Empires Of Planets 4
The Solar Federation

Race Attributes
- Great Income
- High Happiness
- Great Growth Rate
- Okay mining rate
- Very poor troop training rate
- Very poor high guard training rate
- Very poor crew combat rating
- Very weak spying powers
- No cloaking ships
- Strong anti-cloaking tech
- Resistant to enemy boarding attacks

Unique Units
- Agrovator: A special farming unit that
doubles the food production of your farms. Each agrovator
will add one extra food and 3 extra megacredits to your
base. A planet with 100 farms and 100 agrovators will
generate 200 food units and 300 mc per turn from farming.
Having more agrovators than you have farms does you no
good at all. They will pay for themselves in 17 turns
with just the extra money that they earn themselves.
Missing Base Buildings
Special Base Buildings
- Resort (Improves happiness of colonists and natives)
Ship Attributes
- Many ships to choose from
- Very cheap ships
- All ships can board enemy ships in a hostile boarding
action, even without a boarding laser.
- Loki has a tachyon scanner that will detect most cloaked
ships (Birdmen Darkwing and Resolute Class ships are
immune, unless your Loki has a high guard ranger on
board, then you have a good chance of detecting the
cloaked enemy ship)
- Alaska Class Refinery Ship processes ore and can make
fuel from metals.
- Merlin Class Alchemy Ship will produce metals from supply
units
- The Terra Class Starbase can mine 1000 kt of metal a turn
with its laser drill.
- The Super Nova Man-of-War is a very cheap ship for the
amount of firepower it packs
- The Super Nova Man-of-War has a barbitic mine dropper and
mine sweeper
- All Fed ships can use their ship evasive factor to avoid
being hit by Tachyon Guns and Streak Missiles, all other
races get no help at all from their evasive factor
- Fed Phaser Beams have a +40% chance of hitting the enemy
- Fed Photon Torpedoes get a +50% chance of hitting an
enemy target
- Fed Photon Torpedoes resistant to enemy PD systems, 40%
or more will always get through enemy PD systems
- Fed Large weapons all get a +10% chance of hitting an
enemy target
- The Feds are immune to the Disruptor life killing bonus
- Fed ships can not be boarded unless the ship have over
50% hull or system damage
- Fed ships are immune to the Mason Gun's special energy
drain power that steals power from the target ship's
large weapons.
- Highly resistant to enemy High Guard killing Fed High
Guard
- Fed ships can repair their ship during combat, they can
raise shields, fix the hull, repair weapons and repair
the system damage during combat if they have at least 1
High Guard Ranger on board the ship
Ship Special Devices
- Tachyon Scanner: Only works if the ship
has less than 25 system damage. Has a range of 100 LY and
works before movement. The scanner causes almost all
objects in the area to have be show up better on
scanners. The sensor image of anything in the area is
increased by 250 points. The only ships immune from the
Tachyon scanner are the Darkwing and Resolute Classes. If
you have a high guard ranger on your ship there is a
chance that even the Darkwing and Resolute will be
detected.
- Barbitic Mine Dropper: Converts
ordnance units into Barbitic mines and drops them.
Barbitic mines are powerful anti-ship mines that also can
be used to destroy enemy minefields. When a barbitic
minefield is detonated it does damage to all ships in the
field and destroys most minefield in the radius of the
field. When a minefield is set to detonate it will do so
before all movement starts. Blowing a Barbitic minefield
will completely clear the area of mines and allow safe
travel through the area. All minefields have a limited
life time of around 20 turns before they run out of power
and disappear. Any ship belonging to another race moving
through your barbitic minefield risks hitting a mine and
taking massive damage. Minefields can be stacked on top
of one another. Ships traveling speed 12 or less are safe
from hitting barbitic mines.
- Long Range Mine Detector: Detects all
minefields in a 500 LY radius that are not cloaked.
- Mine Sweeper Array: Destroys one enemy
minefield or recovers one minefield belonging to your
race converting it into ordnance units and stores the
ordnance on your ship. You do not collect ordnance from
enemy minefield that you sweep. The device will not sweep
cloaked minefields.
- Laser Mining Drill: Extracts mineral ore
from the core of the planet under the ship and converts
it into metals and stores the metals in the ship's cargo
hold. The Terra Class Starbase can mine 1000kt of ore a
turn. The drill increases the climate of the planet by
0.3 a turn and the HD stress of the planet by 10 to 60
points. The device has no effect on ore or metal that is
sitting on the planet's surface.
- Boarding Laser: Only used when you are
transporting your colonists, troops, crew, or high guard
to an enemy ship as a hostile boarding action. The
boarding laser helps your troops take over the enemy
ship. It cuts holes in the enemy ship doing between 1%
and 300% hull damage to the target depending on the size
of the target ship. It kills up to 10% of the enemy crew,
40% of the enemy colonists, and 10% of the enemy troops.
You need to beam over 1 of your guys for every 5 enemies
you want to take out. There are 200 movement phases and
combat will not start until phase 50 so during the first
one quarter of movement you have time to fly past an
enemy ship, transport over a boarding party, rip the
enemy ship up with the boarding laser and get away back
out to deep space. To use the device just turn it on and
transfer your crew to the enemy target using your
transporters. The ship using the boarding laser must have
less than 50% system damage or the device will not work.
The device will not kill Crystal crew and colonists, but
it will still allow you to get your boarding party onto
the Crystal ship. The device will not against Fed ships
with less then 50% shield, system and hull damage. If a
Fed ship has more than 50% damage in any of those three
areas the boarding laser will work.
- Ore Processing: When on, the ship grabs
ore from any pod in the area ( including ones that do not
belong to you), any planet you are over and any of your
own bases. The ore is converted into metals and stored in
the ship's cargo hold. You can have the metals
automatically transported down to a base you own if you
are over one with the ship command code BDM (Beam
Down Metals). Two ore units yield one metal unit. The
only limit as to how much can be processed in a turn is
the size of the ship's cargo hold. Ore processing costs
nothing.
- DTMS-N fuel Converter: The device when
on will convert 10 supply units into 1 kt of fuel. It can
also convert 1 duranium, 1 tritanium, or 1 molybdenum
into 1 fuel unit. The converter only uses metals and
supplies that are in the ship's cargo hold. It will stop
processing when the ship's fuel tank is full. If the ship
uses the command code "BDF"
all but 60 kt of fuel will be beamed down to the planet
below.
- Alchemy Forge: When on, it grabs supply
units from junk pods and resupply pods belonging to
anyone, plus supplies from planets and bases that you own
and converts the supplies to metals. Twelve supply units
yield 1 duranium, 1 tritanium, and 1 molybdenum. Control
switches on the ship can limit the process to just one
metal type if you wish.
- Global Icer: Cools a planet to climate
level 50. Uses 1 kt of fuel per climate level change. Can
change at a rate of up to 5 climate levels a turn. The
ship burns 5 kt of fuel to change the climate by 5 units
- Global Warmer: Warms a planet to climate
level 50. Uses 1 kt of fuel per climate level change. Can
change at a rate of up to 5 climate levels a turn. The
ship burns 5 kt of fuel to change the climate by 5 units
- Holodeck: Keeps the crew happy. Can
increase the happiness of the ship by up to 10 points a
turn.
- Bioscanner: Its primary use is detecting
native life on planets out to a distance of 700 LY. When
on the bioscanner's findings will be reported in the
ship's log. Using the scanner does not make the ship any
more visible to the enemy than normal.
Ship Super Weapons
- Protomatter Cannon: The protomatter
cannon can turn destroyed planets back into normal
planets. The new planets tend to be unstable with high
stress levels, but with very high soil levels. To use the
weapon to turn restore a destroyed planet just park the
ship over the destroyed planet and turn on the super
weapon switch. The weapon requires 1000 ord units to
fire. The weapon will do massive damage to enemy ships in
combat, they will destroy most ships with less than 2000
shield units and 2000 armor units.
Playing As
The Solar Federation is a powerful economy race. They have
cheap ships, with many different designs to choose from. They are
a very straight forward race and do not rely on special tricks to
achieve victory. They have a high income rate, high growth rate,
and a high happiness level. The Solar Federation can build every
type of standard ground base building.
The Solar Federation has a defense for almost anything that
the enemy can throw at them. The Loki Class Destroyer has a
tachyon scanner that can decloak almost every type of hard to see
or cloaked ship except for the most advanced Birdmen designs, be
sure to use Loki's to detect cloaked ship that might try to sneak
up on you. If you must go against monster enemy ships the Super
Nova Man-o-War is a great ship to use, it is a cheap ship for a
ship of its size and power. If you are going against an enemy
that likes to fire masses of photon torpedoes it would be a great
idea to have several Loki Class ships with holodecoys escort the
Super Nova ships. The Loki can carry 6 holo decoy point defense
systems. Just one or two Loki's using holodecoys will drop the
accuracy of enemy photon torpedo fire to under 20% very quickly.
The Loki's will also come in handy if you need to sweep or drop
mines.
Minerals are very easy to come by. When you find a planet that
is rich in minerals simply build a Terra Class Starbase over it
The starbase can mine1000 kt of minerals a turn. If you run out
of minerals to mine you can just build Merlin Class Alchemy ships
and transform supplies into metals. If you need to fuel you can
build an Alaska Class Refinery and transform excess metals or
supplies into fuel.
The Solar Federation is the king of food production. You can
build large numbers of farms very quickly using your agrovators,
then you can double production of food from your farms using the
agrovators. Your Supernova Class can carry a protomatter cannon
that can be used to turn destroyed planets back into normal
planets. Newly formed planets tend to have very rich soil
allowing a great number of farms to be built. Because you have so
much food you should feel free to build a great number of cities
on many worlds. You should have at least a few "breeder
worlds" with few mines, no cities and no training centers to
maximize your colonist growth rate. As these world build up their
populations to very high levels you should move the colonists off
to other planets with lots of cities.
Your economy should be able to out grow the economies of all
other races. The longer the game lasts the more powerful your
economy will be compared to the other races because of your high
growth and tax rates. If you really kick your economy into
overdrive buy the exotic cloning tech and increase your growth
rate to an extreme level.
Playing Against
The Federation is a economic powerhouse, not only do they have
a high income, high growth rate they have cheap ships. You will
have a hard time out producing them when it comes to ship
production. The larger Federation starships are very powerful and
far cheaper than ships of equal power that other races can put
out. Their special farming unit allows them to produce food at
twice the normal rate, allowing them to support double to number
of cities that other races can. The Federation will become
stronger and stronger as time goes by, as compared to other
races.
What you need to do is kill their colonists, the sooner the
better. Their troop combat skills are very lacking and their
troop training rate is very poor. If you have strong ground
combat skills use it to capture their outer low population
worlds.
Send in many scanner ships and keep track of as many of their
ships as possible. Keep track of any major fleet movements. Use
that information to avoid their main fleet body and attack their
planets.
Mass your fleet and take out their planets one by one in
force. If you have cloaking ships try to sneak up on unguarded
Federation planets and take them out. If you have hyperjumping
ships, do quick surprise attacks on their lightly guarded high
population planets. Once you knock out their high population
planets then you can deal with their remaining fleet.
Natural Enemies
- Birdmen: They have cloaking ships that
are immune to the Loki's tachyon scanners sneak up on to
your planets and blow them apart killing all your
colonists. Be sure to lay minefields to help slow down
the cloaked ships..
- Evil Empire: The Evil Empire can jump
700 ly in a single turn and drop assault pods of very
powerful ground combat units. They can jump in with a
super laser firing ship and blow you planets to bits.
Their ships have a massive shield bonus.
- Privateers: They travel fast and will
steal your food, cash, and contraband.
Federation Race Stats