Solar Satellite

Solar Satellites generate power for your planet. Like planetary solar plants, they consume no resources once they are built. Despite being a ship, a Solar Sat cannot be moved from the planet where it is constructed. The power generated depends on the maximum temperature of the planet and is therefore more useful on planets closer to the sun (i.e. at slots with lower numbers).

Uses and Advantages

Solar Satellites provide cheap, efficient energy. They take up no fields on the planet, so advanced players with powerful defenses may eventually rely on them exclusively for energy, destroying solar plants and fusion reactors to free up space on the planet. They also have a minimal defensive system, and can destroy espionage probes or supplement planetary defensive systems. In large numbers they are the power source of choice to create the energy necessary for Graviton Technology research and higher levels of Terraformer construction.

Shortcomings

Satellites are easily destroyed - you will lose them all the first time you are attacked, which will result in a loss of resources, points and power. Large numbers of satellites alone are a big target for attacking fleets because they contain large amounts of crystal, which can be recycled after a battle. You do not want to rely on solar satellites as your primary power source, or even your secondary, unless you have good defenses to deter attacks, coupled with high mine levels, Nanite factories and Shipyards that would allow you to instantly rebuild them. Additionally, planets that are farther from the sun do not gain as much energy from solar satellites.

Requirements

  • Shipyard (level 1)

Cost

ResourceAmount
Metal0
Crystal2000
Deuterium500

Performance

Structural integrity2000
Shield Power1
Weapon Power1
Cargo Capacity0 Units
Base Speed0
Fuel Consumption0

Rapid-Fire From

Small Cargo5
Large Cargo5
Light Fighter5
Heavy Fighter5
Cruiser5
Battleship5
Colony Ship5
Recycler5
Bomber5
Destroyer5
Battlecruiser5
Deathstar1250