Solarians

is an RPG-style minigame in the Star Realm unlocked upon earning a Singularity from The Void Obelisk and spending it on the first Singularity Upgrade.
==Stages==
Stages put the player's fighter up against an enemy fighter. These fights either result in a win, a loss or a stalemate depending on the fighting statistics of both sides. Completing a stage awards Souls, spendable on Souls Bonuses and the Singularity Chart's Soul Upgrades. The base Soul gain is based on total Souls, specifically: (n - (floor(sqrt(log1.05(x ÷ 100))) - 2)), where n is current Stage and x is total Souls, including spent. The fight can only be started by the player. Any stages that can be completed in a single attack are automatically started once they have been manually started.
The player must now reach Stage 2 to perform a Sunrise.
In addition to Souls, every stage after 1 multiplies Sunrise FM (Fighting Multiplier) by 3x, with stages past 100 giving 1.05x (which affects the FM gained on Sunrise, rather than applying a direct boost to fighting statistics), Solar Rays by 4x and Sunstone by 3x, all compounding. It also boosts Solar Shard gain by 3x compounding per stage starting at Stage 10. Reaching a new best stage will update the player's 'Best' statistic. When the player's best stage reaches 6, doing a Supernova will now update FM and reset Solarians.
After the base gain formula, Soul gain is boosted by the following: by 1.5x compounding every 5 stages starting at Stage 10, the 'Golden Souls' Golden Star Solar Upgrade, the Soul constellation and the 'Soul Stealer' Singularity Upgrade. The 'Soul Stealer' upgrade takes place after the other upgrades, and thus with it the base Soul gain formula becomes (1.5 x (n - (floor(sqrt(log1.05(x ÷ 100))) - 2))).
==Solarians==
The Solarians building allows you to assign Solarians (with a permanent cap of 1000 solarians) Solarians are applicable to Collecting, Forming, and Restoration, with their speed dependent on Solarian Power. The amount of Solarian Power can be increased with Souls Bonuses.
==Materials==
Materials are the raw resources gathered by Solarians and are spendable on Forming upgrades.
*Sol
**Unlocked along with Solarians.
*Light Logs
**Stage unlock requirement: 3
*Portal Stones
**Stage unlock requirement: 10
*Fragments
**Stage unlock requirement: 20
*Grass Essence
**Stage unlock requirement: 50
*Infinity Loops
**Unlock requirement: Supernova Tier 11
==Collecting==
Collecting uses Solarians to gather raw resources, adding to the total Materials list. These are spendable on Forming and Restoration upgrades.
Solarians make progression on collecting one of a Material. When enough progression has been achieved, the progression will be reset and the Material will be added to the player's inventory. Reaching the progression requirement instantly will result in collecting 1 of the Material per second, and this rate can be increased up to a maximum of 60/second, at which point additional Solarian Power invested into collecting the Material will not make a difference. This limit can be increased with amount upgrades, whereas speed upgrades decrease the number of Solarian Power needed to reach the limit. The amount upgrades are found in both Forming and the Singularity Chart's Soul Upgrades.
The collection limit explained above is also how the 'cap' button works, in that the game will attempt to allocate the minimum number of Solarians needed to reach the limit. This button will also only allocate Solarians until it cannot add a non-decimal number to the per-second production rate.
*l: Material's soul upgrade level
*r: Material's collection rank
Click the 'Show/Hide Collection Information' button to toggle table visibility.
Show/Hide Collection Information
Name 	Progress Requirement	Collection Amount
Sol 	100 x 3.11 ^ r 	1 x 2 ^ l x 2 ^ r
Light Logs 	3,000 x 3.11 ^ r 	1 x 2 ^ l x 2 ^ r
Portal Stones 	100,000 x 3.11 ^ r 	1 x 2 ^ l x 2 ^ r
Fragments 	1e10 x 3.11 ^ r 	1 x 2 ^ l x 2 ^ r
Grass Essence 	1e19 x 3.11 ^ r 	1 x 2 ^ l x 2 ^ r
Infinity Loops	1e86 	1
==Forming ==
Forming is a building that uses Solarians and Materials to increase the level of various upgrades, that in turn provide bonuses to various statistics.
Forming bonuses function similarly to Collecting. However, they also have ranks, which, upon gathering enough rank progression, is increased along with increasing both the upgrade's progression requirement and a compounding multiplier to the upgrade's effect.
Forming has four different sections: Stats, Basic, Collection, and Advanced. Stats affect the player's fighting statistics, Basic boosts the gain of various currencies, Collection applies amount boosts to Collecting, and Advanced speeding up Forming and Collection.
*l: Upgrade's level
*r: Upgrade's rank
Click the 'Show/Hide Forming Bonuses' button to toggle table visibility.
Show/Hide Forming Bonuses
Tab 	Name 	Progress Requirement 	Rank Requirement	Cost 	Bonus 	Rank Multiplier	Notes
Stats 	Offense 	100 x 10 ^ r 	1,000 + 1,000r 	1 x 4 ^ r 	1% 	5 	Unlocked upon unlocking Solarians.Rank Multipliers do not multiply existing bonuses.
Stats 	Defense 	100 x 10 ^ r 	1,000 + 1,000r 	1 x 4 ^ r 	1% 	5 	Unlocked upon unlocking Solarians.Rank Multipliers do not multiply existing bonuses.
Stats 	Sunrise FM 	(10,000 + 10,000l) x 100 ^ r	100 	(100 + 40l) x 10 ^ r 	100% 	5 	Unlocked upon reaching Stage 3.
Stats 	Magic Sunrise FM 	(1e6 + 1e6l) x 10 ^ r 	50 	(100 + 10l) x 10 ^ r 	20% 	2 	Unlocked upon performing a Sunset.
Stats 	Gold Sunrise FM 	(1e33 + 1e33l) x ^ r 	25 	(1,000 + 10l) x 10 ^ r 	100% 	10 	
Basic 	Solar Shards 	500 x 1.05 ^ l x 40 ^ r 	100 + 10r 	(1 + l) x 3 ^ r, (10 + 10l) x 3 ^ r 	(1 + l) ^ 2% 	5 	Rank Multipliers multiply existing bonuses.
Basic 	Lines 	5,000 x 1.05 ^ l x 10 ^ r 	100 	(5 + 5l) x 3 ^ r, (50 + 50l) x 3 ^ r 	(1 + l) ^ 3 x 100%	10 	Unlocked upon reaching Stage 4.
Basic 	Compaction 	100,000 x 1.05 ^ l x 10 ^ r 	100 	(1 + l) x 3 ^ r, 1,000 x (l + 1) x 3 ^ r 	(1 + l) ^ 3 x 100%	5 	Unlocked upon reaching Stage 12.
Basic 	Compression 	1e6 x 1.1 ^ l x 5 ^ r 	25 	100,000 x 1.09 ^ l x 5 ^ r 	1.03 ^ l x 5 ^ r% 	5 	
Collection	Sol Collection 	1e8 x 4.65 ^ r 	1 	100 x 2.16 ^ r 	0 	2 	Unlocked upon reaching Stage 10.Rank Multipliers are the replacement for Levels for Collection upgrades.
Collection	Light Logs Collection 	1e10 x 4.65 ^ r 	1 	10,000 x 2.16 ^ r 	0 	2 	Unlocked upon reaching Stage 15.
Collection	Portal Stones Collection	1e11 x 4.65 ^ r 	1 	1 x 2.16 ^ r, 100,000 x 10 ^ r 	0 	2 	Unlocked upon reaching Stage 20.
Collection	Fragments Collection 	1e17 x 4.65 ^ r 	1 	100,000 x 2 ^ r, 1 x 2 ^ r 	0 	2 	Unlocked upon reaching Stage 50.
Collection	Grass Essence Collection	1e85 x 10 ^ r 	1 	1 x 10 ^ r 	0 	2 	Unlocked upon reaching Supernova Tier 11.
Collection	Sol Collection II 	1e90 x 100 ^ r 	1 	10,000 x 100 ^ r 	0 	2 	Unlocked upon reaching Supernova Tier 11.
Advanced 	Twilit Collecting 	1e13 x 1.05 ^ l x 10 ^ r 	100 	1 x 1.04 ^ l x 6 ^ r, 100 x 1.1 ^ l x 6 ^ r 	10% 	1.5 	Unlocked upon performing a Twilight.
Advanced 	Twilit Forming 	1e13 x 1.05 ^ l x 10 ^ r 	100 	1 x 1.04 ^ l x 6 ^ r, 4 x 1.04 ^ l x 6 ^ r 	10% 	1.5 	Unlocked upon performing a Twilight.
Advanced 	Twilit Souls 	1e16 x 1.05 ^ l x 10 ^ r 	100 	10 x 1.04 ^ l x 6 ^ r, 100 x 1.04 ^ l x 6 ^ r	10% 	1.5 	Unlocked upon performing a Twilight.
==Souls Board==
Souls Bonuses are upgrades bought using Souls, Divine Souls, or Unstable Souls. Multiple of an upgrade's levels can be bought by using the buttons at the bottom.
=== Soul Bonuses ===
Bonus	Effect
 	Solarian Power
 	Collecting Speed
 	Forming Speed
The effect of the Collecting Speed and Forming Speed upgrades can be increased by purchasing their respective Golden Star Solar Upgrades.
The effect of all Soul Upgrades decreases at 5x effectiveness every Order Of Magnitude past 200,000 Meaning that you will receive 5x less of a bonus from spending the same amount of Souls on Forming Speed at than . Soul Bonuses reset on Sunset and Twilight.
=== Divine Soul Bonuses ===
Bonus	Effect
 	Souls
 	Offense/Defense
 	Compression Speed
 	Mana Generation
 	Restore Speed
=== Unstable Souls Bonuses ===
Bonus	Effect
 	Divine Souls
 	Offense/Defense
 	Corruption Shards
 	(3 souls) Synthesis Speed
==Solarian Challenges ==
Solarian Challenges are a set of unique challenges that, upon unlocking them by reaching Stage 14, require the player to reach a certain stage under specific restrictions for Challenge Score as well as either a large sum of Souls, a Golden Star, or a Platinum Star to spend on Golden Star Upgrades. Challenge Score is converted to Fighting Multiplier as floor(Challenge Score ^ 0.5).
Challenge Tier	() 	Description 	Conditions	 		
1 	Basic (4) 	Now do it all again! 	
* 	Reach Stage 14 + (2 × Completions) 	
*20 Challenge Score
*1000 + (1000 × Completions) Souls	Reach Stage 14
1 	Cycle (5) 	Things are really starting to heat up. First completion unlocks golden stars shop in solar upgrades 	
*
*
* 
* 	Reach Stage 10 + (4 × Completions) 	
*40 Challenge Score
*2 Golden Stars	Reach Stage 15
1 	Soul (5) 	I hope you have some soul upgrades 	
*
*
*
* 	Reach Stage 14 + (2 × Completions) 	
*100 Challenge Score
*2 Golden Stars	Reach Stage 18
1 	Wall (5) 	Now you can't rely entirely on your fighting multiplier! 	
*
* 	Reach Stage 10 + (2 × Completions) 	
*200 Challenge Score
*2 Golden Stars	Reach Stage 22
1 	Soulless (3) 	Suffering 	
*
*
* 	Reach Stage 10 + (4 × Completions) 	
*200 Challenge Score
*2 Golden Stars	Reach Stage 26
1 	Limited (5) 	How will you do with only 1,000 solarians? 	
*
* 	Reach Stage 20 + (2 × Completions) 	
*100 Challenge Score
*10,000 + (5,000 × Completions) Souls	
*Reach Stage 30
*Max Basic
1 	Strong (3) 	Get nerfed 	
*
* 	Reach Stage 20 + (6 × Completions) 	
*500 Challenge Score
*2 Golden Star	Reach Stage 35
1 	Evil (3) 	Infinite walls of doom 	
*
* 	Reach Stage 3 + (2 × Completions) 	
*1,000 Challenge Score
*4 Golden Stars	Reach Stage 40
2 	Advanced (3) 	Your first tier 2 challenge! Note that you can't start any other challenges while inside of a challenge. You need to be at least stage 40 to get divine souls from the forced sunset	
* 	Reach Stage 40 + (4 x Completions) 	
*5,000 Challenge Score
*2 Platinum Stars	Sunset Once
2 	Decompressed (3)	Compression is too good, so let's nerf it! 	
*
* 	Reach Stage 40 + (4 x Completions) 	
*5,000 Challenge Score
*2 Platinum Stars	Sunset Once
2 	Challenging (5) 	This challenge rewards a skilled player 	
*
* 
* 	Reach Stage 40 + (5 x Completions) 	
*8,000 Challenge Score
*All Tier 1 Challenges start with number of Challenge Completions Completions after a sunset
*Keep golden star upgrades on sunset at max completions	Sunset Once
2 	Speed (3) 	Got to go fast 	
*
*
* 	Reach Stage 24 + (4 x Completions) 	
*10,000 Challenge Score
*2 Platinum Stars	Reach Stage 60
2 	One (3) 	The one man army 	
*
* 	Reach Stage 20 + (10 x Completions}	
*20,000 Challenge Score
*2 Platinum Stars	Reach Stage 70
2 	Sole Hero (5) 	Nobody else but you 	
*
* 	Reach Stage 40 + (10 x Completions)	
*200,000 Challenge Score
*2 Platinum Stars	Reach Stage 80
== Sol Compression ==
Sol Compression is a feature in the Star Realm you unlock at Stage 10 that allows the player to passively generate Compressed Sol, an amount that increases with their compaction multiplier. Compressed Sol has different 'tiers' that represent different colors of Compressed Sol and can be spent on certain upgrades specific to each tier, with the most basic being Tier 1 that are automatically spent on 2 different upgrades, Offense and Defense. Further tiered Compressed Sols can upgrade many different things. Tier 2's: Collecting, Forming, Souls, Tier 3 Mana, Tier 4 Divine Souls, Tier 5 Corruption Shards, Tier 6 Solar Flares, And Tier 7 Grass.
Every 10 seconds, Compressed Sol is spent on their respective tiers, levelling them up while consuming the Compressed Sol used. 
Once you get the Singularity upgrade for Free Compression it will make the Compressed Sol not spend itself on levelling, which practically acts as EL (Everlasting).
=== Compression Bonuses Table ===
Click the 'Show/Hide Compression Bonuses' button to toggle list visibility.
Show/Hide Compression Bonuses
Tier	Key	Bonus 	Formulas
1 	 	Offense 	N/A
1 	 	Defense 	N/A
2 	 	Forming 	N/A
2 	 	Collection 	N/A
2 	 	Souls 	N/A
3 	 	Mana 	N/A
4 	 	Divine Souls 	N/A
5 	 	Corruption Shard Yield	N/A
6 	 	Solar Flares 	N/A
7 	 	Grass 	x(Compression × 10)
==Tips==
*During a fight, when the player's statistics are green, it means they can win the stage. Yellow means they cannot.
** Additionally, when their offence is red, it means they cannot penetrate the enemy's defense. When it is purple, it can instantly kill the enemy. When their defense is red, it cannot protect their health from a single attack by the enemy. When it is purple, the enemy cannot penetrate the defense. All of the previously mentioned applies for the NPC enemy, too.
** Having more than 30 OOMs of fighting stats more than your enemy will give a fighting speed boost.
*Rank up Forming bonuses to increase their potency.
*The player's defense is 1% of their health, and, starting at 15 defense, they regenerate 1% of their health for every second not spent fighting. The latter also applies to the enemy.
*It is recommended to have the same defense as the enemy while having 7-9x as much offence.
**Alternatively, match defense to the enemy's offence to guarantee not losing. However, depending on the player's offence, this may take significantly longer to complete the stage.
***It may even become a stalemate if both sides have greater or equal defense than the other's offence.
*Stage Bonuses are according to the current stage rather than best stage.
*Fighting Multiplier from Solarian Challenges is calculated as floor(Challenge Score ^ 0.5). For example, a Challenge Score of 50 would result in a fighting multiplier of about 7.071x, which becomes 7x after truncating the decimal part.
*As the final two Golden Star Solar Upgrades require having amassed a total of 10 Golden Stars rather than spending that amount or having that amount on-hand, it can be a viable strategy to save several, or even all, Golden Stars until those two upgrades are unlocked. This would allow for significantly greater fighting statistics or Soul gain at the cost of lower Collecting and Forming speed. 
**An alternate strategy is to balance all Golden Star Solar Upgrades.
**Investing into Sword Cap is not recommended due to diminishing returns and that the grid should be locked for any considerable effect from Sword constellations.
**Investing into Golden Collecting is not recommended due to limits placed on collection, whereas Forming bonuses require considerably more Forming progression each rank.
*The 'Golden Collecting' and 'Golden Forming' Golden Star Solar Upgrades affect their respective Souls Bonuses rather than applying a direct boost to collecting/forming.
*A tool for experimenting with Solarian Stages is available via this link.
==Trivia ==
*Solarians is the second minigame, after Constellation.
*The maximum Challenge Score is 1,166,630, which is equivalent to a Fighting Multiplier (FM) of 1,079x.
**Prior to version 0.7, the maximum was 7,867, equal to a FM of 88x.
*The maximum Souls that can be gained from Solarian Challenges is 110,000.
**Prior to version 0.7, the maximum was 111,000.
*The maximum Golden Stars that can be gained from Solarian Challenges is 54.
**Prior to version 0.7, the maximum was 1,049.
*The maximum Platinum Stars that can be gained from Solarian Challenges is 34.
*There are a total of 55 completions of Solarian Challenges.
**Prior to version 0.7, the total was 59.
*Despite the Souls Bonuses' levels per purchase bar being an input, it does not allow for inputting anything.
*Prior to version 0.7, there was a Solarian Challenge called 'Touch Real Grass' unlocked at Stage 50, had 1 completion, required reaching Stage 333 and awarded 1,337 Challenge Score and 999 Golden Stars. This challenge was the third instance the game has ever told the player to touch grass. The first was the Galactic reset description placeholder (portion: You must have been at this for a while, go touch grass or something) prior to version 0.3. The second was the since-removed , which originally had a description of - Go outside and touch real grass. The fourth instance is Omega Loop's animation, which simply tells you to touch grass. The fifth is the Grass-Touch reset layer.
*Solarians' orange appearance may indicate they are 'sun people', or rather, inhabitants of the Sun or another yellow star.
*Souls can be spent regardless of being able to actually gain levels of a Souls Bonus, such as during the 'Limited' Solarian Challenge which changes the effect of the 'Max Solarians' upgrade to 1,000.
**You can beat the enemy when your defense is 0.8539392 (precisely: sqrt(91)/10-1/10) times the enemy's defense and your attack is at least 10 times that value. Your defense can be lower but then your attack must be correspondingly higher. The "Powers Combined" Singularity Upgrade forces attack to be 10 times defense, taking away this variance.
==Gallery==
Figure.png|Solarian
Sword.png|Sword
Shield.png|Shield
Health.png|Health
Fight.png|Fighting
SolCurrency1.png|Sol
SolCurrency2a.png|Light Log
SolCurrency3.png|Portal Stone
Fragment.png|Fragment
Grass Essence.png|Grass Essence
Infinity Loop.png|Infinity Loop
Soul.png|Soul
GoldStar.png|Golden Star
Portal.png|Collecting
Blocks.png|Forming
Restore.png|Restoration
Fighting building.png|Fighting building
Solarians building.png|Solarians building
Materials building.png|Materials building
Collecting building.png|Collecting building
Forming building.png|Forming building
Souls building.png|Souls Bonuses
Star Realm Constellation grid.png|Sol Constellations
Solarian Challenges.png|Solarian Challenges
== History and notes==
Click the 'Show/Hide notes' button to toggle notes visibility.
Show/Hide notes
Category:Star Realm
Category:Miscellaneous