of Birds

The Fascist Empire

The Privateer Bands

The Cyborg

The Crystal Confederation

The Evil Empire

The Robotic Imperium

The Rebel Confederation

The Missing Colonies of Man