ࡱ> 5@ bjbj22 .8XXKKKK<&Lh2FMFMFMFMFMFMFMFM>h@h@h@h@h@h@h$iRCldhjVFMFMjVjVdhFMFMyh[[[jVfFMFM>h[jV>h[[p]:(c,cFM:M wzKW"Tc dth0h^cRlZlcc>lcFM\P4[RTTFMFMFMdhdhGKd[KThe Solorian race guide The purpose of this race guide The purpose of this race guide is to give you some idea of the Solorian race and how to play with them. It is not an ultimate strategy guide to win every game, but it may help you with some things. It has some repetition in case you arent reading it from the top to bottom. I hope this guide has at least something useful for you.. Race introduction Overview of the race The Solorians are not like any other race in the game. They do not use Neutronium as fuel but instead collect it from stars based on the star heat. Their growth is also dominated by the heat of the star. In both cases the hotter the star the better. They cannot build any mines, but can mine planets with a Corona Orbital Miner ship, which extracts 10k ore (5k minerals) per turn. They probably have the most efficient fighters in the game. Their ships cannot be generally built/owned by other races, and they can not build/own other races ships (there are exceptions, but see more of them later in this document). They are a very mobile race, since they have base chunnel device and all their mainstream battleships have a hyperdrive. You could think of them as a race of wandering locusts, which move from planet to planet, strip them empty from minerals and move to the next one. I think they are right now a very powerful race, but I would not play the Solorians in my very first VGA Planets game. Race attributes Here are the Solorians race attributes. Learn them by heart. I have included a sort comment for most of them. - Stellar Matter Launcher building fires a blast of energy at space craft at a long distance. The device requires 40,000 ord units to fire. The planet must have a ship in orbit over the base with a Stellar Targeter turned on and a kill target set. The blast will be fired at the kill target object if it is in range. Firing the weapon causes 300 points of HD Stress in the planet under the base. The weapon fires after all movement is done and only can damage things in space, it does no damage to ground bases. The device has a blast power of (5000 + 90 * (StarHeat * 6 - DistanceToTarget))/HullMass - GravMineFactorX. The more Grav mines in the area of the planet firing the weapon or over the target planet the less damage the blast will do. The Launcher has a maximum range of Heat * 6 and has a blast radius of 20 LY. The power of the blast decreases by 5% every LY out from the blast center. Solorian craft are not immune from the blast. This is very nice for attack and defense. Costs 5000MC + 100 supply to build and costs about 4400MC to fire a shot. I have received information, that the GravMineFactorX would not be used anymore. - Solorian Maelstrom Cannon reduces the HD stress of a planet by 1 point each when the Solorian Stellar Matter Cannon is fired. The Stellar matter cannon produces 300 points of HD stress so 300 Maelstrom units are required to completely counter act the stress of firing the weapon. If the base has more than 300 Maelstroms the HD stress of the planet will actually be reduced during the firing of the weapon. Maelstroms do not has any effect on HD stress when the weapon is not being fired. Useful only for this purpose. Has also a great anti aircraft capability, but quite expensive (200mc). - Solorian Ragnarock device causes 1070 stress points in all planets within 200 LY of the ship and destroys the ship. Ragnarock ship can not use jump gates, jump points, or warp chunnels. Nasty little bugger. Has to be guarded and handled very carefully so that you do not lose it before detonation. Costs 27k each mineral plus 100000 MC so you dont probably build more than one or any at all. Anyway a late game weapon. - Solorian Orbital Miner laser drill given extra drilling power of 10000 ore a turn. Great! It does waste some minerals since only half is converted to minerals. Mines give you 75% minerals plus the rest as ore, from which again half is converted to minerals, so it totals to 87,5% minerals. But it is your only means to get minerals, unless someone builds you some mines. - Solar Collection Array has a Gravity Stabilizer. It can not be towed, warp chunneled, jump gated, jump pointed or moved in any way. Solar Collection Array collects fuel from stars at a rate 10 times the normal Solorian fuel collection rate. Solorian Collection Array does not receive fuel from other ships using the transfer beam device. Energy transfer beam - when on fuel is transferred to all other Solorian ships in the area (same owner only). The Solorian Collection Array ship has the Energy transfer beam device. You may want to have them on your ship construction bases. Can store and share 15000 fuel ones full. Shares fuel after movement. Mainly needed on cold planets and for refueling M2 Flares. -Ships collect fuel from stars at a rate of 1/90 * mass * StarHeat. So the heavier the ship and the hotter the star the more fuel the ship gets. -Growth rate changed again to (.20 + ((plan.starheat) / 30)) * .05 The 5% growth rule is back in play for them. Max growth rate is now at 17% a turn on a very hot world and 1% on a cold one. The Solorians have a massive growth rate. If you have enough food to beat the stockpile limit and happiness over 80 (50% increase in growth rate) youll get a growth rate of 17% x 1.5 = 25.5%!!! This will double your population in almost 3 turns!!! Some sources indicate, that they dont even get a resource point modification as the other fast growth races. -Pod speed is always 0, exotic tech will not increase pod speed. But you can own pods (PodLauncher available!), dock them to ships and fly them around. Not much trouble. -Can not own plans to other race's ships. -Other races can not own Solorian ship plans. -Can not own other race's ships. -Other races can not own Solorian ships. You have to survive with the things you have. Hull plan trading is not possible. Actually, you can own other races ships (capturing them by fighting), but they take some damage every turn and can not move, because you have always zero fuel on such ships. It is also possible for others to own Solorian ships (by capturing them in a fight), and they too take damage, but they can use them and move with them (unless it has been fixed). [Gen.B: Yes you can capture Solorian ships but they take 10% hull damage each turn. Basically the only way to hold onto a Solorian ship is to keep it full of repair units to fix the damage you will take every turn.] [Lord Owl: I tested myself (host139) that as a Solorian you CAN own other races ships (and vice versa probably) if you have no crew on them. So you have to tow them and they cant fight, but what they can do is using most of their special devices. Sometimes most useful. But this is probably a bug and could be remedied any host. There once was a bug that Crystals could use Solorian hulls, but I never verified it.] -Solorian ships take double shield drain from beam weapons. -Solorian ship take half shield drain from ord weapons. Enemy disrupters and PPCs hurt you (and of course TLAs and such), but PTTs, sand casters and blaster cannons are not as useful against you. -Can not transfer fuel using transporters or pods to any other ship or race. The only place you can get fuel from is a star. You have to be exactly over the planet to receive it. If your ship runs out of fuel in between stars, you must tow it away (except the Ragnarock ship which can not be towed). -Fuel can not be stolen. -Natives have a +15% chance of joining Solorian bases. Excellent! Amorphouses never join your base for some reason (perhaps too high PSI rating). It might be true, that Ghipsoldals might join your bases without Kerrias. -Native happiness limited to 100 points. Do not bother to build many PSPs. -Solar Gamma Ray does not hurt Solorian. -They can be assimilated by the Cyborg, but they die instantly. At least you dont increase their headcount ;) -HD Stress damper device has only half the normal power. You can use this to prevent the planets from exploding. LMD and SML increase stress levels quite a bit. Anyway, you have the tools to increase and decrease planet stress. The normal damper device drops HD stress base frequency by 8, so half of it would be 4. -Solorians are immune to fuel stealing, crew abduction and haarp devices. The Privateers probably dont disturb you. -Solorians can not use base shields. -Solorian bases with 10 million or more colonists get a free base shield. Later in the game you can pile your colonists to groups of 10 millions and build cities for them. You can then transfer 10 000 mcs to the galactic account from these planets. -Solorian 500,000 or more colonists cause the planet to heat up. -Solorian can not terraform. They can terraform with colonists ;) -Solorian get a log message about fuel gathered from the stars. -Solorian Homeworld starts with a Green Binary Star (Type 19). This does not mean that you would always start with a hot star. Fortunately you can move your base away from it. -Solorian Fighter Type 1's have double missile range. Not much use alone. Must be accompanied by at least one T3. -Solorian Fighter Type 2's immune to enemy fighter missile fire. Do fighters shoot missiles at each other? Ships The Solorian ships can store either very little or very much fuel. The main fighting ships have hyperdrives, which make your attack fleet very mobile. One of the freighters also has a hyperdrive. Your ships also include one space station, which can not move but can be towed. The ships receive fuel only when over stars (or planets, the same thing, happens after movement). That is why Solorian ships usually jump/move straight from planet to planet, so that their small capacity tanks always get some more juice. Here is an introduction from every ship. The first number indicates the required hull tech level, and the big H means the ship is a hyperjump capable. I have included some general weapon configurations for some of them. M2 Flare Class Scout (1,H) A very nice scout. Can hyperjump 380lys and have a scan range of 350. These should be used in the beginning to find out planets with contraband/minerals/natives and to spy on enemy races. But remember, that in the beginning these ships can jump only ones, after which they have to be refueled for many turns over some planet. The situation changes when you get warhoppers. And if you do not have a Solar Collection Array over your homeworld yet, these suckers might have to refuel a turn or two before they can do their first jump. Spectrum Class Freighter (2) In the beginning you have one of these and you can use it to collect minerals from planets surfaces and scan neighboring systems or you can scrap it for its 4 warp engines. Has 5000 capacity cargo bay, compared to the Solar Winds 1000. Still the Solar Wind is used more often for its hyper jump capability. Prominence Class Cruiser (3) The Prominence has a bit larger fuel capacity (310) and is generally a decent fighting ship, at least in the beginning (can be armed with disruptors and micro sand casters, for instance). I used these mainly to tow Coronas around (needs 2 engines, Coronas take 8). It is the cheapest ship with the Stellar Targeter. [Lord Owl: It is also your only cheap minesweeper]. Corona Class Orbital Miner (4) The Corona Class Orbital Miner ship is the only way to get minerals as the Solorians (except trading or looting). It can mine 10000kts of ore per turn with its Laser Mining Drill. This is then converted into 5000kts of minerals. The Corona has also a Base Chunnel device which is very useful. This ship uses fuel more than I have ever seen any other ship use (later on I found out that the Nexus and Ragnarock ship use it even more). In the beginning it can barely move from a star to star. When you get some Solar Collector Arrays and better engines the situation becomes more bearable. The ship can also lay barbitic and gravitonic minefields. For weapons I would use disrupters and micro sand casters plus maybe one turbo laser. [Lord Owl: I would stress that you simply cant have too much of them. Mining and chunnel I built mine always with energy conversion engines to save fuel. Movement was slow but steady. Where speed was of greater importance I got them towed by either a Prominence (early on) or Pulsar (later). Dont underestimate the towing capacity of the Pulsar. The fuel tank may be small, but the warp drag is a wonder.] Solar Wind Class Freighter (4,H) The Solar Wind Class Freighter is a freighter capable of hyper jumping 300lys. Has only 1000 cargo bay, but can carry 2 pods. Small fuel tank, so warhoppers are almost a necessity. Solar Collection Array (5) A ship which collects fuel from the star it is over (and much faster than your other ships). It has a fuel tank of 15000kts from which it can share the fuel to other ships. These ships can not be moved in any way. They have a nice sensor range of 500. Consider building them for your bases with shipyards. Life might be hard before you get these, since your ships do not start with full tanks. If you chunnel your bases a lot, you can recycle the ship at the turn you are chunneling your base away or just leave it there, if you are rich in resources or for some reason you need to move via that planet. Eclipse Class Starbase (6) This ships place is over your main bases. It is a very good fighting ship (with PTTs) and has all sorts of nice devices like alchemy and a holojammer. It can not move and has a huge scanning range of 850. It can also lay barbitic, gravitonic and laser mines. Pulsar Class Warcruiser (7,H) These are your main fighting ships. They have a hyper drive (300lys) and can carry 6 times 50 fighters. They can be mounted with 10 heavy weapons (Id say PPCs or PTTs plus one or two SCs) and have an attack bonus of 100. For point defenses I would recommend a few Interceptors, many MSCs plus a few MMLs or turbo lasers. If fighting against a fighter race, you could use these as carriers with minimal equipment (a few (or many) SCs plus maybe turbo lasers for pds) and full fighter wings. [Lord Owl: No joke, I won my game with this ship and type 2 fighters alone. My late game Nexus were only sugar icing.] Nexus Class Warstar (10,H) This is your flag ship. It hypers 450 lys and mounts 20 (2000kt) large weapons plus an Anti-Matter Maul. This ship is capable of running over small bases and fleets on its own, but needs help when engaged with fighters (protect with a couple of Pulsars with full complement of T2 fighters). Has a mobile repair unit plant plus minesweeping/laying capabilities. Excellent at destroying enemy bases with base shields. [Lord Owl: I used it for three purposes mainly: Sweeping and destabilizing mines (since the Prominence cant hyper jump). Making more than 10k ord per turn on a base. Very useful! And cheaper too (neglecting the cost of the Nexus). Killing base shields. All in all I believe it to be too expensive to see much use in fighting. And its warp drag is so high it virtually cant fly anything near high speed in warp, the huge fuel tank notwithstanding. And you need a lot of tech lvls for it which you have no use for if you rely on the Pulsar instead. So the Nexus is only for (real) late game.] Solar Ragnarock Device (10) The most fearsome ship in the galaxy. Can turn almost every planet to dust within 200 lys. It can only move with its own engines (max speed 100, no towing, jump pointing, jumpgateing or chunneling allowed) so you want to watch the fuel levels. Remember that the only way for the Solorians to get fuel is to be on top of some star. It would be a shame to run out of fuel in your own space and loose the ship to some boarding party. Costs 100000 MC plus 27000kts of all the three minerals. Consider using heavy escorts (maybe some of them auto intercepting) and placing minefields over this ships path. And dont forget to fill it with HG. Fighters The Solorians have probably the most cost effective fighters in the game. They are best in small mixed wings. The T1s (25mc) are useless on their own, but rule against ships when combined with even 1 T3. I am really not sure why this is so, it might be that the T3 fires the T1s missile, or the T1s get en extended range, since they seem to fire the missiles from a distance. The T2s are verynoVERY good anti-fighter fighters considering that they cost only 40mcs each. They are also immune to other fighters missiles (do fighters even shoot at each other with missiles?). Their secret is a highly accurate long range beam capable of firing all the time. It also has a good evasive bonus. [Lord Owl: I would stress the enormous effectiveness of the T2 some more. It rules (! I wiped the floor with my (absurdly rich) Colonies enemy.] The T3s are not even as good as the T2s in anti-fighter missions, but they have missiles, so they are a bit better against ships. Because of their high cost (165mcs, four times more than the T2s), they are only needed to boost the T1s missile attack (and maybe later in the game to replace some T1s due to their better armor and attack capabilities). For defense against ships over your bases, use wings of 9/0/1 (costs 390 mcs per wing). 20 of these wings sometimes take down a Borg cube and 40 are a match for a small cube fleet. If you put 1 T3 more to each of the wings, they do not run out of ord so fast (or something). [Jason Northrup: I've run some sims that show a fighter ratio of 8/0/2 to be superior to 9/0/1 against anni's w/ 2 sandcasters, 4 turbo lasers and 3 micro missile launchers it's a little more expensive, but I think the range improvement may be worth it; also, according to my understanding of the sandcaster, it can damage 1/2 of the fighters in any wing it hits, so many smaller wings are more effective against it than few larger wings. conversely, Honigman's (klingoncommand's) combat tips suggest this makes more targets for more PD weapons, solarger wings might bea good idea for large numbers of ships w/ PD, rather than sandcasters, or ifyou havesand shields activated.] When defending against fighters, it helps to know what you are against at. If you are threatened by one wing of 50 CoM Vipers, you can defeat them with 100 T2s. But if you are threatened by 4 wings of 50 Vipers, you can defeat them easily with 40 wings of 10 T2s. The rule of thumb (at least against CoM), is that if confronted by one wing, you can beat it with a twice as big wing with T2s, and if confronted by multiple wings, multitudes of 10 T2s are needed. I am not sure, but the Close to point blank might be good for the wings, since they are able to fire all the time, but it might also bring them too close to point defense (maybe not, because they have so long range?). The anti-ship wings fire only about ones their missiles, so the Quick strike might be good for them. And dont forget to put a HG to your wings. When attacking with wings, the wings must be optimized so that they will fill the Pulsars bays most effectively. Since it has 6 bays of 50 fighters, you want to make six wings, which consist of say 10/39/1 or 5/35/10 T3 if you can afford it. They are quite effective against ships and fighters. If you are fighting against fighter race, you might want to load your Pulsars with six wings of 50 T2s. Four pulsars with a full complement of that kind of wings are a fearsome weapon. The wings are however very fragile against ground bases anti-aircraft guns. Also sand casters hurt them a bit, since they have only minimal armor. Fortunately your fighters are spread to many wings. Sand shields should also be acquired whenever you have the chance. If you have time and energy, you can further explore the wing configurations to make yourself the best ones for your needs. GA units The Solorian GA units are not very special. The Maelstrom cannon can help in reducing the stress which SML created (1 stress/1 unit). But it is expensive, 200mc per unit. It is the only one of the GA units with anti-aircraft capabilities. I have not much experience using these in GA so I might be wrong about their usefulness. Stellar Matter Launcher The Stellar Matter Launcher is a great weapon. It is designed to shoot things in space and can be used for both attack and defense. Its primary targets are ships, but it can be shot at wings, pods and even minefields (only minefields do not get destroyed). They can be even your own, if you so desire. It can not harm planets or bases. To fire it you need a ship with Stellar Targeter (ships kill target set to the desired target) over the base which has the SML. The SML fires up to 600lys when over a planet with a star heat of 100 so the max range is 6 times the heat of the star. The damage is also dependent of the star heat but is a bit more difficult to calculate (see the formula in the beginning of this document or the table below). Here is a table, in which is indicated the mass of the ship which would get destroyed if shot at the indicated range and star heat. The sign means that the target is out of range. SH\Dist.0ly100ly200ly300ly400ly500ly600ly050kt------10104kt------20158kt68kt-----30212kt122kt-----40266kt176kt86kt----50320kt230kt140kt50kt---60374kt284kt194kt104kt---70428kt338kt248kt158kt68kt--80482kt392kt302kt212kt122kt--90536kt446kt356kt266kt176kt86kt-100590kt500kt410kt320kt230kt140kt50kt As you can see, the damage at maximum range is always 50kt. When the shot is fired, it will make damage to all the ships in the target area and destroy all the loose wings and pods from the radius of 20 of the point of impact. The damage to ships decreases 5%/ly for the 20lys. The cannon fires after movement, but before base chunnel, so you can shoot and scoot at the same turn. It does not harm minefields. I heard rumors that gravitonic mines do not decrease the damage anymore, but this can change without any notice. Be careful not to blow up the planet you are on with the 300 stress it creates. If you have 300 Maelstrom GA units on your base the stress does not increase at all. You can also try to drop the stress with the dampener in Corona. Natives It seems the Amorphouses do not like the Solorians. So do not waste your resource on trying to get them. This is due to their PSI value being over 100. All natives (except amorphouses and maybe ghips) have +15% join rate to Solorian bases. The natives are limited to max happiness of 100, so you might not want to build any PSPs (others with greater happiness might steal your natives). Contraband The Solorians are among the best collectors of contraband because of their high PSI value. Race strategy Fuel usage The Solorians have a unique fuel system. They do not use Neutronium as fuel as everyone else. They collect fuel from stars (the hotter the star the more fuel) based on the mass of the ship (the heavier the ship the more fuel it collects). The Solorians can not give or receive fuel from other races by any means. The fuel is always a short term problem with the Sols, never a long term. Most of the ships have small fuel tanks, so you might want to jump from planet to planet so that you always receive at least some fuel (except from star heat 0 worlds). You might want to invest for the first fuel exotic tech to save some. You can also use bigger engines in ships than needed, because they are more efficient at lower speeds (which might be your ships top speed). On the other hand you will be mostly jumping from planet to planet with hyperdrives, and they use a fixed amount of fuel, so no good engines or exotic techs will help you. In the beginning the fuel is really a problem. After you get to hull tech 5, and hyperdrive tech 9, your game becomes easier. The hull tech 5 gives you the Solar Collector array, which stores up to 15000kts of fuel and distributes it to the ships in need. The HD tech 9 gives you warhoppers, which are the most fuel efficient HDs for short jumps (your ships cant jump more than 300lys except the Nexus). Before you can have warp or transwarp engines to Coronas, you can tow them with Prominences to move them faster from planet to planet. If you ever run out of fuel in deep space, the only way to get the ship back to action is to tow it to the nearest planet. This is especially bad if you run out of fuel with the Ragnarock ship, because it can not be moved in ANY way other than its own engines. You should also look at the warp drag factors of the Solorian ships, because some of them have very high values in them which means they will use heinous amounts of fuel when moving with normal engines (this is especially true for the Corona, Nexus and Ragnarock). And the final word of warning. The Planets GUI shows you only the needed fuel amount for the next turns journey, so if your ship is going to a destination which is two turns away from you, make sure you have at least twice the amount of fuel indicated by the Burn value. If you load some minerals to your ship in the middle of the journey, the fuel consumption increases even more, so be careful. Technology The first technology priorities are planet tech 2 (pod launcher for contraband gathering), hull tech 5 (Solar collection array) and hyperdrive tech 9 (warhopper). And of course the normal weapon, point defense, shield, engine techs etc. Later on, you want the hull tech to 7 for pulsars, and weapons to 10 for PPCs. The planet tech is good at 6 for SMLs. Economy Money Money is probably the most important resource in VGA Planets. You can not do much without it, so lets start with it. In the beginning you can make some cash by collecting contraband in which the Solorians are very effective (only rebels and the evil empire is en par with the Solorians in collecting contra). You should pod 400000 colonists to contra planets, or better yet, if it is a high star heat planet, move your home world on it so that your growth and income wont suffer (especially if the game starts with 300000 or 1 million colonists). The Solorians have right now the highest growth rate of all races when on a hot planet (at star heat 100, with enough food stockpiled and happiness over 80, almost 26% growth rate, which means you can double your population in almost 3 turns!!!). So you can easily outbreed any other race and this way make lots of money with cities and taxes. It might be even true, that cities and training centers do not affect the growth made by star heat, but I am really not sure. Food might be your problem, so to grow fast you need the given stockpile of food (default for 100 turns) to grow at maximum speed. For tax rate, I would recommend Enslavement. They do not get any penalty for it. When the happiness of your home base hits above 200 you might want to change the tax setting to Complex. You might get a lot more money with it, plus it makes your unhappy bases happier. If you want to boost your happiness faster (to prevent spying for example), switch to Ultra Conservative. [Lord Owl: I myself switched between ultra conservative and complex. I would use complex taxes only at happiness 300.] Since the Solorians are able to build labor camps, every chance should be taken to collect prisoners. Every prisoner yields 0.1 MCs when in camp. So 100k prisoners would give you 10k MC + 1k supply per turn, although they may cause some trouble every now and then. Just do not keep large amounts of money on planets with labor camps (prisoners virus attack makes -10mc per labor camp). [Lord Owl: Death rate of 0.02% per labor camp, maxing out at 20%. So spreading is more effective, but bothersome]. This means if you have more than 100k colonists in the camps at some base, 20% of them die every turn. With 50k colonists the rate would be only 10% and you would still receive 5000mc, unless they riot. According to Tims site, they cause trouble 40% of the time. It is also said at Tims site, that 100k prisoners on a base will cause a 50 point happiness drop at 30% of the enemys bases. I am not sure do you need 100k prisoners in one base or can they be divided to many. One easy way to collect prisoners is by capturing enemy life pods, if he is too careless with them. You just remember to always keep your life pods docked to ships (unless with very few colonists). I have seen free flying pods with 400000 colonists, and sadly thats not even rare. Another fairly easy way to get them is by ground assaults (see more of the topic at the Other General Information section at the end of this document). Minerals The next important goods are minerals. If you do not have any, you can not build ships (which are the basic instruments in the galaxy). Care should be taken that one does not run out of them. You have the best tool in the galaxy to gather minerals, the Corona class Orbital Miner. Ones you have strip mined your planets, they are useless in that sense (farming remains of course, see also Meddling with the planet stress chapter below), more fresh planets are required. This means you must move forward to new areas. In the beginning this is easy, but later in the game, when neighbors have met and borders have developed, this might be harder. Firstly, your neighbor might not like your ships invading his territory, and second, he may have already mined them out himself. Later in the game, when money can be spared to make supplies and one has ship with Alchemy device, they can be turned in to needed minerals in masses. And one intriguing way to gather minerals is by ground assaulting enemy bases (especially home bases). I think Molybdenum is the most problematic mineral for the Solorians, because it is the main building material of their ships (and also the scarcest in the galaxy). The next chapter describes how you can make minerals from practically nothing. Meddling with the planet stress You have the perfect tools to play with the planet stress levels and gain lots of minerals this way. When you raise the planet stress to 900, every turn there will be new minerals bubbling from the planet core to your reach. The amounts of the minerals you get (when mined with the Corona) are the following: Duranium 900 ore = 450kt Tritanium 650 ore = 325kt Molybdenum 400 ore = 200kt You can quickly raise the stress of your planets to 900 by firing SML a couple of times and then chunneling the base to another planet to increase its stress as well. Then just put one Corona over the planet and use both laser mining drill and scalar wave dampener (only if needed) and you receive every turn the minerals listed above. If you are allied with the Crystals, you do not need to use the dampener, because the Crystal can use the stress points to make minerals and other useful stuff. Actually, the Crystals are by FAR the best ally you can have, because you complete each other so well. You can make LOADS of stress and he can transform them to LOADS of stuff. More of this on the next chapter. Alliances Solorians are not very good allies to many races, because they can not own or give ships to other races. There is however one race which is ideal ally for the Solorians (and vice versa) and that is the Crystals. [Lord Owl: Overall the Solorians are pretty independent. They have no fundamental weaknesses as many of the other races. And their main disadvantage, no use of alien hull plans, cant be overcome with an ally. Well, except movement device races like the Cyborg and the Enforcer, who can remain in control of the ship that supports the Solorian. The Pax is a great tool to move really LOTS of free fighter wings] The alliance with the Crystals The principle of Crystal Solorian alliance is that you make the stress and he transforms it into minerals and other goods. You do not even have to expand, because you have all you need to prosper (wellperhaps money). Your defenses are also quite immense, since Crystals can lay mines effectively, and you can build SMLs to shoot ships from space. Solorians can also chunnel their bases to places where extra protection is needed or stress must be accumulated. But more of the stress handling below. The first thing you can do, is to build Coronas to the planets where Crystals have a base. The Corona raises the stress every turn from 10 to 60, so Crystal might want to build about 40 hyperlathes per base. Next, the Solorian player builds SML to some of his bases and starts firing them to raise the stress (you can target minefields for instance if no enemies are around). Raise the stress to about 900 1000 (three shots max) and then chunnel the base to the next planet and repeat the procedure. This way the planets make lots of minerals by themselves. And if you really need to make lots of stuff, you can fire SML on EVERY planet EVERY turn. For this the Crystal needs 300 hyperlathes on every base. They cost some money, but will eventually pay for themselves. You can easily fire the SML every turn, since the 300 transformed stress points yield 300 * 250 ord = 75 000 ordnance. Since the firing takes 40 000 ord, you even have some leftovers! From 300 stress points, you would get 75 000 ord, 3 000 Food 900 Megacredits 300 Supply 2 400 Duranium 600 Tritanium 1 500 Molybdenum 900 Neutronium If you are really crazy, you can blow up a ragnarock device in the middle of your common space. Make sure all the planets at a range of 200ly's have 1000 hyperlathes each. This will yield enormous amounts of goodies. Here is a brief summary what it would yield per planet. 250 000 Ord 10 000 Food 3 000 Megacredits 1 000 Supply 8 000 Duranium 2 000 Tritanium 5 000 Molybdenum 3 000 Neutronium The ragnarock device costs 27 000 minerals each, so to keep this up you would need 27/2=14 planets to keep it going. The tritanium is the limiting factor. From 14 planets the duranium and molybdenum leftovers would be 84 000 and 42 000 per shot. Plus the surplus food, neutronium, ord, supplies and MC's. MC's would yield only 42 000 so an additional 58 000 MC's would be required each turn to keep this up. The ord could be used for SMLs and mining and supplies to make more tritanium for example. This is crazy. The Crystals and Solorians high growth rate could give you a nice set of cash, but enemy prisoners would give you even more if hoarded in decent amounts. I think the start of the game may be the best time to get some prisoners, since people might not have enough fleet or troops to protect their every planet. Wellthere are opportunities in the mid game also, by ground attacking enemys high populated bases. Since you both have opposing weaknesses in shield drain, your enemy might be in peril when trying to find the appropriate weapons for his ships. X-field is very bad for the base chunnel device so you have to be careful with it. And lastly, both races like and can farm heat 100 planets, so feel free to colonize the same planets. Since you both grow fast, you could make 10 million colonist planets filled with cities to get lots of bucks (plus a free base shield). This way you can transfer 10000 mcs to the galactic account from many places every turn. Fleets The three warships the Solorians have are the Prominence Class Cruiser (hull tech 3), Pulsar Class Warcruiser (7) and Nexus Class Warstar (10). The Prominence is a decent warship which roams the battlefields in the beginning of the game. It has only normal engines and due to its low warp drag factor is an excellent ship for towing other ships like Corona and Eclipse. Disrupters are adequate for this class shipif you are crazy you can go for PPC's. [Lord Owl: PPCs problematic because of the lack of generators, and Thyliums are really no good to a Solorian] The Pulsar is your front line battleship which is able to jump, has two pod bays and has room for 300 fighters. It can be used to make hit-and-run type of missions and deliver attack pods to planets which are going to give you prisoners. I think PPC's are your choice of weapons if you want to do fighting with it. Do not forget to add one (or two) sandcaster to fend off attacking enemy fighters (if expected in masses). I think this ship is best used as a cheap carrier to carry fighter wings. The Nexus is your pride and joy. It is quite mobile with its 450lys HD and max speed of 150. It uses a lot of fuel when driving with normal engines, but has a large fuel tank to compensate this (remember jumping costs only the amount of fuel the HD engine needs to function). It is not the strongest warship in the game, but since it has a super weapon and place for 20 2000 mass large weapons, it can hold on its own in many smaller scale battles. It might not be worth building more than one of them (because of the super weapon), unless you have lots of money and minerals. It needs protection against large number of fighters. For equipment I used PPCs and Gatling Phasors (PTTs might also be useful against some races), Interceptors and MMLs (MSCs and TLs if sort on cash). [Lord Owl: If you build it for fighting, I would put LTLAs in it. The additional cost isnt that much for a ship already that expensive, and you have probably enough Amphibians anyway.] I used mainly fleets of 4 Pulsars with full fighter wings 6x(10/39/1) and later 6x(5/35/10). If fighting against home bases or larger fleets, I would add one (or more) Nexus with an Anti-Matter Maul and increase the number of Pulsars with fighters as needed. Since the Solorian fighters are so effective, you might build just dummy Pulsars which act as carriers (armed with a sand caster or two (or ten ;) ) to kill enemy fighters). This is especially true if you are fighting against a fighter race. You might also consider using only T2s in your wings. Attack The Solorians can attack quite fast and effectively since they have hyper jumping warships and very cost effective fighters. They can also attack with the SML. It is especially effective if you chunnel an attack base (base with SML) to a hot planet near your enemys home world. You can wipe every loose wing and pod over the planet, plus do significant damage to ships. If you can fire a couple of times, you can eventually destroy his biggest ships. And when the home world is without defensive fleet, you jump your Pulsars and Nexuses to finish the campaign. If your enemy is very far from your main industrial area, you can always chunnel your base to the border, build the attacking ships and chunnel the base back to safety (or leave it to fire with the SML). If you want to build or move many SMLs to some unoccupied border fast. Load minerals needed to build a Corona and military base port (plus engines in a pod) to a Pulsar or Solar Wind and jump it to the place where you need the cannon. Then just build the Corona and chunnel your cannon bases in. When attacking an enemy which does not have gravitonic mines, you can attack his bases in unpredictable patterns. Of course you should destroy the important bases first, but the enemy might get confused, if you dont attack the closest base first. This might make him divide his forces and make your attack easier. Also, if you use the Nexus to lay minefields to every planet you jump, you might hinder or harm his defenses even more. [Idea from Jason Northrup] If you cant jump when attacking (due to grav wells or mines) you can tow your Eclipse with the attacking fleet. Because of the Holojammer device, your enemy does not have a clue where your ships really are. Defense Defending with the Solorians is quite easy. Just build multiple anti ship wings of 9/0/1 (cost 390 mc each) over your planets. More important the planet the more times the wings. 5 of them can easily kill alone medium ships. 20 sometimes kill a Borg cube. If you need to worry about enemy fighters, add anti fighter wings of 100T2 or multiple wings of 20T2s (see Fighters section for more details on how to use them). Since your bases are movable, you may have to dock the fighters on them while moving. Your home world is probably stationary, since you want to keep it over the hottest planet possible. Use huge number of anti ship wings over your home base plus some anti fighter wings. You might also have at least one Eclipse over your home world to produce minerals, use Holojammer, lay minefields, scan and defend. When armed with 20 PTTs the Eclipse is a serious adversary. If you need to move your home world, just recycle the Eclipse and build it again on the new location, you will only lose the money for the hull (and some minerals?). Always keep Coronas over your main bases. If you are in a trouble, you can chunnel your bases to safety/aid. The Solorians have all the possible minefields except web. The Eclipse can lay barbitic, gravitonic and laser mines and that is what it should do to the planet it is over. If you can spare the ord, make the gravitonic field as large as you can. Next make a barbitic and laser fields which are one tap smaller than the gravitonic field. And lastly, make a second grav field which is smaller than the first one. This way, if someone tries to jump into your planet, he will stop at the first grav field. Ok, he might sweep it away. Thats why you have the second smaller grav field to block his next jump. [Lord Owl: Nice. But in practice I had my grav mines cloaked all the time because of my own jumping (heavy use of Pulsar and Solar Wind). So I wouldnt put too much work in the mines if not especially needed.] And if he instead tries to drive in with normal engines, he has to get through your barbitic and laser fields. Laser fields also help against cloakers and fighters. You can lay as many minefields as you have time or ordnance, but this is futile, if your enemy lays a large barb field and blows all your fields to smitherinies. But it might be the case, that your enemy does not have a mine sweeping/laying battleships. It may also help to keep the smaller grav mines cloaked, so that the enemy does not even think about laying a huge minefield to sweep them. Remember to deactivate your grav mines when jumping to your own planets. It may be better to deactivate them than cloak, since your enemy might think the grav field he sees is active! When you are leaving your grav mined planet you need not deactivate the mines, just set your speed to a bit over two times the radius of the largest grav mine field. [Lord Owl: I had bad experiences with just deactivated instead of cloaked grav mines. They blocked my jumps! Dont know if this bug was fixed.] General Anti Solorian advice for enemies When fighting against the Solorians, your best weapons are sand casters, because the Solorians are probably using fighters. If they are fighting with ships, PPCs and disrupters are your choices of weapons, because they suffer heavily from beam weapons (twice the shield drain). And if you really have money, gatling phasors and TLAs or LTLAs. For point defense, some anti-fighter ones are a must. Perhaps half Interceptors/MSCs and the rest MMLs/TLs. It might be a good thing to make lots of small and cheap ships with high shields and lots of anti-fighter pds (and some holo decoys), which enter the fight in the first wave and suck the missiles out of the deadly 9/0/1 wings. And then in the second wave your main fleet enters the fight and does not have to worry about the 9/0/1s. You could build the first wave ships even without any weapons! If you use your own fighters in a battle, they will probably take heavy losses, if the Solorian has T2s with him. To my experience the smaller and more numerous wings you have, the better your chances are against an enemy, which also uses lots of small wings. The Nemesis torpedo is a very good weapon against fighters, so plan your fleet so that you can use it (not many ships under 100kt in size). Since the Solorians are very mobile, grav mines are always a good investment against them. If you can, put them over your every planet so that they can not easily jump from planet to planet to keep their fuel tanks loaded. They do have decent normal engines, but if they run out of fuel, they have to tow their ships to the nearest planet. Also laser mines should not be spared. If you fight against Solorians in a laser minefield, I think some of the wings take losses before entering combat (not sure though). If you have X-field in your possession, you can easily prevent the Sols base chunnels, so you might be able to trap his gun bases and destroy them. If you want to hinder their growth, you could blow a pod full of Chupanoids in the middle of their space. If the Chupanoids eat all their food (and contra as a bonus) they can not grow so fast. Also the Shokazul pulse will kill their growth, but it will do the same for you too. and how to counter them To make your enemies sand casters useless, buy SC immunity as soon as you can afford it. You should also keep your wings small and numerous. This way they are the most effective and SC resistant. If your enemy uses some decoy ships in fights against you, you might want to use the 8/0/2 wings instead of the 9/0/1s. I havent tried, but they might increase your chances. If your enemy uses minefields against you, you can sweep them with Nexus, Prominence and Corona. When you stop to some grav minefield when trying to reach enemy target planet, lay a huge minefield with Nexus (one that reaches to the planet), and detonate it so you can jump to your target (clears grav and laser mines, plus any assault pods). If your bases are threatened with the X-field ships, you can blast them with the SML or try to intercept with your ships. A word about some enemies The Stormers: Poppers kill your minefields and base defense fighter wings. Victory has World Crusher Missile (shoots your bases from a distance) and Nemesis (fries your fighters) capability . Superb but expensive fighters (vulnerable to SCs). The Cyborg: Cant assimilate your colonists (your colonists get killed). [Lord Owl: Probably best avoided. Grav well and mines prevent jumping, and their cubes fly rings about your ships in warp. Their bases are extremely hard to GA and not worth the bother, since cyborgs dont work in your labor camps anyway.] The Robotic Imperium: Lots of nova mines. Youll might run out of fuel in his territory. Has also very cheap fighters. Conclusion The start Drop almost all the food and supplies to your home base to grow fast and build lots of cities. Send the M2 Flare Class Scout immediately to discover natives and contraband. Build them some more (about 5) and send them to find resources and discover new worlds and civilizations (but only if you are on a hot planet, otherwise it takes forever for them to get fuel [thanks to AP for this hint]). When you find a hotter star than the current one, use the Coronas to move your homebase there as fast as you can. Your growth depends on it. Use the Coronas also to strip mine all the planets you land on. Lay also some grav mines with them to prevent hyperjumpers entering your space. Be very careful, that you do not run out of fuel with either one of them, they use a lot of fuel especially when loaded with minerals. Otherwise you will have to build a Prominence and use it to tow the Corona to the nearest planet. And may take many turns before you can do that. Your base is immovable at that time. The transport can be sent to gather minerals from the surface of the nearby systems and establish farming colonies. You can also use it to move large populations to colonize resource rich planets (contra, natives). Dont forget to raise planet tech to 2 to get pod launcher. If you are lucky, youll find a hot planet with contra. You should chunnel your base there to collect contraband faster and not compromise your growth. If you find some planet with expensive contraband, you might want to pod there 400k colonists even if it is not that hot. You will collect the contra quite fast due to PSI rating and then you can join your colonists back to their brothers. You can also grow a few turns before doing this to keep the population large on your homeworld if starting settings were low. Try to get some prisoners in the beginning when people do not have lots of protection on their bases. It can really give you some MCs in the beginning struggle. Fuel is both your blessing and a curse. More like a curse in the beginning and blessing in the mid-to-end game. In the very start, your Coronas hog a huge amount of fuel and their tanks are not even nearly full. Your first hyperjumping ships have hyperengines that use the whole tank in one jump, and you have to spend many turns in cooler stars to gather the needed fuel to jump away. This all will change when you get warhoppers and Solar Collector Arrays on your main bases. SCA's give your ships full tanks whenever you land on the same spot with them, and with warhoppers, you can jump at least 3 times before you run out of fuel. This is why I suggest you raise your hull tech to 5 and hyperengines to 9 as soon as possible. Ones you have SCA's they pretty quickly collect the 15k fuel they can store and can fill every arriving (or built) ship to its maximum capacity. In the beginning, you can ease your movement by building Prominences with the warp 5 engines you have and tow Coronas around. You can also scrap the transport and use its 4 engines to Prominences or Solar Winds (both need only 2 engines). The Coronas have 8 warp 3 engines, so you might want to change them to some lesser engines, since you are towing them anyway. Another point of towing them with Prominences is that Coronas are not very good fighting ships and might need protection, which the Prominences are capable to give. When you can, you could build Corona/Prominence pairs so that you have about four of them to play with. Build also some Solar Winds to transport minerals back and forth. You can also chunnel the collected minerals with Coronas to your homebase, just put one crew and all the minerals to a planet and fire away. You might also want to make some anti ship fighter wings over your important planets (you can distribute them with base chunnel or Pulsars (later)). How to win on the long run On the long run you need money, minerals (or ships and fighters) and allies. The best way to get (or save) money is by collecting contraband (in the beginning), capturing prisoners, acquiring natives (especially the kind of ones which build weapons and engines for you) and growing rapidly (this is a great source of income later in the game as you grow so fast). For fast growing and to fuel cities lots of food is needed so you must have many active farming planets. Minerals are no problem for you. Next thing is the relationship with your neighbors. It is imperative, that you are not attacked by all fronts at the same time (unless you are in VERY powerful position). For this, you need allies and non aggressors. If you choose a weak ally, you might more easily waste him once you have got your economy running and secured your area (if only one winner is allowed). If you are at the corner of the galaxy, you might not need anybody to protect you, but if you are surrounded by someone on all sides, you are very vulnerable (as would any other race be). The best ally for the Solorians are by far the Crystals. You should have a very intimate relationship with them. Live on the same planets (both like hot), fill your area with mines, have Stellar Matter Launchers accompanied by 300 hyperlathes on many planets and none will ever disturb you (except maybe CoM, because of minefield immunity). When waging war with some race, you are in a lot better position if you are the attacker. This way your enemy does not get to spoil your economy, but you can do it to him. Destroy bases, supply ships, lay minefields to his territory etc. Also he might not be prepared for the assault but you surely are. And I think the earlier you can harass someone, the more it harms him. Other general information Ground base chunneling Ground Base Chunneler is a ship device, which allows you to move your bases from planet to planet. The device works after movement. The ship with the device must be at the end of the movement phase exactly over the planet which has the base to be chunneled. The ship then has to have a waypoint set to the target planet and the target planet must have a ship with a chunneling device over it (does not need to be ground chunnel, ordinary warp chunneler is enough). Using the base chunneler takes 100kts of fuel. Since the source ship has to be over the planet only after the movement phase, you can tow or drive it to the planet at the same turn. There is some minor inaccuracy in VGAP, so if you tow the ship, set the towers speed slightly above the distance of the tow, because otherwise the towed ship might fall a bit short of the planet (towed ships speed should be 0 and waypoint the target planet). And if you are driving the ship to the source planet, the speed must be set to exactly to the distance between the ship and the planet. Otherwise the ship might continue to the direction of the target planet, because it had to be your next waypoint to make the ground chunnel work. Even with this your ship does not always end up exactly at the source planet, so towing is a bit more secure in that sense (and when playing the Solorians, you might be towing the Coronas with the Prominences anyway). [GA advice by Lord Owl: Since GA is so important for Solorians due to labor camps, here some standard advice: First drop only one single troop or crew. That can be done with the M2 Flare Scout since the enemy is probably used to seeing this ship a lot and wont suspect something is amiss. He certainly wont see the one man base in the first turn (inspite of a larger base, which might be seen). In the second turn you fly in with the assault pod, drop it, and attack with the one man base, who will be joined by the newly arrived army in the assault pod. If you drop the assault pod in the first turn instead, the new base will most probably be seen in the same turn and the enemy is warned and will bring in reinforcements if he can. If the target base has air defense this is more tricky. The attack base has to be made in the first quarter of movement, and in the second turn you must have air superiority over the planet after the first quarter, or your base and troops are toast. Air superiority is not needed in the first turn. If you have air superiority, you can also chunnel in with a base filled with troops of course, but be wary. If you use Diplomat to evaluate the necessary amount of troops (and who doesnt), take care. If the enemy uses kill!kill!kill! too, its fifty fifty whos in the offence and whos in the defense. The defense will get a huge disadvantage not taken into consideration by Diplomat I believe. This can be especially nasty if you optimistically chunneled in with an important base. High guards are more effective for making prisoners, but I recommend taking a few troops with you at least. There are rumors of irregularities (bugs) in high guard-only commandos in GA.] Afterwords I would like to thank Tim for the great game, the creators of the Solorians for a great race and Lord Owl, Jason Northrup, Lazol and AP for pre reading and commenting this document. Greetings and thanks to all the other guys who have been active in VGAP4 newsgroup about the Solorians, you know who you are. If you think something essential is missing from this guide or have comments how to improve it please let me know and I will try to fix it. Also if you have some neat Solorian trick please let me know about it. My email address is tjnurmin|at|kolumbus|dot|fi % ( H <>@~^lTt #bv:>klx-B/AOT t!u!#hhh6B*phhhh6 hh5\ h6 h]b6 hh6] hh6 hh5hAyhAhhhhhCJ(aJ(F89 }~^  bkl,-./ABm  t!u!###W###!$"$p$q$P%Q%k%l%%%I&K&u&v&&&&&''##/#B#k#|##!$'$8$q$$%(%P%k%t%%6&7&I&K&\&v&&&&&&'5'7'O'r'v((((())M)])a)*@*Q*f*o*s****t+y++++, ,,F,p,-----..t/w/0000000022t3{3334hbLh{=ho!hfthF h6 hh5hh hh6T'5'7'q'r'v(w((((()`)a)**T*r*s*****++++++,,,E,F,p,q,w,x,z.{.W/X/s/t/1112222l4m44D6n7o777 94 484k466m6o66679^<_<==ABBDG7GHHDHEHHHIIKKKKKKKKLLLL?O@OAO{PPPPPPQQQQLSMSOSPSVSWSYSZSUUAWBW|WWhh{hjo hjo6hjohjo6hChW jJhhh<Jh:h"]h{=hh6B*]ph hh6]hhhV<D 9 9+9,99999]<^<_<{<====?? @ @(@)@AAAEBBBBDDDD;D[@[B[C[1kd$$Iflִq1 q1''''''''6    44 la] $$Ifa$C[F[L[N[P[R[T[V[X[ $$Ifa$X[Y[\[b[g[i[:1111 $$Ifa$kd<$$Iflִq1 q1''''''''6    44 la]i[k[m[o[q[r[1kd$$Iflִq1 q1''''''''6    44 la] $$Ifa$r[u[{[[[[[[[ $$Ifa$[[[[[[:1111 $$Ifa$kdx$$Iflִq1 q1''''''''6    44 la][[[[[[1kd$$Iflִq1 q1''''''''6    44 la] $$Ifa$[[[[[[[[[ $$Ifa$[[[[[[:1111 $$Ifa$kd$$Iflִq1 q1''''''''6    44 la][[[[[[1kdR$$Iflִq1 q1''''''''6    44 la] $$Ifa$[[[[\\ \\\ $$Ifa$\\\\ \&\:1111 $$Ifa$kd$$Iflִq1 q1''''''''6    44 la]&\,\2\4\6\7\1kd$$Iflִq1 q1''''''''6    44 la] $$Ifa$7\:\@\F\L\R\X\]\_\ $$Ifa$_\`\d\j\p\v\:1111 $$Ifa$kd,$$Iflִq1 q1''''''''6    44 la]v\|\\\\\1kd$$Iflִq1 q1''''''''6    44 la] $$Ifa$\\\\^^____(`)`aa!a"a}a~aaaaaaccFeGegghgwiwixikkkk kkkll|l}lllllnn qqrrrrruuvvrrttvvvwwwxaybyNOtuX\{|};DLU; Ӱ԰&U_j{ '󴰴h +hFZh4hrh2hWhBj1h{=hBhhYehPhhB*phhh6B*]phhhhhB*phDvxxxxyy{{||}}}}~~67ۂ܂yzzMNOu|}MTU~NORS|}cdNVWqrrߧ<=/0Z[FGHIݶ޶ָ׸ߺ׸?ND^vw=Gwx79i"2CGO^wŽŽŽhnhh{=hnhDh?t-6B*]phhh6B*]phhB TB*phhN4B*phh`MB*phh.B*phhhB*phhh5CJOJQJ\^JhdPhjohhhFZh<J6Ztuij()34¿46=>>NOab./0KL#$EFBCD^_vwxyij) vwhh6B*]phhhhDht%hn,1h/ =!"#$% $$If]!vh55555555#v:V l6,59/ a]$$If]!vh55555555#v:V l6,59/ a]$$If]!vh55555555#v:V l6,59/ a]$$If]!vh55555555#v:V l6,59/ a]$$If]!vh55555555#v:V l6,59/ a]$$If]!vh55555555#v:V l6,59/ a]$$If]!vh55555555#v:V l6,59/ a]$$If]!vh55555555#v:V l6,59/ a]$$If]!vh55555555#v:V l6,59/ a]$$If]!vh55555555#v:V l6,59/ a]$$If]!vh55555555#v:V l6,59/ a]$$If]!vh55555555#v:V l6,59/ a]@@@ NormalCJ_HaJmH sH tH Z@Z Heading 1$<@&5CJ KH OJQJ\^JaJ \@\ Heading 2$<@& 56CJOJQJ\]^JaJV@V Heading 3$<@&5CJOJQJ\^JaJD@D Heading 4$@&6B*]phDA@D Default Paragraph FontVi@V  Table Normal :V 44 la (k(No List 0U@0 Hyperlink>*B*.O. Heading,3*W@* Strong5\4B@"4 Body Text6]BP@2B Body Text 26B*]ph889 } ~ ^   bkl,-./ABmtuW!"pqPQklIKuv57qrv w !`!a!""T"r"s"""""######$$E$F$p$q$w$x$z&{&W'X's't')))****l,m,,D.n/o/// 1 1+1,11111]4^4_4{4555577 8 8(8)8999E::::<<<;<<<>>>>8?9?F@G@AABB|C}CDD?E@GAGIIJJpMqMMMMMAOBOZO[ODRERRRRS SSSS"S(S.S/S1S6S8S:SS@SBSCSFSLSNSPSRSTSVSXSYS\SbSgSiSkSmSoSqSrSuS{SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSTT TTTTTT T&T,T2T4T6T7T:T@TFTLTRTXT]T_T`TdTjTpTvT|TTTTTTTTVVWWWW(X)XYY!Y"Y}Y~YYYYYY[[F]G]g_h_waxacccc cccdd|d}dddddff iijjjjjmmnnppppqqssttuuuuvvww6w7wyyzzzzy|z|||~~MNOu|}MTU~NORS|}cdNVWqrߟ<=/0Z[FGHIݮޮְװ߲Ztuij()34·46λϻ=>NOab./0KL#$EFBCD^_vwxyij) vw00(00p0000(000(000000p0p0p0p0p00p00p0p00p0p0p00p0000p000000000000000000000000000000000000000000000000000000000000000000000000000000000000(00q$0q$0q$0q$0q$0q$0q$0 0q$0q$0q$000q$00q$0q$0(0(0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$000q$000q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$0q$(00>080>080>00>0>0>0>0>0@000@000>0@0>0H0>0>(0H(0H0QK0H(0(0p0L0H0Lp0L0P0P0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L 0L0P0L0L0L(00T0T0T0P0T(00nV0nV0nV0nV00V(0V0V00V0X0V0X0V0X0V0X0`000(0V0a`0a`0a`0a`(0`(0p0a0a0a00a0a0a0a0a0a0a0a0a0a0h0a00a0a0a0h0a0a0a0a0p0p0a0a0a0a0a0a0a0a0a0a0a(0V0v0v0v0v0v0v0v0v0v0x0000v0v0v0v0v0v0v0v0v0v0v0v0v0v0(0V0R0R0R00R0R0R00R00R0R0R00R00p(0V0000000000(0V00p00000000000(0V0ͣ00p0000ͣ0ͣ0ͣ00ͣ0ͣ(0V0j0j0000j0j0j(0V0000000000߯(0߯000000000000000000000000(0߯000000000p0p0p0p0p0p00p00p00000p00p0p0p0p00p0p000p0p0p(0߯p00kp0kp0kpD?EO901Oy00 01#4Wrrwz~ ', 9DpU.[:[C[X[i[r[[[[[[[\&\7\_\v\\wivzr>suvxy{|}t8$d$d$d$ԫTԪTt4L." ."-"!!L!D,Vl#% N5%d''̚  L#4#t# !L!m,m,z-z-WW W~W~WXaXaqqvvwwxxxx6y6yzz\|||||}}~~~~''))      !"#$%&'()*+,-./01234567s,s,-- W W WWW^a^aqqvvwwxxxx>y>yzz_|||||}}~~~~..00   !"#$%&'()*+,-./0123456798*urn:schemas-microsoft-com:office:smarttagsplace87*urn:schemas-microsoft-com:office:smarttagsCity9.*urn:schemas-microsoft-com:office:smarttagsState 8787878787.878787878787878787887878787878787878787878787Wgjruf u !@Gu7y7;;DDDDDDXFbFdFtFSXXXbjt{Y` (0 ? = @ ~ uvAD3<nfj^"a"""#$%%o'q't''--'1)155p7y7$8&8E:q:<<a<b<<@@AADD``aacddd_iijjklqqyy}}j~~~~s֛ ;KlsGN(45hҵ۵ȹ~ 333333333333333333333333333333333333333333333333333333333333333333 %<%t''**,8,_4{4?9?MMRT cc}dd8WDwHw Tomi-Jukka NurminenTomi-Jukka NurminenTomi-Jukka NurminenTomi-Jukka NurminenTomi-Jukka NurminenTomi-Jukka NurminenTomi-Jukka NurminenTomi-Jukka NurminenTomi-Jukka Nurminen Tomi Nurminen`O7;d`,.^`OJPJQJ^Jo(-^`OJQJ^Jo(hHopp^p`OJQJo(hH@ @ ^@ `OJQJo(hH^`OJQJ^Jo(hHo^`OJQJo(hH^`OJQJo(hH^`OJQJ^Jo(hHoPP^P`OJQJo(hH^`OJPJQJ^Jo(-^`OJQJ^Jo(hHopp^p`OJQJo(hH@ @ ^@ `OJQJo(hH^`OJQJ^Jo(hHo^`OJQJo(hH^`OJQJo(hH^`OJQJ^Jo(hHoPP^P`OJQJo(hH`O7;d`         2P        h>ZK)>>\sv>10:s Djo4bL"]]bo!t% +?t-Bj1N4{=AB<J`MdPB TYenPFFZfta.V<hnW{2rAymGC}RS SSSS"S(S.S/S1S6S8S:SS@SBSCSFSLSNSPSRSTSVSXSYS\SbSgSiSkSmSoSqSrSuS{SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSTT TTTTTT T&T,T2T4T6T7T:T@TFTLTRTXT]T_T`TdTjTpTvT|TTTTT@@@UnknownGz Times New Roman5Symbol3& z Arial;Wingdings?5 z Courier New"qhmxfty Co Co!24d 3AH(??t-The Solorian raceguide Tomi Nurminen Tomi Nurminen  Oh+'0 ( D P \hpxThe Solorian raceguidehe Tomi NurminenacomiomiNormalrTomi Nurminenac186Microsoft Word 10.0@@S(a@nxa@rz C՜.+,0 hp  Dwarf EnterpricesroA The Solorian raceguide Title  !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~Root Entry FzData 1TablelWordDocument.8SummaryInformation(DocumentSummaryInformation8CompObjj  FMicrosoft Word Document MSWordDocWord.Document.89q