The Solar Federation
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.
- The Federation: a guide by Donovan
- The Solar Federation by Conrad Lesnewski
- The Imperial Federation by WarriorSol
- Ed's guide to the Federation by Ed Robinson
- The Federation player in VGA Planets by Mike Haslam
- Feds by Rufus Aurand
- Playing the Federation in VGA Planets by Arend Wellmann
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:
- 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
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.
- +50kt hull mass
- carriers get +3 fighter bays
- Shields regenerate 25% between battles
- All beam weapons, torpedo tubes, and fighter bays remain available regardless of starting combat damage
- 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:
- 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.
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.
- 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 Survey Ship: 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.