Star Trek: The Next Generation(TM) Birth of the Federation FAQ Version 1.0 10/25/99 By Jamal Leyba Email:heartblade@hotmail.com ***Disclaimer: Star Trek: The Next Generation(TM),(R),(C) 1999 Paramount Pictures. All Rights Reserved. Microprose is trademark of Hasbro or its affiliates. All other trademarks are the property of their respective holders. This FAQ is Copyright 1999 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. 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, varied Technology, Shipbuilding, and Combat, Combat, Combat will eat up all of your free time. If you find yourself wandering the street thinking of how to stifle the Federation into insignificance then you have played way too much! The FAQ is intended to help those people who have either never played a game of incredible micro-management or who have and want a jump on the competition. In no way is the FAQ intended to take anything away or in association with Paramount, Hasbro Interactive/Microprose(TM), or Brady Games(TM) (they produce the guide 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. Empires ------------------------------------------------------------------------------ Cardassian Union One of the more underrated races in the Star Trek continuum. The Cardassians are a efficient, xenophobic race. Their starships exemplify design and fluidity by being able to fire at any angle at any target, and Intelligence due to the power of the Obsidian Order is relentlessly strong. They prefer to rule with an iron fist and take no prisoners. Their ship names imply death and power. Romulan Star Empire The Romulan have all the logic of their Vulcan cousins, but still have the strength and ferocity of the their ancient ancestors. They tend to keep to themselves, but have a hidden eye on everything anyone does. The intelligence is second only to the Cardassians, and have exceptional research capabilities. The choose to rule through quiet allegiance. Their ship names imply stealth. Klingon Empire Fierce and ritualistic, the Klingons are proud and do not make friends so easily. Their combat and weapon expertise are unrivaled in the quadrant. They fight with absolute authority and no challenge with go unheard. The ultimate death is in battle. They really don't take any prisoners. Their ship names are really Klingon. Ferengi Alliance Who said money couldn't buy anything. The Ferengi surely did not. They pride themselves on diplomacy through buyouts. Forging trade route to any place they choose, money is provided for all who live. With the Rules of Acquisition in hand, no Ferengi can not get what he needs. The Ferengi ship have theleast amount of firepower, but don't underestimate their strength. Their ships have names implying money and seeking. United Federation of Planets The UFP was formed to provide a sharing of thoughts and technology between willing races. Through this the success of the Federation was founding. Through diplomacy the Federation has gained resources and power that other may rival and despise. Expansion is only found through understanding, or so they say. Their ships are straight out of the TV shows. 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 low powered Heavy Cruiser. 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 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 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 is 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 K 665 180 1 Short 12 45 17 76 14600 124 Vor'cha F 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 K 740 195 2 Short 15 60 20 100 29510 124 Vor'cha F 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 Dretex 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 Dretex 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 Tomax F 95 35 1 Med 880 26 ChowghwI' K 80 25 1 Med 3 15 2 28 930 28 Dretex 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 Tomax F 195 55 2 Med 3230 26 ChowghwI' K 140 45 2 Med 6 25 3 44 3450 28 Dretex 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, but force works sometimes. Acamarians - A clan society that has moderate scientific ability. Acamarian Clan Hall: +100% Credits, +1 morale Andorians - An antenna-clad, militaristic race that wishes for peace. Andorian War College: +25 Ship Experience Angosians - They have a history of war based on genetic warfare. Super-Soldier Academy: +50% Ground Combat Antedeans - Ichthyoid races that prefers no to travel in space. Havesting Complex: +100% food Anticans -- A mammalian race that hates the Selay. Mustering Base: +50% Ground Defense Bajorans - Once highly advanced society of very religious people. Bajoran Jolanda Forum: +1 morale empire wide Bandi - A primitive race of great architects. Architectural Center: +100% Construction Research Benzites - Advanced race that requires a breathing apparatus to travel. Industrial Center: +50% Industry Betazoids - A peaceful race of telepaths. Counseling Academy: +50% Security Bolians - Blue-skinned with a ridge they are masters of cosmetics. Cosmetology Center: +50% Espionage Total Bynars - They are a race linked by a central computer. Planetary Computer: +100% Computer Research Caldonians - Very tall humanoids with great research ability. Research Think Tank: +25% Research empire wide Chalnoth- A brutal warrior race to rival the Klingons. Gladiatorial Arena: +100% Weapons Research Edo - Primitive race that worships a being living above their world. Palace of Edo: +1 morale empire wide Ktarians - A cunning race the builds small electronics devices. Ktarian Game Studio: +100% Computer Research Malcorians - Xenophobic race with near-warp capability. Kinetics Laboratory: +100% Propulsion Research. Mintakans- A primitive cousin to the Vulcans. Mintakan Farm: +100% Food Mizarians - A cowardly race that surrenders to any foe. Monument of Surrender: +5 morale Nausicaans- Prideful and strong society they have disdain for cowardice. Recruitment Center, +40% Ground Combat Pakleds - They gain all their technology by taking it from other races. Collection Facility: +100 Research Selay -- A reptilian race that hates the Anticans. Shelliac - A stone-like humanoid race. Takarans - They are great scientists with a no internal organs. Physics Institute: +100% Energy Research Talarians - A warlike race that seems similar to Klingons. Defense Network: +100% Ground Defense Tamarians - A proud warrior race that speaks in metaphors. Mythological Library: +300 Research Trill - A symbiotic race with knowledge and wisdom. Research Committee: +30% Research Empire Wide Ullians - Their mental powers too strong to ignore. Psychohistorical Archive: +25% Intelligence Vulcans - This highly logical race that made first contact with Earth. Vulcan Science Academy: +35% Research empire wide Yridians - A cousin to the Ferengi, the deal in espionage. Intelligence Service: +40% Espionage Total Zakdorn - Arrogant Tactical Geniuses Military Academy: +100 Ship Experience Diplomacy ------------------------------------------------------------------------------ If you are a warlord then disregard this section. Diplomacy is probably the easiest part of the game with some empire being better at it than others. The duties of this can be paying a bribe to keep the peace, to quelling a warring state with a non-aggression treaty. From 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. The Federation has a wide variety and generally is more cordial in manner. The Romulans are logical and show that with their words which are generally neutral. The Ferengi, though respectful often show their want for trade and monetary goals in their words. Cardassian always have an underlying want to show superiority for their neighbor and some races will outright hate upon meeting them. Klingons are honorable, have a decided lack of friendliness, and there is usually a forcefulness in their words. To begin with, there are seven types of treaties that can be made. They are Friendship, Request, Gift, Affiliation, War Pact, Membership, and Declare War. Minor Race Acquisition To get a minor race inside your empire is a slow process. It is important the right words are chosen. Not that this is too difficult considering there are three to four ways to say something, but understanding this will make your money do the best job at softening them up to you. Always read or listen to the Race Info when the first appear. Most races are either highly scientific, primitive, or very warrior-like so appeal to that 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 that truly don't care and 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 level of friendship treaty with a minor race. Each is only really usable if the race feels something for you. This list shows when to ask for a treaty from a minor race. Receptive - Friendship Treaty Cordial/Enthusiastic - Affiliation Treaty Worshipful - Membership. The only way to get them through diplomacy is to work on each treaty and acquire more of their respect. Remember that minor races already affiliated with another empire can not be bought without declaring war on that empire and getting them to switch sides. System Management ------------------------------------------------------------------------------ You have to be a fan of micro-management to win this game. I recommend and conquest style game going back to the 8-bit Nintendo system. At times it is completely overwhelming. If this happens just stop playing and come up with a plan. This may sound stupid, but it works because sometimes it seems like the computer is on drugs, like sending an enemy Troop Transport into a fleet of Cruisers. Each system has the ability to provide food, industry, energy, intelligence, and research to an overall effort and each has upgrades as time goes by. Only intelligence and research are used as an empire wide statistic. Balance vs. Specificity There are several ways to look at this 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 have to pick one. Commonly upgrades will require fewer structures than before. 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 both intelligence and research. A balanced system strategy requires that all systems effectively operate the same regardless of the population. If a system has 95 million people just thing 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. All structure will be less of a hassle if the production level of the system is high. Even equipment upgrades are easier. 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. I have tried both strategies and the 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. 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 production 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. The growth per turn percentage is available for the system before anyone is there. A system with a Class M planet with always grow faster than most are the ones that you want most next to those systems with Dilithium. 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 don't have to be looked after so often. The build list can be put to automatic so that necessary structures are made when they are need. Usually this doesn't work well for a brand new colony because nothing can be produced very quickly (who needs a 100 turns to make a farm). Most of the time, the equipment will have to be bought. Save money for this if you plan galactic conquest. A farm for a new system should cost less than 300 credits. If there is a Class P planet and you have Wind Turbine and Charge Collectors capability then make them a priority for powering research structures. This means a lot if you have five systems with +100 research. Don't force the system growth so much rather than let them grow into their surroundings, this give you time to fight and manage diplomacy without a headache. 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. A good ratio for larger colonies is one Farm to one Production facility. After food is taken care of, then manual upgrades can be done along with powered structures. 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 has 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 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 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 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 Covert Sensor Array: +6 Scan Range 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 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 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, but if you do then this can mean the difference between wiping you enemies off the face of the sector or just flying around like some Ensign at the helm. 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 (Voodoo or RivaTNT) and sometimes you don't see the battle in the way you want to even if you change the view. Charge: Torpedoes first, then Phasers attack at close range and continue to stay near the target. Assault: Phasers first, then Torpedoes all at long range while staying a medium range 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. Evade: Use this if you have a chance of regrouping and defeating you enemy. Remember that grouped ships have a better chance of survival if they evade individually. Successful Tactics 1. Most ships have the full set of tactics available to them, but some like a Colony ship or Troop Transport have vastly limited abilities. 2. Command Cruisers always enhance the battle situation for the smaller ships 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. 3. Another Tactic is to give all ships as much experience as possible. Crews ranked "Green" are no match for a "Legendary" Crew, even in larger numbers. Acquire a race like the Zakdorn if you want to improve this. 4. Charge and Assault may sound like dirty words after fighting in the beginning, but these maneuvers tend to be the best overall. Sure the lead ships take heavy damage, but the end up behind most ships. 5. Slower units and injured units should be separated into similar groups. 6. If evasion is necessary, the split up units to give them a great chance of survival. It is hard for the enemy to target multiple ship going opposite directions. 7. Klingon ships have poor aft defenses so use it to your advantage. 8. Federation Command Cruisers and a Destroyer can be more deadly than any other races with the same exact configuration. 9. All Romulan ships should cloak before and offensive attack or the surprise will be lost. It only takes one the prevent this. 10. Cardassian ship should rely on the fact that the can fire at any angle, so evasion is not as bad. 11. Ferengi ships are great in group attacks. Ship Pairings 2+ Heavy Cruisers - Complete killers. 5 Destroyers - System Raid at 100% or more. Colony Ships and Troop Transports should be escorted to their destination system. 1 Command Cruiser + Any - enhances battle and raiding. Outposts and Starbase should have a defending ship in the sector. Experience Levels All abilities Increase as their experience does leaving fewer vulnerabilities. Even raiding destroyers vastly improve by about 5% percent per experience level while the start at about 15% each for a Green crew. Each ship has a defense number and a damage control percentage. Klingon ships have very high defense number 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 their training is easier. Green: 0 - 699 Regular: 700 - 1999 Veteran: 2000 - 4999 Elite: 5000 - 7999 Legendary: 8000+ Research and Technology ------------------------------------------------------------------------------ Research is measured in teraquads, which you have probably heard all over Star Trek: The Next Generation(TM). Each research point seems to represent one teraquad of information and are divided to a percent for each subject. Even if you have no research points the research progress still increases. 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. I have not noticed an improvement from say Future Energy 1 to Future Energy 2, so you should move those resources to necessary research. 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. Intelligence ------------------------------------------------------------------------------ Usage Intelligence is a nifty thing, even for the Ferengi. There is a balance between Internal and External Intelligence. Using to much external can make it obvious that you are looking for a way in to another empires society and can weaken you severely if you get caught defenseless. It is broken into six categories: Internal Security, Espionage, Sabotage, Economy, Science, and Military. As the overall intelligence value becomes larger, incident occur more frequently and with more drastic consequences. The Romulan Tal Shiar and the Cardassian Obsidian Order are the most powerful intelligence the game. They have the strongest espionage and sabotageand can use mercenaries. Federation intelligence is mainly for security purposes and has little power outside without acquiring a minor race like the Yridians. Ferengi Intelligence regularly can obtain data from every empire without really trying. 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, assasination attempts, data theft, poisonings, destroy starships, cause rioting, steal credits, destroy credits. Signs of Intelligence Comprising 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 had holes in it. The most obvious is if your buildings start to be destroyed or another empire tells you. To solve espionage or sabotage failures, one must stop for a few turns and return the points to the internal security meter because enemy empires tend to be vengeful. 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 the can be compromised. Random Events ------------------------------------------------------------------------------ Many of the events that seem to occur are just passing ship in the night that either attack unprovoked or just like to wander around. Most are worth a lot of experience to the crew. As much as 7000 experience points in one attack. Some just keep coming back like the Crystalline entity, considering I only thought there was one. Borg Cube - Deadliest thing 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 Cruiser or larger ships can defeat one. It must be killed in one turn or else. It took 9 Heavy Cruisers to destroy it in one attack and only 4 survived with heavy damage. 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. Chodak Dreadnought - Huge Starship that roams around for no reason. Will not fire unless provoked and sometimes even if provoked. Combat Drone - It get better as it fights, so be prepared to never truly kill it off. Crystalline Entity - Not the worst after a while. Its graviton beams can only do around 800 points of damage so any Starbase can kill this easily. They can wipe out an entire system. 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. Husnock Raider - Horrible ship from an extinct race that can kills anything it comes across. Doesn't actually look like the ship from the show. 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. 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. More... Make sure to choose how hard the game is before you play. They are listed as Simple, Easy, Normal, Hard, and Impossible. Don't think that Normal is simple, because the enemy Empires are alot smart that even on easy. Use the tutorials to learn you way around. You might find that the second time you play you won't make nearly that amount of mistakes that you did before. The size of your galaxy can mean alot. You have to own about 20 systems to win for a small galaxy. For a large it takes about 40 systems. More minor races means more general power to all empires so beware. Thanks for reading this FAQ! Email: heartblade@hotmail.com for any errors or corrections. Copyright 1999 Jamal Leyba