Star Trek: The Next Generation(TM)
                            Birth of the Federation
                               FAQ Version 1.4
                                ****  06/04/2001 ****
                                By Jamal Leyba
                         Email:[email protected]


***Disclaimer:
    Star Trek: The Next Generation(TM),(R),(C) 1999 Paramount Pictures. All
    Rights Reserved. Microprose is trademark of Hasbro and its affiliates.
    All other trademarks are the property of their respective holders. This
    FAQ is Copyright 1999, 2000, 2001 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 and their tactical combat is much better, too.
    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
     Trade Route: 150
         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: Don't mind it
     Break Treaties: When Necessary
     Trade Route: 170
         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. Their Tal Shiar is second only to the Cardassian's
         Obsidian Order, and have exceptional research capabilities.
         The choose to rule through quiet allegiance. The are totalitarian
         and the population will support most anything their leaders do.
         Their ship names imply stealth, grace, beauty, and insect life.
    Klingon Empire
     Home System: Qo'noS
     Characteristic: Militaristic
     Conquest: Live for it
     Break Treaties: Dishonorable Practices (Spying and Sabotage)
     Trade Route: 180
         Fierce and ritualistic, the Klingons are proud and do not make
         friends 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: More money to be made
     Break Treaties: Betray Ferengi or an ally
     Trade Route: 120
         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, but they
         have no real inspiration to fight. Their ships have names implying
         money, greed, and the acquisition of wealth.  They can raid a trade
         route easier than any other.
    United Federation of Planets
     Home System: Sol
     Characteristic: Diplomatic
     Military Conquest: Abhor it
     Break Treaties: Planetary Bombardment
     Trade Route: 160
         The UFP was formed to provide a sharing of thoughts and technology
         between willing races. Through this the success of the Federation
         was 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. Go Defiant!!!


Starships
------------------------------------------------------------------------------
         Each ship is listed in it's equivalent category. Some did not quite
    fit like the Ferengi Tokorn which the game considers to be a destroyer,
    but is built like a Heavy Cruiser with more speed. Most ships have an
    upgraded model except the Federation Defiant-Class Heavy Escort (It's so
    fast and powerful that it doesn't really need it). You can't buy
    Outposts or Starbases so an industrial 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
D'retex  R     50    45  1   Med     -     --     -    --    860    23

Colony Ship II Class
Name   Race Shield  HP Spd Range Phasers  P.Pwr Torp T.Pwr I.Cost Maint
Ranol    C   110   130  1   Med     -      --     -    --   9380    23
Edward   U   190    83  1   Med     -      --     -    --   4680    23
LI'w'I'  K   110    50  1   Med     6      25     3    44   4680    26
Tomax    F   160    60  1   Med     -      --     -    --   4160    23
D'retex  R   130    60  1   Med     -      --     -    --   3240    23

Troop Transport Class
Name     Race Shield  HP Spd Range Phasers P.Pwr Torp T.Pwr I.Cost Maint
Toran     C     80    70  1   Med     -     --     -    --    910    26
London    U    110    43  1   Med     -     --     -    --   1030    26
Glantor   F     95    35  1   Med     -     --     -    --    880    26
ChowghwI' K     80    25  1   Med     3      15    2    28    930    28
R'daran   R     80    35  1   Med     -     --     -    --    720    26

Troop Transport II Class
Name     Race Shield  HP Spd Range Phasers P.Pwr Torp T.Pwr I.Cost Maint
Toran     C     140  110  1   Med     -     --     -    --    2450   26
London    U     230   71  1   Med     -     --     -    --    3520   26
Glantor   F     195   55  2   Med     -     --     -    --    3230   26
ChowghwI' K     140   45  2   Med     6     25     3    44    3450   28
R'daran   R     160   55  1   Med     -     --     -    --    2470   26

Outpost
Race Shield   HP Phasers P.Pwr Torp T.Pwr Maint
C      270   210    7     16     6    28    12
U      330   127    6     15     6    28    12
K      270   105   10     15     6    28    12
F      300   105    6     15     9    28    12
R      270   105    6     15     6    30    12

Outpost II
Race Shield   HP Phasers P.Pwr Torp T.Pwr Maint
C      310   230    9     29     7    44    12
U      390   141    7     20     6    36    12
K      310   115   13     25     7    44    12
F      350   115    7     20    10    36    12
R      310   115    7     20     6    40    12

Starbase
Race Shield  HP Phasers P.Pwr Torp T.Pwr Maint
C     600   460   19      49   13    68   104
U     780   282   15      35   13    60   104
K     600   230   27      40   14    68   104
F     700   230   15      35   21    60   104
R     620   230   15      35   13    70   104

Starbase II
Race Shield  HP Phasers P.Pwr Torp T.Pwr Maint
C     660   480   21     62    14    84   104
U     840   296   17     45    14    76   104
K     660   240   30     50    15    84   104
F     750   240   17     45    23    76   104
R     660   240   17     45    14    90   104


Minor Races
------------------------------------------------------------------------------
         There are 30 minor races and each has a special structure that
    provides them with a bonus. These bonuses only become available to you
    when they are a member of your empire. Diplomacy is the best way to get
    them to join, 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: Benzar
         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: Bolarus
         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: Tama
         Mythological Library:  +300 Research
    Trill - A symbiotic race with knowledge and wisdom.
         Home System: Trill
         Research Committee: +30% Research empire-wide
    Ullians - Their mental powers too strong to ignore.
         Home System: Ullia
         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
------------------------------------------------------------------------------
         Even if you are a warlord don't 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. A thing to
    remember is that these galactic empires do not necessarily follow the
    Star Trek cannon.
        To begin with, there are eight types of treaties that can be made.
    They are Friendship, Request, Gift, Affiliation, War Pact, Membership,
    Declare War, and Alliance (Empire only).
        Friendship: The empire or minor race should be at Neutral or higher
                    and this will allow you to trade with them.
        Request: Bribe or ask for a tribute.
        Gift: Giving money for a good cause.
        Affiliation: After being friends with an empire or minor race you
                     can ask to move freely through their space. Must be
                     at Cordial or higher.
        War Pact: Ask another empire to declare war on another.
        Membership: This is only for minor races. You can ask them to
                    become part of you empire and control their system.
        Declare War: It's not really a treaty, but you get the idea. You
                     can declare war on both another empire or minor race.
        Alliace: This is the ultimate treaty between empires and one type
                 of goal in the game.

        The key is not to make enemies too quickly. You do need friends in
    this game. First they allow you to trade and make more money, and you
    don't have to fight all four empires just to survive.
        Here are some generalizations that can be made about each empire:

          -The Federation has a wide variety of message choices and they
           are generally is more cordial. Most minor races practically
           throw themselves at the Federation. Warning: Do not make
           enemies of the Federation early in the game unless you seek
           a large scale war. If you want to stay on the good side of the
           Federation, do not perform plantery assaults.

          -The Romulans are logical and show that with their words which
           are generally neutral in their intent. Though they are kind of
           arrogant. Many races will be enemies with Romulans from the
           start, so if you want friends you will have to pay. To stay
           on the good side of the Romulans do not enter their territory.

          -The Ferengi, though respectful often show their single-minded
           desire for trade and acquisition of wealth in their words. Some
           minor races truly hate the Ferengi and other do not mind. They
           do acquire money quicker than others and can simply bribe minor
           races and other into submission. If you want to stay on the good
           side of the Ferengi you must accept their bribes.

          -Cardassian always have an underlying want to show superiority
           to their neighbors and some races will outright hate upon
           meeting them. You can't really stay on the good side of the
           Cardassians because they will betray you when they feel it
           necessary.

          -Klingons are honorable, have a decided lack of friendliness,
           and there is usually a forcefulness in their words. They do
           seem to like the Federation and will probably ally after
           fighting each other. To stay on the good side of the Klingons
           fight their enemies with them.

 Minor Race Acquisition
         To get a minor race inside your empire is a slow process unless you
    have tons of money. 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. It is also important to let a few turns go
    by before attempting another treaty. 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.

          Neutral/Receptive - Friendship Treaty
          Cordial/Enthusiastic - Affiliation Treaty
          Enthusiastic/Worshipful - Membership.

         The only way to get them through diplomacy is to work on each treaty
    and acquire more of their respect. Remember that minor races already
    affiliated with another empire can not be bought without a hefty bribe.
    After a friendship treaty is made, trading with the minor race will
    better their feelings toward your empire. If it does not, it means that
    another empire is undermining you efforts with the minor race.

 Empire Diplomacy
         Way back there at the top where the empires are listed is
    information about when they break treaties this is very important. Some
    empires you will have to endear yourself to them. Other simply watch what
    you do and say to others. Do not force treaties down their throats too
    often because they tend to become ignored. Sooner or later treaties have
    to be made to make money. Many times a War Pact can solidify bonds, but
    watch the political situation so that you don't make an enemy out of a
    friend. The game can be won through peace with any of the empires.

          Neutral - Non-Agression Treaty
          Receptive - Friendship
          Cordial/Enthusiastic - Friendship/Affiliation
          Worshipful - Alliance


System Management
------------------------------------------------------------------------------
         You have to be a fan of micro-management to win this game. 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.
         Something I really recommend is building many construction
     facilities (i.e. Fabricators,Machining Guilds, etc). As many as 30
     depending on the size of the system.When you upgrade things just move
     people around so that upgrades take no time. Once you are done upgrading
     you can enjoy profits from trade.
          A balanced system strategy requires that all systems effectively
     operate the same regardless of the population.  If a system has 95
     million people just 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.
     (But you could always overbuild construction facilities...) Systems
     should be broken down into three classes: Shipbuilding, Intelligence,
     and Research. Small systems should never be a Shipbuilding system, while
     the home planet should always be a 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. This factors into how many new people you have after a
     one turn. Small systems will definitely have a problem here. To figure
     out how many new people you have next turn:

            (Growth Rate)/100 * (Surplus Food) = (Population Increase)

     A system with a Class M planet 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
     has time to grow. The build list can be put to automatic so that
     necessary structures are made when they are need, but the automation
     seems to be rather stupid. 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 and upgrades
     will have to be bought. Save money for this if you plan galactic
     conquest. If there is a Class J orClass P planet then you can have
     Wind Turbines and Charge Collectors, respectively. This means a lot if
     you want Subatomic Simulators. Food and industry are an early priority.
     If the new system is to become strong then it must be able to produce
     its own equipment.

 System Modifiers
          There are eight types of planets one can find in a system with one
     type being uninhabitable. Some can increase food production or energy
     production. Most will have to be terraformed except for a Class M
     planet. Each can hold a certain amount of people and have a growth rate
     dependent on the type of world, though the game do randomize this
     heavily. Depending on how close to the star the modifier can vary. These
     modifiers are additive and with several in a system can increase to over
     100% of the initial value.

     Name      Type       Population  Growth Rate  Terraform  System Modifier
     Class M   Terran       50-160      0.1-2.0%      ----      5-15% Food
     Class O   Oceanic      40-105      0.1-1.2%    100-       10-40% Food
     Class Y   Volcanic     15-75       0.1-0.8%    157-927   25-100% Energy
     Class G   Desert       20-85       0.1-0.8%    110-510   25-75% Energy
     Class P   Arctic       30-95       0.1-0.9%    195-630        ----
     Class J   Barren       15-70       0.1-0.6%    165-770        ----
     Class L   Jungle       45-120      0.2-1.6%    180-495     10-50% Food
     Class B   Gas Giant            ------Uninhabitable------

Structures
------------------------------------------------------------------------------
 Special Structures
         All races have the Aquaculture Center and basic and/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
         Isolinear Scanner:  +6 Scan Range
         Advance Replicator: +50 Food

    Klingon:
         Combat Testing Center: +100% Weapon Research, +1 morale
         Police State: +9 morale
         Mining Prison: +1 Dilithium, -1 morale
         Great Hall: +1 morale empire wide
         Forced Labor Farms: +60 food, -1 morale
         Tactical College: +45 Ship Experience, +1 morale
         Hall of Warriors: +100% Ground Combat, +1 morale
         Theoretical Simulators:  +100 Research
         Isolinear Scanner:  +4 Scan Range
         Basic Replicator: +30 Food

    Ferengi:
         Festival of Fun: +8 morale
         Franchise Office: +5 trade routes, +1 morale
         Trade Center: +50% credits
         Holo-Cinema: +1 morale
         Fantasy Land: +1 morale empire-wide
         Private Farms: +20 food, +1 morale
         Tower of Commerce: +50% income on trade routes, +1 morale
         Commerce Authority: +25% economic intelligence, +1 morale
         Theoretical Simulator: +100 Research
         Isolinear Scanner:  +4 Scan Range
         Advanced Replicator: +40 Food

 Morale Modifiers
          Each time a governmental action takes place, either a new treaty
    or winning or losing a battle with anyone or anything the morale of each
    system is changed. The home system tends to change faster than the
    others. The morale figures into the amount of industry by increasing it
    or lowering it by the amount of change to the general morale of the
    system. So 105 morale points means +5% Industry to that system. The same
    goes for lowering it so that 75 morale points means -25% Industry. All
    empires start out with a morale of Content at 100 points.

   Rebellious-Defiant-Disgruntled-Apathetic-Content-Pleased---Loyal---Fanatic
       0-24     25-49     50-74     75-99   100-124 125-149  150-174  175-200
   |    Terrorism    |                                        |Free Building|
   |              Poor Industry            |         Good Industry          |

   Actions that change morale are often different for each race. Cardassian
   and Klingons love to fight, while the Federation does not. Romulans can
   hold a grudge and Ferengi see potential investments in the form of allies
   and treaties allowing them access to a market.

   Win Battle: (+4)->Romulan
   Lose Battle: (+4)->Romulan
   Conquer Enemy System:
   Planetary Bombardment:
   System Raid:
   Declare War:

Tactical Combat
------------------------------------------------------------------------------
 Maneuvering
         The most important part of winning is the choice of maneuver based
    on the enemy you are facing. Many start with a full frontal assault that
    you may or may not survive, 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 if you get behind them. A Starbase can wipe out an
    entire invasion fleet.
         To really test out the variety of moves, you should wait until a
    Destroyer Class ship or better can be built. Wait for a battle, even if
    you are likely to lose, and test them out. Be sure to save so that you
    can come back and retry. You will be surprised at how some moves work out
    even if they shouldn't. You can also change the view around with the
    arrow keys or using the interface with the mouse. A buggy part about
    the game is no native 3D support and sometimes you don't see the battle
    in the way you want to even if you change the view.

         Charge: Torpedoes and Phasers attack at close range and continue
                 to stay near the target.
         Assault: Phasers and Torpedoes at long range while stay a medium
                  distance from the target.
         Strafe: A pass across the side of an enemy ship firing at close
                 range.
         Flyby: Same as strafe but for larger ships.
         Circle: Good for multiple ships, they go in for attack, then flee
                 while still firing at long range.
         Harry: Same as circle, but at short range.
         Ram: This is used for last ditch effort and doesn't necessarily
              destroy the ship.
         Retreat: Overwhelmed or a friendly ship, the just run away. You can
                  still be killed while attempting this, though you have
                  officially lost the battlew.
         Evade: Use this if you have a chance of regrouping and defeating
                you enemy. Remember that groups of ships have a better chance
                of survival if they evade individually.

 Successful Tactics
    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.  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 can still be useful. 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 and Federation ships have poor aft defenses so use it to
       your advantage.
    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 - Deadly!
       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 and hope...

 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
D'retex  R    ---   ---    ---        ---       45

Troop Transport Class
Name     Race Raid +Raid Intercept +Intercept Defense
Toran     C    ---   ---    ---        ---       50
London    U    ---   ---    ---        ---       50
Glantor   F    ---   ---    ---        ---       66
ChowghwI' K    ---   ---    ---        ---       77</pre><pre id="faqspan-2">
R'daran   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.

         Some areas are easier to research than others. The following is a
    list of the areas with their maximum research value and the approximate
    percentage to keep them in balance. This should cause the areas to all
    reach their new level at the same time.
      Energy - 70000 (11%)
      Biotech - 81700 (14%)
      Computer - 93400 (16%)
      Propulsion - 105100 (18%)
      Construction - 116800 (20%)
      Weapons - 128500 (21%)

         If you want to know how long it will take you to get to a specific
    level use the equation below. Remember that all info on research points
    per subject and the amount to get to certain level are inside the game
    under "Tech Level Database".


                    U-L                      T = Turns
          T = -------------------            U = Upper level research points
              [RP + (RP * RM)]*TR            L = Lower level research points
                                             RP = Research percentage in
                                                  subject
                                             RM = Research modifier
                                                  percentage in subject
                                             TR = Total research points
Intelligence
------------------------------------------------------------------------------
 Usage
         Intelligence is a nifty thing, even for the Ferengi. There is a
    balance between Internal and External Intelligence. Using 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 four categories and two focuses: I
    nternal Security, Espionage, Sabotage, Economy, Science, and Military.
    As the overall intelligence value becomes larger, incidents will occur
    more frequently and with more drastic consequences.
         The Romulan Tal Shiar and the Cardassian Obsidian Order are the most
    powerful intelligence 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. 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't 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. Shields: 300, HP: 1030.
    Edo Guardian - Not that this is really much of an enemy. It just stays
                   in the Edo system and does nothing if provoked. It is
                   more powerful than a Borg Cube so just stay away.
                   Shields: 6350, HP: 1035.
    Gomtuu - A lonely, suicidal sentient starship that just is looking for a
             place to die. If you leave it alone it will go on its way or
             stick around doing nothing, but if you attack it will do a 360
             move killing or heavily damaging most of your ships after you
             have depleted it's shields. Not really worth the attack.
             Shields: 300, HP: 1530.
    Husnock Raider - Horrible ship from an extinct race that can kills
                     anything it comes across. Doesn't actually look like the
                     ship from the show. Shields: 650, HP: 140.
    Tarrellian Ship - One of the worst and the easiest to get rid of. Their
                      ship has no weapons so if you happen upon it just kill
                      them fast for experience points. Their ships can move
                      fast, something like three sectors per turn. There is
                      more than one so watch out for multiple. They tend to
                      kill more than 30 million people per turn and can
                      destroy your home system in a matter of minutes.
                      Shields and Orbital Batteries do nothing to them.
                      Shields: 600, HP: 130.
More...
 A common question is how to speed up the game. One thing I have found is to
 turn of the system names in each screen and disable the tooltips.

Cheats:
 I get asked this more than anything else. So now I will tell all.

  1. You must open up a DOS terminal window. To do this, click "Run"
     on the start menu in the lower left hand corner.
  2. Type this:  Command.com
  3. Change to the directory in which the game is installed. This is
     usually "C:/BOTF". You will probably start in "C:\WINDOWS\DESKTOP".
     To move down a directory type "CD" and the name of the directory.
     To move up a directory type "CD.."
  4. Once you are in the install directory, type: "TREK.EXE -MUDD".
  5. Hitting the F9 button will increase your money by 10000 credits.
  6. Hitting the F10 button will increase you research

 Version 1.4 Updates
   Everything! Not really. Just a few things including cheats.
 Version 1.3 Updates
   Morale modifiers
   System modifier
   empire diplomacy
 Version 1.2 Updates
   Added shield and HP info for random events.
   Incorrectly named home systems fixed.
   The Ferengi troop transport is called Tomax, but is really Glantor.
   The Romulan troop transport is called D'retex, but is really R'daran.
 Version 1.1 Updates
   Minor spelling errors.
   More Empire info including home system, treaty breaking and conquest.
   Damage Control, Defense, Raid, and Intercept modifier for every ship.

     Thanks to Josh Harrison for some info and tactical strategy and general
     info.
     Thanks to Microprose for making such a fun game!
     Thanks for reading this FAQ!
     Email: [email protected] for any errors or corrections.
     You can always find my FAQ at www.gamefaqs.com.
     Copyright 2000,2001 Jamal Leyba