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Solar Satellite

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.