Star Trek: The Next Generation(TM)
                                    Birth of the Federation
                                     FAQ Version 1.1
                                         11/19/99
                                       By Jamal Leyba
                                 Email:[email protected]

 
***Disclaimer:
     Star Trek: The Next Generation(TM),(R),(C) 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 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.
          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 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, 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. 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
          One of the more underrated races in the Star Trek continuum. The 
          Cardassians are an 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. They
          enjoy conquering and can control populations easier than any other.
          They don't mind breaking treaties with enemies.
     Romulan Star Empire
      Home System: Romulus
      Characteristic: Secretive
      Conquest: 
      Break Treaties: 
          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, grace,
          and beauty.
     Klingon Empire
      Home System: Qo'noS
      Characteristic: Militaristic
      Conquest: Live for it
      Break Treaties: Dishonorable Practices (Spying and Sabotage)
          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 in Klingon and more 
          than half the time they can guess the tactical maneuver the enemy 
          is about to perform and counter it. They have no problem with any
          type of battle, but do not like break treaties with allies.
     Ferengi Alliance
      Home System: Ferenginar
      Characteristic: Unscrupulous
      Conquest: 
      Break Treaties: 
          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 ships are not to be underestimated. 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
          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 and the movies.


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 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     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
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.
          Home System: Acamar
          Acamarian Clan Hall:  +100% Credits, +1 morale
     Andorians - An antenna-clad, militaristic race that wishes for peace.
          Home System: Andor
          Andorian War College:  +25 Ship Experience
     Angosians - They have a history of war based on genetic warfare.
          Home System: Angosia
          Super-Soldier Academy:  +50% Ground Combat
     Antedeans - Ichthyoid races that prefers no to travel in space.
          Home System: Antede
          Harvesting Complex: +100% food
     Anticans --  A mammalian race that hates the Selay.
          Home System: Antica
          Mustering Base:  +50% Ground Defense
     Bajorans - Once highly advanced society of very religious people.
          Home System: Bajor
          Bajoran Jolanda Forum:  +1 morale empire wide
     Bandi - A primitive race of great architects.
          Home System: Deneb
          Architectural Center:  +100% Construction Research
     Benzites - Advanced race that requires a breathing apparatus to travel.
          Home System: 
          Industrial Center: +50% Industry
     Betazoids - A peaceful race of telepaths.
          Home System: Betazed
          Counseling Academy:  +50% Security
     Bolians - Blue-skinned with a ridge they are masters of cosmetics.
          Home System: Bolia
          Cosmetology Center:  +50% Espionage Total
     Bynars - They are a race linked by a central computer.
          Home System: Bynaus
          Planetary Computer:  +100% Computer Research
     Caldonians - Very tall humanoids with great research ability.
          Home System: Caldonia
          Research Think Tank:  +25% Research empire wide
     Chalnoth- A brutal warrior race to rival the Klingons.
          Home System: Chalna
          Gladiatorial Arena:  +100% Weapons Research
     Edo - Primitive race that worships a being living above their world.
          Home System: Rubicun
          Palace of Edo:  +1 morale empire wide
     Ktarians - A cunning race the builds small electronics devices.
          Home System: Ktaria
          Ktarian Game Studio:  +100% Computer Research
     Malcorians - Xenophobic race with near-warp capability.
          Home System: Malcor
          Kinetics Laboratory:  +100% Propulsion Research.
     Mintakans- A primitive cousin to the Vulcans.
          Home System: Mintaka
          Mintakan Farm:  +100% Food
     Mizarians - A cowardly race that surrenders to any foe.
          Home System: Mizar
          Monument of Surrender:  +5 morale
     Nausicaans- Prideful and strong society they have disdain for cowardice.
          Home System: Nausicaa
          Recruitment Center, +40% Ground Combat
     Pakleds - They gain all their technology by taking it from other races.
          Home System: Pakled
          Collection Facility:  +100 Research
     Selay --  A reptilian race that hates the Anticans.
          Home System: Selay
          Selay Mustering Base:  +50% Ground Defense
     Shelliac - A stone-like humanoid race.
          Home System: Shellia
          Shelliac Bioengineering Center: +100% Biotech Research
     Takarans - They are great scientists with a no internal organs.
          Home System: Takara
          Physics Institute:  +100% Energy Research
     Talarians - A warlike race that seems similar to Klingons.
          Home System: Talar
          Defense Network: +100% Ground Defense
     Tamarians - A proud warrior race that speaks in metaphors.
          Home System: 
          Mythological Library:  +300 Research
     Trill - A symbiotic race with knowledge and wisdom.
          Home System: 
          Research Committee: +30% Research Empire Wide
     Ullians - Their mental powers too strong to ignore.
          Home System: 
          Psychohistorical Archive:  +25% Intelligence
     Vulcans - This highly logical race that made first contact with Earth.
          Home System: Vulcan
          Vulcan Science Academy:  +35% Research empire wide
     Yridians - A cousin to the Ferengi, the deal in espionage.
          Home System: Yridia
          Intelligence Service:  +40% Espionage Total
     Zakdorn - Arrogant Tactical Geniuses
          Home System: Zakdorn
          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 empires 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. 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(TM)
      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, 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. 
      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, 
     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
          Covert Sensor Array:  +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


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 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.
     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 the rate of training.
     4. All maneuvers have their value and must be practiced to understand 
        their tactical usage. 
     5. Slower units and injured units should be from the lead group and 
        provide backup.  Ships phaser and torpedo strength never decrease.
     6. 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 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 because of 
        increased accuracy.
     9. All Romulan ships should cloak before an 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 and their shields recover 
        very fast.

  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 when in war.
        1 Command Cruiser + Any - enhances present situation.
        Outposts and Starbase should have a defending ship in the sector.
        To defeat cloaked ships, simply outnumber enemy.

  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+

   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 ship 
     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.

   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
Dretex   R    ---   ---    ---        ---       45

Troop Transport Class
Name     Race Raid +Raid Intercept +Intercept Defense
Toran     C    ---   ---    ---        ---       50
London    U    ---   ---    ---        ---       50
Tomax     F    ---   ---    ---        ---       66
ChowghwI' K    ---   ---    ---        ---       77
Dretex    R    ---   ---    ---        ---       50

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 
     sabotage and 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, assassination 
                      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.
                  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 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, 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.
     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 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.

More...    
  Version 1.1 Updates
    Minor spelling errors
    More Empire info
    Damage Control Modifiers
    Defense Modifiers
    Raid Modifiers
    Intercept Modifiers
    This should be the final version, unless I find out more stuff.

      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.
      Copyright 1999 Jamal Leyba




The Spoiler Centre
Walkthroughs on Adventure Gamers
| RPG Gamers - RPG news | Gamers Manual - Gaming guidebook