The Solar Federation

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Revision as of 03:53, 4 June 2011 by Veldan (talk | contribs) (moved Feds to The Solar Federation: Their Official name is the Solar Federation)
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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:

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

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.

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

TABLE UNDER CONSTRUCTION -- IT'S COPIED FROM COLONIES PAGE

Name Tc Bm T/F En MC Dur Tri Mol Mass Car Fuel Crew
Small Deep Space Freighter 1 0 0/0 1 10 2 2 3 30 70 200 2
Taurus Class Scout 1 2 0/0 2 50 20 40 5 95 140 590 180
Cygnus Class Destroyer 1 4 4/0 1 70 25 50 7 90 50 130 190
Little Joe Class Escort 2 6 0/0 1 50 42 26 15 65 20 85 175
Neutronic Fuel Carrier 3 0 0/0 2 20 10 2 20 10 2 900 2
Medium Deep Space Freighter 3 0 0/0 1 65 4 4 6 60 200 250 6
Cobol Class Research Cruiser (Bioscanner, Ramscoop) 4 4 2/0 2 150 32 37 23 115 250 450 286
Lady Royale Class Cruiser (Gambling) 5 4 1/0 2 250 52 61 83 130 160 670 270
Aries Class Transport Advanced Alchemy 5 2 0/0 2 65 14 12 25 69 260 260 226
Sagittarius Class Transport 5 2 0/1 2 75 14 12 38 99 300 450 226
Large Deep Space Freighter 6 0 0/0 2 160 85 7 8 130 1200 600 102
Tranquility Class Cruiser 6 4 2/0 2 140 42 71 43 160 380 460 330
Patriot Class Light Carrier 6 2 0/6 1 90 5 45 35 90 30 140 172
Gemini Class Transport 6 4 0/1 2 145 14 42 48 140 400 350 326
Scorpius Class Light Carrier 6 8 0/2 4 287 92 231 82 315 90 250 958
Iron Lady Class Frigate 9 8 2/0 2 290 22 23 47 150 60 210 99
Neutronic Refinery Ship 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 10 8 0/0 10 840 625 250 134 920 2700 450 120
Virgo Class Battlestar 10 10 0/8 8 887 142 371 142 625 290 1550 1858

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