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Star Trek: The Next Generation - Birth of the Federation

Star Trek: The Next Generation - Birth of the Federation

Reading time
28 min read
Length
7,216 words
Updated
July 28, 2026

Star Trek: The Next Generation(TM)
Birth of the Federation
FAQ Version 1.1

                                         11/19/99

By Jamal Leyba Email:

***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: for any errors or corrections.
Copyright 1999 Jamal Leyba

Acknowledgement

Written by Jamal Leyba. Preserved here with the author credited. Original source: The Spoiler.