Analysis for kjj (The Solar Federation)
Player: kjj
Race: The Solar Federation
Economic Development
- Planets: 4 → 26 (Growth: +22)
- Total factories: 645 → 3558
- Total mines: 507 → 3119
- Population: 27875 → 215429 clans
- Average expansion rate: 0.46 planets/turn
Military
- Total ships: 61 (Capital: 52, Freighters: 9)
- Starbases: 12
- Battles won/lost: 29/21
- Ships built: 64, lost: 47
- Overall combat efficiency: 58.0%
Minefields
- Active minefields: 14 (Web: 0)
- Total radius: 694 ly
Race-Specific Utilization
- Race ability score: 80.8
- Details: Tax utilization: 61.5%, Native planets: 16/26, Total MC: 199404
- Rating: ⭐⭐⭐ Excellent utilization of race abilities
Mineral Reserves
- Neutronium: 35430 (fuel)
- Duranium: 21975
- Tritanium: 21457
- Molybdenum: 12079
- ⚠️ High mineral stockpile – possibly under-invested
Game Score
- Military score: 555323
- Inventory score: 2209
- Planets score: 0
- Starbases score: 0
Key Moments
- Turn 12: Massive expansion (+3 planets)
- Turn 13: New starbase built (total: 2)
- Turn 18: First combat engagement
- Turn 29: New starbase built (total: 3)
- Turn 30: New starbase built (total: 4)
- Turn 32: New starbase built (total: 5)
- Turn 39: New starbase built (total: 6)
- Turn 46: New starbase built (total: 8)
- Turn 48: New starbase built (total: 9)
- Turn 55: New starbase built (total: 10)
- Turn 56: New starbase built (total: 11)
- Turn 58: New starbase built (total: 12)
- Turn 65: New starbase built (total: 13)
- Turn 78: Major territory loss (6 planets lost)
- Turn 78: Heavy losses (8 ships lost)
- Turn 65: Peak of 39 planets (declined afterwards)
Strengths & Weaknesses
⚠️ Unbalanced Fleet – Too few freighters for logistics