Outpost Maasenstodt
|
Main |
Forum |
Archive |
Birth of the Federation FAQ Version 1.6
Star Trek: The Next Generation�
Birth of the Federation
FAQ Version 1.6(HTML)
**** 3/15/2003 ****
By Jamal Leyba
Email: [email protected]
***Disclaimer:
Star Trek: The Next Generation�,�,�1999 Paramount Pictures. All Rights
Reserved. Microprose� is trademark of Hasbro and its affiliates. All other
trademarks are the property of their respective holders. This FAQ is Copyright
1999-2003 Jamal Leyba. This FAQ is for private use only. It may not be
reproduced, redistributed, or altered in any way without the author's consent.
Table of Contents
Introduction
Empires
Starships
Minor Races
Diplomacy
Minor Race Acquisition
Empire Diplomacy
System Management
Balance vs. Specificity
New Systems
System Modifiers
Structures
Special Structures
Morale Modifiers
Tactical Combat
Maneuvering
Successful Tactics
Ship Pairings
Experience Levels
Raid Modifier
Intercept Modifier
Damage Control Modifier
Defense Modifier
Research and Technology
Intelligence
Usage
Signs of Intelligence Compromising
Random Events
More...
Cheats
Introduction
Welcome
to the Star Trek� Universe. This game encompasses all the various elements of
the show that made it popular with only a few drawbacks. Diplomacy, alien
technology, shipbuilding, and combat...combat...combat will eat up all of your
free time. If you find yourself wandering the streets thinking of how to stifle
the Federation into insignificance then you have played way too much! This FAQ
is intended to help those people who have either never played a game of
incredible micro-management or those who have and want a jump-start on the
competition. In no way is the FAQ intended to take anything away or in
association with Paramount�, Hasbro Interactive/Microprose�, or Brady Games�
(they produced the strategy book). If I don't answer your question properly then
by all means go buy the strategy guide. This may really sound stupid, but all
the editing was done at 800x600 and would look best at this resolution.
To
begin you must choose how hard the game is before you play. They are listed as
Simple, Easy, Normal, Hard, and Impossible. Don't think that Normal isn't so
difficult, because the enemy empires are a lot smarter than they are on even on
easy, and their tactical combat is much better, too. Use the tutorials to learn
your way around. You might find that the second time you play you won't make
nearly that amount of mistakes that you did before, so don't be afraid to fail.
The
size of your galaxy can mean a lot. They are Small, Medium, and Large. You have
to own about 20 systems to win for a small galaxy. For a medium it takes about
40 systems. Just to give you an idea. There two ways to win the game. Either by
Domination or Vendetta. Domination means you have to gain 75% of all systems
throught treaties or conquest. Vendetta means you have to destroy two of
your most-hated rival empires. This may be different for each empire. More
minor races means more general power to all empires so beware.
Empires
Cardassian Union
Home System: Cardassia
Characteristic: Xenophobic
Conquest: Love it
Break Treaties: Anytime
Trade Route: 150
One of the
more underrated races in the Star Trek� continuum. The Cardassians are an
efficient, xenophobic race. Their starships exemplify aquatic design and
fluidity by being able to fire at any angle at any target. Their covert
intelligence, due to the power of the Obsidian Order, is relentlessly strong.
They prefer to rule with an iron fist and take no prisoners. They use guile and
tact to win over allies and enemies alike. Their ship names imply death and
power. They enjoy conquering and can control populations easier than any other.
They don't mind breaking treaties with enemies either.
Romulan Star Empire
Home System: Romulus
Characteristic: Secretive
Conquest: Don't mind it
Break Treaties: When Necessary
Trade Route: 170
The
Romulans have all the logic of their Vulcan cousins, but still have the strength
and passion of the their ancient ancestors. They tend to keep to themselves, but
have a hidden eye on everything anyone does. Their Tal Shiar is second only to
the Cardassian's Obsidian Order, and have exceptional research capabilities.
They choose to rule through quiet, persevering force. They are totalitarian and
the population will support most anything the Praetor does. Their ship names
imply stealth, grace, beauty, and avian life.
Klingon Empire
Home System: Qo'noS
Characteristic: Militaristic
Conquest: Live for it
Break Treaties: Dishonorable Practices (Spying and Sabotage)
Trade Route: 180
Fierce and
ritualistic, the Klingons are proud and do not make friends easily. Their combat
and weapons expertise are unrivaled in the quadrant. They fight with absolute
authority and no challenge will go unheard. Their desired end is death in
battle. They do not take any prisoners. Their ship names are really in Klingon,
and most of the time they can guess the tactical maneuver the enemy is about to
perform. They have no problem with any type of battle, but do not like to break
treaties with formal allies.
Ferengi Alliance
Home System: Ferenginar
Characteristic: Unscrupulous
Conquest: More money to be made
Break Treaties: Betray Ferengi or an ally
Trade Route: 120
Who said
money can't buy everything. The Ferengi surely did not. They pride themselves on
diplomacy through bribery. They forge trade routes to any system they choose.
With the Rules of Acquisition in hand, a Ferengi can get whatever he needs. The
Ferengi ships are not to be underestimated, but they have no real inspiration to
fight other than money. Their ships have names implying money, greed, and the
acquisition of wealth. They can raid a trade route easier than any other.
United Federation of Planets
Home System: Sol
Characteristic: Diplomatic
Military Conquest: Abhor it
Break Treaties: Planetary Bombardment
Trade Route: 160
The UFP
was formed to provide a sharing of thoughts and technology between willing
races. Through this the success of the Federation was founded. Through diplomacy
the Federation has gained resources and power far greater that other empires.
Expansion is only found through diplomatic understanding.. Their ships are
straight out of the TV shows and the movies. Go Defiant!!!
Starships
Each
ship is listed in it's equivalent category. Some did not quite fit like the
Ferengi Tokorn which the game considers to be a destroyer, but is built like a
Heavy Cruiser with more speed. Most ships have an upgraded model except the
Federation Defiant-Class Heavy Escort (It's so fast and powerful that it doesn't
really need it). You can't buy Outposts or Starbases so an industrial build cost
will not be figured and they don't move (They say both but they are useless
statistics).
Name: Name of ship classification
Race: C = Cardassian, U = Federation, F = Ferengi,
K = Klingon, R= Romulan
Shield: Amount of shield strength, can also be
regenerated.
HP: Hit Points before ship is destroyed.
Spd: Galactic speed of ship, or number of sectors
it can move per turn.
Range: How the ship is bounded. Boundary lines on
the map show yellow for short, green for medium, and red for long.
Phasers: Number of phaser banks.
P. Pwr: Phaser power per bank.
Torp: Number of torpedo bays.
T.Pwr: Torpedo strength per bay.
I. Cost: Industrial cost which are the production
points necessary to build it or the money to buy it.
Maint: Maintenance cost to upkeep the ship per
turn. This is subtracted from the earned credits.
| Scout Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Nerok |
C |
80 |
30 |
1 |
Long |
2 |
16 |
2 |
28 |
400 |
26 |
| Oberth |
U |
110 |
19 |
1 |
Long |
2 |
15 |
2 |
28 |
490 |
26 |
| Bronta |
F |
95 |
15 |
1 |
Long |
2 |
15 |
3 |
28 |
460 |
26 |
| B'rel |
K |
80 |
15 |
1 |
Long |
3 |
15 |
2 |
28 |
390 |
26 |
| D'renet |
R |
80 |
15 |
1 |
Long |
2 |
15 |
2 |
30 |
370 |
26 |
| Scout II Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Nerok |
C |
140 |
70 |
2 |
Long |
6 |
36 |
3 |
52 |
1770 |
26 |
| Oberth |
U |
230 |
47 |
2 |
Long |
4 |
25 |
3 |
44 |
1990 |
26 |
| Bronta |
F |
195 |
30 |
3 |
Long |
4 |
25 |
5 |
44 |
2060 |
26 |
| B'rel |
K |
140 |
30 |
3 |
Long |
8 |
30 |
3 |
52 |
1850 |
26 |
| D'renet |
R |
80 |
14 |
2 |
Long |
4 |
25 |
4 |
50 |
1550 |
26 |
| Destroyer Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Netel |
C |
140 |
100 |
1 |
Med |
6 |
23 |
3 |
36 |
1180 |
59 |
| Miranda |
U |
220 |
162 |
1 |
Med |
4 |
15 |
3 |
28 |
1410 |
59 |
| Ngort |
F |
190 |
135 |
1 |
Med |
3 |
15 |
5 |
28 |
1280 |
54 |
| Tokorn |
F |
325 |
55 |
3 |
Med |
8 |
35 |
9 |
60 |
5420 |
59 |
| May'Duj |
K |
140 |
45 |
1 |
Med |
8 |
20 |
3 |
36 |
1170 |
59 |
| D'ridren |
R |
160 |
45 |
1 |
Med |
4 |
15 |
4 |
30 |
1070 |
59 |
| Constellation |
U |
380 |
102 |
3 |
Med |
8 |
35 |
5 |
60 |
5000 |
65 |
| Defiant |
U |
580 |
123 |
4 |
Med |
15 |
60 |
9 |
100 |
18270 |
91 |
| Destroyer II Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Netel |
C |
220 |
140 |
2 |
Med |
10 |
49 |
5 |
68 |
4730 |
59 |
| Miranda |
U |
280 |
76 |
2 |
Med |
6 |
25 |
4 |
44 |
2660 |
59 |
| Ngort |
F |
240 |
145 |
2 |
Med |
5 |
25 |
7 |
44 |
2650 |
54 |
| Tokorn |
F |
400 |
70 |
4 |
Med |
11 |
50 |
12 |
84 |
12530 |
59 |
| May'Duj |
K |
220 |
65 |
3 |
Med |
15 |
40 |
5 |
68 |
5120 |
59 |
| D'ridren |
R |
240 |
65 |
3 |
Med |
8 |
35 |
5 |
70 |
4200 |
59 |
| Constellation |
U |
440 |
110 |
3 |
Med |
10 |
45 |
6 |
76 |
8140 |
65 |
| Cruiser Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Neterok |
C |
310 |
270 |
1 |
Med |
8 |
29 |
5 |
44 |
2990 |
91 |
| Ambassador |
U |
410 |
153 |
1 |
Med |
7 |
25 |
5 |
44 |
3100 |
85 |
| K'T'Inga |
K |
340 |
140 |
1 |
Med |
11 |
25 |
6 |
44 |
3210 |
100 |
| Coront |
F |
390 |
130 |
1 |
Med |
7 |
25 |
10 |
44 |
3640 |
94 |
| R'derex |
R |
330 |
130 |
1 |
Med |
7 |
25 |
5 |
50 |
2830 |
91 |
| Cruiser II Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Neterok |
C |
350 |
290 |
1 |
Med |
10 |
42 |
6 |
60 |
5180 |
91 |
| Ambassador |
U |
470 |
167 |
1 |
Med |
9 |
35 |
6 |
60 |
5250 |
85 |
| K'T'Inga |
K |
380 |
150 |
2 |
Med |
15 |
35 |
7 |
60 |
5840 |
100 |
| Coront |
F |
490 |
150 |
2 |
Med |
11 |
45 |
14 |
76 |
11490 |
94 |
| R'derex |
R |
370 |
140 |
1 |
Med |
9 |
35 |
6 |
70 |
5120 |
91 |
| Strike Cruiser Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Keldon |
C |
240 |
200 |
1 |
Short |
6 |
36 |
10 |
52 |
3570 |
73 |
| Nebula |
U |
390 |
131 |
1 |
Short |
6 |
35 |
11 |
60 |
5400 |
73 |
| Negh'Var |
K |
260 |
100 |
1 |
Short |
10 |
35 |
11 |
60 |
5040 |
73 |
| Ooron |
F |
310 |
95 |
1 |
Short |
5 |
30 |
17 |
52 |
4880 |
73 |
| R'tan |
R |
260 |
95 |
1 |
Short |
5 |
30 |
10 |
60 |
4000 |
73 |
| Strike Cruiser II Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Keldon |
C |
320 |
240 |
1 |
Short |
10 |
62 |
12 |
84 |
11570 |
73 |
| Nebula |
U |
480 |
152 |
1 |
Short |
9 |
50 |
12 |
84 |
11410 |
73 |
| Negh'Var |
K |
320 |
115 |
1 |
Short |
15 |
50 |
13 |
84 |
12610 |
73 |
| Ooron |
F |
410 |
115 |
1 |
Short |
9 |
50 |
21 |
84 |
16590 |
73 |
| R'tan |
R |
340 |
115 |
1 |
Short |
9 |
50 |
12 |
100 |
14100 |
73 |
| Command Cruiser Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Galor |
C |
510 |
460 |
1 |
Short |
14 |
49 |
8 |
68 |
9480 |
128 |
| Galaxy |
U |
600 |
208 |
1 |
Short |
9 |
30 |
7 |
52 |
5320 |
115 |
| D'Kora |
F |
665 |
180 |
1 |
Short |
12 |
45 |
17 |
76 |
14600 |
124 |
| Vor'cha |
K |
480 |
175 |
1 |
Short |
22 |
40 |
10 |
68 |
10230 |
124 |
| D'deridex |
R |
540 |
175 |
1 |
Short |
11 |
40 |
10 |
80 |
9890 |
128 |
| Sovereign |
U |
840 |
260 |
1 |
Short |
14 |
50 |
9 |
84 |
14620 |
134 |
| Command Cruiser II Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Galor |
C |
590 |
500 |
2 |
Short |
19 |
75 |
10 |
100 |
23610 |
128 |
| Galaxy |
U |
660 |
220 |
1 |
Short |
11 |
40 |
8 |
68 |
8520 |
115 |
| D'Kora |
F |
740 |
195 |
2 |
Short |
15 |
60 |
20 |
100 |
29510 |
124 |
| Vor'cha |
K |
560 |
195 |
2 |
Short |
28 |
60 |
12 |
100 |
26860 |
124 |
| D'deridex |
R |
620 |
195 |
2 |
Short |
15 |
60 |
12 |
120 |
26730 |
128 |
| Sovereign |
U |
900 |
274 |
2 |
Short |
16 |
60 |
10 |
100 |
21830 |
134 |
| Heavy Cruiser Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Telok |
C |
420 |
330 |
2 |
Med |
13 |
55 |
8 |
76 |
9670 |
100 |
| Galaxy-X |
U |
610 |
205 |
2 |
Med |
11 |
45 |
8 |
76 |
9730 |
100 |
| K'Vort |
K |
420 |
160 |
2 |
Med |
18 |
45 |
8 |
76 |
10000 |
100 |
| D'dredar |
R |
440 |
160 |
2 |
Med |
11 |
45 |
8 |
90 |
9930 |
100 |
| Heavy Cruiser II Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Telok |
C |
460 |
350 |
2 |
Med |
15 |
68 |
9 |
92 |
15570 |
100 |
| Galaxy-X |
U |
670 |
219 |
2 |
Med |
13 |
55 |
9 |
92 |
15090 |
100 |
| K'Vort |
K |
460 |
170 |
3 |
Med |
22 |
55 |
9 |
92 |
16640 |
100 |
| D'dredar |
R |
480 |
170 |
2 |
Med |
13 |
55 |
9 |
110 |
16570 |
100 |
| Colony Ship Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Ranol |
C |
50 |
90 |
1 |
Med |
- |
-- |
- |
-- |
1210 |
23 |
| Edward |
U |
70 |
55 |
1 |
Med |
- |
-- |
- |
-- |
1210 |
23 |
| LI'w'I' |
K |
50 |
35 |
1 |
Med |
3 |
15 |
2 |
28 |
1160 |
26 |
| Tomax |
F |
60 |
45 |
1 |
Med |
- |
-- |
- |
-- |
1010 |
23 |
| D'retex |
R |
50 |
45 |
1 |
Med |
- |
-- |
- |
-- |
860 |
23 |
| Colony Ship II Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Ranol |
C |
110 |
130 |
1 |
Med |
- |
-- |
- |
-- |
9380 |
23 |
| Edward |
U |
190 |
83 |
1 |
Med |
- |
-- |
- |
-- |
4680 |
23 |
| LI'w'I' |
K |
110 |
50 |
1 |
Med |
6 |
25 |
3 |
44 |
4680 |
26 |
| Tomax |
F |
160 |
60 |
1 |
Med |
- |
-- |
- |
-- |
4160 |
23 |
| D'retex |
R |
130 |
60 |
1 |
Med |
- |
-- |
- |
-- |
3240 |
23 |
| Troop Transport Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Toran |
C |
80 |
70 |
1 |
Med |
- |
-- |
- |
-- |
910 |
26 |
| London |
U |
110 |
43 |
1 |
Med |
- |
-- |
- |
-- |
1030 |
26 |
| Glantor |
F |
95 |
35 |
1 |
Med |
- |
-- |
- |
-- |
880 |
26 |
| ChowghwI' |
K |
80 |
25 |
1 |
Med |
3 |
15 |
2 |
28 |
930 |
28 |
| R'daran |
R |
80 |
35 |
1 |
Med |
- |
-- |
- |
-- |
720 |
26 |
| Troop Transport II Class |
| Name |
Race |
Shield |
HP |
Spd |
Range |
Phasers |
P.Pwr |
Torp |
T.Pwr |
I.Cost |
Maint |
| Toran |
C |
140 |
110 |
1 |
Med |
- |
-- |
- |
-- |
2450 |
26 |
| London |
U |
230 |
71 |
1 |
Med |
- |
-- |
- |
-- |
3520 |
26 |
| Glantor |
F |
195 |
55 |
2 |
Med |
- |
-- |
- |
-- |
3230 |
26 |
| ChowghwI' |
K |
140 |
45 |
2 |
Med |
6 |
25 |
3 |
44 |
3450 |
28 |
| R'daran |
R |
160 |
55 |
1 |
Med |
- |
-- |
- |
-- |
2470 |
26 |
| Outpost |
| Race |
Shield |
HP |
Phasers |
P.Pwr |
Torp |
T.Pwr |
Maint |
| C |
270 |
210 |
7 |
16 |
6 |
28 |
12 |
| U |
330 |
127 |
6 |
15 |
6 |
28 |
12 |
| K |
270 |
105 |
10 |
15 |
6 |
28 |
12 |
| F |
300 |
105 |
6 |
15 |
9 |
28 |
12 |
| R |
270 |
105 |
6 |
15 |
6 |
30 |
12 |
| Outpost II |
| Race |
Shield |
HP |
Phasers |
P.Pwr |
Torp |
T.Pwr |
Maint |
| C |
310 |
230 |
9 |
29 |
7 |
44 |
12 |
| U |
390 |
141 |
7 |
20 |
6 |
36 |
12 |
| K |
310 |
115 |
13 |
25 |
7 |
44 |
12 |
| F |
350 |
115 |
7 |
20 |
10 |
36 |
12 |
| R |
310 |
115 |
7 |
20 |
6 |
40 |
12 |
| Starbase |
| Race |
Shield |
HP |
Phasers |
P.Pwr |
Torp |
T.Pwr |
Maint |
| C |
600 |
460 |
19 |
49 |
13 |
68 |
104 |
| U |
780 |
282 |
15 |
35 |
13 |
60 |
104 |
| K |
600 |
230 |
27 |
40 |
14 |
68 |
104 |
| F |
700 |
230 |
15 |
35 |
21 |
60 |
104 |
| R |
620 |
230 |
15 |
35 |
13 |
70 |
104 |
| Starbase II |
| Race |
Shield |
HP |
Phasers |
P.Pwr |
Torp |
T.Pwr |
Maint |
| C |
660 |
480 |
21 |
62 |
14 |
84 |
104 |
| U |
840 |
296 |
17 |
45 |
14 |
76 |
104 |
| K |
660 |
240 |
30 |
50 |
15 |
84 |
104 |
| F |
750 |
240 |
17 |
45 |
23 |
76 |
104 |
| R |
660 |
240 |
17 |
45 |
14 |
90 |
104 |
Minor Races
There
are 30 minor races and each has a special structure that provides them with a
bonus. These bonuses only become available to you when they are a member of your
empire. Diplomacy is the best way to get them to join. Force works
sometimes unless you are the Federation.
| Acamarians |
Home System: Acamar |
| A clan society that has moderate scientific
ability. |
| Acamarian Clan Hall: +100% Credits, +1 morale |
| Andorians |
Home System: Andor |
| An antenna-clad, militaristic race that now
wishes for peace. |
| Andorian War College: +25 Ship Experience |
| Angosians |
Home System: Angosia |
| They have a history of conflict based on
genetic warfare. |
| Super-Soldier Academy: +50% Ground Combat |
| Antedeans |
Home System: Antede |
| Ichthyoid race that prefers not to travel in
space. |
| Harvesting Complex: +100% food |
| Anticans |
Home System: Antica |
| A mammalian race that hate the Selay. |
| Mustering Base: +50% Ground Defense |
| Bajorans |
Home System: Bajor |
| Once a highly advanced society of religious
mystics. |
| Bajoran Jolanda Forum: +1 morale empire-wide |
| Bandi |
Home System: Deneb |
| A primitive race of great architects. |
| Architectural Center: +100% Construction
Research |
| Benzites |
Home System: Benzar |
| An advanced race that requires a breathing
apparatus to travel. |
| Industrial Center: +50% Industry |
| Betazoids |
Home System: Betazed |
| A peaceful race of telepaths. |
| Counseling Academy: +50% Security |
| Bolians |
Home System: Bolarus |
| Blue-skinned humanoids with a facial ridge,
they are masters of cosmetics. |
| Cosmetology Center: +50% Espionage Total |
| Bynars |
Home System: Bynaus |
| They are a race linked by a central computer. |
| Planetary Computer: +100% Computer Research |
| Caldonians |
Home System: Caldonia |
| Very tall humanoids with great research
ability. |
| Research Think Tank: +25% Research empire-wide |
| Chalnoth |
Home System: Chalna |
| A brutal warrior race to rival the Klingons. |
| Gladiatorial Arena: +100% Weapons Research |
| Edo |
Home System: Rubicon |
| A primitive race that worships an
interdimensional being living above their world. |
| Palace of Edo: +1 morale empire-wide |
| Ktarians |
Home System: Ktaria |
| A cunning race the builds small electronics
devices. |
| Ktarian Game Studio: +100% Computer Research |
| Malcorians |
Home System: Malcor |
| Xenophobic race with near-warp capability. |
| Kinetics Laboratory: +100% Propulsion Research |
| Mintakans |
Home System: Mintaka |
| A primitive cousin to the Vulcans. |
| Mintakan Farm: +100% Food |
| Mizarians |
Home System: Mizar |
| A cowardly race that surrenders to any foe. |
| Monument of Surrender: +5 morale |
| Nausicaans |
Home System: Nausicaa |
| A prideful and strong society that have a
disdain for cowardice. |
| Recruitment Center, +40% Ground Combat |
| Pakleds |
Home System: Pakled |
| They gain all their technology by stealing it
from other races. |
| Collection Facility: +100 Research |
| Selay |
Home System: Selay |
| A reptilian race that hates the Anticans. |
| Selay Mustering Base: +50% Ground Defense |
| Shelliac |
Home System: Shellia |
| A stone-like, xenophobic, non-humanoid race. |
| Shelliac Bioengineering Center: +100% Biotech
Research |
| Takarans |
Home System: Takara |
| They are great scientists with a no
centralized internal organs. |
| Physics Institute: +100% Energy Research |
| Talarians |
Home System: Talar |
| A war-like race that seems similar to
Klingons. |
| Defense Network: +100% Ground Defense |
| Tamarians |
Home System:
Tama |
| An advanced warrior race that
speaks in metaphors. |
| Mythological Library: +300
Research |
| Trill |
Home System: Trill |
| A symbiotic race with knowledge and wisdom. |
| Research Committee: +30% Research empire-wide |
| Ullians |
Home System: Ullia |
| A race of powerful telepaths. |
| Psychohistorical Archive: +25% Intelligence |
| Vulcans |
Home System: Vulcan |
| The highly logical race that made first
contact with Earth. |
| Vulcan Science Academy: +35% Research empire
wide |
| Yridians |
Home System: Yridia |
| A cousin to the Ferengi, they deal in
espionage. |
| Intelligence Service: +40% Espionage Total |
| Zakdorn |
Home System: Zakdorn |
| Arrogant tactical geniuses. |
| Military Academy: +100 Ship Experience |
Diplomacy
Even
if you believe you are a warlord don't disregard this section! Diplomacy is the
easiest part of the game. Some empires being better at it than
others. The functions of this can be paying a bribe to keep the peace, to
quelling a warring state with a non-aggression treaty. Best to worst:
Federation, Romulan, Ferengi, Cardassian, and Klingon. This is mainly due to the
types of statements that each empire makes. The effect of many treaties will be
due to the choice of words, territorial disputes, and amount of money that goes
along with it. A thing to remember is that these galactic empires do not
necessarily follow the Star Trek� cannon. An example is that the
Federation sometimes requests a bribe.
To
begin, there are eight types of treaties that can be made. They are Friendship,
Request, Gift, Affiliation, War Pact, Membership, Declare War, and Alliance
(Empire only). The key is not to make enemies too quickly. You do need
friends in this game in order to win. First they allow you to trade and make
more money. You do not have to fight all four empires just to survive.
Here are some generalizations that can be made about each empire:
Friendship: The empire or minor race should be at Neutral or higher and
this will allow you to trade with them.
Request: Bribe or ask for a tribute.
Gift: Giving money for a good cause.
Affiliation: After being friends with an empire or minor race you can
ask to move freely through their space. Must be at Cordial or higher.
War Pact: Ask another empire to declare war on another.
Membership: This is only for minor races. You can ask them to become
part of you empire and control their system.
Declare War: It's not really a treaty, but you get the idea. You can
declare war on both another empire or minor race.
Alliance: This is the ultimate treaty between empires and one type of
goal in the game.
The Federation has a wide variety of message choices and
their's are generally more cordial. Most minor races practically throw
themselves at the Federation. Warning: Do not make enemies of the Federation
early in the game unless you seek a large scale war. If you want to stay on
the good side of the Federation, do not perform plantery assaults and succumb
to their requests.
The Romulans are logical and show that with their words, which are generally
neutral in their intent. Though they are kind of arrogant, many races will be
enemies with Romulans from the start. So if you want friends as
the Romulans you will have to pay. To stay on the good side of the Romulans do
not enter their territory.
The Ferengi, though respectful, often show their single-minded desire for
trade and acquisition of wealth in their words. Some minor races truly hate
the Ferengi and other do not mind. They do acquire money quicker than others
and can simply bribe minor races and other into submission. If you want to
stay on the good side of the Ferengi you must accept their requests.
Cardassian always have an underlying want to show superiority to their
neighbors. Some races will outright hate them upon meeting them. You
can't really stay on the good side of the Cardassians because they will betray
you when they feel it necessary.
Klingons are honorable, have a decided lack of friendliness, and there is
usually a forcefulness in their words. They do seem to like the Federation and
will probably ally after initiallly fighting each other. To stay on the good
side of the Klingons ally yourself with them in battle.
Minor Race Acquisition
To get
a minor race inside your empire is a slow process unless you have tons of money.
It is important that the right words are chosen. Not that this is too difficult
considering there are three to four ways to say something. Understanding
this will make your money do the best job at softening them up to you as
possible. Always read or listen to the Race Info when you have first
contact with a minor race. Most minor races are either highly scientific,
primitive, or very warrior-like. Appeal to this nature.
The
scientific races want kindness and truth in their diplomacy while warrior races
want it sweet and to the point. Primitive races have a little more tolerance,
but generally they like kindness. Mizarians are the only ones that truly don't
care. Mizarians will offer membership as soon as you meet them.
Once you figure out the right words just keep using them when you make a treaty.
The following list may help. Some races don't quite fit:
Warrior Races: Acamarians, Andorians, Angosians, Anticans, Chalnoth,
Nausicaans, Selay, Talarians.
Scientific Races: Antedeans, Bajorans, Benzites, Betazoids, Bolians,
Bynars, Caldonians, Ktarians, Malcorians, Mizarians, Shelliac,
Takarans,Tamarians, Trill, Ullians, Vulcans, Yridians, Zakdorn.
Primitive Races: Bandi, Edo, Mintakans, Pakleds.
The
second step is to gain their confidence. There are three levels of friendship
treaty with a minor race. Each is only really usable if the race feels positive
about you. This list shows when to ask for a treaty from a minor race.
Neutral/Receptive - Friendship Treaty
Cordial/Enthusiastic - Affiliation Treaty
Enthusiastic/Worshipful - Membership.
The
only way to get them through diplomacy is to work on each treaty and acquire
more of their respect. Setting up a trade route will increase the positive
feeling between the minor race and your empire. Remember that minor races
that are already affiliated with another empire can not be bought without a
hefty bribe. Even afterwards you may have to make more treaties in order
to acquire them. After a friendship treaty is made, trading with the minor
race will better their feelings toward your empire. If it does not, it means
that another empire is undermining you efforts with the minor race.
Empire Diplomacy
Way
back there at the top where the empires are listed is information about what
conditions your empire will break a treaty. Some empires you will have to
endear yourself to them. Other simply watch what you do and say to others.
Do not force treaties down their throats too often because they tend to become
ignored. Sooner or later treaties have to be made to make money. Many
times a War Pact can solidify bonds, but watch the political situation so that
you do not make an enemy out of a friend. The game can be won through peace with
any of the empires.
Neutral - Non-Agression Treaty
Receptive - Friendship
Cordial/Enthusiastic - Friendship/Affiliation
Worshipful - Alliance
System Management
You
have to be a fan of micro-management to win this game. At times it is
completely overwhelming. If this happens just stop playing and come up with a
plan. Each system has the ability to provide food, industry, energy,
intelligence, and research. Only intelligence and research are used as an
empire-wide statistic.
Balance vs. Specificity
There
are several ways to look at systems, either balanced or specific. Each can work,
but you must always put everyone to work as soon as possible. In the beginning
this will not matter, but to defeat you enemies you wil have to a strategy.
Upgraded structures require fewer people to run them, yet achieve a higher level
of output. This is most evident with food production. This frees up labor
so that it can be put into the other functioning areas. It would be wise to put
this in industry, intelligence, or research.
Something
I really recommend is building many construction facilities (i.e.
Fabricators,Machining Guilds, etc). As many as 30 depending on the size of the
system. Once you are done upgrading you can enjoy profits from
trade.
A
balanced system strategy requires that all systems effectively operate the same
regardless of the population. If a system has 95 million people just think of it
as a microcosm to that giant 400 million people system. The positive is that if
any one system is lost or is in the process of upgrading, then the others do not
suffer as much. This is a major consideration for construction. The negative is
that they require upgrade for every system. This can be time-consuming and a
real headache. It is important to provide the two necessities to use this
strategy which are food and production. Building upgrades and structures will be
less of a hassle if the production level of the system is high.
A
specific system strategy says that each system has a vital role like
intelligence, shipbuilding, or research. Since food nor energy is distributed
between systems no solar system can just produce food or energy. This requires
much planning that may require you to actually write down the plan for each
system (Whoa, paper use in a video game?). If you find a better way then use it,
but 20 systems under your control is time-consuming. I have tried both
strategies and they both work fine. You will find that there are certain
hindrances when trying to move things quickly with this strategy. If there is a
lack of industry in the system to provide for newer structures many will have to
bought. (But you could always overbuild construction facilities...) Systems
should be broken down into three classes: Shipbuilding, Intelligence, and
Research. Small systems should never be a Shipbuilding system, while the home
planet should always be a shipbuilding planet. Any system with Dilithium should
be a shipbuilding system.
New Systems
This
is a tricky business. It is vital that for the best growth all planets are
terraformed before colonization occurs. It is useless to send multiple colony
ships to one system every time you want to expand, except to terraform quickly.
The
growth per turn percentage is available for the system before anyone is there.
This factors into how many new people you have after a one turn. Small systems
will definitely have a problem here. To figure out how many new people you have
next turn:
(Growth Rate)/100 * (Surplus Food) =
(Population Increase)
A
system with a Class M planet will always grow the fastest. If a system has
more than 2.0% growth then structures will have to be constructed way ahead of
time, while those under 1.0% growth have time to grow. The build list can be put
to automatic so that necessary structures are made when they are need, but the
automation seems to be rather dumb. Usually this doesn't work well for a brand
new colony because nothing can be produced very quickly (who needs 100 turns to
make a farm). Most of the time, the equipment and upgrades will have to be
bought for a new colony. Save money for this if you plan galactic conquest. If
there is a Class J or Class P planet then you can have Wind Turbines and Charge
Collectors, respectively. This means a lot if you want Subatomic Simulators.
Food and industry are an early priority. If the new system is to become strong
then it must be able to produce its own equipment. Overproduction of food will
cause the population to grow more quickly.
System Modifiers
There
are eight types of planets one can find in a system, with one type being
uninhabitable. Some can increase food production or energy production. Most will
have to be terraformed except for a Class M planet. Each can hold a certain
amount of people and have a growth rate dependent on the type of world, though
the game does randomize this heavily. Depending on how close to the star the
modifier can vary. These modifiers are additive and with several in a system can
increase to over 100% of the initial value.
| Name |
Type |
Population |
Growth Rate |
Terraform |
System Modifier |
| Class M |
Terran |
50-160 |
0.1-2.0% |
---- |
5-15% Food |
| Class O |
Oceanic |
40-105 |
0.1-1.2% |
100- |
10-40% Food |
| Class Y |
Volcanic |
15-75 |
0.1-0.8% |
157-927 |
25-100% Energy |
| Class G |
Desert |
20-85 |
0.1-0.8% |
110-510 |
25-75% Energy |
| Class P |
Arctic |
30-95 |
0.1-0.9% |
195-630 |
---- |
| Class J |
Barren |
15-70 |
0.1-0.6% |
165-770 |
---- |
| Class L |
Jungle |
45-120 |
0.2-1.6% |
180-495 |
10-50% Food |
| Class B |
Gas Giant |
------Uninhabitable------
|
Structures
Special Structures
All
races have the Aquaculture Center and basic or advanced replicators. They have
some kind of general science enhancement which is either a Theoretical Simulator
(+100 Research) or a Subatomic Simulator (+150 Research). Finally the scanners
of each have two upgrades with the Cardassians getting the best in a Covert
Sensor Array (+6 Scan Range), all other get Isolinear Scanners (+4 Scan Range).
Orbital Batteries, Bunker Networks, and Planetary Shields exist for all races
with no differences.
Cardassian:
Inquisition: +10 morale
Labor Camp: +25 industry, -1 morale
Re-education Center: +2 morale
Phoenix Facility: +100 Intelligence
Forced Labor Farms: +60 food, -1 morale
Obsidian Order: +30% Espionage and Sabotage, +1 morale
Central Command: +40 ship Experience, +1 morale
Theoretical Simulator: +100 Research
Covert Sensor Array: +6 Scan Range
Basic Replicators: +30 Food
Federation:
Genesis Research Lab: +100% Biotech Research, +1 morale
Daystrom Institute: +100 Computer Research, +1 morale
Martial Law: +7 morale
Trade Center: +50% Credits
Federation Council: +1 morale empire-wide
Private Farms: +20 food, +1 morale
Utopia Planitia: +200 shipbuilding, build special ships, +1 morale
Starfleet Academy: +50 Ship Experience, +1 morale
Subatomic Simulator: +150 Research
Isolinear Scanner: +4 Scan Range
Federation Replicator: +50 Food
Romulan:
Astrophysics Academy: +100% Energy Research, +1 morale
Tribunal: +9 morale
Imperial Senate: +1 morale empire-wide
Phoenix Facility: +100 Intelligence
Tal Shiar: +25% General Intelligence, +1 morale
Organic Regenerators: +50% food
Singularity Plant: +2 Dilithium
Naval Academy: +35 Ship Experience, +1 morale
Subatomic Simulator: +150 Research
Isolinear Scanner: +6 Scan Range
Advance Replicator: +50 Food
Klingon:
Combat Testing Center: +100% Weapon Research, +1 morale
Police State: +9 morale
Mining Prison: +1 Dilithium, -1 morale
Great Hall: +1 morale empire wide
Forced Labor Farms: +60 food, -1 morale
Tactical College: +45 Ship Experience, +1 morale
Hall of Warriors: +100% Ground Combat, +1 morale
Theoretical Simulators: +100 Research
Isolinear Scanner: +4 Scan Range
Basic Replicator: +30 Food
Ferengi:
Festival of Fun: +8 morale
Franchise Office: +5 trade routes, +1 morale
Trade Center: +50% credits
Holo-Cinema: +1 morale
Fantasy Land: +1 morale empire-wide
Private Farms: +20 food, +1 morale
Tower of Commerce: +50% income on trade routes, +1 morale
Commerce Authority: +25% economic intelligence, +1 morale
Theoretical Simulator: +100 Research
Isolinear Scanner: +4 Scan Range
Advanced Replicator: +40 Food
Each
time a governmental action takes place, either a new treaty or winning or losing
a battle, the morale of each system is changed. The home system tends to change
the most. The morale figures into the amount of industry by increasing it or
lowering it by the amount of change to the general morale of the system. So 105
morale points means +5% Industry to that system. The same goes for lowering it
so that 75 morale points means -25% Industry. All empires start out with a
morale of Content at 100 points.
| Rebellious |
Defiant |
Disgruntled |
Apathetic |
Content |
Pleased |
Loyal |
Fanatic |
| 0-24 |
25-49 |
50-74 |
75-99 |
100-124 |
125-149 |
150-174 |
175-200 |
| >Terrorism |
--- |
Free Building |
| Poor Industry |
Good Industry |
Actions
that change morale are often different for each race. Cardassian like to acquire
resources. Klingons love to fight, while the Federation does not. Romulans
can hold a grudge, and Ferengi see potential investments in the form of allies
and treaties allowing them access to a market.
Win Battle: (+4 Romulan)
Lose Battle: (+4 Romulan)
Conquer Enemy System:
Planetary Bombardment:
System Raid:
Declare War:
Tactical Combat
Maneuvering
The
most important part of winning is the choice of maneuver based on the enemy you
are facing. Many start with a full frontal assault that you may or may not
survive. The tactic you choose can mean the difference between wiping you
enemies off the face of the sector or just flying around like an Ensign. A
Cardassian Heavy Cruiser in the right hands can take out four Galaxy Class
Command Cruisers in two or three volleys. A Starbase can wipe out an
entire invasion fleet.
To
really test out the variety of moves, you should wait until a Destroyer Class
ship or better can be built. Wait for a battle, even if you are likely to lose,
and test them out. Be sure to save so that you can come back and
retry. You will be surprised at how some moves work out even if they
shouldn't. You can also change the view around with the arrow keys or
using the interface with the mouse. A buggy part about the game is no native 3D
support and sometimes you don't see the battle in the way you want to even if
you change the view.
Charge: Torpedoes and Phasers attack at close range and continue to
stay near the target.
Assault: Phasers and Torpedoes at long range while stay a medium
distance from the target.
Strafe: A pass across the side of an enemy ship firing at close range.
Flyby: Same as strafe but for larger ships.
Circle: Good for multiple ships, they go in for attack, then flee while
still firing at long range.
Harry: Same as circle, but at short range.
Ram: This is used for last ditch effort and doesn't necessarily destroy
the ship.
Retreat: Overwhelmed or a friendly ship, the just run away. You can
still be killed while attempting this, though you have officially lost the
battle.
Evade: Use this if you have a chance of regrouping and defeating you
enemy. Remember that groups of ships have a better chance of survival if they
evade individually.
Successful Tactics
- Most ships have the full set of tactics available to them, but the
Colony ship and Troop Transport have vastly limited abilities. This
is not true for the Klingons because they are armed.
- Command Cruisers always enhance the battle situation for the smaller
ships and Heavy Cruisers by provide better targeting and movement. It can
also be the one thing that helps win a battle. Offensively, the
smaller ship can harass larger targets for more damage. Defensively,
destroying the enemy Command Cruiser tends to disrupt the attack of your
enemy. Sometimes if the enemy Command Cruiser is under attack the others
will scatter.
- Another tactic is to give all ships as much experience as
possible. Crews ranked "Green" are no match for a
"Legendary" Crew. Acquire a race like the Zakdorn or Andorians
if you want to improve their level quickly.
- All maneuvers have their value and must be practiced to understand their
tactical usage. Read the description during battle to know what
attacks counter each other. An example is using a circle attack to
get behind a group of K'T'Inga destroyers. Then charging
behind them. K'T'Inga have few anterior defenses.
- Slower units and injured units can still be useful. Don't be a
wimp. If you expect to lose a ship at least let its destruction be
useful to the rest of the fleet. Ships phaser and torpedo strength
never decrease.
- If evasion is necessary, then split up units to give them a greater
chance of survival. It is hard for an enemy to target multiple ship going
in opposite directions. A Nebula-class or Ooron-class strike cruiser
usually will target one or two ships to fire all of there torpedos.
- Klingon and Federation ships have poor aft defenses so use it to your
advantage.
- All Romulan ships should cloak before an offensive attack or the
surprise will be lost. It only takes one to prevent this.
- Cardassian ships should rely on the fact that they can fire at any
angle, so evasion is not as bad.
- Ferengi ships are great in group attacks, and their shields recover very
fast.
- When attacking a system, try to have one Command Cruiser for every
orbital battery in the system. This will insure that there are fewer
casualtiles on your side.
Ship Pairings
- 2 or more Heavy Cruisers have a high offensive capability, but can not
substitute for a Command Cruiser.
- 5 Destroyers provide for a system raid at 100% or more, even with no
experience. Use this to bankrupt you enemies.
- Colony Ships and Troop Transports should be escorted to their
destination system when in war.
- 1 Command Cruiser plus any ship enhances present situation.
- Outposts and Starbase should have a defending ship in the sector to take
out long range attackers. To defeat cloaked ships, simply outnumber enemy
and hope you win.
Experience Levels
All
abilities increase as their experience does, which leaves fewer vulnerabilities.
Even raiding destroyers vastly improve by about 5% percent per experience
level. Each ship has a defense number and a damage control percentage.
Klingon ships have very high defense numbers, while Ferengi have relatively low
which also increase with battle experience. All races have structures that help
increase the initial ability of the crew to Regular level and make their
training is easier.
| Green |
Regular |
Veteran |
Elite |
Legendary |
| 0 - 699 |
700 - 1999 |
2000 - 4999 |
5000 - 7999 |
8000+ |
Raid Modifier
The
farther out you are from the sector from which the trade route originates, the
harder it is to have a successful raid. Larger ships can raid, but with very
poor results. Destroyers are the best for this. Grouping ships together enhances
the percentage. The percentages below stand for general rankings.
Intercept Modifier
To
intercept enemy ships you must have ships with at least medium range capability
and still be in a sector that you control. The faster the ship the greater range
it can intercept in a single turn. Destroyers are best for this. Grouping ships
together enhances the percentage. The percentages below stand for general
rankings. The most powerful interceptor is the Federation Defiant-class
Heavy Escort. Go Defiant!!!
Damage Control Modifier
All
ships begin with no damage control and all ships gain it by the same amount.
Green: 0%
Regular: -10%
Veteran: -25%
Elite: -40%
Legendary: -75%
Defense Modifier
Every
ship begins with a base modifier. The larger the ship the lower the defense
modifier. This helps during all combat.
Name: Name of ship classification
Race: C = Cardassian, U = Federation, F = Ferengi, K = Klingon, R =
Romulan
Raid: Initial percentage that trade route will be raided.
+Raid: Increase per level of raid percentage.
Intercept: Initial percentage that a invading ship will be intercepted
by specific ship.
+Intercept: Increase per level of intercept percentage.
Defense: Initial ship defense modifier for each level of experience.
All ships gain five defense points per level.
An "*" after a number indicates that
once this number is reached it does not increase afterwards.
| Scout Class |
| Name |
Race |
Raid |
+Raid |
Intercept |
+Intercept |
Defense |
| Nerok |
C |
15% |
+0% |
25% |
+5% |
55 |
| Oberth |
U |
10% |
+0% |
25% |
+5% |
50 |
| Bronta |
F |
35% |
+0% |
25% |
+5% |
72 |
| B'rel |
K |
25% |
+0% |
25% |
+5% |
74 |
| D'renet |
R |
20% |
+0% |
25% |
+5% |
55 |
| Destroyer Class |
| Name |
Race |
Raid |
+Raid |
Intercept |
+Intercept |
Defense |
| Netel |
C |
15% |
+10% |
40% |
+20% |
85 |
| Miranda |
U |
15% |
+10% |
40% |
+20% |
70 |
| Ngort |
F |
35% |
+10% |
40% |
+20% |
84 |
| Tokorn |
F |
35% |
+10% |
40% |
+20% |
108 |
| May'Duj |
K |
25% |
+10% |
40% |
+20% |
126 |
| D'ridren |
R |
20% |
+10% |
40% |
+20% |
95 |
| Constellation |
U |
10% |
+10% |
40% |
+20% |
110 |
| Defiant |
U |
10% |
+10% |
40% |
+20% |
145 |
| Cruiser Class |
| Name |
Race |
Raid |
+Raid |
Intercept |
+Intercept |
Defense |
| Neterok |
C |
10% |
+5%* |
23% |
+3% |
55 |
| Ambassador |
U |
10% |
+5%* |
23% |
+3% |
55 |
| K'T'Inga |
K |
25% |
+0% |
23% |
+3% |
84 |
| Coront |
F |
35% |
+0% |
23% |
+3% |
96 |
| R'derex |
R |
20% |
+0% |
23% |
+3% |
60 |
| Strike Cruiser Class |
| Name |
Race |
Raid |
+Raid |
Intercept |
+Intercept |
Defense |
| Keldon |
C |
10% |
+5%* |
--- |
--- |
75 |
| Nebula |
U |
10% |
+0% |
--- |
--- |
70 |
| Negh'Var |
K |
25% |
+0% |
--- |
--- |
112 |
| Ooron |
F |
35% |
+0% |
--- |
--- |
96 |
| R'tan |
R |
20% |
+0% |
--- |
--- |
75 |
| Command Cruiser Class |
| Name |
Race |
Raid |
+Raid |
Intercept |
+Intercept |
Defense |
| Galor |
C |
10% |
+5%* |
--- |
--- |
100 |
| Galaxy |
U |
10% |
+0% |
--- |
--- |
60 |
| D'Kora |
F |
35% |
|
--- |
--- |
90 |
| Vor'cha |
K |
25% |
+0% |
--- |
--- |
91 |
| D'deridex |
R |
20% |
+0% |
--- |
--- |
65 |
| Sovereign |
U |
10% |
+0% |
--- |
--- |
80 |
| Heavy Cruiser Class |
| Name |
Race |
Raid |
+Raid |
Intercept |
+Intercept |
Defense |
| Telok |
C |
15% |
+0% |
23% |
+3% |
95 |
| Galaxy-X |
U |
10% |
+0% |
23% |
+3% |
95 |
| K'Vort |
K |
25% |
+0% |
23% |
+3% |
112 |
| D'dredar |
R |
20% |
+0% |
23% |
+3% |
80 |
| Colony Ship Class |
| Name |
Race |
Raid |
+Raid |
Intercept |
+Intercept |
Defense |
| Ranol |
C |
--- |
--- |
--- |
--- |
40 |
| Edward |
U |
--- |
--- |
--- |
--- |
35 |
| LI'w'I' |
K |
--- |
--- |
--- |
--- |
63 |
| Tomax |
F |
--- |
--- |
--- |
--- |
54 |
| D'retex |
R |
--- |
--- |
--- |
--- |
45 |
| Troop Transport Class |
| Name |
Race |
Raid |
+Raid |
Intercept |
+Intercept |
Defense |
| Toran |
C |
--- |
--- |
--- |
--- |
50 |
| London |
U |
--- |
--- |
--- |
--- |
50 |
| Glantor |
F |
--- |
--- |
--- |
--- |
66 |
| ChowghwI' |
K |
--- |
--- |
--- |
--- |
77 |
| R'daran |
R |
--- |
--- |
--- |
--- |
50 |
Research and Technology
Research
is measured in teraquads, which you have probably heard all over Star Trek: The
Next Generation�. Each research point seems to represent one teraquad of
information, and are divided to a percent for each subject.
The
Research is broken into six basic categories: Biotech, Energy, Computer,
Propulsion, Construction, and Weapons. They initially start at 16 or 17% and can
be changed on the fly. There are 10 levels of each research subject. The player
always starts with level 1 research in all fields and after level 10 everything
is referred to as Future Energy 1 or Future Construction 2. A technology bonus
is added for each level about 10. For Energy production this translates
into +2% increase per level.
Biotech
helps with food. Energy supports ship properties, ship upgrades, and planetary
power. Computer affects the intelligence and research upgrades. Propulsion
supports ship properties and new ship design. Construction only affects the
production of items and is a basic model for how sophisticated the civilization
of that system is. Weapons allows for ship upgrades.
Some
areas are easier to research than others. The following is a list of the areas
with their maximum research value and the approximate percentage to keep them in
balance. This should cause all the areas to reach their new level at the same
time.
Energy - 70000 (11%)
Biotech - 81700 (14%)
Computer - 93400 (16%)
Propulsion - 105100 (18%)
Construction - 116800 (20%)
Weapons - 128500 (21%)
If you
want to know how long it will take you to get to a specific level use the
equation below. Remember that all info on research points per subject and the
amount to get to certain level are inside the game under "Tech Level
Database".
U-L T = Turns
T = ------------------- U = Upper level research points
[RP + (RP * RM)]*TR L = Lower level research points
RP = Research percentage in subject
RM = Research modifier percentage in subject
TR = Total research points
Intelligence
Usage
Intelligence
is a nifty thing, even for the Ferengi. There is a balance between internal and
external intelligence. Using too much external can make it obvious that you are
spying. Looking for a way in to another empires society can weaken
you severely if you get caught defenseless. You have: Internal Security,
Espionage, Sabotage, General, Economy, Science, and Military. As the
overall intelligence value becomes larger, incidents will occur more frequently
and with more drastic consequences.
The
Romulan Tal Shiar and the Cardassian Obsidian Order are the most powerful
intelligence organizations the game. They have the strongest espionage and
sabotage and can use mercenaries. Federation intelligence is mainly for internal
security purposes and has little power for external affairs. Ferengi
Intelligence regularly can obtain data from every empire. Klingon Intelligence
is general in all categories and is much like the Federation. Unlike the manual,
espionage and sabotage need only a few percentage points to be effective.
Consider that 5% - 10% is the max for any category. The categories for espionage
and sabotage against another empire is broken down into General, Economic,
Science, and Military. Don't spread you external intelligence to thin or you
risk having everything listed below done to your empire.
Espionage: Obtain empire data and current levels of technology.
Sabotage: Destroy buildings, steal starships, assassination attempts,
data theft, poisonings, destroy starships, cause rioting, steal credits,
destroy credits.
Signs of Intelligence Compromising
Intelligence
can be compromised in many ways. Sometimes they look like the agents screwed up
or that someone simply died in an accident. Most likely these are signs that
your security has holes in it. The most obvious is if your buildings start to be
destroyed or another empire tells you of the spying.
To
solve espionage or sabotage failures, one must stop for a few turns and return
the points to the internal security meter. Then increase the overall amount of
intelligence. Espionage is not as serious as sabotage. Sabotage can make
even the most friendly empire declare war on you so watch out. To solve
slow intelligence from a specific subject just switch for a while. It is hard to
compromise certain races different elements. Ferengi have stronger economic
security and Klingons have strong military security, but that doesn't mean that
it can't be compromised.
Random Events
Many
of the events that seem to occur are just passing ships in the night. Some
encounters attack unprovoked or just like to wander around. Most are worth a lot
of experience. As much as 7000 experience points in one attack. Some just keep
coming back like the Crystalline Entity.
Borg Cube - Deadliest encounter that can happen. They can kill more
than 120 million people in a single strike to a planet. Planetary Shields and
Orbital Batteries are ineffective. Only a fleet of Cruisers or larger ships
can defeat one. It must be killed in quickly. It once took 9 Heavy Cruisers to
destroy it in one attack and only 4 survived with heavy damage. This was on
the Easys etting. Evading, Ramming, Flyby, Strafe, Harry, and Circle
will do little good. Charging is the most effective way of killing it.
Shields: 6100, HP: 735.
Calamarain - Gaseous lifeform that lurks for waiting ships.
Shields: 1100, HP: 185.
Chodak Dreadnought - Huge Starship that roams around for no reason.
Will not fire unless provoked and sometimes even if provoked.
Shields: 1000, HP: 195.
Combat Drone - It doesn't come back once you kill it, so don't fret
about fighting it again.
Shields: 550, HP: 80.
Crystalline Entity - Not the worst after a while. Its graviton beams
can only do around 800 points of damage. It has difficulty attacking
starbases. They can wipe out an entire system.
Shields: 300, HP: 1030.
Edo Guardian - Not that this is really much of an enemy. It just stays
in the Edo system and does nothing if provoked. It is more powerful than a
Borg Cube so just stay away.
Shields: 6350, HP: 1035.
Gomtuu - A lonely, suicidal sentient starship that just is looking for
a place to die. If you leave it alone it will go on its way or stick around
doing nothing, but if you attack it will do a 360 move killing or heavily
damaging most of your ships after you have depleted it's shields. Not really
worth the attack. It may also ally itself with you in battle.
Shields: 300, HP: 1530.
Husnock Raider - Horrible ship from an extinct race that can kills
anything it comes across. Doesn't actually look like the Husnock ship from the
show.
Shields: 650, HP: 140.
Tarrellian Ship - One of the worst and the easiest to get rid of. Their
ship has no weapons, so if you happen upon it just kill them fast for
experience points. Their ships can move fast, something like three sectors per
turn. There is more than one so watch out for multiple. They tend to kill more
than 30 million people per turn and can destroy your home system in a matter
of minutes. Shields and Orbital Batteries do nothing to them.
Shields: 600, HP: 130.
More...
There
is a screen saver in the game. You can see many of the ships in the game in high
detail. It is only active inside the game and it generally takes 10-20 minutes
to activate. A common question is how to speed up the game. One thing I have
found is to turn of the system names in each screen and disable the
tooltips. Turning off the autosave feature will help too.
Cheats:
I get asked this more than anything else. So now I will tell all:
- You must open up a DOS terminal window. To do this, click "Run"
on the start menu in the lower left hand corner. This works for all
versions of Microsoft Windows� after 95.
- Type this: Command
- Change to the directory in which the game is installed. This is usually "C:/BOTF".
You will probably start in "C:\WINDOWS\DESKTOP". To move
down a directory type "CD" and the name of the directory. To move
up a directory type "CD.." So to get to the BOTF game directory
type "CD C:\BOTF"
- Once you are in the install directory, type: "TREK.EXE
-MUDD".
- Hitting the F9 button will increase your money by 10000 credits.
- Hitting the F10 button will increase you research.
- Hitting the F11 button will make the scan strength 65000 in all sectors.
Version 1.6
More HTML conversion and some additions.
Version 1.5
This isn't really new, it's been converted to HTML.
Version 1.4 Updates
Everything! Not really. Just a few things including cheats.
Version 1.3 Updates
Morale modifiers
System modifier
empire diplomacy
Version 1.2 Updates
Added shield and HP info for random events.
Incorrectly named home systems fixed.
The Ferengi troop transport is called Tomax, but is really Glantor.
The Romulan troop transport is called D'retex, but is really R'daran.
Version 1.1 Updates
Minor spelling errors.
More Empire info including home system, treaty breaking and conquest. Damage
Control, Defense, Raid, and Intercept modifier for every ship.
Thanks to Josh Harrison for some info and tactical strategy and general info.
Thanks to Microprose� for making such a fun game!
Thanks for reading this FAQ!
Email: [email protected] for
any errors or corrections.
You can always find my FAQ at www.gamefaqs.com...but
it might not be the newest...oh well.
�1999-2003 Jamal Leyba