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Solar Collector: Difference between revisions

From Fightorder
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Latest revision as of 22:15, 23 February 2026

The Solar Collector is a basic, early-game source of energy in Zero-K.

Solar Collector
(energysolar)
Small Powerplant (+2)
<img src="//www.fightorder.net/wiki/images/energysolar.png" alt="Solar Collector"> <img src="//manual.zero-k.info/icons/energy_med.png" height="48" alt="energy_med">
Stats
Cost70
Hit Points600
Energy (E/s)2
Vision Radius (elmo)273
Grid link range (elmo)100
Abilities
Armored Form
Reduction (%)66%
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, Solar Collectors (solars ) will curl up into an armored form for 8 seconds, reducing incoming damage and offering 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 mexes to set up Overdrive.

The Wind/Tidal Generator can be better than the Solar Collector in terms of power produced (see http://zero-k.info/Forum/Post/220234#220234 for the math), though the Solar Collector is far sturdier and can take far more punishment.