Category:The Solar Federation

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Image:The Solar Federation.jpg Race Number: 101
Ship Hull id's: 1-25
Lifeform Type: Humanoid


[edit] Racial Statistics

Racial Stats
Happiness and Contraband
Income and Combat
Farming
Climate

Minimum
30

Happiness
120

Income
130

Maximum
65

Happiness

Changes

(colonist)

Enslavement
+402

Tax
Income

Enslavement
?

Favorite
45


Liberal
+20

Liberal
?
Mineral Mining
70


Conservative
+4

Conservative
?
Growth Rate
120


Ultra-Conservative
+10

Ultra-Conservative
?
Lawfulness
110


Complex
-1

Complex
?
Leadership
60

Happiness

Changes

(all natives)

Enslavement
0

Combat
Colonists
10
Powers
Dark
0


Liberal
0


Crew
5

Light
20


Conservative
+2


Troops
20
PC Factor
100


Ultra-Conservative
+5


High Guard
60
Spy Rating
5


Complex
-1

Pilot
Crew
40
PSI Rating
5

Contraband
Likes

Illegal Books
10


Troops
50
Public Relations
100


VR-6x Holochips
120


High Guard
62
POD Speed
20


Stim-Bright Pills
60

Training
Col to Crew
10







Crew to Troop
1






Troop to HG
1

1 The change for Complex Tax depends on the Happiness in Base. For more information look here
2 Only when happiness of colonists in base is above 20.
All values for happiness are the maximal possible. The real values varies between the displayed number and '0'.

[edit] Special

[edit] Starships

Tech Hull Name Comment
1 Outrider Class Scout Support
1 Small Deep Space Freighter Support
1 Neutronic Fuel Tanker Support
2 Nocturne Class Destroyer Warship
3 Bohemian Class Survey Ship Support
3 Medium Deep Space Freighter Support
4 Eros Class Research Vessel Support
4 Terra Class Star Base Starbase/Support
4 Small Transport Support
5 Vendetta Class Frigate Warship
6 Nebula Class Cruiser Warship
6 Banshee Class Destroyer Warship
6 Large Deep Space Freighter Support
7 Brynhild Class Escort Support, Warship
7 Arkham Class Frigate Warship
8 Missouri Class Battleship Warship
8 Loki Class Destroyer Support, Warship
9 Thor Class Frigate Warship
9 Diplomacy Class Cruiser Warship
9 Kittyhawk Class Carrier Support/Warship
10 Nova Class Dreadnought Warship
10 Super Nova Man-of-war Warship
10 Super Transport Ship Support

[edit] Special

[edit] Weapons

  • The chance of hitting an enemy ship with Phasors is increased by +40
  • Enemy Streak Missiles and Tachyon Guns can't ignore an evasive bonus of Fed owned ships.
  • All Large Weapons get a 10 point accuracy bonus (combine with below)
  • Photon Torpedo Tube gets a 50 point accuracy bonus (before range and evasion modifiers). Additionally Photon Torpedoes that would have been shot down by Point Defense have a 60% chance of not being shot down.
  • Pulsed Phasor Cannon gets 30 point accuracy bonus
  • Gatling Phasor gets 40 point accuracy bonus
  • Solar Federation owned ships are not affected by the weapon energy drain of the Meson Gun or the personnel killing effects of the Disrupter small weapons.

[edit] Scotty Bonus

Federation ships with at least one High Guard are able to take advantage of the "Scotty Bonus" while in combat.

  • Each tick in combat provides a chance of
    • 1% that all system damage will be repaired.
    • 3% that 10% hull damage will be repaired.
    • 5% that 20 points of shields will be restored
    • 2% that all weapons damage will be repaired.
  • This only works if the ship has less than 90% system damage.

[edit] Boarding

  • Fed ships are highly resistant to Boarding actions. They cannot be boarded unless they have 50% hull damage, 50% shield generator damage or 50% system damage (even if a boarding laser is used). Fed High Guard have a huge advantage in defending boarding actions.
  • Federation boarding parties are able to board enemy ships without hull or system damage and without a Boarding Laser.

[edit] Ship Devices

[edit] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
3 Medium Deep Space Freighter 50 - 40 20 - - -
1 Nebula Class Cruiser 90 - 40 20 4 Disrupter 4 Heavy Laser 2 Flake Cannon


[edit] Resources on Starting Ships

Count Hull Personnel Resources
Crew Col. Troops HG MC Supplies Food Med Repair Ord Fuel
3 Medium Deep Space Freighter 60 1000 300 - 32 400 200 100 150 100 125
1 Nebula Class Cruiser 430 133 40 - 30 70 35 18 850 117 235


[edit] Fighters

Plymouth Class Shuttle
Image:Plymouth Class Shuttle.jpg
Cost 50
Speed 20
Fuel 20
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 20 10
Assault Craft 80 50
Troops 20 70
Cities 20 -
Space Combat
Quickness 20
Attack 10
Evasive 10
Armor 10
Exposed Sys 60
    Beam Missile
Power 40 -
Accuracy 50 -
Range 100 -
Generator 10
Battery 200
Ord - -
Bellamine Class Shuttle
Image:Bellamine Class Shuttle.jpg
Cost 120
Speed 40
Fuel 40
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 20 10
Assault Craft 80 50
Troops 20 70
Cities 20 -
Space Combat
Quickness 20
Attack 10
Evasive 10
Armor 20
Exposed Sys 20
    Beam Missile
Power 40 -
Accuracy 50 -
Range 110 -
Generator 10
Battery 200
Ord - -
Io Class Fighter
Image:Io Class Fighter.jpg
Cost 350
Speed 110
Fuel 120
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters 70 60
Assault Craft 90 90
Troops 40 100
Cities 50 -
Space Combat
Quickness 100
Attack 60
Evasive 60
Armor 30
Exposed Sys 4
    Beam Missile
Power 40 30
Accuracy 60 70
Range 100 210
Generator 10
Battery 300
Ord - 120


[edit] Assault Craft

Fed Agrovator
Image:Fed Agrovator.jpg
Cost 50
Ground Combat
  Attack Defense
Fighters 0 20
Assault Craft 0 20
Troops 0 15
Cities 0 -
Fed Hovercraft
Image:Fed Hovercraft.jpg
Cost 30
Ground Combat
  Attack Defense
Fighters 2 10
Assault Craft 25 10
Troops 20 40
Cities 20 -
Fed Tank
Image:Fed Tank.jpg
Cost 70
Ground Combat
  Attack Defense
Fighters 2 20
Assault Craft 65 40
Troops 40 50
Cities 40 -

[edit] Special

[edit] Bases

[edit] Special Buildings

Resort
Level 5
Produce .

[edit] Missing Buildings

  • none

[edit] See also

[edit] Starting Stuffs

[edit] The Solar Federation - History

This was put together by searching through the History of Changes page, looking for a match for "feder". Additional searches for text that includes special buildings, ships, and ship devices should be processed and added here.

[edit] November 25, 2008

[edit] What is new in Host.exe Version 4.000.213z

Fixed: Added a missing bonus to know if a Tachyon Emitter is increasing your sensor profile for those hit by the Federation Loki.

[edit] May 01, 2008

[edit] What is new in Host.exe Version 4.000.213g

Fixed: Privateers were able to be blocked by Transport Inhibitor, Federation forcefields, and system damage from their ship for boarding an enemy, but not for transporting their target's resources off. Now the same limitation is imposed for that.

[edit] February 11st, 2008

[edit] What is new in Host.exe Version 4.000.212e

New: Federation, People's Army, Coalition, and Arborian ships get +40 bonus to hit IMT ships with their small and large weapons (No, the Arborians aren't released).

[edit] April 29th, 2007

[edit] What is new in Host.exe Version 4.000.201

Fixed: Previously any Tachyon Emitter ship in the hands of the Feds would receive the “Loki” ability to find the Darkwing, Darkwing G, and Resolute. Now it is truly only a Loki in the hands of the Feds ability.

[edit] Oct 15th, 2002

[edit] What is new in Host.exe Version 4.000.115

New: Solar Federation immune to boarding actions unless their ship is badly damaged

[edit] Nov 22th, 2001

[edit] What is new in Host.exe Version 4.000.094

New: Weighted resource math. Races with low growth rates give a bonus in the resource point area.
Feds get a 15% cut

[edit] July 16th, 2001

[edit] What is new in Host.exe Version 4.000.086

New: Federation: High Guard can only repair a damaged ship during combat if the hull and system damage is less than 90%.

[edit] July 13th, 2001

[edit] What is new in Host.exe Version 4.000.085

Fixed: A plan in a Gold Pod turns into a plan of a different type when it docks with a Ground Base. In most cases the plans turn into a Fed plan.
New: Federation: If a Fed ship has a High Guard on board the ship gets a combat repair bonus. Every combat tick there is a 1% chance that there will be a complete fix of all system damage. There is a 3% chance of a fix of 10% of the hull damage. There is a 5% chance of 20 points of shield power being restored. There is a 2% chance of a complete repair of any weapon damage.
New: Federation: The Loki can detect ships that can not normally be detected with the tachyon scanner (Like the Darkwing). A new Loki can place 5 points of noise on the enemy ship. A Loki with skill above 100 can put 20 points of noise on the enemy and a Loki with a High Guard on board can put 80 points of noise on the enemy ships.
Tested (Passed): Fighter beams damage ship armor (Fed shuttles kill Lizard T-Rex, no problem)

[edit] Feb 24th, 2001

[edit] What is new in Host.exe Version 4.000.067

New: A ship with no system or hull damage can only be boarded by:
  • An enemy ship with a Boarding laser
  • A ship belonging to a Fed
  • A ship belonging to a Stormer

[edit] Oct 18th, 2000

[edit] What is new in Federation Update:

Changed: Race leader picture updated

[edit] Sept 14th, 2000

[edit] What is new in Host.exe Version 4.000.047

New: Much harder to get spy mana points. (Feds produce a maximum of 12 spy mana points a turn.)

[edit] April 19th, 2000

[edit] What is new in planets.exe Version 4.000.024

Unable to find: Feds can not build resorts, even with the Newest fed race pack in place

[edit] Dec 3rd 1999

[edit] What is new in host.exe Version 4.000.023

New: RST bytes 272-275 hold a long integer that indicates which race pack ID number this player is using (101 = feds)

[edit] Oct 3rd 1999

[edit] What is new in host.exe Version 4.000.014

Fixed: Spy not working (Note: Fed spy power is very very weak)

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Articles in category "The Solar Federation"

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