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THE SOLAR FEDERATION (RACE 1)  
  Origin:  
  The Solar Federation is based on the Federation from Star Trek, the Original Series.  
  About Race 1:  
  The Solar Federation is very good at making friends with the Natives they encounter. Due to their efficiency  
  and friendliness, the Federation Colonists are able to collect twice as many Megacredits per turn from   
  both Colonists and Natives.  
  The Solar Federation also has a set of strict laws that are enforced by the Universal Environmental Protection  
  Agency (UEPA). In order to follow these laws, the Federation can only mine at 70% of the normal rate.  
  The Federation fleet is made up of many medium sized Ships that are designed to serve a variety of Missions. They  
  prefer Torpedo Ships and have only one Ship that acts as a Carrier.   
  For some unknown reason, they like to paint their Ships bright white and put external lighting systems on   
  them. This tends to make them easier targets in a fight, but it also has the effect of scaring enemies. After all,  
  anyone who would light up their Ships so brightly has to be unafraid of all enemies and have a  powerful  
  Ship, or just has to be compeletly stupid.  
  The Solar Federation is the only Race that can upgrade the Tech Levels of old Ships. By setting a Ship's Mission to   
  Super Refit, and by parking the Ship at a Starbase, the Engineer will remove the old parts and install any newer  
  parts that are in storage on the Starbase.  
  Advantages, Abilities, and Friendly Codes:  
  (Host 3.20)  
  200% taxation from Natives and Colonists (Hconfig)  
  70% Mining rate on all Planets (Hconfig)  
  All Cloaked Ships are immune to Hull Slot 7 (Loki Class Destroyer) (Tachyon Decloaker Ship)  
  Crew bonus (Ships fire all guns up to 99% damage)(during combat, Carriers act like they have 2 extra Fighter Bays)  
  Ships get a 50 KT Mass bonus in combat  
  25% Shield restoration between combats, if damage allows  
  Super Refit ships at Starbase  
  If this Ship is at a Starbase, set Mission to 'Super Refit' and the Engines, Beams, and Torpedo Tubes will be removed  
  and placed into Starbase storage.   
  Then the highest tech replacement parts will be installed, if and ony if, there is enough to fill the Ship.  
  If there is not enough parts to fill the Ship, the original parts will be put back on the Ship, if and only if, there are   
  enough to fill the Ship.  
  The Ship being Refitted must have fuel on board to perform this action.  
  cln   Clone a captured Ship (Ship Friendly Code) (Hconfig)  
  (Gryphon)  
  Goodwill Factor. 3 - 30 Natives will join the Federation every turn (Gconfig)  
  LNR Load and store Natives (no Amorphous or Reptilians) on board Hull Slot 6 (Banshee Class Destroyer) only  
  NML Institutes Martial Law to prevent gambling by Privateers. (Planet Friendly Code) N = any character  
  UFP Super Refit in space. (Any Ship) First letter of Ship must be E, T, or B  
  UFP Super Refit around Planet with special Natives. (Any Ship) First letter of Ship must be E, T, or B  
  UNR Unload Natives that are on board Hull Slot 6 (Banshee Class Destroyer) only  
  SNN NN = anything. Planetary Friendly Code to keep Natives from joining the Federation  
  SWT Any Ship can Sweet Talk enemy into not attacking or force enemy Ship to surrender to Starbase  
  (Nemesis)  
  @NN Any Ship can activate Genesis Device.  First N = D, F, or M. Second N = A, B, a, H, G, S, R, I, or V  
  (Raceplus)  
  HUD Improve Native Government on any Planet  
  Race 1 Ship List:  
  Hull Slot # and Ship Name     Beam Fight Torp Engines Mass Cargo Fuel Tech Crew Cost D T M  
  1 OUTRIDER CLASS SCOUT   1 0 0 1 75 40 260 1 180 50 20 40 5  
  2 NOCTURNE CLASS DESTROYER   4 0 2 1 90 50 180 2 190 70 25 50 7  
  3 BOHEMIAN CLASS SURVEY SHIP   2 0 0 2 32 30 180 3 70 40 10 20 3  
  4 VENDETTA CLASS FRIGATE   4 0 4 2 100 30 140 5 79 170 12 23 57  
  5 NEBULA CLASS CRUISER   4 0 4 2 170 350 470 6 430 390 42 61 73  
  6 BANSHEE CLASS DESTROYER   4 0 2 2 120 80 140 6 336 110 22 47 53  
  7 LOKI CLASS DESTROYER   2 0 4 2 101 80 140 8 265 170 10 20 43  
  8 EROS CLASS RESEARCH VESSEL   2 0 0 2 35 30 110 4 78 30 4 3 13  
  9 BRYNHILD CLASS ESCORT   4 0 0 1 90 30 140 7 162 100 5 45 35  
  10 ARKHAM CLASS FRIGATE   6 0 3 2 150 90 120 8 328 70 12 43 67  
  11 THOR CLASS FRIGATE   1 0 8 2 173 95 160 9 370 130 35 55 89  
  12 DIPLOMACY CLASS CRUISER   6 0 6 2 180 95 350 9 328 410 35 53 79  
  13 MISSOURI CLASS BATTLESHIP   8 0 6 2 395 170 260 8 810 510 140 143 150  
  16 MEDIUM DEEP SPACE FREIGHTER   0 0 0 1 60 200 250 3 6 65 4 4 6  
  17 LARGE DEEP SPACE FREIGHTER   0 0 0 2 130 1200 600 6 102 160 85 7 8  
  18 SUPER TRANSPORT FREIGHTER   0 0 0 4 160 2600 1200 10 202 220 125 13 18  
  19 KITTYHAWK CLASS CARRIER   4 6 0 2 173 65 280 9 370 195 25 45 49  
  20 NOVA CLASS SUPER-DREADNAUGHT   10 0 10 4 650 320 560 10 1810 810 240 343 350  
  104 NEUTRONIC REFINERY SHIP   6 0 0 10 712 1050 800 9 190 970 125 150 527  
  105 MERLIN CLASS ALCHEMY SHIP   8 0 0 10 920 2700 450 10 120 840 625 250 134  
  Race 1 Ship Abilities:  
  3 BOHEMIAN CLASS SURVEY SHIP  
  (Host 3.20)  
  Climate control Warms the Planet this Ship is in orbit of by 1 degree per turn (up to a temp of 50 degrees)  
  4 VENDETTA CLASS FRIGATE  
  (Fhost)  
  MTN Maintenance Ship. Fixes damaged Ship. Both Ships need to set this Friendly Code  
  6 BANSHEE CLASS DESTROYER  
  (Gryphon)  
  LNR Allows Federation (Race 1) to load and store Natives (no Amorphous or Reptilians) on board  
  UNR Allows Federation (Race 1) to unload Natives  
  7 LOKI CLASS DESTROYER  
  (Host 3.20)  
  Tachyon ship Tachyon burst causes all Cloaking Ships within 10 light years of this Ship to decloak.  
  This takes place both before and after movement.  
  This Ship must have fuel and less than 20 % damage to perform this action.  
  The Federation (Race 1) and Race 2 (The Lizards) Cloaked Ships are immune  
  to this Ship.  
  The Birdmen (Race 3) are immune to this Ship. (Hconfig)  
  This Ship Ability works with the Registered version only.  
  8 EROS CLASS RESEARCH VESSEL  
  (Host 3.20)  
  Climate control Cools the Planet this Ship is in orbit of by 1 degree per turn (down to a temp of 50 degrees)  
  (Fhost)  
  Ramscoop  
  (Nemesis)  
  Climate control  
  9 BRYNHILD CLASS ESCORT  
  (Host 3.20)  
  Bioscanner If Ship Mission is set to Sensor Sweep, Bioscanner will report the type and number of  
  Natives on about 20% of all enemy and unowned Planets within sensor range.  
  Will also report the temperature of these Planets.   
  20 Defense Posts will shield a Planet from the Bioscanner.  
  The Evil Empire (Race 8) can fool the Bioscanners by giving false information.  
  The Evil Empire (Race 8) cannot fool the Bioscanners belonging to The Rebels (Race 10).  
  12 DIPLOMACY CLASS CRUISER  
  (Gryphon)  
  Sweet Talk (Federation (Race 1) only)  
  16 MEDIUM DEEP SPACE FREIGHTER  
  (Starbase Plus)  
  GBN Get Beam Slot (N = 0-9) from Starbase  
  GEN Get Engine Slot  (N = 1-9) from Starbase  
  GTN Get Torpedo Tube Slot (N = 0-9) from Starbase  
  UAP Unload All Ship Components to Starbase  
  UBN Unload Beam Slot (N = 0-9) to Starbase  
  UEN Unload Engine Slot (N = 1-9) to Starbase  
  UTN Unload Torpedo Tube Slot (N = 0-9) to Starbase  
  104 NEUTRONIC REFINERY SHIP  
  (Host 3.20)  
  Converts Minerals and Supplies into Neutronium.  
  1 KT of any Mineral + 1 Supply = 1 KT of Neutronium.  
  NAL Do not perform Alchemy function. (Registered only)  
  105 MERLIN CLASS ALCHEMY SHIP  
  (Host 3.20)  
    Converts Supplies into Minerals.  
      9 Supplies = 1 KT Duranium, 1 KT Tritanium, and 1 KT Molybdenum.  
  This ship will perform Alchemy function even if the ship has no fuel on board.  
  ald   Convert Supplies into Duranium only. 3 Supplies = 1 KT Duranium. (Registered only)  
  alm   Convert Supplies into Molybdenum only. 3 Supplies = 1 KT Molybdenum. (Registered only)  
  alt   Convert Supplies into Tritanium only. 3 Supplies = 1 KT Tritanium. (Registered only)  
  NAL Do not perform Alchemy function. (Registered only)