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Twilight Imperium: The Federation of Sol

From the strategy guide written by Stefan Sasse

Racial Ability:

  • May spend one CC from SA to create 2 GF on any planet
  • Gain one additional CC in Status Phase

Starting Techs:

  • Antimass Deflectors
  • Cybernetics

Leaders: Agent, Admiral, Diplomat

Representative 1: Rev. Hendrickson (S, B)  +0. Assassinate. If target is Bodyguard, it is considered not targeted.

Representative 2: Claire Gibson (C)  +4. If PC doesn’t resolve the way you wanted to, you may force a player who voted against you to return one of your Promissory Notes.

Representative 3: Ronald Wiley (C)  +3. If you abstain from this vote, gain 2GF on any one planet you control.

Racial Tech 1: Mark II Advanced Carriers (4)  Carriers may carry eight units and gain sustain damage.

Racial Tech 2: Spec Ops Training (5)  Each time you roll a 1 during Invasion Combat, you may reroll the die. You must use the second result.

Starting Units:

  • 5 GF
  • 1 Destroyer
  • 2 Carrier

Trade Agreements:  2,2

Homesystem:  Jord (4/2)

Flagship: Genesis I (10 / 5×3 / 1 / 3)  GF on this ship do not count towards its capacity.


It’s a bit of a sci-fi cliché that the humans are always the race with no specific strength or weakness. They are versatile. TI3 is no exception from this rule, and the humans don’t have any racial ability that per se defines your game style like most other races do. That seems to make it easy, but it isn’t. You have to choose a strategy by yourself and stick with it or adapt it as circumstances require, which isn’t the easiest thing to do after all.

Let’s look at their first racial ability. It says you can create two GF on any of your planets as an action by spending a CC from SA. This ability serves two purposes: first, you can gain GF on planets without actually flying or having a SD there. And second, it is a great method of stalling.

The other ability of the Federation is also a very interesting one: you gain one additional CC during Status Phase. This gives you a greater variety of options in the actual Action Phase later, since you are not as dependent on the Leadership SC as other races. Combined with the Hyper Metabolism tech, you even gain 4CC during Status – double what anyone else gets!

Your HS isn’t exactly on the bright side, however. It is a single planet, whose 2 influence only matter as long as you haven’t spent it, and which doesn’t grant you a high build limit. If the Federation can’t find a system with a better build limit, they have a major disadvantage over most of the field, and Jord does only possess four resources – not even as much as [0.0.0].

The human starting technologies again show the path to diversity and a serious weakness of Sol: while they can go in virtually any direction with their starting techs, they are also incredibly weak in the beginning, a trait which they share with the Sardakk N’orr. This is further enhanced by their starting units: They only have a Destroyer to protect their one starting Carrier, but five GF to carry around – this guarantees a slow and always threatened initial expansion.

Your first objective as Sol is to carefully measure the board. What’s your situation, and what is required? Can you gain a system with a decent build capacity? In this case, grab it ASAP and start building Fighters. Your first racial tech, “Mark II Advances Carriers”, is one of the best around, giving your Carriers not only a capacity of eight but also the ability to sustain a hit. This brings you to a level with the Naalu if it comes to Fighter-based tactics. The second racial tech, “Special Ops Training”, however, instantly qualifies for the most useless tech there is, ever, period. Should you even consider buying this crap tell me where you got the weed you’re smoking.

The Representatives of Sol offer some nice possibilities. First, their spy does not suffer any negative effects that some bodyguards offer. He is also undying, being a Bodyguard additionally. Your first councilor ensures that you can be a bit more freely with your Promissory Notes, since you can either punish people by forcing them to vote your way or retrieve notes. The second councilor gives you the option of gaining free GF in votes that don’t concern you.

Should you happen to be without a decent build limit, you might want to go to the red techs and concentrate more on capital ships and the ability to spawn GF once you’ve captured a planet. In this way you will not have to rely as much on bringing them along with Carriers and can save the build limit for the ships that count.

The “Genesis” is a decent flagship. It has a good firepower, but mediocre movement. It’s best use will be in fleets depending heavily on Fighters, since you can then load all GF on the flagship and use the Carriers increased capacity for Fighters. This, however, requires an enormous build-up and a large build capacity, so it’s more likely that this slow ship will stay unbuilt most of the time.

The Federation’s leaders are an acceptable combination. Agents are always welcome, the Admiral can make one Dreadnought worthwhile and the Diplomat keeps an important planet safe. Generally, humanity would have been better off with a Scientist instead of the Admiral, but you have to work with what you get.

In any case, the Federation can be one of the strongest factions on the board or a meager, little competitor – it’s entirely up to the player who has to make the right choices. It’s impossible to lay them out like I’ve done with the other races, since everything depends on how good the player in question adapts to any given situation. The humans are masters in adapting. Use this to your advantage!


One Response

  1. Wow that was odd. I just wrote an really long comment but after I clicked
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