• Twilight Imperium Emporium
    • Arborec
    • Argent Flight
    • Ghosts of Creuss
    • Empyrean
    • Emirates of Hacan
    • Universities of Jol-Nar
    • L1Z1X Mindnet
    • Barony of Letnev
    • Mahact Gene-Sorcerers
    • Mentak Coalition
    • Embers of Muaat
    • Naalu Collective
    • Naaz-Rokha
    • Nekro Virus
    • Nomad
    • Clan of Saar
    • Sardakk N'Orr
    • Sol Federation
    • Titans of Ul
    • Vuil'Raith
    • Winnu
    • Xxcha Kingdom
    • Yin Brotherhood
    • Yssaril
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Sir Reil Effects

THE FEDERATION OF SOL

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DESCRIPTION

Ah, yes, humans. What we don't know about this mysterious race could fill a library. What I have gleaned, through hours of perusing their entertainment networks, is that they are exceptional problem-solvers with the ability to consistently resolve personal problems in twenty-two minutes.

The Federation of Sol, if you haven't heard, represents we humans. Sol is the name of our sun, and Jord (the Federation's starting planet) is the name of Thor's mother in Norse mythology, as well as the personification of Earth. So yes, it was earth all along.

I have gained more respect for the humans as a race in TI3. As humans in our reality have declined over the years, so has my respect for this fictional representation grown. They are a solid race for expansion, having babies and dropping them all over the galaxy.

SPECIAL ABILITIES

There have been few changes to the Sol since TI3.

Orbital Drop is a nice turn burner that lets you add infantry to defend a planet (though costs a token, so may be more valuable as a turn burner than the economic value of paying for 6 infantry to place 2).

Versatile is perhaps undervalued by newbs, but veterans understand the value of a single extra token every round. Get yourself some Hyper-Metabolism to gain a mind-blowing 4 CC's every Status Phase!

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The Federation of Sol and the Sardakk N'Orr have a troubled history.
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The four legal classifications of human (from left to right): Evolved from cat, evolved from ape, hologram, and android.

ANTHEM

STARTING UNITS

2 Carriers
1 Destroyer
3 Fighters
5 Infantry
1 space dock

5 infantry! Yep, as we often see on TV, humans love making babies.

STARTING TECHNOLOGY

Antimass Deflectors
Neural Motivator

This is a minor change from TI3, with Neural Motivators making a tag-in.

RACIAL TECHNOLOGY

Advanced Carriers II - Carrier Capacity increased to 8 (and Speed to 2, as all advanced carriers). They also gain Sustain Damage.

Spec Ops II - Destroyed Infantry have a 55% of being replaced on home planet. That's them baby-making skills at work.

It is worth noting that humans start with better Carriers than other races, which is different from TI3. Most carriers now only have 4 capacity until they advance, when they get 6. Human carriers start with 6 and Advance to 8.

AGENT

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Alright, a little extra punch for what could be an otherwise close combat. Not bad for those 2-on-2 fights.

HERO

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Pretty sweet hero. Just make sure you've got a well-stocked Tactics pool before playing this!

COMMANDER

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Not the strongest Commander out there, but plays to an already strong Infantry game for the Sol.

Unlock by having planets with a total of 12 or more resources.

MECH

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Okay - paying a little extra to get a Mech out, but I guess with the bonus of placing it straight where you need it.

FLAGSHIP

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GENESIS
Sustain Damage
At the end of the Status Phase, place 1 infantry from your reinforcements in this system's space area.
Cost: 8  Battle: 2 dice at 5+  Move: 1  Capacity: 12


A bit of a change from the infinite capacity ship from TI3. A but more realistic, if you ask me, and still a large enough capacity that none of you have any right to complain!

HOME SYSTEM

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Another middling planet with decent production. Fun fact: Jord is derived from the Old Norse word for Earth! And Sol is the name of our sun. So, if you haven't figured it out, the Federation is us!

PROMISSORY NOTE

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Whippee-ding.
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