Solar Satellite
Solar Satellites supply grid energy without using building fields, but they cannot fly and can be destroyed in combat. They require Shipyard 1.
Base statistics and price
| Property | Base value |
|---|---|
| Structural integrity | 2,000 |
| Shield | 1 |
| Attack | 0 |
| Speed / cargo | 0 / 0 |
| Metal | 0 |
| Crystal | 2,000 |
| Deuterium | 500 |
Material Physics discounts resources. Construction also spends Credits from this galaxy’s wallet; the Shipyard shows the current full quote.
Energy
Before research, energy per satellite at a normal station is:
clamp(5 + (maximum temperature + 130) × 45 / 390, 5, 50)
At −130°C it is 5; at 0°C it is 20; at +260°C it is 50. Hotter physical planets make satellites more productive. The old 1.6 moon multiplier is not a general anchored-station bonus.
Energy Technology gives +5% at level 1 and Fusion gives a separate +10% multiplier. With each at level 2, their compounded bonuses are +5.05% and +10.1%; level 5 also earns the next completed-tier bonus. At both research levels 1, multiply base output by 1.05 × 1.10. Check Resource Settings for the effective output.
Planning
Satellites can bridge a power shortage, but a raid can disrupt mining. Maintain a Solar Plant foundation where that risk matters. They are not a Graviton research requirement: Graviton uses RP. An Energy Cell Factory produces Fuel Cells, not grid energy; a Deuterium Power Plant supplies grid energy while fueled.
Many ships have rapidfire against satellites; see rapidfire. No attack guarantees that every satellite dies, but they have very little defense.