ࡱ> oqp5@  Dbjbj22.fXX;&ppppppp8 Tt,* 2($\!R#Hppp%%%2pp%%L%q:,pp) ZxWE $0*  ##)pppp#p)\Z.@%n4qd"Solorian Race Guide  Race Attributes Colonists growth rate [0,20 + (Star-Heat/30)]*0,5 from 1.76 to 0.12 Zero pod speed; exotic Tech has no effect on this Immune against Fuel stealing Crew abduction Siren Haarp Devices Insectoid nests Can be assimilated, but will die soon after Every 500.000 colonists are increasing the planet temperature about one degree per turn during combat all solorian bases with at least 10.000.000 colonists get a free base shield which disappears immediately after combat farming possible from 50 to 100C Amorph natives will not join your base no more native happiness than 100 possible Missing buildings Mines Smelter Undercity Raid Shelter Terraformer Base shields Ship Attributes When another race owns a Solorian ship it gets every turn about 20 hull damage All ships get Fuel from the star they are at a rate of 1/90*Hull-Mass*StarHeat Ships cant transfer and use normal Neutronium, not even in Pods Solar Collection Array can not be moved Solar Collection Array gets Fuel from the star they are at a rate of 9/90*Hull-Mass*StarHeat Solorian ships get 200% shield damage from non-ord-based weapons Solorian ships get 50% shield damage from ord-bases weapons Ship Special Devices 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 only limit to the amount that can be taken is the size of the ship's cargo hold. 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. The device will not mine fuel or fuel ore. Can mine up to 10.000 kt ore per 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. 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. Solorian Energy Transfer Beam (Wildcard 2): When the device is on the ship will try to transfer as much fuel as possible to any other Solorian ship in the area. If there are two or more Solorian ships in the area it will split the fuel between them. Scalar Wave Damper: Drops HD stress base frequency by 8. Very useful in making planets useless to the Crystals who produce food and ord from planetary stress. Can reduce to HD stress 0. Stellar Targeter: The device sends a signal to the base below to fire its Stellar Matter Launcher at the ship's kill target. The ship must be parked over a base with a Stellar Matter Launcher. For the weapon to fire the base must have the ordnance to fire. The Solorian: 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 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 not 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. Gravitonic Mine Dropper: Converts ordnance units into gravitonic mines and drops them. Gravitonic mines are anti-hyper jump mines. A hyper jump can not be made by a ship in a gravitonic minefield. If a ship is jumping through hyperspace and they cross over a gravitonic minefield they will return to normal space. Ships moving through a gravitonic minefield can hit them and take some damage. A ship with a hull mass of 100 kt can take up to 10% hull damage per hit. Gravitonic mines are 10 times less powerful than barbitic mines but your odds of hitting a gravitonic mine is 2.6 times greater than your odds of hitting a barbitic. All ships travelling speed 12 or less are safe from hitting gravitonic mines. Gravitonic mines can be ordered to detonate and will do engine damage to all ships in the area, because they do not destroy other mines when they detonate a large number of them can be overlapped in a stack and do massive damage to ships in the area. Mines detonate before all movement happens. If the enemy's engine damage goes over 100% and you steal all their repair units they enemy is pretty much dead in space and you can attack it with boarding attacks turn after turn until you capture it. 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 all minefields 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 travelling speed 12 or less are safe from hitting barbitic mines. Ground Base Chunneler: Will only move a base from one planet to another. Does not move anything else. Burns 100 KT of fuel to do the move. The target planet must have a ground chunnel or warp chunnel ship over it. Ether one will work. To use the device park the ground chunnel ship (Firestorm Class) over a base that you want to move. Set the ship's speed to zero and the ship's waypoint to any planet with a Firecloud or Firestorm Class ship over it that you own. Turn on the Ground chunnel device, next turn the ground base will be at the other planet. If there is already a base there under your ownership on the planet the two bases will merge into one base. The ship that sent the base will remain at the location it was at. This device does not move ships. 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. Long Range Mine Detector: Detects all uncloaked minefields in a 500 LY radius. Holojammer: Takes 10kt of fuel to run. Causes the ship using it plus all ships belonging to the ship's race within a 10 LY radius to appear to all other players to be at an incorrect location up to 100 LY away. A Bioscanner within 150 LY causes the holojammer to fail to work Mobile Ord Factory: Turn supplies into Ord. One supply will yield 10 ord units. Mobile Repair Plant: Duranium is converted to repair units. One kt of Duranium yields 100 repair units. The only limits as to the amounts produced is the size of the repair holds. Food To Supply Converter: Turns food into supplies. All food is turned into supplies. Minefield Destabilizer: Can destroy one minefield per turn. The device will destroy a minefield that has a centre that is within 150 LY of the ship after movement. The only fields that it can not destroy are web mines and cloaked barbitic mines. The device will destroy your own minefields Ragnarock Device: Destroys the ship using the device. It causes all planets in a 200 LY radius of the device to gain 1070 HD stress points. This is enough stress to cause most planets to explode, destroying any base that might be on them. Ship Super Weapons Anti-Matter Maul: When fired at an enemy ship the metals in the enemy ship are melted and stored in the cargo hold Units Type 1 fighter has double missle range and 100% average missle accuracy Type 2 fighter is immune against enemy missle fire and has 90% average beam accuracy Solorian maelstrom assault unit reduces HD stress about 1 point per unit only when the stellar matter cannon is fired. For my part I have no experience in using fighter wings. There is another guide where you can find hints for this. Tactics Groundchunneling: Use this device to transport Minerals from outstanding Planets to your Homeworld. Make sure that there is always a ship with colonists in Orbit to rebuild that base after chunneling. Tech-Level: Engine and hyperdrive Tech should be your priority due to very small Fuel tanks of the Solorian ships Refuelling: is always done at the end of the turn even if you do not have a base on the planet. Be aware that this could be a problem when using multiple waypoints. You should prefer planets with at least 30C Heat received from star. Also it would be very useful to build Solar Collection Arrays on every important base you own or you use for a shipyard. These refuelling stations collect every Turn 900kt Fuel at a planet which receives 30C Heat from his star. This stations dont have to be armed nor do they need engines. You just have to build the hulls. The Stellar Targeter is a bit tricky to use. The problem is that it needs 40.000 ord units to fire. I think it is nice for defensive action. Install this at your border and there will be a little surprise for attackers (. I recommend a maximum range of 150ly, depends on the starheat. Dont forget that it causes 300 HDStress on the planet below. This problem can be solved with your Maelstrom ground unit. It reduces HD Stress about on point per unit when the stellar cannon is fired. But only then. Ragnarock: I commit, when I saw it first I was deeply impressed of its power. But this disappered soon. It is VERY expensive, not only in mc but also with 25.000kt of each mineral. The next problem is its Speed. With am mass of 3000kt it will need much fuel, so you will possibly not be able to use its full 100ly speed. Then take weapons: Just one large weapon, no small weapons but 10 point defense. Ok, if you summarize this then you have to escort it heavily. right? You cant hyperjump, so if you a in outer space without fuel it can never be moved again. Every race would sacrifice his whole fleet to destroy this ship. I think it should be ignored. Strategy Playing as Solorian Solorian start the game with four ships: one M2 Scout, two Corona Miner and one Spectrum Freighter. It is vital for you to get good engines as fast as you can. So in the beginning you should build three or four M2 Flare Scouts with Yoyodyne 80 Hyperdrive. So you can explore around your homeworld in a long distance. With using 50kt Fuel per jump and refuelling after this you should be able to do two jumps in two turns, which brings you 700ly away from your homeworld. With the bioscanner you should find as fast as you can ghipsodal natives. After that you should start with Spectrum Class Freighter and Corona Class Miner. Remember that you can not build mines on planets so the laser mining drill is your only chance to gather minerals, but sure at the cost of 50% of ore. So, send both Corona out to colonize worlds and, more important, to get minerals. Dont forget that you take colonists with you. The corona class has the ability to chunnel your ground bases. This uses 100kt per chunneling, but is certainly more efficient than flying it back. Always let some colonists stay on the ship in the orbit. So you can build up the base again, after you chunneld it to your homeworld. For this, you should build another Corona Miner which will stay at your homeworld. There it could fulfil two quests: mining and chunneling. For more details about chunneling see the description above. Another nice effect of the laser mining drill is the increase in HD Stress. The more stress a planet has, the more minerals are newly build every turn. But dont forget: with something about 1000 HD Stress the planet will explode. Use the Spectrum freighter to colonize worlds. It is always nice to have planets, which are only good for earning money with farms. Then every turn you can transfer this to the galactic bank. After this you should get as fast as you can to engine tech 11 (for Tylium Thruster), hyperdrive tech 1 (for Yoyodyne 80) and hull tech 5 (for Solar collection arrays). Your primary battle ship until you get hull tech 7 is the Corona Class Orbital Miner. You should consider building some Prominence Class Cruiser. They have the ability to sweep mines and also have a tractor beam of 1000. Which enables them to tow every ship (to hull tech 9), but not the Solar Collection Array which cant be moved. The Corona Class uses very much fuel so it would be smart to load them with minerals and then tow them with Prominence Class Cruiser. You should ignore the Solar Wind Freighter. The Spectrum Class has more cargo and guest room. The only use is the hyperjump ability but until you get to hyperdrive tech 9 (Warhop 2020) it needs nearly all of the 100kt fuel tank to do this jump. After 4-5 turns you should find a good base near (about 50ly) to your homeworld for special purpose. After getting to planet tech 2 you can build pod launcher. Your Pods dont fly on their own, but you can still use Pods for transport or refit. You should make a tranings-camp out of this base, which means building many training center (at least 30) and put about 700.000 colonists on it. Your crew and troops will be trained much faster and so you can disable the training center on your homeworld which slow down the colonists growth rapidly. The more food you have on your homeworld, the more growth you get, so make sure that you leave at least 1500kt food on it. Playing against Solorian Their greatest weakness is the inability to build mines and smelters. So they loose half the ore when trying to get minerals for their ships. Try to stop them from getting many bases. In the long term he will loose, cause he hasnt the minerals for building ships. You should go after their Corona Class miner. These ships are hard to kill, but it is worth it. The Solorian rely on this ship. But be aware from their ability to get fuel from stars. They can move long distances through your territory without refuelling ships, because they just have to fly to the planets. Enemies In my opinion there are no extreme dangerous enemies than normal. One of the more dangerous is definitively the Evil Empire. With their probe launcher, their large Ground Forces and their cheap Fighters they can step over you maybe without noticing. So I would they all races with good ground Forces are dangerous. The rest is not so bad. But be aware, it depends always on the player! Allies My maxim is that your worst enemy should be your best friend. So you should try to create an alliance with the Evil Empire. 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