Solaris

Solaris

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Getting Started With Solaris
By podso
A very simple primer to getting started in Solaris.
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Introduction
Hello all! Podso here. I wanted to give back to this amazing community and game in anyway I can and noticed the lack of guides. The game has an amazing tutorial that you really should play and a very robust in game wiki that is great for referencing, however, if you are anything like me and want to consume as much reading as possible while on break at work, or sitting in the waiting room at the doctor office, then the lack of reading material can be kind of disappointing. Also, I should also mention the amazing discord community as well. Never once have I seen a question go unanswered, and there is plenty of discussion of strategy, game debriefs, ect. that you can dive deep into if you wish.

Solaris is relatively simple 4X game. You juggle 3 resources, Economy, Industry, and Science. That's it. You build ships, you conquer other stars. The complexity comes from the need for diplomacy and tactical positioning of your ships. When and where to attack, and how to appropriately use the Specialist system to your advantage. This is really an oversimplification, but I just wanted to assure you that this game is incredibly easy to pick up. If you ever played the likes of Stellaris, Sins of a Solar Empire, Risk, ect, you will feel right at home here. If not, no worries, I believe you can pick this game up in no time.

Also, this is not meant to be a substitute for the wiki. More of an extension of it. I hope this guide serves as a way to help you come to ropes with Solaris and get you up and running quickly. I highly recommend you read and reference the wiki often.

A link to the wiki: https://solaris-games.github.io/solaris-docs/

Also, please note that this guide is a work in progress and I plan on updating and making it better. Feedback is welcome!

UPDATES

9/12/2022: Added a common abbreviation/terms table on the Tips and Tricks Section. Minor grammar clean ups.
Ticks and Galactic Cycle
Before I dive into what the different game modes are, let's first break down two things you need to know how the games work.

Ticks
A game of solaris runs in intervals. Think of them sort of like turns if you will. Every so amount of set minutes, for example 30, a tick will happen. This progresses the game forwards. Certain things can happen once a tick proceeds. For an example:

  • You produce ships at the stars you have purchased industry at.
  • Science is produced.
  • Carrier movement happens.

For a more exhaustive list please take a look at the Wiki[solaris4x.readthedocs.io]

Most importantly, what does NOT happen at a tick, is that you do not gain credits or special tokens. We will speak about that shortly.


Galactic Cycle
Every so many ticks, there will be what is called a Galactic Cycle. When this occurs, you will be paid credits based on the Economy infrastructure that you have built as well as the banking tech you have researched. You will also receive Specialist Credits based on the level of Specialist tech that you have completed.



You can see the current tick and time left in the galactic cycle at the top left hand side of the game as shown above.


Standard Game Modes


After playing the tutorial and completing your first New Player game, you may be feeling a bit overwhelmed at some of the game modes that are available to you. This section will hopefully break down the modes and what makes them unique.

A word of warning. It can take awhile for a game to start while waiting for players to fill a queue. I recommend queuing a couple different games to ensure you get in as soon as possible.

There are two different types of games, real time and turn based. Real time things happen even if you are not around, while turn based waits until everyone submits their turns.

New Player Game



Game Type
Tick Speed/Game Speed
Galactic Cycle
Players
Win Condition
Real Time
30 Minutes
10 Hours
4
Be the first to capture 20 stars

As the title suggests, this is for new players. It's a four player game mode that is set in real time. It's a good game to get your feet wet and at least one completion is required in order to remove the new player restriction from your account. This will allow you to play the other game modes.

Standard 10 Player Real Time



Game Type
Tick Speed/Game Speed
Galactic Cycle
Players
Win Condition
Real Time
30 Minutes
10 Hours
10
Be the first to capture 80 stars

This game mode is very similar to the new player game mode. If you liked the real time nature of the new player mode, I highly recommend this to be the first standard game you try. You will be competing against 9 other real humans. Make at least one friend here and you will do fine!

Standard 10 Player Turn Base



Game Type
Tick Speed/Game Speed
Galactic Cycle
Players
Win Condition
Turn Base
6 ticks a turn
Every 24 ticks/4 turns
10
Be the first to capture 80 stars

Just like the 10 player standard mode, this game mode is great if you don't have a lot of free time to check in on your game. Everyone has 24 hours to submit a turn or else the game proceeds on without you. Careful, if you miss to many you will be kicked! The game can move a bit faster if everyone else submits their turns multiple times in a day, but it will only progress as fast as your slowest player.



Standard 1 vs 1 Real Time



Game Type
Tick Speed/Game Speed
Galactic Cycle
Players
Win Condition
Real Time
30 Minutes
Every 10 hours
2
Be the first to capture 40 stars

Standard 1 vs 1 Turn Base

Game Type
Tick Speed/Game Speed
Galactic Cycle
Players
Win Condition
Turn Base
4 ticks a turn
Every 24 ticks/6 turns
2
Be the first to capture 40 stars

Same thing as the other 1 vs 1, but this one is turn base. I suggest trying this mode first if you are interested in 1 vs 1.

Standard 32 Player Real Time



Game Type
Tick Speed/Game Speed
Galactic Cycle
Players
Win Condition
Real Time
60 Minutes
20 Hours
32
Be the first to capture 212 stars

This is peak Solaris. You will be faced against 31 other players in a dark galaxy which means you do not see other players stats or stars unless your scanning tech is high enough to reach them. Make friends and make sure you join in on an alliance. Big wars, intrigue, and diplomacy is the name of the game here.

Infrastructure / Star Management


In Solaris, you will be tasked with using your hard earned credits to purchase infrastructure on your stars to help fund your war efforts. Every Galactic Cycle you will earn credits to spend on these very important resources. Without these, you will not have enough income, or ships and/or science to research tech. Let's go over each one.

A quick note on the cost of infrastructure. The cost of each infrastructure increases each time you purchase one at your star. This is based on your star natural resources. So a star with more natural resources means it will be cheaper to build there. These stars are your bread and butter.

This also means its important to capture new stars asap, as you will quickly run out of resources on a single star.

Please check the wiki[solaris4x.readthedocs.io] for way more information.

Economy




Arguably your most important infrastructure. The higher this number is, the more credits you earn. This is also increased by how high your banking level is. Do not neglect this! Without credits you can not purchase other upgrades, or ships, or anything really.

Remember, you do not earn credits per tick, but every Galactic Cycle instead. So spend wisely! A tip that might help you. Hold on to your economy credits as long as you can before the cycle ends, that way if an emergency pops up, you have the credits on hand. Since credits only produce every Galactic Cycle, you don't need to drop everything into economy right away. Just make sure you do before the current cycle ends!

Industry



Your second most important infrastructure. Ships will produce at your star every tick. So the higher your infrastructure you have at your star, the more ships it will produce every tick. Since this is per tick, if you're going to spend credits on it, you should do it soon, otherwise you miss out on some ship generation which can put you behind.

Science



Science is the most expensive infrastructure to build. For good reason to. With science, it helps quicken the pace of your tech research, will gives you huge leads over other players if you get the jump. Since Science is so important and expensive, make some friends so you can trade your techs back and forth. A good team will alternate what techs they are researching so to be more efficient.

Warp Gates



Warp Gates allow for faster speeds between stars. Important to note, you will not receive the speed boost unless both stars have a warp gate. Warp gates are shown on the galaxy map with an extra ring.


Research
The wiki already does such an amazing job at explaining this that I will only briefly discuss this.

Your research speed is based on the amount of total science infrastructure you have built on your stars. So the more science you have, the faster you research.

Below is a list of techs you can research and a very simple explanation of what they are for.


Tech Name
Explanation
Scanning
Increases what you can see around you. A star within your scanning range will reveal the type of star it is, and the amount of resources and ships/carriers that are located there. In dark galaxy game modes, you can only see the stats of other players based on what is within your scanning range.
Hyperspace Range
Increases the distance that your carrier can travel between stars.
Terraforming
Improves the natural resources at your stars. It essentially makes it cheaper to build infrastructure on your stars.
Experimentation
Grants a given amount of bonus research points to a random tech at the beginning of every Galactic Cycle.
Weapons
Increases the amount of damage your carrier does during combat.
Banking
Allows you to earn extra credits at the beginning of each Galactic Cycle.
Manufacturing
Increases the production rate of ships at all of your stars
Specialists
Increases the amount of specialist tokens you earn at the beginning of every Galactic Cycle.

Check out the wiki [solaris4x.readthedocs.io] for more information on research and technology.
Carriers
Carriers are your transports, your soldiers, conquerors, ect. Without your carriers, you can not explore, take over other stars, and defend your empire. The wiki[solaris4x.readthedocs.io] has a lot of information about how carriers work, so make sure you take a look there as well!

One thing that I know confused me at first is that ships and carriers are not the same thing. I like to think of ships as more like health points and the carrier as your actual troop. The more ships you load onto your carrier, the more health it has!

You can only build carriers at stars that have at least one ship.

You can send a carrier to another star as long as it's within your current hyperspace range reach.

When a carrier arrives at a star or intercedes another non-allied player's carrier, combat will occur.

Specialist can be assigned only while orbiting a star.



Carrier Interface




Logistics

Solaris is a game that starts small but quickly becomes a lot to manage. The carrier interface let's us automate some of our task so we don't need to micromanage every carrier movement.

Waypoints
You can create multiple way points for a carrier to visit. These stars must be within Hyperspace range in order for you to queue a jump. You can edit waypoints for your carriers by pressing the button on your carrier interface.

Giving Commands To Carriers On Arrival

You can tell a carrier what to do once it arrives at a star. You can do this at any time by pressing edit in the Carrier Interface in the Navigation Panel as shown below.



By doing so, you will pull up the Edit Fleet Order Interface.

Edit Fleet Order Interface

In the Fleet Order Interface, we can tell a carrier what to do at each star. By default, unless you changed it in the settings, a carrier will pick up any ships that are not assigned to a carrier. Maybe you want those ships to stay there, or maybe you want to drop a few ships on your carrier to the star as you are passing by. You can do all of that here.



Under the Action Tab, it will bring up a drop down menu of each action your carrier can perform at the star.





It is also possible to delay your carriers in order to synchronize with other carriers if they have different speeds.

Pressing Next will cycle you through each scheduled waypoint. Make sure you press Save when you are finished.

Loops
Combat
Combat in Solaris is not complicated, but it does have it's nuances. I will try my best to explain this system as simply as possible, however, the wiki[solaris4x.readthedocs.io] has the most in depth information about combat. Make sure you take a look!

Health

A carrier or star's health is quite simply how many ships you have loaded or garrisoned. Think of a single ship as 1 hit point. The more ships you have at the star or on a carrier, the more health it has! Simple right?

Damage
When combat happens, each player takes turns dealing damage. Damage is based on the amount of ships you currently have on the carrier/star where combat is taking place, the current weapons tech you have researched, and the specialist you have assigned.

Once damage is calculated, you will lose ships based on the damage inflicted. If the damage exceeds the amount of ships you have, your carrier dies, and/or your star is captured by the attacker.


Carrier to Carrier Combat
Carrier to carrier combat occurs when two carriers of non-allied players meet in the middle of a hyper lane. No defender bonus is applied in this case.


Carrier to Star Combat

Carrier to star combat occurs when a carrier of a non-allied player arrives at a star they do not own. If the aggressor is successful in destroying all ships and carriers at the star, the star will transfer to them. A defender bonus is applied in this situation.
Diplomacy / Trading
In a typical game of Solaris, you will be making allies as well as enemies. This chapter will focus on some important interfaces to help facilitate your diplomatic game.

Ally / Neutral / Enemy

At the start of the game every player is set to neutral. If you cross paths with a neutral player with one of your carriers, you will automatically be marked as an enemy and declare war.

An ally is another player you have deemed friendly and have allowed them to have safe passage through your stars. Be warned, there is no in game penalty for breaking an alliance, and if this happens while a player has ships at your star, combat will occur. Make sure you can trust this player!



This screen can be accessed by clicking the diplomacy button on the sidebar.





You can change your diplomatic status with another player at anytime using this menu.

Chat

First let's take a look at what a players profile looks like in game.




There is a great chat system that you can use in game. Some important features to note are:

@ symbol and the name of the player will provide a link to that users profile.

# and the star name will link a star. If a player does not have the Scanning reach to see this star, they will not be able to zoom to it by clicking it.







Trade

You can trade techs, credits, and specialist credits to other players. By default, you must be within scanning range of one of their stars in order to do so.

Tools
Solaris has many helpful tools that can help you make sense of what is happening, calculate if you can win this battle, where to find the cheapest place to build infrastructure, ect. This chapter we will dive into a few of these tools so that way you can get an edge on your game.

Bulk Upgrade

The first tool is the Bulk Upgrade tool, which can found by pressing this icon on the side bar.

This tool can be used to quickly upgrade your infrastructure. It can also help you find the cheapest place to build said infrastructure. This tool is invaluable and should be used! Don't neglect it.







Combat Calculator

The combat calculator is great for quickly trying to find out whether or not you will be successful in attacking or defending. As far as I can tell, it does not automatically factor in Specialist, so you may need to manually adjust for that.





Ruler

The ruler tool lets you quickly calculate how long it will take for you to make a jump from star to star. This tool is invaluable when you need to figure out to quickly rescue a star in danger.


Tips and Tricks
Common Misconceptions


Buff/Debuff Stacking
  • The strongest debuff from yourself via a specialist and the strongest debuff applied by an enemy will stack.

  • Only the strongest buff from yourself via a specialist will take effect. For example, if you have a Colonel that gives a +2 Weapons and a Lieutenant that gives a +1 Weapons, only the Colonel's buff will be applied.

  • You can have one buff, an orbital cannon defenders bonus and one debuff on a star. All others are canceled out.

Common Abbreviations/Terms

Term
Definition
NAP
Stands for Non Aggression Pact. An agreement between two or more players to not attack each other without warning. A player may ask you to sign one of these to ease their mind of your intentions. Normally a NAP will come with terms, for example, no attacks without a 24 tick notice.
NR
Natural Resources. Every star has this. The higher the natural resource, the cheaper it is to build things on your star.
RS
Research Station. A specialist that you can hire on your star to help double science output.
HS
Home Star, or your Capital Star.
col/sab
A colonel and saboteur combo. It means having two carriers evenly split with ships. It's a deadly combo because it gives the sending player a +2 weapons buff, and the receiving player a -3 weapons debuff.
inf/LT
Infiltrator and Lieutenant combo. An early game combo split between two carriers. Strong because it gives the sending player +1 weapons buff and the receiving player -1 weapons debuff
WM
War Machine.A specialist you can hire on a star. Deadly for it's cheap 5 tokens cost and +5 weapons buff.
WB
World Builder. A specialist you can hire on your star to increase the stars natural resources over time.
FA
Financial Analyst. A specialist you can hire on your star to get a set amount of credits based on the stars current science infrastructure.
EOC
End of Cycle. Or Production Cycle. Happens at set times depending on the game settings. This is when you will be paid credits based on your eco and specialist tokens based on your specialist research.
OA
Orbital Array. A specialist that you can hire on your star to extends its scanning range.
RTQ
Means Ready to Quit. The game will end with current leaderboard if everyone does so.