Difference between revisions of "Solar Collector"
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== Tactics and Strategy == | == Tactics and Strategy == | ||
Solar Collectors are a safe and stable source of energy in the early game. Build chains of Solars between your [[Metal Extractor|mex]] to set up [[Overdrive]]. More information can be found on the [[Energy]] page. | Solar Collectors are a safe and stable source of energy in the early game. Build chains of Solars between your [[Metal Extractor|mex]] to set up [[Overdrive]]. More information can be found on the [[Energy]] page. | ||
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+ | Note that the [[Wind/Tidal_Generator]] is always better than the Solar Collector in terms of power produced (see [url=http://zero-k.info/Forum/Thread/31270]the Forums[/url] For the math). Thought the Solar Collector is far sturdier and can take far more punishment. | ||
{{Navbox buildings}} | {{Navbox buildings}} |
Revision as of 17:20, 5 May 2020
The Solar Collector is a basic, early-game source of energy in Zero-K.
Solar Collector (energysolar) | |||||
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Small Powerplant (+2) | |||||
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Stats | |||||
Cost | 70 | ||||
Hit Points | 500 | ||||
Energy (E/s) | 2 | ||||
Vision Radius (elmo) | 273 | ||||
Grid link range (elmo) | 100 | ||||
Abilities | |||||
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Weapons | |||||
None |
Description
Solar collectors are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, solars will curl up into armored form for 8 seconds, which reduces incoming damage to a quarter and offers excellent protection against raiders.
Tactics and Strategy
Solar Collectors are a safe and stable source of energy in the early game. Build chains of Solars between your mex to set up Overdrive. More information can be found on the Energy page.
Note that the Wind/Tidal_Generator is always better than the Solar Collector in terms of power produced (see [url=http://zero-k.info/Forum/Thread/31270]the Forums[/url] For the math). Thought the Solar Collector is far sturdier and can take far more punishment.
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