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!


6 thoughts on “Twilight Imperium: The Federation of Sol

  1. Wow that was odd. I just wrote an really long comment but after I clicked
    submit my comment didn’t appear. Grrrr… well I’m not writing all that over again.

    Anyway, just wanted to say superb blog!

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  2. Sol’s CC for GF ability deserves re-emphasizing. It’s worth gobbling up Leadership to get as many CCs as you can. Beyond the potent ability to stall out your opponents, the ability to spew out GF without Star Docks gives the unmatched ability to take and hold key planets early in the game. If Sol makes an early play for Mecatol Rex, they are one of the few races that can reasonably hold it until the late game.

    I’d also note that while the humans are flexible, their starting tech and abilities do suggest certain tactics more than others (they’re not half so flexible as the Winnu, for instance). Warsuns are distant dream for Sol–they are primed to swarm in with fighters and endless hordes of infantrymen.

  3. They should have just called this race “Bland”. They’re not the worst race, but they are the most flavor-less.

  4. I love your analyses of the different TI3 races. I think that you have an incorrect perception of one of the rules though that I wanted to point out. For each of the races that have 1 planet in heir home system with 4 resources you always comment that the home system has a ‘mediocre build limit’. That could not be further from the truth. The build limit of a space dock is based on the resources of the planet it is associated with, so if there were other plants in the home system contributing additional resources, that would not increase the build limit of the space dock. The races that have multiple planets in their home system are the ones that tend to have mediocre build limits, because the highest resource planet in the system is usually a value of 2 or 3. You could build more than one space dock in a tile by placing them on different planets, but that has several big drawbacks. To start with you will be more inconvenienced by fleet supply limit, and you will also be at risk of having 2 of your space docks blockaded by a single attack. Finally, defending the planets of your home system is easier if there is only 1 of them.

  5. You could not be more wrong. Multiple space docks in a single system Is more efficient on both command counters and for sarween tools. As to defending your home system, if you haven’t defended your space, you’ve got bigger problems. But if you’ve double docked then at least you can keep building units to make it harder for them to complete their take over of the system. And keep them from scoring secret or stage 2 public objectives.
    Multiple planet systems are almost always better.

  6. I noticed an error regarding slow expansion. Sol start with two carriers but lack fighter protection for those carriers. They actually are pretty fast in expanding and can acquire XRD early if needed, they just lack starting combat capability. Their home system is average to me, it is basically Nekro, Mentak, Creuss, Yin(sortof) and Muaat level.

    Sol are not entirely themeless, they are about carriers and lots of ground forces as they can be upgraded with superior capacity and their flagship can carry unlimited amount.

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