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Star Trek:
Birth of the Federation
Overview
Botf is
essentially a strategy game, based around micro-management,
diplomacy and battle tactics. The single player game has two modes,
Domination and vendetta. Domination requires the player to control
over 70% of the galaxy alone or 50% as part of an alliance, the
parameters of the game can be set by the player with difficulty
levels, technological levels and galaxy size/type all optional. The
only game really worth playing IMHO is a large irregular galaxy,
with all competing empires at an advanced technological stage and
the difficulty set to impossible (Random events ‘on’ is also
good) Domination, with ‘minor race’ set to ‘many’ By all
means practise at the lower levels but I can tell you that generally
the AI is not too bright and once you get a hang of the game victory
is always yours.
Players
You can choose to
play as one of the five major empires in the galaxy. If running
around declaring war on everything alive floats your boat then try
the Klingons. If you enjoy diplomacy, self-righteousness and loads
of research (which is rewarded, believe me) then play the Federation. If you get a kick
out of sending teams of spies and saboteurs to bomb murder and maim
rivals then the Romulans or Cardassians are for you and if you get
really excited out of a big wad of cash then I suggest
throwing your lot in with the Ferengi. Each empire has a different
style design theme and way of playing, some empires are harder to
play than others. The easiest to win, on all fronts is the Romulans
followed in order by the Federation, Klingons, Cardassians and
finally the Ferengi. The last two can be a bit of a challenge and I
would suggest starting with one of the easier empires until you
learn the ropes.
Objectives
You begin with
control of three star systems, one your home system, the other two
advanced colonies. Scattered throughout the galaxy are many
different worlds some inhabited some ripe for the picking, your
objective is to populate and control as many of these systems by
whatever means possible until you dominate the galaxy and everyone
kisses your ass.
The only way to
win the game, without cheating is to have a healthy economy. The
more cold hard cash you’ve got the more you can arm yourself, this
is completely consistent with history – just ask Napoleon or
Hitler – without heavy industry, there’s no cash, with no cash
there are no fleets and no armies, no armies? No win! So it all
comes down to cash in the end (as always)
How
do I make loads of cash?
Simple, each
system you control within your empire has a population (measured in
millions) who you can assign to five main areas of endeavour These
are:
Food Production: If you’re not running enough farms to support the population’s
hamburger joints then they starve. Dead people = no cash.
Industry:
Not
enough people slaving away in the factories? = no cash.
Energy:
Not
enough people working in energy? = failing planetary defences,
unpowered Shipyards, special intelligence, research and food
structures = no cash.
Intelligence:
Not
enough CIA types spooking around the galaxy? A lot of unemployed
Odos? = bad internal security = enemy agents bombing all your hard
work and stealing all your cash.
Research:
Not enough eggheads blowing
things up in the lab = no access to improved ships, industrial,
espionage, food structures ………cash.
So, the more
systems, the more people. The more people, the more work you can
give them, the more work, the more cash, the more cash, the more
ships. The more ships the more win. Remember, God is on the side of
the big battalions or in the words of the Grand Nagus ‘ More is
good, all is better’.
How
do I acquire more planetary systems?
Simple, In any
system with a shipyard you build a colony ship (you actually start
the game with one in your home system), you then send this to a
suitable uninhabited system and order it to terraform the planets
there until all are class M (That is habitable for organic life) you
then order the ship to colonise the system. Voila! New colony = more
population = ultimately, more cash.
Which
systems should I target for colonisation?
Ultimately all you
can. However, especially in the early stages of the game it pays to
be a little more strategic and grab the juiciest systems you can
first. These are:
The largest
systems with the fastest rates of population growth
Large systems with
arctic, barren, oceanic and terran planets. (More of this later)
(With random
events ‘on’) Any system that is not
a red giant.
Any system with
dilithium.
And, best of the
best: A combination of all
of the above.
Which
systems should I not waste my colony ships on?
Any small volcanic
or jungle system. You can mop these up later in the game when you
loll at the pinnacle of a large corrupt empire larging it with your
Dominion buddies.
So,
at the beginning of the game I should build a fleet of colony ships
and rush around the galaxy spreading my people hither and thither to
win yes?
Ha ha ha. Just try
it and see how far your little peace fleet gets when the Klingon
high council decides you’re getting too big for your boots or the
Cardassians smell a weakness in your defences. Which leads us to:
Ships
Ships have many
many uses and there are many different types and classes of
starship, all of these can be a little confusing so I shall
concentrate on the main classes of starship available when your
scientists and engineers have built the best they can. For the
realistic purposes of the game I shall concentrate on eight
different types that have similar uses and capabilities.
1.
Colony Ships. For colonisation and terraforming.
All much of a
muchness these, they loaf through space at one sector a turn speed,
they terraform and colonise and then they vanish, in any encounter
with a hostile warship the pilgrim fathers are apt to become space
dust. Their orders should always be set at ‘avoid’ the best
chance they have is to keep a low profile. If you really want them
to reach their destination then they need an armed escort. The (sort
of) exception is the lightly armed Klingon colony transport. If
embroiled in battle all colony ships should be given the order to
retreat, they might survive the encounter if shields and armour hold.
2.
Scouts. For exploration and reconnaissance.
Lightly armoured
and armed, generally crap in combat, these ships are far more
important than you might suppose. Firstly, they have a much greater
range than other ships allowing them to scout out future territories
and minor races to exploit, and more importantly, they act as a
mobile scanner allowing you to monitor enemy movements in space of
which you would otherwise remain ignorant. Can’t be bothered with
that? Wait till your newly colonised gloriously dilithium rich
territory light years from home is brutally taken, out of the blue
by a humungous Ferengi army that materialises out of nowhere or your
nice little task force boldly blunders into an innocuous little
sector containing the entire skulking Romulan fleet who break out
the romulan ale and fart over the debris of your finest. Well I’ve
got news for you Admiral, the chances of being rudely surprised are
greatly reduced if you have these little spies buzzing around your
borders. They do have one other use in combat which often makes them
the first target in any big clash, they give a full scan of opposing
ships capabilities and crew experience levels, this could influence
your decision about fight or flight. In most combat situations they
should be given the ‘retreat’ order and in general should be set
to ‘avoid’. The best scout belongs to the Klingons, it can cloak
and has a galactic speed of 3, the rest are all slower (2).
3.
Destroyers. For raiding strikes or border patrols.
The destroyer is
the basic foot soldier of any given task force but not all
destroyers are the same, not by a long way. In only two empires is
it worthwhile building destroyers:
Not worth it.
Cardassian
destroyer 2 : Pretty crap this, I never bother with it when playing
Cardassia. Not too quick, not very agile, not much firepower.
Federation
destroyer 2 : A waste of space. Use it initially for minor race
first contact then scrap it and build no more.
Ferengi light
raider 2 : The crappest of the lot, it’d be hard pressed to see
off a klingon scout. For some reason the dopey computer insists on
building loads of them, do the same and you’ll sink without a
trace, they make a great firework display.
Worth it.
Klingon destroyer
2 : A tough little sod with some good weaponry can be very
surprising with an experienced crew.
Romulan destroyer
2: The cream of the destroyers, faster than the rest (The only real
option in Romulus as there are no heavy destroyers) with a speed of
3, it has powerful weapons and defences, is extremely agile and like
all Romulan ships can cloak. Nine of these can pretty much venture
where they want. Build loads as soon as you can.
4.
Secondary Escorts. (Heavy destroyers and equivalents) For
attack, defence and escort duty.
These ships are
the ones you need for a powerful fleet at least until your research
bears fruit and you get to play with the really big guns. Generally
fast and fairly agile with weaponry and armour to match. From best
to worst:
Federation Heavy
destroyer 2: This
should be the first warship on your list when playing the
Federation. It is very fast for such a powerful ship (3), the
fastest in the class, quite agile and very tough, the heavy won’t
be beaten by any hostile minor race fleet and in one to one
encounters with similar class and experience ships will usually
emerge the victor. The big advantage is the speed, for patrolling
and guarding colonies the rapid response could save colonists necks
many times over, and, it’s cheap to maintain.
Remember CASH!
Klingon Heavy
Cruiser: Reasonable speed from this original bird of prey, superb
weaponry and armour, and it cloaks! What more could a hardened
warrior ask for?
Ferengi War
cruiser 2: and standard
Raider.: Two ships here. The first is classified as command but
really competes in this category, it is heavily armed with good
armour and a decent turn of speed, not very agile though. The
second, the basic raider is damned good in groups. Fast, with a
speed of 3 and pretty good weaponry systems. Definitely the ship to
build when playing the Ferengi.
Romulan Cruiser 2:
Slow and ponderous, it only beats the Cardassian ship because it can
cloak.
Cardassian Cruiser
2: Well armoured (Like all Cardassian ships) but crap.
5.
Strike Cruisers. For planetary assault.
I have to admit
I’ve always found these ships to be a bit of a waste of time. They
are all slow, not very well armed and take loads of tactical
segments to turn in combat, easy prey to agile destroyers after the
initial assault. Once when playing the Ferengi I was involved in
combat with a surprise attack on the Romulans, the ensuing battle
was the closest call I’ve ever had in the game. The Romulans
rattled off their deadly cloaked first strike taking out several of
my raiders and damaging several others, I did my standard Ferengi
battle plan (excellent for such agile ships) a charge followed by an
evade dispersal. The Warbirds bit the dust as did most of my
raiders. The end two turns resulted in two Romulan Strike cruisers
with shields at full strength and of my fleet, a single raider,
badly damaged. If I were facing them I’d have been mashed potatoes
but after an evade manoeuvre, my raider, one phaser blast from
oblivion, found itself directly behind and above the strike ships.
The raider took them both out as they flailed around trying to turn
and limped home to tell the tale.
Moral.
The computer seems
to enjoy building fleets of Strike cruisers but I never bother.
They’re supposed to be good for planetary assault but I’ve never
noticed any difference against planetary defences from other large
armoured ships. At best cannon fodder for attacking a heavily
protected system when you don’t want to lose experienced crews and
at worst a needless drain on your resources. The best ship in the
class is probably the Romulan model because it cloaks.
6.
Top Command ships: For command and control.
All the following
ships represent the pinnacle of design and technology in their
empires and are all really as good as each other, hence they are in
no particular order. Don’t think however that to be effective in
combat you should build loads of these, not so, sometimes they can
be a liability, they are expensive to run, are usually the first
target in any encounter, don’t really seem to give better
coordination to smaller ships in an assault and are usually sitting
ducks in a flyby. They do have some good points though. As escorts
for fleets of troops they can draw enough fire to allow the other
ships to escape. As guardians of a starbase their extended range
weaponry is very effective, ditto as expendable support for fleets
of heavies, drawing enough fire to enable the heavies to finish the
job, expect to lose them constantly in any big battle.
Federation:
Starfleet has three principal big boys that you can acquire at
various stages of development, the Command Cruiser 2, the Heavy
Cruiser 2 and the Dreadnought 2. In the advanced game you can bypass
the first altogether and just concentrate on the other two. Until
research allows, the Heavy cruiser is adequate but once you have the
capability to build Dreadnought 2s I suggest you use it. Massive
shields, armour and weapons which it uses to great effect, but only
at a distance.
Romulans: The legendary Warbird 2. I love this ship, great weaponry
virtually doubled in effectiveness by the cloaking device, a bit
short on the armour maybe but what are we here eh? Scaredy cat
Cardassians? The most agile of all the big command ships, can pivot
swiftly in combat. Build lots when you can. Cheapish to maintain.
Cardassian:
Battleship 2 . A real brute. Armour armour and more armour. Very
nasty after a flyby as (Like all Cardassian ships) it can fire from
the rear so doesn’t need to turn quickly. It can give the enemy
quite a shock when it wipes out half
their destroyers after the initial pass.
Ferengi: Marauder
2. Another surprise from our big eared friends. I have seen a
marauder head to head with a dreadnought 2 and win. Ditto a
Federation starbase. Good long range weaponry it seems.
Klingon: Attack
cruiser 2. I think that this is the most scary big command ship to
face in combat. Very very tough with the most frightening weaponry,
devastating in an initial assault.
7.
Principal Heavy destroyers/Escorts.
I have saved this
category till last because it is the most important in the game. The
reason the computer AI isn’t really up to much is because it very
rarely builds many of these ships and one or two of them are
awesome. Once your research allows you to build fleets of these the
endgame is in sight. This time the order is from worst to best.
Cardassian: Heavy
Cruiser 2. All Cardassian ships are slow and this is no exception,
with a speed of 2 interception is sluggish, as usual it compensates
with heavy armour and rear firing capability but speed and agility
is of the essence in this class hence bottom place.
Romulan Battle
Cruiser 2 :Nine cloaked Battle Cruisers would frighten a
psychopathic Klingon on cocaine. Major firepower allows for gut
wrenching first strike capability. The drawbacks are lack of speed,
agility and armour, very effective nevertheless. My usual Romulan
task force would consist of two of these, six destroyers and a
scout, it would travel a long way to meet its match.
Ferengi Raider 2.:
A wicked piece of machinery from the crafty alliance. Joint
winner of the speed prize (4) allows it to intercept anything,
plunge deep into enemy territory to take out Starbases, troops etc,
powerful weapons and viciously agile, the silly computer never
builds any but you can. Zap them round the galaxy in groups of nine
causing no end of mischief. Use the ‘evade’ function liberally
in battle for best results, flies rings around more cumbersome
ships.
Klingon Heavy
Cruiser 2 : Another ship the computer never builds, if it did I
wouldn’t be so ready to tackle the Klingons. Spec is similar to
the Romulan Battle Cruiser, It’s got fantastic weapons and can
cloak so the battle is usually over before it starts. What places it
above the other ship though is, as always, speed. In this case 3.
Federation Heavy
Escort: The Crème de la Crème, the zenith of research and
development. The most awe inspiring and deadly warship in the game.
I said research was worth it and when your first Defiant class
Escort is built at Utopia Planatia by Jove you’ll find out why. I
almost got to the point when I wondered if this ship was
indestructible. At a galactic speed of 4 the Defiant slices through
space like a scythe, outpacing everything except the swiftest
Ferengi raider. In combat it is virtually unbeatable with armour,
shields and weaponry better than most command vessels and agility
like a Romulan Scout. A cloaked Romulan Battle Cruiser and Starbase?
Child’s play for two Defiants. Seven Defiants against a Ferengi
force of 50 command ships and 100 fast attack? 125 floating Ferengi
shipwrecks with six escorts scanning the debris for survivors (My
personal kill record) Try not to get too cocky though, there are a
couple of ships that could piss on your parade if you take too many
chances, the Klingon Attack Cruiser 2 among them. The best method of
using the Escort’s extraordinary capabilities is by charge, strafe
and evade, twisting in space while firing its numerous lethal phaser
arrays, powerful shields easily absorbing any lucky hits while it
demolishes multiple enemy vessels in a single tactical turn.
Designed to fight the Borg, This
beautifully sculpted Viper means destruction for anything that
challenges it. I thought Federation ships were dull until I built
these.
Nuff said.
Troop Transports,
Outposts and Starbases.
Troops are good.
You should be building troop transports fairly frequently, their
purpose is twofold.
1.
They build outposts and Starbases.
An outpost allows
you to extend the range of your ships, doubles as a repair facility
for damaged ships, stakes out territory and provides a small measure
of defence. As soon as possible you should convert them to Starbases which have
a vastly greater defensive capability. Simply give the transport the
order to build outpost (Preferably several transports deployed
together) when finished instruct to build Starbase. The more ships
engaged in this, the faster the construction. Stick a powerful
command ship in there as a guardian and Bob’s your uncle! The
power of a starbase can be immense, I took out an entire Cardassian
fleet with a Federation Starbase once. Get building.
2.
They attack enemy systems (If war has been declared) and
either liberate subjugated systems – should you feel generous –
or steam down and do a bit of subjugating themselves. As a rule of
thumb I would check the system’s ground defence capability and
assign at least one transport to the attack per 100 units of ground
defence. Even that would be touch and go, the more troops the better
the chances.
Troop ships should
all really be escorted if they are to survive. The best ones and the
fastest are the Ferengi and Klingon ships, both have a speed of
2 and the Klingons are armed (lightly) the others are all
slow and defenceless.
Minor race ships.
Several races
build their own ships nearly all of these can be acquired when they
become members of your empire. In general they are slow and useless
and best scrapped (Look in the ships order list and select
‘scrap’ the computer will give you some cash) The exception –
if you don’t have access to cloaking technology – is the Yridian
scout which is quite fast, agile, surprisingly competent in battle
and can cloak.
(If
you are interested in ship’s specifications, description and the
technological level need to build them go into research, then
objects then ships)
Strategic
Overview.
Every empire has
its strengths and weaknesses and these should be taken into account
if you want a satisfying victory. The main characteristics and areas
of concern are listed below.
Morale.
Only the most naïve
player would consider this unimportant. The morale of
citizens within your empire can make a huge difference to
production and, if ignored and neglected, can result in the loss of
colonies and member states as they declare independence and/or
switch allegiance.
How
do I increase general morale within my empire?
4 basic methods:
1.
Acquire colonies or member states
2.
Build ‘morale boosting’ structures
3.
Run emergency morale programmes
4.
Win battles.
Morale levels run
from Fanatic, Loyal, pleased, content, apathetic, disgruntled,
defiant and rebellious. At
‘Fanatic’ your population is like the Germans in 1938, hugely
confident, industrious and beavering away like clockwork. When they
get to ‘rebellious’ then it’s more like the Russians in 1917:
wet boots, trenchfoot, angry as hell, ready to shoot the officer
class, execute the Governor and withdraw from your control.
Federation.
Can be tricky to
keep these righteous democrats happy. Make peace as often as
possible. Don’t break treaties, if you want war provoke other
empires into declaring it first (via sabotage, making demands etc).
Only attack one system in a given time period—the liberal
population of the Federation get a little squeamish over any kind of
prolonged bombardment— Acquire colonies and member states.
WIN BATTLES!!
Klingons.
Don’t break
treaties (lack of honour), declare war often,
refuse peace, bombard systems – they like it apparently -
Acquire colonies and member states.
WIN BATTLES!!
Cardassians.
Don’t break
treaties, declare war, bomb systems, Acquire colonies and member
states.
WIN BATTLES!!
Romulans.
Don’t break
treaties, Make peace, declare war, bomb systems, Acquire colonies
and member states.
WIN BATTLES!!
Ferengi.
Don’t break
treaties, Make peace, declare war, Acquire colonies and member
states, entertain your population.
WIN BATTLES!!
So you can see the
central theme that runs through all the empires. Nothing will make
your populations more unhappy than a string of military failures and
broken treaties. Simple really.
So,
if a system that I recently conquered has a ‘defiant’ population
what should I do? Get more colonies? Members? Win a load more
battles?
Yup, if you can.
When playing the Federation I try, if possible, to have a few
‘morale boosting’ moves in place following a brutal subjugation.
I.e : an easy military victory against a couple of scouts and troop
ships, the colonisation of a crap system close to home, the closing
of a peace treaty with an adversary. Any will do. Just feed that
dumb population with the soothing medicine it craves. If all that is
impractical then I have to do a number three.
What’s
a number three?
Didn’t you read
the above list? Every empire has its emergency morale programmes.
For the Cardassians this is the Inquisition, the Romulans, a
Tribunal, the Klingons, Police State, Federation, Martial law and
the Ferengi the Festival of fun. All are outside the rules of
production (I.e take place over a set time period regardless of the
colony size/industry.) can’t be purchased and, we hope, stop the
angry indigenous dissidents from overthrowing our rightful
government and depriving the empire of a source of labour.
All
a bit nasty isn’t it?
Yup, welcome to
the hassles that comes with complete power.
So,
what about ‘morale boosting structures’?
Plenty of these on
the menu. Regimes with general morale problems like the Cardassians
and Ferengi have them as standard build structures for every system.
The Ferengi have their Holo cinema and the Cardassians their
Orwellian Re-education center. Federation and Romulan structures
such as private farms and trade centres all have a morale value, all
need energy for power but could be worth it as a good drug for the
individual system. Then, of course, there are empire-wide morale
structures, the best of which are available from minor races.
And
they are?
The Edo, the
Mizarians and the Bajorans. The Edo have the ‘palace of Edo’ the
Mizarians the ‘monument of surrender’ and the Bajorans the
‘Jolanda forum’ all specialised structures to make your empire
feel better about themselves.
Are
these worth acquiring?
I would say so
yes. A small caveat however. Don’t conquer Bajor. You won’t keep
them for long. Make friends.
Mmmm.
Keep an eye on morale eh?
Oh yes. In a
serious game try and fight battles you think you have a good chance
of winning, every success delivers a few brownie points to morale.
Don’t throw away victories. Nothing succeeds like success.
Intelligence.
Intelligence with
the sub sections of Internal security, espionage and sabotage can be
very important, especially at the start of the game. The Empires
with the best spies, saboteurs and facilities are the Cardassians
and Romulans. Everyone else has to seek out minor race technology to
beef up their offensive capability. So don’t start the game if
playing the others by trying to send out spies to other empires
unless you want war, and you don’t… yet. If playing the
Federation, Klingons or Ferengi I generally start with part of my
superfluous population engaged in research until
I make first contact with the Romulans or Cardassians, then I
hastily shift them into
intelligence.
Why?
Cardassians
especially, will immediately send shadow teams from the Obsidian
order and hit you where it hurts, usually bombing all your farms so
your systems are tied up with the lengthy (and costly) procedure of
preventing starvation, thus not building heavy destroyers and being
effectively defenceless for several turns. The start of the game is
the worst. Make sure internal security is strong strong strong after
first contact with these empires or you may find yourself struggling
with famine and a single scout ship as nine Battle cruisers and a
host of troops pour over the border smugly annexing all your
territory and issuing arrogant demands. If playing Ferengi
Federation or Klingons your intelligence should always be defensive
until you are in a position of power, then you can start sending out
the hawks, a strangely satisfying experience. I would also refrain
for quite some time if playing Cardassians or Romulans, build
intelligence structures and beef up internal security as much as
possible, plenty of time for dumping on the opposition later in the
game, at the start, you need colonies, member systems and a large
powerful fleet NOT a big intelligence headache, all other empires
hating your guts, declaring war and retaliating in kind. You have
been warned.
Which
minor races are useful in intelligence?
There are 5 races
who can really make you into a spy master with a nice sideline in
deep penetration Rambo sabotage. In every game I make it my business
to get them onside if I can. In order of importance (In my opinion)
They are the Betazoids, the Ulians, the Ktarians, then the Bolians
and Yridians. The Betazoids beef up internal security with their
telepathic councelling academy, the Ulians up your intelligence
across the board with their Psychohistorical archive, the Ktarians
up your sabotage potential by distributing addictive computer games
among your enemies from their notorious game studio (Oh my Gawd!
I’m a victim! A victim ya hear!!) The Bolians are good at cosmetic
alteration (Make a fortune in Hollywood) and the Yridians peddle
information. Befriend these races, make them part of your team, if
someone else gets them first, make them your primary targets of war
later in the game.
Later
in the game? Sounds like fun!
It is. Don’t
worry we’ll get there.
Training.
So you’ve got
the ships but have you got the crews? Kirks Picards and Janeways
don’t just pop out of thin air you know, they have to be trained.
Crew ratings are graded green, regular, veteran, elite and
legendary. The higher the rating the better the damage control and
the greater accuracy of strikes, you get a lot more bang for your
buck out of a legendary crew than a green one in the same ship. The
crew fix the ship quicker allowing it to remain longer in combat,
they evade better and are more likely to escape if need be. Trained
troops have a greater ground combat effectiveness and trained
colonists terraform with greater speed.
Sounds
useful. How do I train them?
Three methods.
1.
At a home system training facility.
2.
In combat.
3.
At a minor race training facility.
What’s
a training facility?
A school structure
where they take Wesleys and turn them into Worfs. Starfleet has the
best with their academy it gives 50 points of experience per turn
when the ship is ordered to ‘train’ on Sol. The Klingons come
next with their Tactical college this gives 45, then the Cardassians
with Central Command at 40, then the Romulan Naval Academy 35. These
facilities are all based in the home system. Make sure they are
powered up then give the ship its orders. Easy peasy.
Oh, and all ships built in the home system when the academy
is powered are built with a rating of 700 (Regular)
What
about the Ferengi?
Ah ha! The foolish
Ferengi are obviously too busy in fantasy land to give much thought
to training. There are no training structures on Ferenginar. Their
crews come into the world with a big fat rating of 0 (Green). This
is another reason why the Ferengi are the hardest side to play.
Mmm.
You mentioned combat?
Yup. This is the
fastest and riskiest route. You can throw ‘em in at the deep end,
make them learn the hard way. They gain points based on their kills.
Pootling around blowing up colony ships or transports is given
little worth whereas prevailing against a large bristling fleet of
Klingon battle Cruisers adds a shed-load of gongs to your tunic. It
can turn a green ship into a veteran after one battle.
Yum
yum.
It can also get
you dead, with the added pain that the Klingon fleet that wiped you
out gains big rating points from the experience.
Oh.
Well what about the minor race facilities?
There are two of
these. The Andorian war college and the Zackdorn Military academy.
It pays especially if you are a Ferengi to acquire these minor
races.
Tell
me more about these two?
The structure on
Andor uses a hundred units of energy to run, it gives ships an extra
25 rating per turn, not quite as good as any of the home systems but
better than nothing.
And
Zackdorn?
Zackdorn is the
cat’s pyjamas. The military academy uses a lot of energy to run
(200) but the old masters give your crews an extra 100 rating points
per turn.
Wow!
Yup. Get out there
and make friends with the Zackdorn before the Klingons do.
Finally.
Training is good
but don’t spend all your time doing it. A veteran crew should be
perfectly capable of holding its own in battle upping its rating
with far greater speed than it could at an academy. Training
colleges are most useful for training troop transports. Value your
legendary crews, don’t throw them away on planetary assaults or
futile battles. Attach green and regular ships to legendary task
forces, hopefully they will survive encounters and quickly gain
experience.
Research.
What’s the point
of research in the advanced game you say? I just want to get out
there, kill Ferengi and gallivant round the galaxy with my chums in
the Talshiar!
Tut tut. Without
research you won’t get to use the best and baddest ships. Without
research you won’t be able to upgrade to the best food, industry,
energy and intelligence
structures. Your chums in the Talshiar are going to look pretty
silly trying to fend off the new improved Obsidian order from a
neglected dusty office. Not to mention your crews stuck at the helms
of inferior ships when the Klingons unveil their gleaming new Attack
Cruiser 2s or the Ferengi post you a brochure for their improved
rapid Raider.
Point
taken. Ok then tell me about research.
There are six
areas of research. You can find these by clicking on the research
segment of the command hexagon, In the advanced game you start with
a rating of 8 in each of the fields. To get all the top structures
you need to attain 9 in every category, and getting the best ships
can vary but usually demands a ten in more than one category. You
can find out what you need by clicking on object database, then
ships, then select the ship you want, at the bottom of the screen it
will tell you what you need to be able to build the ship, if
anything is red, that’s what you need. (You can also get the info
on all ships and structures available in this section)
How
do I speed up my research?
Three methods:
1.
Build research structures (Usually laboratories) and stick
some population units to work them.
2.
Build energy powered research structures and power them.
3.
Acquire Minor races with research talents, build and power
their special structures.
Number
one?
You know what
those are, you start the game with several research structures in
your three systems, just under intelligence.
And
energy powered research structures?
All races have
access to stimulators. For the Federation and Romulans these are
subatomic stimulators which give an extra 150 research points when
powered. The others have to make do with Theoretical stimulators
which only yield 100. In addition, depending on which empire you
play you may have energy structures that only you can build giving
you a clear edge.
And
these are?
Too numerous to
mention. The Federation has a big lead in research with things like
the Daystrom institute and Genesis lab. Go into Sol, then energy and
have a look at all the goodies. After the Federation, the Romulans
are best, then the Klingons, Cardassians, and finally the poor old
Ferengi.
Ok,
what about the minor races, who can help me design those Defiants?
Most of the minor
races out there are scientific races who have structures which can
help you out in one area or another, there are, however, three in
particular that I would recommend acquiring, their talents giving an
empire-wide boost to all your efforts.
And
these Einsteins are?
Top of the class
is, yup you guessed it, the Vulcans. They have a Science Academy
that gives your empire a 35% increase in all research areas,
you’ll need to reserve 170 energy units to run it. In at number
two are everyone’s favourite symbiots, the Trill. Their Research
Committee gives 30% across the board and needs 150 energy. Number
three brainbox slot belongs to the Caldonians with a research think
tank at 25% needing 200 energy. Recruit all three of these races and
every category of research will be boosted by a mega 90%, and
that’s on top of your own structures and efforts.
Nice.
Yes indeedy. Watch
out for the many other races who have more localised research
talents as well and it won’t be long before you can start kicking
some ass with superior machinery.
Diplomacy
Minor Races.
Ok
ok, you keep telling me
about all these minor races. How do I get them working for me?
Two methods.
1.
Conquer them
2.
Butter them up with money until they join you.
Tell
me about the conquering.
Nope. You can find
that in the section under ‘War’. This is Diplomacy.
Ok,
tell me about the buttering then.
When you encounter
a new race the computer will tell you and give a brief outline of
their capabilities and how useful to you they might be. Under their
picture you will see a little ‘attitude bar’ this tells you how
much they like you. At worst it can read enraged, then icy,
uncooperative, neutral, receptive, cordial, enthusiastic then
finally worshipful. Some races, depending on who you play will like
your more than others on first contact. Some empires are more
popular than others. The Federation generally get a cheerful
reception with many races such as the Vulcans receptive initially,
whereas the Cardassians are disliked by many, the other empires are
all somewhere in between.
So… The only way
to get them onside it to give them money, end of story.
This is achieved through the ‘propose, gift’ functions.
You get a choice of wording so be careful what you say. The more
cash you send, the quicker you gain popularity. When they are
‘receptive’ they can usually be persuaded into a friendship
treaty, this allows trade. When the counter hits ‘cordial’ or
even better ‘enthusiastic’ you’ve got an affiliation treaty in
the bag. This gives you the use of their shipyards (If they have
them) increasing your range. At this point you should be bunging
them cash every turn if you can. When you’ve filled the bar all
the way up and it reaches ‘worshipful’ its time to offer
membership. You will usually get it and the system now joins your
empire, you can get in there and build the Science academy or
whatever.
And
that’s it?
Not quite. The
first, absolute priority on your list when acquiring a minor race is
to build a communication grid in that system and power it. If it
takes more than one turn to build then buy it, and make sure you
check its powered.
What’s
that all about then?
The chances are
that others empires have either made first contact with your minor
race or are going to at some point, they might have even got there
before you and believe me, they won’t be twiddling their thumbs,
if the system’s worth having and war is impractical they’ll be
sending little gifts too. When the system is affiliated with you or
a member these ‘gifts’ will become bribes. The communication
grid fortifies them against these bribes (500% to be exact) and
usually – though not always – works for the duration of the
game. You yourself have this option with minor race members of enemy
empires, you’ll find it in diplomacy under ‘request’. So,
build those grids.
You
said it doesn’t always work?
Yeah. You have to
keep an eye on how happy they are, go into ‘active’ and check
out your treaties. If that attitude bar starts to slip by so much as
one counter then bung them more cash, even if they are a member.
Certain races do, on occasion, break their treaty with you only to
join another empire. If you get a persistent treaty breaker during a
game – and it is usually
just the one, then conquering them is the only solution. This has
happened to me many times. Some races seem to be repeat offenders.
The Ktarians are always a pain and the Tamarians and Takarans have
given me grief in the past. Also, surprisingly the Mintakans. I
liberated them from the oppression of Cardassian rule once, got them
worshipful, built a grid and spent a lot of money on the system
rebuilding only to have
the ungrateful pointy-eared idiots break off and join their old
oppressors. I was so pissed off at this that I declared war on the
Cardassians and took the system by force before I was ready. My
strategy now with an offender is to keep them sweet with regular
payments as I amass troops in the system, sometimes built at their
own shipyards. I then strip them of all defences (Orbital batteries,
bunkers and shields), wait until they declare independence, then
invade. No more trouble.
Be warned, build
communication grids and watch your members.
What
about diplomacy with other empires?
Each empire has
its own characteristics, attitudes and some are more trustworthy
than others. The Klingons and Cardassians are most likely to refuse
an offer of non-aggression on first contact, the Federation, Ferengi
and Romulans most likely to accept. The most likely empires to break
a treaty are the Ferengi and the Cardassians but quite frankly I
don’t trust anybody.
Demands.
Rival empires will
constantly be sending you demands for money and/or territory,
you’ll have to weigh these against your strategic objectives. If
the Cardassians are on the opposite side of the galaxy and can’t
really wage an effective war with you then you can reject every
demand they send and not really bother about it. If they’re sat
right next door and you need to keep the peace while you prepare
your fleets to mash them later you might consider accepting. If
you’re at war with someone and they send a demand, tell them to
get lost. If you have a lucrative friendship treaty with trade
bringing in serious cash then it may be politic to part with a few
credits. Most of the time though you simply can’t afford it,
especially with the Ferengi who always seem to demand the most
outrageous amounts.
Making demands
Sometimes it works
but most often you’ll be told to go to hell. When playing the
Federation I use this along with espionage as a handy device for
provoking a war when declaring it myself would decrease my
empire’s morale.
Replying to
diplomatic messages.
Be very mindful of
which empire you are when deciding how to respond to messages, how
you react could affect empire morale.
How?
For example. If
I’m playing the Federation and I receive a non-aggression proposal
from, say the Ferengi which I don’t want because its not part of
my gameplan and I actively reject
the proposal then my empire loses morale points because the
Federation is supposed to be a force of peace. Not too good.
However, if I ignore the
proposal, no one’s the wiser. BUT
If, as the Klingons I receive an identical proposal in the
same situation I would actively
reject it. In doing so my empire gains
morale points because Klingons don’t like making peace. Simple
really.
War pacts
Depends. If you
intend on declaring war anyway then send them out. If you receive
them and you’re not ready then refuse them. Again be mindful of
who you’re playing and how your actions affect morale.
Affiliations and
alliances.
Affiliations can
be very useful but also very risky. When you sign an affiliation
treaty with another empire it gives you the use of all their
starbases outposts and shipyards effectively adding their range to
your own and enabling you to find new colonies and make contact with
more minor races, unfortunately they get the same benefits allowing
them to lounge their fleets in all your precious colonies, meet your
members and bribe them. There is also the substantial risk that they
could suddenly break the treaty while their ships are swarming all
over your space. I never trust them one little bit. If I’ve got 20
Cardassian Battleships and troops hanging aroung a sector somewhere
I always have to tie up a task force to keep an eye on them should
they start making trouble. Other empire affiliations can be a pain
as well. If I’m at war with the Cardassians who’re on the other
side of the galaxy with the Romulans seperating us and they sign an
affiliation treaty. If the Romulans have a non aggression agreement
with me then I can’t enter their territory but the Cardies have
carte blanche to mass on my borders and I can’t touch them without
breaking my Romulan treaty, very frustrating.
Alliances are
pretty much the same except you can win the game as part of an
alliance. But you don’t really want that do you? Much more fun on
your own.
So. Be mindful of
your decisions and how they affect morale, don’t be bullied, be
wary of affiliations but use them to your advantage. Don’t trust
anyone ever, The most worshipful friend could declare war at any
time, (Especially the Cardassians or Ferengi).
War.
War ooh aah, whaat
is it good for? Absolutely everything.!!
Nobody likes
breaking treaties but everyone except the Federation likes declaring
war. To attack enemy systems and minor races you must declare war.
Everybody likes attacking system except the Federation. When playing
the Federation you have to be a bit more sneaky when it comes to war
and try to get your enemies to declare it on you, then the people
are happy, unfortunately this isn’t always that easy.
Risks of war.
Paradoxically you
are at your greatest likelihood of
having war declared on you when you are at your most
vulnerable and most powerful. In the very early stages of the
advanced game, the first few contacts could yield disaster if you
are under strength. One empire may have chosen to blithely build
colony ships along with a couple of destroyers at the go and be
absolutely wiped out in a short space of time. I usually adopt this
strategy when playing the Klingons. If the geography of the galaxy
is favourable I can absorb the entire Ferengi alliance almost before
I’ve made contact with all the other empires. Neighbouring empires
at the start (Federation excepted) can sense military weakness like
a murder of Crows. Don’t think you will be left alone to
peacefully colonise if you can’t defend yourself. Once you have
deterred invaders and established a growing empire, things settle
down and the game becomes a war of attrition. When you have grown
hugely powerful the computer usually makes a decision and everyone
declares war on you simultaneously regardless of your relationship
with them. If in an alliance, you reject the option of an alliance
victory your allies will turn on you fairly soon. Be prepared for
this if you are not willing to accept the saccharine rewards of a
joint triumph.
What
about war against minor races?
Again, for
everyone other than the Federation this is the route to take during
the early stages. There is usually a mad scramble of war
declarations early on, most minor races being pretty defenceless, a
few troopships easily adding profitable systems to a tyrannical
empire. This does, however result in half an empire who doesn’t
want to work and spends most of its time trying to rebel, a bit of a
pain in the ass, I have to say I like my citizens happy, it cuts the
time I have to spend checking on them. Personally I would weigh it
all up carefully. If , for example, I’m playing the Ferengi and I
encounter the Zackdorn (Military) and the Betazoids (Intelligence)
knowing that my Romulan neighbours had made contact with them also I
would dispense with the niceties and conquer them as soon as
possible. I would really need the Military academy for my ships and
the Councelling structure for internal security (Especially against
the Romulans). I couldn’t therefore take the risk that either race
may join the Romulans so war and conquest is the speedy solution, I
then have to contain morale problems as best I can, some races
knuckle down meekly under subjugation, others spend most of their
time hating their overlords and trying to assassinate the Governor.
Who?
Ha ha! You’ll
find out Mister Gowron. Let’s just say, keep a special eye on the
Talerians, the Chalnoth and all other warlike races. Be especially
aware of the Bajorans. Way back when, I had to wipe them off the
face of the galaxy and re-colonise the system with nice loyal
Romulans.
Oh
dear!
It works both ways
though. If you get them as members they will never defect, stubborn
bastards.
So,
If I’m playing anyone other than the Federation I can just overrun
all minor races I encounter?
Not all I’m
afraid, some are very very well defended, again mostly the warlike
races, watch out for the Bandi on Deneb, enough orbital batteries to
blast your ships directly to Sto-vo-kor.
Orbital
batteries?
I’m glad you
asked that. I shall start with system defense and then move on to
attack Ok?
Ok.
Defending
systems
During war, you
have (As does everyone else) Five avenues of defense for a planetary
system.
And
they are?
1.
(Obvious this) A
fleet of ships guarding the system.
Yeah
yeah yeah. And the rest?
2
Orbital batteries.
3
Shield generators.
4
Bunker networks.
5
Special minor race defense structures.
Hokay.
What are orbital batteries?
Orbital batteries
are robotic defense machines that orbit a planetary system keeping
an eye out for attacking enemy vessels. They are powered by energy
units, each battery using 50 units of energy. When a foreign fleet
with troops launches an assault against the system, the batteries
open fire. If the batteries are hugely outnumbered (and out gunned)
by the attacking fleet then they will be destroyed. If they outclass
the invasion force then they will destroy a load of enemy shipping.
They will always destroy
Troop transports on their own. You can never (in my experience) take
a system with a battery using just troops.
So,
how would I best attack such a defended system?
As a rule of
thumb, assign at least 2 powerful starships to every orbital battery
for a guaranteed success. This isn’t always the case, sometimes a
fairly small task force can get lucky with these defences but I like
to make sure of a kill. The more ships assigned to a planetary
assault, the fewer lost. A massive strike is the best chance for
success, if playing the Federation you should bear this in mind for
morale purposes. The quicker you make your conquest, the less
opportunity political renegades have to spread doom and gloom within
your empire.
How
about using orbital batteries for my own empire defence?
Simple. Build as
many as you can power everywhere. You can use energy on other
structures until the threat of invasion, then switch them on. There
is no such thing as too many orbital batteries.
Shield
generators?
Shield generators
have a twofold benefit. Using the same principles as a starship
shield they provide a measure of protection for all structures in
the system that you may have built and also hinder raiding (Ships
trying to intercept trade and steal money). When a task-force
launches an assault, planetary shields minimise the damage. Costing
50 energy, they are worth their weight in latinum.
Bunker
networks?
Available in all
empires apart from the poor Ferengi. A bunker network only uses a 10
of energy yet gives a system a good boost for their ground defense
once the batteries and shields have been overcome. It allows your
population to dig down deep and annoy any invading troops with their
resistance. Again,
build them everywhere you can.
Special/minor
race structures?
Several warlike
minor races have nothing to offer to an empire other than their
industry and fortified ground defenses (Anticans, Selay with their
‘mustering base’ special structures) Use these if practical.
Lastly.
If you more the
cursor over the star in your system on the small map a list will
appear giving you the defensive statistics for that system, Powered
orbital batteries, shields (if you have them) and the ground defense
number. Usually the level of ground defense is in ratio to the
systems population size, the exception being Klingon systems which
have a much greater ground defense capability than other empires due
to a Klingon special structure. In times of peace all defensive
structures need not be powered so the energy can be used on other
special structures, make sure, however that, if need be, you have
enough energy for your defenses. Batteries and shields without a
usable energy source are a waste of time.
Attacking
systems
Much of the above
about defense applies to attack just in reverse. There are a couple
of things to add. When attacking a subjugated minor race of an enemy
you are given the option to either liberate them or subjugate them
yourself. With all empires
bar the Federation the second option has no effect on moral. With
the Federation a liberation gives you morale but a subjugation
decreases it, you’ll have to see how happy your citizens are in
general before you decide which option to take. Subjugating too many
systems in quick succession (As you might if playing the Klingons)
can turn your empire from ‘fanatic’ to ‘disgruntled ‘ in a
short space of time so be careful. Also, you can choose to wipe the
system population out completely without bothering to invade. This
can have advantages in certain situations. If say the Ferengi have
recently colonised a prime system so it has a very low population
you’d probably be better off getting rid of them completely and
then re-colonising with your own people to avoid a subjugated
Ferengi morale headache. Again, no-one except the Federation has too
many problems with this, although, on occasion, the Romulans
aren’t too keen on prolonged civilian bombardment. The more ships
deployed on this the better. A huge fleet of powerful vessels can
wipe a large system in a couple of turns.
Combat
In times of war,
first contact or in the absense of a non-aggression treaty your
ships are going to encounter others, when this happens you get a
little siren and a box telling you how many ships you have facing
the enemy. There are three options.
1.
Fight
2.
Open hailing frequencies
3.
Auto
The only time I
use Auto is when My ships vastly outnumber the enemy and I can’t
be bothered watching 10 Command blow up a colony ship, but in
virtually all other cases you should press fight. Don’t worry
about the hailing frequences, in the combat screen you are given
this option again should you not want to fight. (There are many
instances for hailing, first contact with Vulcans say, when you want
them as allies and won’t get very far if you destroy their ships.)
Say
I want to fight, How do
I do it?
On the screen your
fleet and the enemies are displayed facing each other. If you click
on one your ships the whole class will be selected in red (i.e: all
fast attack, all command, all non-combatant, strike etc) and a list
of orders will appear. After you have selected your orders you then
select the opposing ships group you want to target.
Orders
Orders vary
depending on the ship’s class. The only order that is not
available to fast attack ships is ‘assault’
1.
Group Assault (Command)
2.
Group Charge
3.
Group Harry (Fast attack) or circle (Command)
4.
Group Strafe (Fast attack) or flyby (Command)
5.
Group Evade
6.
Group Ram
7.
Group Retreat
8.
Group Open hailing frequencies
9.
Select ship.
If you press
select ship, you are given the option to give individual ships
separate orders. However the best method is to first give the entire
group its orders and then select individual ships. If you start by
selecting ships then any group order cancels out separate orders.
What
do they do?
Assault:
Orders Command or Strike ships to fire using long range
weapons.
Charge:
Orders All ships to charge firing all weapons at close range.
Harry/Circle :
Orders ships to break into 2 groups and circle the enemy firing long
range weapons
Strafe/Flyby : Orders ships to charge at an angle and attempt an outflanking
move.
Evade :
Orders ships to evade enemy weaponry while firing, dogfight
style.
Ram :
Orders ships to ram the enemy firing weapons.
Retreat : Orders
ships to retreat (They
stay in the sector if you win and retreat from the sector if you
lose.)
Open hailing
frequencies: Orders
ships to open a channel/leaves them vulnerable.
So
what’s the best?
It would take up
half my hard disk to describe how each empires individual ships
respond to various orders and many might disagree with my opinions.
Pleeeeze.
Ok. I’m going to
make this snappy.
·
Set all non-combat ships to retreat (Unless you have Klingon
ships and are facing a vastly inferior force).
·
Give all cloaked Romulan ships assault and charge orders
first for maximum stealth strike damage.
·
For small agile ships (Rom destroyers, Ferengi Raiders)
charge and evade is very good, be wary of
initial strafing as your ships turns so quickly you could end
up with your backs to the enemy.
·
Harry and Circle orders are mostly effective, for strike and
command ships.
·
Flyby after assault is a good idea for slowly turning Command
vessels (Doesn’t much matter for Cardassians as they can fire from
the rear).
·
Ships with heavy damage should be either set to evade, or
retreat.
·
Target the toughest enemy ships first.
·
Don’t send small destroyers in to a starbase, it will pick them off one
by one well before they can get within range.
·
Set scouts to retreat if forces are evenly matched, evade if
you have |