Games PC BIRTH OF THE FEDERATION User Manual

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Star Trek:
THE NEXT GENERATION
®
Birth of the
Federation
Birth of the
Federation
TM
BOF ALL TOGETHER-singles 25/05/99 13:32 Page 1
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Underlying computer code and manual © 1999 Hasbro Interactive, Inc. All Rights Reserved. STAR TREK: THE NEXT GENERATION ™, ® & © 1999 Paramount Pictures. All Rights Reserved. STAR TREK and related marks are trademarks of Paramount Pictures. Used under license.
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Table of Contents
Introduction:
Explore the Final Frontier . . . . . . . . . . . .xi
Chapter 1:
Game Installation . . . . . . . . . . . . . . . . . . . . . . . . .1
System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Installing the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
The ReadMe File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Using the Tutorials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Chapter 2:
Game Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Game Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Selecting Buttons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Active and Inactive Buttons . . . . . . . . . . . . . . . . . . . . . .6
Tool Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Game Artificial Intelligence . . . . . . . . . . . . . . . . . . . . . .6
Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Strategic Turns . . . . . . . . . . . . . . . . . . . . . . . . . .7
Tactical Turns . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Screen Saver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Playing Empires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Cursor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Game Victory Conditions . . . . . . . . . . . . . . . . . . . . . . . .10
Domination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Vendetta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Team Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Game Screens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Marker Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
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Game Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
System-Level Resources . . . . . . . . . . . . . . . . . . . . . . . .14
Energy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Food . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Industry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Empire-Level Resources . . . . . . . . . . . . . . . . . . . . . . . .15
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Dilithium . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Intelligence Points . . . . . . . . . . . . . . . . . . . . . . .16
Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Population . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Chapter 3:
Empires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
United Federation of Planets . . . . . . . . . . . . . . . . . . . . .20
Klingon Empire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Romulan Star Empire . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Ferengi Alliance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Cardassian Union . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Chapter 4:
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Continue Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
New Single Player Game Button . . . . . . . . . . . . . . . . . .26
New Multiplayer Game Button . . . . . . . . . . . . . . . . . . .27
Load Game Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Save Game Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Options Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Hall of Fame Button . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Retire Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Quit Game Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
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Chapter 5:
Single Player Game . . . . . . . . . . . . . . . . . . . . . .31
Configuration Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Civilization Level Buttons . . . . . . . . . . . . . . . . . . . . . .33
Game Preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Minor Races Button . . . . . . . . . . . . . . . . . . . . . .34
Difficulty Button . . . . . . . . . . . . . . . . . . . . . . . .35
Strategic Timer . . . . . . . . . . . . . . . . . . . . . . . . .35
Tactical Timer . . . . . . . . . . . . . . . . . . . . . . . . . .35
Random Events Button . . . . . . . . . . . . . . . . . . . .36
Tactical Combat Button . . . . . . . . . . . . . . . . . . .36
Victory Conditions Button . . . . . . . . . . . . . . . . .36
Galaxy Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
Galaxy Size Button . . . . . . . . . . . . . . . . . . . . . . .37
Galaxy Shape Button . . . . . . . . . . . . . . . . . . . . .37
Empire Selection Screen . . . . . . . . . . . . . . . . . . . . . . . . .38
Chapter 6:
Main Galactic Screen . . . . . . . . . . . . . . . . . . .39
Main Galactic Window . . . . . . . . . . . . . . . . . . . . . . . . . .40
First Contact Window . . . . . . . . . . . . . . . . . . . . . . . . .41
Galactic Map Window . . . . . . . . . . . . . . . . . . . . . . . . .42
Sectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Galactic Map Buttons . . . . . . . . . . . . . . . . . . . . .43
Map Button . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Military Button . . . . . . . . . . . . . . . . . . . . . . . . .44
Events Button . . . . . . . . . . . . . . . . . . . . . . . . . .44
Economic Button . . . . . . . . . . . . . . . . . . . . . . . .44
Overlay Button . . . . . . . . . . . . . . . . . . . . . . . . .45
Redeployment Window . . . . . . . . . . . . . . . . . . . . . . . .47
Redeploying Starships . . . . . . . . . . . . . . . . . . . .48
Turn Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Summary Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Turn Timer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Empire Info Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
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Main Galactic Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
Events Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
Task Force Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Moving Task Forces . . . . . . . . . . . . . . . . . . . . . .51
Attacking Solar Systems . . . . . . . . . . . . . . . . . . .52
Trade Routes Panel . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Trade Routes . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Trade Routes Button . . . . . . . . . . . . . . . . . . . . .54
Main Galactic Information Window . . . . . . . . . . . . . . . .55
Solar System Information Window . . . . . . . . . . . . . . . .55
Solar System Statistics . . . . . . . . . . . . . . . . . . . .56
Terraforming . . . . . . . . . . . . . . . . . . . . . . . . . . .56
Task Force Information Window . . . . . . . . . . . . . . . . .57
Cloak Button . . . . . . . . . . . . . . . . . . . . . . . . . . .58
Orders Button . . . . . . . . . . . . . . . . . . . . . . . . . .58
Redeploy Button . . . . . . . . . . . . . . . . . . . . . . . .60
Chapter 7:
Tactical Combat Screen . . . . . . . . . . . . . . .61
Initiate Combat Window . . . . . . . . . . . . . . . . . . . . . . . . .62
Tactical Combat Window . . . . . . . . . . . . . . . . . . . . . . . .63
Tactical Commands Menu . . . . . . . . . . . . . . . . . . . . . .64
Turn Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Options Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Tactical Turn Timer . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Playback Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Playback Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Tactical Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Tactical Combat Panel . . . . . . . . . . . . . . . . . . . . . . . . . . .68
Starship Statistics Panel . . . . . . . . . . . . . . . . . . . . . . . .69
Tactical Viewpoint Panel . . . . . . . . . . . . . . . . . . . . . . .69
Tactical View Controls . . . . . . . . . . . . . . . . . . . .70
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Tactical Viewpoint Panel Buttons . . . . . . . . . . . .71
Reset Button . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Views Button . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Status Button . . . . . . . . . . . . . . . . . . . . . . . . . .73
Auto Button . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Fleets Button . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Enemy Button . . . . . . . . . . . . . . . . . . . . . . . . . .73
Tactical Events Window . . . . . . . . . . . . . . . . . . . . . . . . .73
Exiting the Tactical Combat Screen . . . . . . . . . . . . . . . .74
Chapter 8:
Solar System Screen . . . . . . . . . . . . . . . . . . .75
Systems Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
Solar System Screen Buttons . . . . . . . . . . . . . . . . . . . . .77
Solar Systems Window . . . . . . . . . . . . . . . . . . . . . . . . . .78
Production Summary . . . . . . . . . . . . . . . . . . . . . . . . . . .78
Production Summary Sliders . . . . . . . . . . . . . . . . . . . .78
Labour Pool Slider . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Energy Management Window . . . . . . . . . . . . . . . . . . . .80
Energy Slider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Build List Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Ship List Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Structures Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Scrap Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
System Info Window . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
Build Queue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
Chapter 9:
Intelligence Screen . . . . . . . . . . . . . . . . . . . . .89
Intelligence Window . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Empire Intelligence Information Window . . . . . . . . . . .91
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Management Button . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Internal Security Slider . . . . . . . . . . . . . . . . . . . . . . . .92
Espionage and Sabotage Sliders . . . . . . . . . . . . . . . . . .93
Agent Specialty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
Report Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Empire Status Button . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Chapter 10:
Diplomacy Screen . . . . . . . . . . . . . . . . . . . . . . . .99
Diplomatic Relations Window . . . . . . . . . . . . . . . . . . .101
Sympathy Bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
Diplomacy Window . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
Active Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
Propose Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Treaties with Empires . . . . . . . . . . . . . . . . . . . . . . . .104
Treaties with Minor Races . . . . . . . . . . . . . . . . . . . . .106
Terms of Treaties . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
Event Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
Race Information Button . . . . . . . . . . . . . . . . . . . . . . .110
Diplomatic Summary . . . . . . . . . . . . . . . . . . . . . . . . . .111
Chapter 11:
Technology Screen . . . . . . . . . . . . . . . . . . . . .113
Empire Technology Information . . . . . . . . . . . . . . . . . .115
Technology Window . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Research Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
GRP Allocation Slider . . . . . . . . . . . . . . . . . . . . . . . .116
Technology Field Database . . . . . . . . . . . . . . . . . . . . . .117
Object Database . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Database List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
Database Description . . . . . . . . . . . . . . . . . . . . . . . . . .119
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Ships Filter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Requirements List . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
Chapter 12:
Multiplayer Game . . . . . . . . . . . . . . . . . . . . . . .123
Multiplayer Victory Conditions . . . . . . . . . . . . . . . . . .124
Multiplayer Setup Screen . . . . . . . . . . . . . . . . . . . . . . .125
Types of Multiplayer Connections . . . . . . . . . . . . . . . .126
Network Button . . . . . . . . . . . . . . . . . . . . . . . .126
Modem Button . . . . . . . . . . . . . . . . . . . . . . . . .128
Serial Button . . . . . . . . . . . . . . . . . . . . . . . . . .129
Configuration Screen . . . . . . . . . . . . . . . . . . . . . . . . . . .129
Multiplayer Lobby Screen . . . . . . . . . . . . . . . . . . . . . . .130
Empire Selection Screen . . . . . . . . . . . . . . . . . . . . . . . .130
Chat Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
MSN Gaming Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132
Chapter 13:
Game Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
Sound Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134
Game Preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135
Tool Tips Button . . . . . . . . . . . . . . . . . . . . . . . . . . . .135
Random Events Button . . . . . . . . . . . . . . . . . . . . . . .135
Tactical Combat Options Button . . . . . . . . . . . . . . . . .135
Autosave Button . . . . . . . . . . . . . . . . . . . . . . . . . . . .136
Appendix A:
Starships and Starbases . . . . . . . . . . . . .137
Starships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .138
Colony . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
Raider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140
Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140
Strike Cruiser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141
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Troop Transport . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141
Warship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141
Starbases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Outpost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Starbase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Appendix B:
Structures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
Basic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144
Defence Structures . . . . . . . . . . . . . . . . . . . . . . . . . . .144
Development Structures . . . . . . . . . . . . . . . . . . . . . . .144
Energy Structures . . . . . . . . . . . . . . . . . . . . . . . . . . .145
Food Structures . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
Research Structures . . . . . . . . . . . . . . . . . . . . . . . . . .146
Special . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146
Dilithium Refineries . . . . . . . . . . . . . . . . . . . . . . . . . .146
Orbital Batteries . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Scanners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Shield Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Shipyards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Other Structures . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
Race-Specific . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
Customer Support . . . . . . . . . . . . . . . . . . . . . .149
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EXPLORE THE FINAL FRONTIER
Envision a future where the choices you make determine the fate of an entire galaxy. A future where your sense of diplomacy can forge alliances between solar systems. A future where your strategic skills can win bat­tles, and even wars, to save the very galactic society you strive to create.
Explore this future, the future of Star Trek: The Next Generation. In the 24th century, five influential empires—the United Federation of Planets, the Klingon Empire, the Romulan Star Empire, the Ferengi Alliance and the Cardassian Union—expand across the galaxy, encountering new races and mapping the unknown territories of space.
As you play Star Trek: The Next Generation Birth of the Federation, you command one of those five empires. You determine when to ally your empire with others and when to fight. Each empire has its own specific advantages during gameplay, be it the diplomatic expertise of the Federation in gaining allies or the combat strength of the Klingons in win­ning battles.
As Star Trek: The Next Generation depicted the Federation’s progress from its initial encounter with the Vulcans in 2063 to its uneasy truce with the Cardassians in 2367, likewise your decisions guide the actions of an empire as it struggles from the surprises of a first contact to the resolu­tions of its last treaty.
All you need do is to boldly go where no one has gone before.
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You left spacedock without a tractor beam?
–Captain James T. Kirk
It won’t be installed until Tuesday.
–Captain John Harriman
Chapter 1
GAME INSTALLATION
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System Requirements
The minimum system requirements are:
166MHz Pentium or faster
Windows 95 or Windows 98
DirectX 6.0 or later
16MB RAM
Quad-speed CD-ROM drive
Hard drive with 160MB free
High Color graphics for 800 x 600 x 16-bit color (2MB video RAM minimum)
Mouse
DirectX-compatible sound card
The recommended system requirements are:
IBM PC 200MHz Pentium or compatible system
32MB RAM
8x-speed CD-ROM drive
The multiplayer system requirements are:
Null-modem serial cable
Windows-compatible 28.8 kps modem or faster
LAN with IPX or TCP/IP protocol
Internet connection with true TCP/IP connection
If your system does not already have DirectX installed, it can be installed from the Birth of the Federation CD-ROM.
Installing the Game
To install Star Trek: The Next Generation, Birth of the Federation, follow these instructions:
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1. Place the Birth of the Federation disc in the CD-ROM drive and then close the drive. Since Birth of the Federation is a Windows 95/98 AutoPlay CD-ROM program, the installation program will begin at this point.
2. Click on the Install button at the Main Menu to continue the installation process.
3. Next, decide which directory you want to place the game in. The default directory is C:\BOTF. If you wish to install the game to a dif­ferent directory, type in your own directory path or click the Browse button to find an available directory. Click the Next button to continue.
4. The installation program will copy files from the CD-ROM to your hard drive. The game needs 160MB free on your hard drive.
To play the game, just place the Birth of the Federation disc in your CD-ROM drive, click the Start Menu and then click on Programs > MicroProse > Birth of the Federation > Birth of the Federation.
The ReadMe File
Birth of the Federation has a ReadMe file with which you can view updated information about the game. To view this file, double-click on README.DOC in the Birth of the Federation directory on your hard drive. You can also view the ReadMe file by first clicking on the Start but­ton on your Windows taskbar. Then select Programs > MicroProse > Birth of the Federation > ReadMe.
Using the Tutorials
We recommend that you learn how to play Birth of the Federation by first playing the four tutorial saved games. Playing as the Romulan Star Empire, you will learn how the game plays throughout its different stages. The saved games (labelled “Tutorial #1,” “Tutorial #2,” “Tutorial #3” and “Tutorial #4”) can be found in the Load Game menu.
Click on the Load Game button on the Main Menu, which is the first screen you see after the opening movie. Select the tutorial you want to load by clicking on its slot. The selected tutorial will light up. Then click the Accept button to start that tutorial.
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An online manual covering these tutorial games is included. We recom­mend that you print this out to read while playing the tutorials. To read this online manual, you will need Adobe Acrobat Reader 3.0 or later. You can install Adobe Acrobat Reader from the Birth of the Federation CD­ROM. Then click on the Start button and select Programs > MicroProse > Birth of the Federation > Tutorial Guide.
Tutorial #1 shows you how to terraform planets, create colonies, build structures and starships, manage your labour resources and how to use the Marker window to move from one game screen to another.
Tutorial #2 demonstrates how to make first contact with a minor race and establish diplomatic relations with it, how to construct outposts, how to build special structures, how to upgrade and scrap other structures, and how to establish and maintain trade routes with a minor race.
Tutorial #3 teaches you how to build starships, construct starbases and establish diplomatic relationships with other empires.
Tutorial #4 shows you how to conduct research, how to engage in intelli­gence operations, how to command your starships during tactical combat, how to carry out invasions and how to support your starships.
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Saved Tutorial Games
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You are about to move into areas of the galaxy contain- ing wonders more incredible than you can possibly imag- ine… and terrors to freeze your soul.”
–Q, a member of the omnipotent Q-Continuum
Wasn’t it your own Hartley who said ‘Nothing reveals humanity so well as the games it plays?’ Almost right. Actually, you reveal yourselves best in how you play.
–Q, a member of the omnipotent Q-Continuum
Chapter 2
GAME OVERVIEW
Wasn’t it your own Hartley who said “Nothing reveals humanity so well as the games it plays?” Almost right. Actually, you reveal yourselves best in how you play.
–Q, a member of the omnipotent Q-Continuum
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Game Terms
This section defines some common game terms since they are used throughout this manual and describe unique aspects of this game.
Selecting Buttons
In general, left-clicking, or “clicking,” your mouse on an onscreen button selects that button. Clicking and holding on to your mouse button, or “dragging,” will change settings for onscreen slide bars, or “sliders.”
Active and Inactive Buttons
Buttons are “active” when they can be selected. An active button is lit when your cursor passes over it. Otherwise, the button will be unlit. Buttons are “inactive” when they cannot be selected and will be darkened.
Tool Tips
When you pass your cursor over a button, slider or icon on the screen, a Tool Tip appears. These Tool Tips supply you with information about that specific button and its functions. For more information, see Chapter 13: Game Options.
Game Artificial Intelligence
“AI” refers to the game’s Artificial Intelligence, which controls minor races and empires that are not controlled by human players.
Turns
There are two types of turns since Birth of the Federation has two game­play modes: strategic and tactical.
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Strategic Turns
A turn is the time in the game when you can relay orders to your starships, give specific strategic commands, and review your supplies and territory. After the turn is ended, all of your orders are processed.
There are two ways for a strategic turn to end. First, you can decide to end your strategic turn by selecting the Turn button available on the Main Galactic screen. Second, the player who hosts a multiplayer game can set the same strategic turn time limit for all players.
The Strategic Timer defaults to None. For more information, see Chapter 5: Single Player Game.
Tactical Turns
When starship combat between your empire and an enemy race starts, you will go to the Tactical Combat screen. While combat is played out on this screen, the Strategic Timer is paused. Instead, combat is resolved dur­ing tactical turns, which is the time when you order tactical com­mands to your starships in battle. After the tactical turn is ended, all the player’s orders are processed.
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Tool Tip
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As with a strategic turn, there are two ways for a tactical turn to end. First, you can decide to end your tactical turn by selecting the Turn button avail­able on the Tactical Combat screen. Second, the player who initiates a game can set a tactical turn time limit for all players.
The Tactical Timer defaults to None. For more information, see Chapter 5: Single Player Game.
Screen Saver
When you have been inactive in the game for more than 20 minutes, a screen saver will play. This screen saver features a rotating view of star­ships and alien monsters. Press any key or move the mouse to deactivate the screen saver and restore the game.
Playing Empires
You must select one of five empires to control in Birth of the Federation. The five empires are:
The Cardassian Union is structured around a highly efficient military intelligence organisation that conquers other races to ensure its continued survival.
The United Federation of Planets is based on Earth and is devoted to peaceful relations with other races, the exploration of space and the pursuit of scientific knowledge.
The Ferengi Alliance is mainly an economic power interested in continued financial gain.
The Klingon Empire is a warrior society pledged to honour and strength through conflict.
The Romulan Star Empire is a reclusive society that protects its privacy mainly through its military intelligence agency and cloaked starships.
After you choose an empire to play, you will gain a strategic advantage by
basing your strategy on the guiding philosophy of each empire. For fur-
ther information, see Chapter 3: Empires.
In addition to the empires, each game can have up to 30 minor
races, each controlled by the game’s AI. These minor races will
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interact with each empire differently. You may form partnerships with them or fight them in starship battles. For more information, see Chapter 5: Single Player Game.
Cursor
Your cursor changes to indicate its current function.
General Cursor This cursor is used to click on buttons and select
onscreen items.
The General cursor looks like this:
Move Cursor This cursor is a flashing green and purple square
with arrows pointing out of all four sides. It appears only on the Galactic Map window when a task force has been ordered to move. The Move cursor changes back to a General cursor when a destination has been selected.
The move cursor looks like this:
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Empire Selection Screen
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Selection Cursor This cursor is used to select all buttons and star-
ships on the Tactical Combat screen. While this cursor looks slightly different for each empire, all look like a set of cross hairs.
The Selection cursor looks like this:
Wait Cursor This cursor appears while your commands are
being processed. The cursor will change into a rotating icon.
Game Victory Conditions
The victory conditions determine the criteria for winning vs. other players or the AI. There are three different victory conditions: Domination, Vendetta and Team Play. To choose a specific victory condition, select the Victory Conditions button on the Game Preferences screen. After winning a game, a Confirmation window appears, asking you if you wish to con­tinue playing.
Domination
The Domination victory condition requires your empire to control 60% of the galaxy’s population and inhabited solar systems. If your empire has formed an alliance with another galactic power, then the two of you must collectively control 75% of the existing population and inhabited solar systems to meet the Domination victory condition. You can also win by eradicating all other empires.
Vendetta
The Vendetta victory condition requires your empire to eliminate its two mortal enemies. Each empire has two mortal enemies:
The Federation vs. the Romulans and the Cardassians
The Klingons vs. the Cardassians and the Ferengi
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The Romulans vs. the Federation and the Ferengi
The Ferengi vs. the Klingons and the Romulans
The Cardassians vs. the Federation and the Klingons
Team Play
The Team Play victory condition can only be selected for multiplayer games. In Team Play, each player selects a team to be in. Empires con­trolled by the AI will be placed on a team selected by the multiplayer game host. These teams will start out the game with an alliance treaty estab­lished between their empires. Each team must control 75% of the existing population and inhabited solar systems to win.
Game Screens
Birth of the Federation has seven main screens.
Main Menu From this menu, you set the basic game parame-
ters and save or load games. For further informa­tion, see Chapter 4: Main Menu.
Main Galactic Displaying a grid map of the galaxy, this screen
serves as a base of operations from which to move starships, order task forces and receive a summary of game actions. For more information see Chapter 6: Main Galactic Screen.
Tactical Combat This screen appears when your starship prepares
to fight a potentially hostile vessel. All ship-to­ship battles are conducted on this screen. For a complete description, see Chapter 7: Tactical
Combat Screen.
Solar System This screen shows what resources are in each of
your solar systems. You also construct buildings and starships here. For a complete description, see Chapter 8: Solar System Screen.
Intelligence From this screen, you select what espionage
and sabotage activities to conduct. For
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more information, see Chapter 9: Intelligence Screen.
Diplomacy On this screen, your empire establishes relation-
ships with other races. You also review basic information about any race you encounter. For more information, see Chapter 10: Diplomacy
Screen.
Technology This screen is where you research and review
what structures and starships your empire can build. For a complete description, see Chapter 11: Technology Screen.
Marker Window
The Marker window is a menu with six buttons, each identified with an icon for the game screen it represents. With the exception of the Tactical Combat screen, Summary window and Redeployment window, right­clicking on other game screens will bring up the Marker window.
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Marker Window
Diplomacy
screen button
Main Galactic screen button
Solar System
screen button
Intelligence
screen button
Main Menu button
Technology
screen button
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Clicking on a button brings up the particular screen:
Main Galactic screen for ship movement and summaries of game actions.
Solar System screen to view the solar systems your empire con­trols.
Intelligence screen to issue espionage and sabotage commands. You can also read intelligence reports on the other empires.
Main Menu to exit the game, save it or start a new one. You can also access the Options screen from the Main Menu.
Diplomacy screen to establish relationships with other races.
Technology screen to decide what technological research your
galactic power will conduct.
Clicking outside of the Marker window or on its centre will close it.
You can also move between screens using these function keys:
1 for the Main Galactic screen
2 for the Solar System screen
3 for the Intelligence screen
4 for the Technology screen
5 for the Diplomacy screen
Game Resources
In gaining allies or new solar systems, an empire increases its resources, allowing it to build new structures and to power existing ones. The eight basic resources are credits, dilithium, energy, food, industry, intelligence points, population and research. With the exception of population, these six resources can be defined as either system-level resources or empire­level resources. Population acts as both a system-level and an empire-level resource, as explained later in its own section.
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System-Level Resources
System-level resources can only be used within the solar system they are generated in. Food, energy and industry are system-level resources. These resources cannot be stockpiled or transferred between solar systems.
Energy
Energy is needed to power shipyards, dilithium mines and other special struc­tures. Without energy, many special structures will be unable to function.
Energy is generated by energy structures. However, basic structures are self-powered and do not require additional energy from energy structures. (For more information on structures, see Appendix B: Structures.)
Food
Food sustains the population of a solar system. Food shortages lead to starvation and a drop in population. A food surplus stimulates population growth as long as the solar system has not reached its maximum popula­tion limit. Food is produced by food structures.
Industry
Industry is a basic requirement to build structures and starships within a solar system. Each structure and starship costs a certain amount of indus­try units to build.
If a solar system has 100 industry units, it can construct any structure or starship that has a build cost of 100 units or less in one strategic turn. Likewise, such a solar system can build any structure or starship that has a build cost of 200 units in two strategic turns, and so on.
Industry units are generated by
development structures, such as
industrial replicators.
This resource will determine the amount of credits produced when
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Cardassian Assembly Yard
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solar systems are ready to build products for trade routes. (For more infor­mation on trade routes, see Chapter 6: Main Galactic Screen.)
Empire-Level Resources
Empire-level resources are generated in a specific solar system but can be used by an empire across all its solar systems. These resources are con­sidered to be automatically pooled together and redistributed where needed within the empire’s territory. Credits, dilithium, intelligence points and research are considered empire-level resources. These resources, with the exception of credits, cannot be stockpiled.
Credits
Credits are the galactic unit of currency. They are produced by an empire’s population through taxes and by trade routes between solar systems. Credits are automatically stockpiled each strategic turn based on the cash production of the empire. As a result, they can be saved for future use.
Credits support excess starships when the empire’s population can­not. Credits are automatically used to maintain the extra starships instead of population units. Whatever support for starships that is generated by population is sub­tracted from the total maintenance cost, with the balance subtracted from the credit reserve each strate­gic turn.
Players can buy structures with credits before their standard completion time, thus speeding up their con­struction. The overall cost is determined by spending one credit per remaining industry unit. For more information, see Chapter 8: Solar System Screen.
Credits can buy diplomatic gifts, pay for bribes or be offered with a treaty to enhance diplomatic negotiations with another race. For more informa­tion, see Chapter 10: Diplomacy Screen.
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Ferengi Festival of Fun
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Dilithium
Dilithium is a crystalline substance that acts as a reaction catalyst in star­ship engines. It regulates the matter/antimatter reactions which power a starship’s warp propulsion systems, allowing it to travel through space at faster-than-light speeds. Dilithium is produced by dilithium refineries.
The total number of dilithium refineries in an empire determines how many shipyards can build star­ships. One dilithium refinery can supply a shipyard with enough dilithium to build a fleet, but only if each starship is built one at a time. The more dilithium refineries an empire has, the more shipyards can each construct a starship.
Since dilithium cannot be stockpiled, an empire must have one dilithium mine or refinery for every starship under construction in a given turn. For more information on dilithium refineries, see Appendix B: Structures.
Intelligence Points
Intelligence points are a basic requirement to conduct espionage and sab­otage on other empires. The more intelligence points your empire has, the more resources it has to spy on the other empires. Intelligence points are generated by intelligence structures. For more information, see Chapter 9: Intelligence Screen.
Research
Research is a basic requirement to upgrade an empire’s technology level. Each technology level costs a certain amount of research units to reach. Research units are generated
by research structures. For further
information, see Chapter 11:
Technology Screen.
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Klingon Mining Prison
Genesis Research Lab
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Population
Population is the number of people within a society. Ultimately, popula­tion serves as the workforce for each solar system controlled by an empire, and in this sense it functions as a system-level resource.
Population size within each solar system determines what basic structures can be operated there. Ten available units of population can operate one basic structure. The size of a population within a solar system also deter­mines whether trade routes can be established. Depending upon the empire, 125 to 200 available population units are required to support a single trade route. More trade routes may be supported if the population of the solar system is large enough.
As an empire-level resource, the total size of an empire’s population indi­cates what a solar system’s tax income will be. Depending upon the empire, each population also has a set percentage that contributes to the tax rate, with the remaining percentage of the population available to sup­port starships without any economic cost to you. Any amount of the pop­ulation can be assigned to specific structures, still supporting starships and counting towards the tax rate.
Morale
Each solar system controlled by an empire has its own morale for that sec­tor’s population. This morale indicates the population’s reaction to your empire’s actions, such as starting a war or establishing a peace treaty. The morale reaction depends upon the philosophy of the inhabitants of each solar system. Klingons will react positively to a declaration of war, whereas the Federation responds favorably to successful diplomatic rela­tionships.
Morale affects your empire’s production of industry, research and intelli­gence points. If your morale is very low, unrest events can occur, from riots that destroy structures to a rebellion of an empire’s solar system. A high morale can have positive effects, such as a construction boom (which builds a basic structure for free) or an economic boom (which can double credit production for a single turn).
Morale is measured on the Solar System screen, as one of eight terms— fanatic, loyal, pleased, content, apathetic, disgruntled, defiant and rebellious—with fanatic as the best morale for an empire and rebel­lious the worst.
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Chapter 3
EMPIRES
Know your enemy and know yourself, and victory will always be yours.
–Sun Tzu, from The Art of War, as quoted by Cmdr. William Riker
Know your enemy and know yourself, and victory will always be yours.
–Sun Tzu, from The Art of War, as quoted by Cmdr. William Riker
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While Star Trek: The Next Generation focused on the voyages of the U.S.S. Enterprise, that starship did visit many different planets and encountered many different civilizations. Predominant among these civi­lizations were, of course, the United Federation of Planets, as well as the Klingon Empire, the Romulan Star Empire, the Ferengi Alliance and the Cardassian Union.
Perhaps the most important aspect of Birth of the Federation is under­standing these five cultures. Since each empire has particular gameplay strengths, you should follow its unique philosophy to gain full advantage of its specific strengths. Furthermore, understanding each empire’s phi­losophy will help you in dealing with them, be it through negotiations or through war. But understand that the specific events mentioned in these descriptions have not taken place in the game. These descriptions are to give you the flavour of each empire as you guide its future.
United Federation of Planets
“To bring light into the darkness.”
–U.S.S. Stargazer dedication plaque
Founded in 2161, the United Federation of Planets is an alliance of several planets dedi­cated to peace and scientific exploration. It is governed by the Federation Council, which in turn, is led by the Council President.
The Federation’s organisation for interstellar exploration and defence is Starfleet Command. Starfleet’s mission to explore strange new worlds, to seek out new life and new civilizations, is balanced by its Prime Directive: to not interfere in the natural develop­ment of any unaligned alien race. As a result, first contact with other races is very important to the Federation. For every successful first contact, such as Zefram Cochrane’s peaceful meeting with the Vulcans, there has been a dangerous encounter, such as the one with the Klingon Empire.
The Federation is also known for its history of able diplomacy.
Through the Khitomer Peace Accords of 2293, the Federation
founded a friendship with their former adversary, the Klingons. Likewise, the Federation has used diplomacy to rein in the
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Romulan Star Empire and Cardassian Union by creating buffer zones between their territories and the Federation’s.
This reputation for diplomacy is the Federation’s most significant game­play advantage. In diplomacy, the Federation’s credits are extremely effec­tive in establishing treaties. Minor races show more sympathy towards the Federation than other empires. In combat, the Federation also has an advantage with strong starship shields and hulls, and it receives a large bonus for liberating inhabited solar systems.
In Vendetta games, both the Romulans and Cardassians, with their active distrust of Starfleet, will always be significant threats for the Federation.
Onscreen, the Federation is represented by
Klingon Empire
“So honour the valiant who die ’neath your sword/But pity the warrior who slays all his foes.”
–“The Fall of Kang” by the Klingon poet
G’trock
By killing Molor the Tyrant circa 600 A.D. and defeating the Fek’lhri, Kahless the Unforgettable united his fellow Klingons with his acts of honour and courage. Even now, a clone of Kahless still serves as an inspirational Emperor of the Klingons, although the government is actually led by the Chancellor, who oversees the Klingon High Council from the Klingon homeworld, Qo’noS.
Forged in war, the Klingon Empire has continued to temper itself through conflict. For Klingons, strength and honour in battle is all. Some opponents they recognise as honourable, others they consider treacherous. Respect for an enemy’s strength can lead the Klingons to forge a needed alliance.
Sometimes the Klingons fight old allies. Former allies with the Klingons, the Romulans struck at Klingon outposts in 2344 and 2346, respectively. Such situations reinforce the Klingons’ belief that the future of their empire rests on battle readiness.
This readiness for battle at any moment is its main gameplay advan­tage. The Klingon Empire is quite effective in ground combat.
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Klingon Colony and Troop Transport starships, unlike those of other empires, are armed for space battle. Their Birds of Prey starships can cloak.
During Vendetta games, the Klingons see a great threat in the Cardassians, who clearly attempt to increase their military strength, and in the Ferengi, who have no honour.
Onscreen, the Klingon Empire is represented by
Romulan Star Empire
“If we are the strong, is this not the signal for war?”
–Anonymous Romulan Centurion
To understand the Romulans, one must look to the planet Vulcan. In the first century A.D., the Vulcans suffered a series of horri­ble wars due to their violent and passionate natures. Then came the Time of Awakening, when the Surak taught his people the strength of logic and the peace that came with it. Those Vulcans who rejected Surak’s teachings left their homeworld for the planets of Romulus and Remus, founding the Romulan Star Empire.
Now the Romulans are governed by a ruler known as the Praetor, who is supported by the Imperial Senate, a parliament led by a Proconsul. The Romulans’ military intelligence agency, the Tal Shiar, not only spies on their enemies but also on its own citizens for signs of betrayal.
In playing the Romulans, take advantage of their covert means at under­mining their foes. The Romulans secretly helped foster the Klingon Civil War of 2367, attempted a clandestine takeover of Vulcan in 2368, and have highly placed spies, such as the Federation ambassador T’Pel.
To other races, the Romulans prefer to remain a mystery. In their first bat­tle with Earth in 2160, the Romulans kept their appearance hidden from
their enemies. By 2266, the Romulans had developed a cloaking device
that rendered their starships invisible to enemy sensors. Nevertheless,
the Romulans have entered into military alliances with the Klingons
and with the Cardassians when these empires shared common foes.
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The Romulans’ reliance upon their military intelligence and their desire to remain enigmatic serve as their major gameplay advantages. By building special structures, they have effective intelligence operations. Their star­ships, with the exception of Colony and Troop Transports, can cloak and have efficient targeting systems with powerful plasma torpedoes.
In Vendetta games, the Romulans target the Federation and the Ferengi as being their most significant enemies.
Onscreen, the Romulan Star Empire is represented by
Ferengi Alliance
“A Ferengi without profit is no Ferengi at all”
–The 18th Ferengi Rule of Acquisition
Ferengi personal conduct is influenced by the 285 Rules of Acquisition, first of which is “Once you have their money, you never give it back.” These rules were formulated by Gint, who led the Ferengi as the first Grand Nagus nearly 10,000 years ago. The current Grand Nagus oversees the Alliance from the homeworld of Ferenginar.
By the time a race has encountered them, the Ferengi have already estab­lished a financial foothold into that race’s territory. Although the Federation did not meet the Ferengi until 2364, the Ferengi had been sal­vaging Federation property since 2355. The Ferengi like to deal with those races that are unfamiliar with their reputation for greed. First contacts are excellent opportunities to increase their profit by making deals that are favourable to themselves.
Since they prefer the acquisition of financial power rather than that of political or military power, it is easy to underestimate the Ferengi. This focus upon economic interests gives the Ferengi certain gameplay advan­tages. They can establish trade routes without treaties and build structures that boost their income. Another advantage is that Ferengi starships have strong shields and carry several torpedoes.
In Vendetta games, the Ferengi see the Romulans and Klingons as their greatest threat since neither galactic power is willing to let the Ferengi do business in their territory.
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Onscreen, the Ferengi Alliance is represented by
Cardassian Union
“Confession is good for the soul.”
–Old Cardassian saying
The Cardassian Union was formed by the civilian Detapa Council 300 years before the Federation came into existence. With the Detapa Council controlling both the military units of the Central Command and the spy network of the Obsidian Order, the Cardassian Union grew strong by gaining ter­ritory and technology through war, at the price of several million deaths. Given that before the Union, millions of Cardassians had died due to plague and famine, success through such brutal means seemed to cost no more than life before wars.
The Cardassian people, however, were once a spiritual culture, deeply interested in peace. Now, that spiritual past is no longer acknowledged in a society that focuses on military order, discipline and conquest. Races, such as the Bajorans, who are conquered by the Cardassians find their worlds strip-mined of all resources in order to support the Union. These actions are seen as acceptable, even efficient, by the Cardassians.
This military efficiency is a gameplay advantage, with their ability to rule other races best through subjugation by constructing special structures. The Cardassians gain a great deal of productivity that other races are unable to do to races they have subjugated. They are also efficient in intel­ligence operations through the development of structures, and their star­ships have extremely powerful beam weapons and strong hulls.
In Vendetta games, Cardassians view both the Federation and the Klingons as enemies due to prolonged wars with each.
Onscreen, the Cardassian Union is represented by
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Chapter 4
MAIN MENU
All of this might just be an elaborate simulation running inside a little device, sitting on someone’s table.
–Captain Jean-Luc Picard, on the nature of reality
All of this might just be an elaborate simulation running inside a little device, sitting on someone’s table.
–Captain Jean-Luc Picard, on the nature of reality
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After the opening movie, the first screen you will see is the Main Menu. From here, you may save, load, start, retire, quit or change the options for a game. To bypass the opening movie, press the q key.
Continue Button
Click on the Continue button to load the last saved game played. To con­tinue a game you have just exited, click on the Continue button.
New Single Player Game Button
Click on the New Single Player Game button to start a new game for one player. This brings up the Configuration screen, where you set the diffi-
culty and technology levels for the game.
Once you set those game parameters, the Empire Selection screen
appears, where you select which empire to play. The other empires will be controlled by the AI. When the game starts, a movie about
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Main Menu
Main Menu
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your empire plays. To bypass the movie, press the q key. The Main Galactic screen then appears.
Should you already have a game in progress that you have not saved, it will be erased when you click on the New Single Player Game button.
New Multiplayer Game Button
Click on the New Multiplayer Game button to start a new game for 2 to 5 players. This will bring up the Multiplayer Setup screen, where the host sets up the desired game for others to join.
The player who initiates the game, known as the host, can set the difficulty and technology levels for all players in the game at the Configuration screen. Each player who joins the game selects which empire to play at the Multiplayer Setup screen. Any remaining empires are controlled by the AI.
Should you already have a game in progress that you have not saved, it will be erased when clicking on the New Multiplayer Game button.
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Configuration Screen
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Load Game Button
To load a game, click on the Load Game button to load any one of the saved games from the Load Game menu. To select the game you want to load, click on its slot and the selected game will light up. Then click the Accept button to start that saved game.
You can also select any of the four tutorial games to play from this menu. For instructions on how to use the tutorials, please read the online guide that is located on your hard drive. To read this online guide, you need Adobe Acrobat Reader 3.0. See “Using the Tutorials” in Chapter 1: Game Installation for more information.
Save Game But ton
To save your current game, click on the Save Game button.
In the Save Game menu, you have 12 slots available for saved games. To
select a slot, click on the slot in either the Name Field or the
Description Field. In the Description Field, the galaxy type of the saved game will appear. If you wish to change the text, click on the
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Multiplayer Setup Screen
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Description Field and type in your text. Click the Accept button to save the game and to resume play. If you save a new game in an older game’s slot, the older game will be erased in favor of the newer game.
Four slots are already used for tutorials. It is recommended that you not use those slots to save new games until you learn the game.
Options Button
Clicking on the Options button brings up the Options menu, from which you can set various game parameters. For further information, see Chapter 13: Game Options.
Hall of Fame Button
Click on the Hall of Fame button to bring up the Hall of Fame screen, which lists the top 10 games. The name of the winning empire, the description of the victory and the winning score are listed.
You can only edit your entry on the Hall of Fame screen immediately after completing a game. The latest entry will be lit with a blinking
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Save Game Menu
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cursor in the name description box. If you wish to change the name of the empire, click on it and type in your text.
Retire Button
Click on this button to display the Power Graph, which shows the current progress of each empire in relation to each other. Click on the OK button to exit the game.
Quit Game Button
To exit the game and return to Windows, click on the Quit Game button.
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Hall of Fame
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Chapter 5
SINGLE PLAYER GAME
Destroying an empire to win a war is no victory, and end­ing a battle to save an empire is no defeat.
–Kahless, referring to the unification of the Klingon Empire
Destroying an empire to win a war is no victory, and end­ing a battle to save an empire is no defeat.
–Kahless, referring to the unification of the Klingon Empire
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Single player games give you the opportunity to play any empire against the AI. Although the AI controls the other four empires, each empire still acts according to its guiding philosophy.
Whenever you start a new single player game, you erase the current game unless you first save it. For a complete description of saving games, see Chapter 2: Game Overview.
Configuration Screen
After you click the New Single Player button, the Configuration screen will appear. Here you can select the technology level of each empire, change the difficulty level, determine the number of minor races in the game, specify the type of galaxy map for that the game and decide the vic­tory conditions of the game. You can also accept the game defaults.
After choosing the Configuration settings, click on the Accept but-
ton to continue to the Empire Selection screen. If you wish to exit
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without saving your changes, select the Cancel button which will return you to the Main Menu.
Civilization Level Buttons
Located under each empire name, the Civilization Level button deter­mines what type of structures and starships that empire can construct at the start of the game. An empire with a higher civilization level has an advantage over an empire at a lower level.
There are five levels of civilization: Beginning, Early, Developed, Expanded and Advanced.
Beginning is the lowest level of civilization (technology level
1), and you start with a single solar system.
Early (technology level 2) starts with a fully developed home­world within a single solar system.
Developed (technology level 3) starts the game with a single solar system.
Expanded (technology level 5) starts with two solar systems and a large amount of credits.
Advanced (technology level 8) starts with three solar systems, an extra starship and a large amount of credits.
For more information about technology levels, see Chapter 11: Technology Screen.
Civilization Level defaults to Early. To select a Civilization Level, click on the currently listed option to change it. Press the s key and click on any Civilization Level button to change all empires to the same technology level. Press the s key and click on any Civilization Level button a sec­ond time to change the Civilization Level to the next choice for all empires.
Game Preferences
Using the Preferences buttons, you can adjust the overall difficulty of the game by determining the number of races your empire can encounter, the duration of gameplay and other gameplay factors.
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Minor Races Button
You can encounter other races besides the five major empires. Each minor race (which is controlled by the AI) has its own set of characteristics and governing philosophy to allow it to react differently to each society. For instance, the Bajorans are more likely to be favourable to the Federation than they are to the Cardassians. The Nausicaans, with their violent nature, are more likely to be sympathetic towards the Klingons than the Ferengi. Depending upon how your empire treats these minor races throughout the game, any minor race can grow to like your empire more or come to care about it less.
There are four different options for the number of minor races: None, Few, Some and Many. To select the number of minor races, click on the currently listed option to change it. The more minor races you can encounter, the more likely it is that empires can expand through diplo­macy or though conquest. Fewer minor races mean that empires have to
expand mainly through colonisation. This button defaults to Many.
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Preferences Buttons
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Difficulty Button
There are five levels of difficulty: Simple, Easy, Normal, Hard and Impossible. When the difficulty level is Simple, random events are infre­quent and not very severe. In addition, AI-controlled empires have a small amount of credits and population with low morale. As the difficulty levels increase to Impossible, random events are more frequent and severe. Also AI-controlled empires have a high morale population and a large amount of credits. The default is Normal. To set the difficulty level, click on the currently listed option to change it.
Strategic Timer
You can decide how long each strategic turn is. A strategic turn is the time when you control your starships, give commands, review your supplies and territories, and gather information on other empires.
Select from several different predetermined time limits or None (no time limitation). The selected time limitation will be the same for each player. Click the right arrow to increase the time limit. Click on the left arrow to decrease the timer. The Strategic Timer defaults to None. For more infor­mation on strategic turns, see Chapter 2: Game Overview.
Tactical Timer
You can decide how long each tactical turn in combat is. A tactical turn is the time when you order tactical commands to your starships in battle. While you are in tactical combat, the Strategic Timer is paused.
Select from several different predetermined time limits or None (no time limitation). The selected time limitation will be the same for each player. Click the right arrow to increase the duration of a tactical turn. Click
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on the left arrow to decrease the duration. The tactical timer defaults to None. For more information, see Chapter 2: Game Overview.
Random Events Button
Click the Random Events button to set whether you want random cir­cumstances in your game. Click on the currently listed option to change it. The Random Events button defaults to On.
Random events can increase or decrease the population of a solar system, destroy structures, improve or weaken diplomatic relations, add to or take away from your credits, and temporarily block warp travel or trade rev­enues. These random events can take the form of unusual phenomena, from the destructive Crystalline Entity to the cybernetic Borg collective.
Tactical Combat Button
Click the Tactical Combat button to set either Manual and Automatic con­trol in tactical combat. Manual gives you control as to how to manoeuvre your starship and plan tactics. Automatic has the combat occur offscreen. If you choose Automatic, you will only see a summary of the combat.
To select a Tactical Combat option, click on the currently listed option to change the choice. The Tactical Combat button defaults to Manual.
Victory Conditions Button
There are three Victory Conditions options: Domination, Vendetta and Team Play.
Domination requires your empire to control 60% of the galaxy’s population and inhabited solar systems. If your empire allies with another empire, then 75% of the inhabited galaxy must be under the collective control of you and your ally. In addition, you can win by eliminating all other empires.
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Vendetta requires your empire to eliminate its two mortal enemies to win the game.
Team Play requires teams, made up of allied empires, to control 75% of the existing population and inhabited solar systems. This option is only available in a multiplayer game.
To select a Victory Conditions option, click on the currently listed option to change it. The Victory Conditions button defaults to Domination. For more information on victory conditions, see Chapter 2: Game Overview.
Galaxy Options
The size and shape of the galaxy used as the strategic map affects your game.
Galaxy Size Button
The size of the galaxy can be Small, Medium or Large. The smaller a galaxy is, the sooner the empires will come into con­tact with each other and the sooner the game will end. The earlier competing empires meet, the less time there is to develop their strategic strengths. On the other hand, a larger galaxy makes it more likely that the empires will be significantly advanced by the time they encounter each other.
To select a Galaxy Size option, click on the currently listed option to change it. The Galaxy Size button defaults to Medium.
Galaxy Shape Button
The shape of the galaxy can be Irregular, Elliptical, Ring or Spiral. Each possible shape for the galaxy can affect all the empires’ growth. For instance, elliptical galaxies may allow for swift growth in several
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Galaxy Size and Shape Buttons
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different directions whereas the boundaries of a ring galaxy may require you to build outposts for expansion.
To select the galaxy shape, click on the currently listed option to change it. The Galaxy Shape button defaults to Irregular.
Empire Selection Screen
Select which empire you wish to play on the Empire Selection screen. When the cursor passes over the empire’s icon or name, you will see a description of that galactic power.
Click on the icon or the name of the empire to select it. The empire’s name will become highlighted. Click on a different icon to select another empire. After you select which empire to play, click on the Accept button to start the game.
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Empire Selection Screen
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Chapter 6
MAIN GALACTIC SCREEN
You are about to move into areas of the galaxy contain­ing wonders more incredible than you can possibly imagine… and terrors to freeze your soul.
–Q, a member of the omnipotent Q-Continuum
You are about to move into areas of the galaxy contain­ing wonders more incredible than you can possibly imagine… and terrors to freeze your soul.
–Q, a member of the omnipotent Q-Continuum
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When a game starts, a movie about your empire plays. To bypass the movie, press the q key. The Main Galactic screen then appears, dis­playing a map of the galaxy. From here, you can move your empire’s star­ships, order task forces, view explored solar systems and receive sum­maries of game events.
Main Galactic
Window
Most of the screen features the Main Galactic window. Depending upon the game mode, this window alternates between the First
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Main Galactic Screen
Main Galactic Screen
Turn Timer
Empire Info panel
Galactic Map
buttons
Main Galactic
Information window:
Solar System Mode
Main Galactic
window:
Galactic Map Mode
Main Galactic
panel: Task Force
Mode
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Contact window, the Galactic Map window and the Redeployment win­dow. The Galactic Map window is the default.
First Contact Window
Whenever your empire encounters another empire or minor race for the first time, you will be notified of this meeting in the First Contact window. A voice-over also plays to notify you of this first contact.
The First Contact window contains a picture of the race your empire has just met. To the right of the race’s image is the Diplomatic Report, which is your diplomat’s impression of the race. The Diplomatic Report also contains a first contact statement from that empire.
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First Contact Window
First Contact window
Sympathy Bar
Diplomatic Background
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Under the Diplomatic Report is the Diplomatic Background, which usually includes an analysis of how that race tends to interact with other races.
How favourably that race is towards your empire is measured on the Sympathy bar, from left to right. The more of the Sympathy bar that is lit, the greater the sympathy, which means your empire is more likely to estab­lish strong diplomatic relations with that race. For further information, see Chapter 10: Diplomacy Screen.
Galactic Map Window
The Galactic Map window is a map of the galaxy with the position of your starships and territories displayed. Use your W, Z, A and S keys to scroll the Galactic Map. As you move your starships across the map to explore, you will see more solar systems and starships displayed. Each of your starships is represented by your empire’s icon.
When the cursor passes over a task force, a Tool Tip appears listing
the number of task forces belonging to that empire. Whenever your cursor is over the Galactic Map, sector information appears at the
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Galactic Map
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top of the screen, including the ownership status and grid location of the sector, as well as the scanning strength of your starships and solar systems.
Sectors
Each square on the map grid is called a sector. A sector can contain an entire solar system, which will be labelled by name upon encountering it. The colour of that name indicates whether the solar system is inhabited and who inhabits it.
Blue represents a Federation-controlled solar system.
Green represents a Romulan-controlled solar system.
Purple represents a Cardassian-controlled solar system.
Orange means that the solar system is uninhabited, is con-
trolled by a minor race or has broken away from your empire.
Red represents a Klingon-controlled solar system.
Yellow represents a Ferengi-controlled solar system.
Click on a sector to select it. Double-clicking on a sector will centre the map view on that sector. Move your cursor over a sector to display its grid map location, as well as which empire (if any) has claimed it. If there is a solar system in that sector that your starships have visited, move the cur­sor over its sun to display a Tool Tip with the solar system name, its star class, its number of planets, its defences and its current population.
At the start of the game, your position will be the sector your empire’s home solar system is in. Your initial starship fleet is located here as well.
Galactic Map Buttons
Below the Galactic Map are five buttons, each of which displays addi­tional information.
Map Button
Click on the Map button to bring up a menu bar that changes the display size of the sectors on the Galactic Map. The menu bar has two labels, one of which lights up to indicate the current map size.
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Large Map: the full view of the Galactic Map is shown
Small Map: a portion of the Galactic Map is enlarged
You can also use the I key to zoom in and the O key to zoom out the map.
Military Button
Click the Military button to view the Galactic Map in military mode, which displays your task forces and calls up the Task Force panel. Click the Military button again to turn it off.
The Military button default options display all starships with their pro­jected paths and maximum ranges, starbases, outposts and known territo­ries in sensor range of your starships and solar systems. If you want to change the default options, select the Overlay button.
Events Button
Click the Events button to view the Galactic Map in events mode, which brings up the Events panel and iden­tifies which sectors events have occurred in. Move your cursor over the Events icon in those sectors to learn what the event is.
Click the Events button again to turn it off. To change the default options for what the Events button displays, select the Overlay button.
Economic Button
Click the Economic button to view the Galactic Map in economic mode,
which displays your empire’s trade routes and calls up the Trade
Routes panel. The known trade routes of other empires are also dis­played. To change the default options for what the Economic button
displays, select the Overlay button.
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Galactic Map Buttons
Events Icon
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Overlay Button
Click the Overlay button to customise the options for the Military, Events and Economic buttons. When a button on the menu is lit, its information is currently displayed on the Galactic Map for whichever mode of the three—military, events or economic—has been selected. When a button on the Overlay menu is darkened, that specific information is not dis­played. Click on a button to either activate or deactivate it.
The Overlay menu buttons are:
Build Tasks Shows the structures and starships being built in
the solar systems you control. It will show the build information under the star in the sector which it is taking place. Build Tasks is on by default for the Economic button.
Defence Displays “OB” for orbital systems or “SH” for
shields in that solar system. This information is dependent upon intelligence activities and space exploration.
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Overlay Menu Bar
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Population Shows the population of a solar system with a
number next to the star in each inhabited sector. This information is dependent upon intelligence activities and space exploration.
Range Shows a series of colour outlines to indicate the
maximum distance a starship can travel. A green outline is for short-range starships, a yellow out­line is for medium-range starships and a red out­line is for long-range starships. Range is on by default for the Military button.
Ship Paths Shows the projected path that you have selected
for each of your starships. Small green arrows indicate the direction in the sectors that the star­ship will pass through; the green box shows which sector is the destination. Ship Paths is on by default for the Military button.
System Bonus Shows known resources abundant in each solar
system. A blue crystal means dilithium, a wheat stalk icon means food and a glowing red rock icon means energy. These icons only appear when a given resource is in the solar system. System Bonus is on by default for the Economic button.
System Names Shows the names of all solar systems you control
and you have explored. System Names is on by default for the Military, Events and Economic buttons.
Territory Shows the known territories of each empire with
a colour-coded shading of the Galactic Map. Blue represents the Federation, green for the Romulans, purple for the Cardassians, red for the Klingons and yellow for the Ferengi. Disputed sectors are multicoloured. Territory is on by default for the Military button.
Trade Routes Shows your empire’s trade routes with a line
between the two trading sectors. A green line indicates that the trade route originates in a sec­tor controlled by your empire. A yellow line indi­cates that the trade route originates in a sector not under your empire’s control.
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Redeployment Window
Use the Redeployment window to move starships from one task force to another. To bring up the Redeployment window, click the Redeploy but­ton in the Task Force Information window. The Redeploy button is only active after you have two or more task forces in the same sector and you have selected a task force. All starships in the same sector as the selected task force are displayed in the Redeployment window.
When the cursor moves over a starship in the Redeployment window, its image is prominently displayed in the Redeployment Viewer. Under the viewer are statistics on that starship’s hit points, shield strength, number of beam weapons, number of torpedoes, speed, range, scanner range, crew experience and maintenance cost. On the Task Force panel, an arrow will point to the task force a selected starship is assigned to.
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Redeployment Window
Redeployment Viewer Redeployment
window
Task Force Information
Window
Task Force Panel
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Redeploying Starships
To move a starship to the selected task force, click on the starship’s icon in the Redeployment window. To release a starship from the selected task force, click on the starship’s icon in the Task Force Information window. This starship will then be considered to be a new task force.
To select another task force to change, click its icon in the Task Force panel.
To accept the redeployments and exit the Redeployment window, click the Done button. On the Galactic Map window, you can give orders to the selected task force.
Turn Button
Click the Turn button or press the T key to end the current strategic turn. In a single player game, the AI will then give its orders, after which, the strategic turn will be processed, resolving all orders. In a multiplayer game, the strategic turn will not be processed until all players have ended their turn or the Strategic Timer runs out. You will want to complete giv­ing orders to all your task forces before clicking on the Turn button.
Summary Button
Click on the Summary button to bring up the Summary window, a review of your empire in its present state. The three Summary window buttons are:
Events lists all events that took place since your last strategic turn.
Relationships lists all known treaties established between empires and minor races.
Systems lists the solar systems under your control, along with their industry, food units, population morale and current build lists. When there are short supplies of food and energy, they are highlighted and appear in red. When there is an abundance of supplies, they will appear in green.
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The Summary button is also located on every other screen except for the Tactical Combat screen.
Turn Timer
Under the Summary button is the Turn Timer. It keeps track of how much time you have before your strategic turn ends if you set a limit using the Strategic Timer. If a time limit has not been set, the Turn Timer will not be displayed. For more information about setting a time limit on strate­gic turns, see Chapter 5: Single Player Game.
Empire Info Panel
Located above the Main Galactic panel is the Empire Info panel. Here, some basic figures are supplied about your empire. Click on the button under the Turn Timer to open and close the Empire Info panel.
Under that button are listed your empire’s credits, dilithium, event occur­rences and current build. Two numbers are displayed for your empire’s credits. The first is the total number of credits your empire has; the sec­ond is the number of credits per strategic turn your empire has. The num­ber for dilithium indicates your empire’s dilithium balance. A positive number indicates that you are producing more dilithium than the ship­yards need. A negative number appears in red. The number for events indicates how many have occurred this strategic turn. The number for the current build of a structure is how many turns remain before completing the build.
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Turn Timer
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Main Galactic Panel
On the lower left side of the Main Galactic screen is the Main Galactic panel, which alternates between the Events panel, Task Force panel and Trade Routes panel. The Task Force panel is the default for the Main Galactic screen.
Events Panel
Click the Event button on the Galactic Map window to bring up the Events panel. The Events panel lists all the events that occurred in the previous strategic turn, such as
changes in population growth in
one of your solar systems or the
establishment of a trade route.
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Empire Information Panel
Events Panel
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Task Force Panel
Your starships can be assigned into a task force. A task force can be just one lone starship or several grouped together.
Click on a task force on the Galactic Map to bring up the Task Force panel. This panel displays informa­tion on each task force’s name, its current orders and the number of starships assigned to it. Your empire icon will be displayed to the left of this information. When the task force has more than one starship assigned to it, only the first starship in the task force will be shown on the panel.
Located to the left of the Task Force panel is a scroll bar, for looking at all your task forces. Click on a task force to display all its starships in the Task Force Information window.
Moving Task Forces
To move a task force, click on its icon in either the Galactic Map window or the Task Force panel. Then click on another sector to indicate the intended destination.
A series of purple arrows indicates the task force’s path with a purple square marking the destination point. Also, a colour outline of its maxi­mum range appears on the Galactic Map window. The task force’s range will temporarily cause any other displayed ranges to vanish. A task force cannot move beyond its maximum range.
When a task force has been selected to move and the cursor is over the Galactic Map window, the cursor will change into a Move cursor (which is a flashing green and purple square with arrows pointing out all four sides). The cursor returns to a General cursor when a destination has been selected.
If a sector has more than one task force, then you can only move one through clicking on the Galactic Map window. To move the other task forces and give them orders, you must select them from the Task Force panel.
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Task Force Panel
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Attacking Solar Systems
Solar systems you wish to attack must belong to a race or empire you have declared war against on the Diplomacy screen. To order a task force to invade an enemy’s solar system, move the task force to the solar system you wish to attack. Next, select the Orders button from the Task Force panel and click on the Attack System button.
If you select a solar system where an enemy that has subjugated the inhab­itants, a window will appear asking if you plan to liberate the solar sys­tem. If you click Yes, then you agree to set free the solar system’s inhabi-
tants if you defeat your enemy. During the attack, the inhabitants might
even help you. If successful, that solar system will not be aligned with
you unless you establish diplomatic relations with it. If you click No, then you indicate that you will subjugate that solar system and
force its inhabitants to work under your rule.
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Moving Task Forces
Move cursor
Destination arrows
Maximum range outline
Destination location
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In an attack, armed starships in the task force will first attempt to destroy orbital batteries and shield generators and then bombard planets. Troop transports will deploy armies on habitable planets for ground combat to gain control of the sector. During any attack, some assigned troop trans­ports will be destroyed in ground combat or by orbital batteries. The suc­cess of any attack will be measured by your task force’s experience, tech­nology level and size against your enemy’s defences.
Trade Routes Panel
Click the Economic button to bring up the Trade Routes panel on the Main Galactic panel. Select any of your solar systems, and the Trade Routes panel displays that solar system’s name, its population morale,
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Main Galactic Screen
Trade Routes Panel
Trade Routes
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amount of credits, amount of food, amount of energy, industry and cur­rent build lists.
Trade Routes
Trade routes are shipping lanes you establish to share products with those empires and minor races with which you have a Friendship Treaty. (If you play the Ferengi, however, you do not require a Friendship Treaty to estab­lish a trade route with another race.) You can only establish one trade route to each solar system. For more information on Friendship Treaties, see Chapter 10: Diplomacy Screen.
Trade routes supply credits for those solar systems that export goods. Trade routes also influence the receiver towards being sympathetic to the exporter, creating positive diplomatic benefits.
Trade routes are supported by the current population of a solar system. Depending upon the empire, 125 to 200 population units are required to support a single trade route. More trade routes can be supported if the population of the solar system is large enough. Trade routes become avail­able automatically when the population is large enough to support them.
If a solar system with a trade route is attacked by raiding starships, then those starships steal all the credits produced by the trade route. When the raiding starships leave or are destroyed, the exporter then again receives the full revenue generated from the trade route.
Trade Routes Button
To establish a trade route, select the sector you wish to start it from. Then click on the Trade Routes button, located under the Trade Routes panel, to select the trade route icon. Then select the sector you want the trade route to end at by clicking on it.
When the route path is yellow, it is connected to solar systems capable of trade. When it is red, the trade route is connected to a solar system that you cannot trade with. To cancel an intended trade route, right-click on the Galactic Map window and then click on the trade route’s icon.
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Main Galactic Information Window
Along the bottom of the Main Galactic screen is the Main Galactic Information window, which alternates between the Solar System Information window and the Task Force Information window. The Solar System Information window is the default for the Main Galactic screen.
Solar System Information Window
The Solar System Information window displays a diagram of any explored solar system you have selected on the Galactic Map. That diagram shows planetary icons representing the number, relative size and type of planets present in the solar system. Above the diagram is the name of the solar system and its inhabitants. To the left of the diagram is the icon of the empire that controls the sector.
One of three symbols can appear over a planet or sun icon to indicate spe­cial resources that planet can offer. Place the cursor over the icon to bring up a Tool Tip that shows the exact amount of that resource.
means there is dilithium that can be mined.
means there is an abundance of energy.
means there is an abundance of food.
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If a sector that contains some unusual phenomenon is selected, a picture of the phenomenon is displayed in the Solar System Information window along with a description.
Solar System Statistics
To the left of the solar system diagram are statistics about that solar sys­tem: its population, maximum population, population growth rate, num­ber of active orbital batteries and total number of orbital batteries. The number for population indicates its current size, while the number for maximum population notes how large it can grow.
Place the cursor over any planetary icon to call up the following statistics: the planet’s name, its specific type, its maximum population, its rate of growth, the race occupying it and its habitability status (if it has not been terraformed).
Terraforming
Knowing the specific conditions of a planet is important for ter-
raforming. The information in the Solar System Information is helpful in determining what planets can be terraformed. Planets
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Solar System Statistics
Planetary Statistics
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that may be habitable list their status on the left side of the window when the cursor is passed over them.
Planets that are uninhabitable or unable to be terraformed, such as gas giants, have a green “B” under them in the Solar System Information win­dow. Planets that can be terraformed are designated with a red “P” (Arctic), “J” (barren), “G” (desert), “L” (jungle), “O” (oceanic), “M” (ter­restrial) or “Y” (volcanic). If the letter is yellow, that planet is being ter­raformed.
How quickly a colony ship can terraform a selected planet is determined by the number of colony ships and their technology level. A planet must be terraformed or already habitable before a colony can be established in the solar system. Other planets must be terraformed before their special resources can be used or allow the population to grow in the solar system.
To order a colony ship to terraform a specific solar system, move the star­ship to that sector. Next, select the Orders button from the Task Force panel and click on the Terraform button. Then click on the selected planet in the Solar System Information window to terraform it.
Task Force Information Window
Select a task force from either the Task Force panel or the Galactic Map screen to bring up the Task Force Information window. All its starships from the selected task force are displayed in this window. The Task Force Information window contains an icon of each starship in the task force with a listing of its ship type and shield status.
To the left of the Task Force Information window are three buttons: Cloak, Redeploy and Orders. Use these buttons to give specific commands to your task force.
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Cloak Button
Click on the Cloak button to command the task force to use their cloak­ing devices to become invisible to enemy starship sensors. Planetary scan­ners, however, may be able to detect any cloaked starship. This command will only work if every ship in the task force has a cloaking device.
Orders Button
Click the Orders button to give new commands to your task forces or change old ones. The Orders menu lists several specific mission com­mands. The orders available to your selected task force are displayed.
Attack System Armed starships in the task force will first attack
the selected enemy solar system’s orbital batteries and shield generators and then bombard planets. Next, troop transports in the task force will deploy armies on habitable planets for ground combat to gain control of the sector. During any attack, some assigned troop transports will be destroyed in ground combat or by orbital batter­ies. The success of any attack will be measured by your task force’s experience, technology level and size against your enemy’s defences.
Avoid The task force will keep its current position or
course and avoids engaging enemy ships.
Build Outpost A troop transport in the task force will convert
itself into the basic resources for an outpost. The number and technology level of the transports used in construction determine how many strate­gic turns it takes to build an outpost. During con­struction, an outpost is vulnerable to attacks. This order is only effective for task forces with troop transports.
Build Starbase A troop transport in the task force will convert
itself into the basic resources for a starbase. The number and technology level of the transports used in construction determine how many strate­gic turns it takes to build a starbase. During this
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construction, a starbase is vulnerable to attacks. This order is only effective for task forces with troop transports and can only be given in a sector with an operational outpost.
Colonize A colony ship in the task force will convert itself
into the basic resources for the new colony. Then a colony comes into existence. This order is effec­tive only for task forces with colony ships.
Engage The task force will fight any enemy starships it
encounters. While following this order, the task force will move wherever it is commanded.
Enter Wormhole The task force will travel through a wormhole in
the same sector as it is. Not all wormholes, how­ever, have two sides. Some wormholes are unsta­ble, and only have an entry point but not an exit point. All starships entering unstable wormholes are lost. Wormholes remain stable or unstable for the duration of the game. The only way to distin­guish between the two is by trial and error. Travel though a wormhole takes only one strategic turn. To extend starship range on the other side of a wormhole, a starbase must be constructed there.
Intercept The task force will not move until another race’s
starship enters a sector that it can reach in a sin­gle strategic turn. Then the task force will move to encounter that starship. This order is effective only in sectors that your empire has scanned and controls.
Raid The task force will attack an enemy solar system
within one sector to steal their credits. If the solar system has a trade route, then the raid takes the credits collected from the trade route and halts those trade routes. Raiding starships also steal all trade goods and a number of credits equal to the size of the population. The success of a raid depends upon the size of the raiding task force and the amount of credits in the selected sector. This order is not effective with colony and transport ships.
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Scrap The task force will destroy all its starships. If this
order is given in a solar system under your con­trol, then you receive credits for the scrapped task force.
Terraform Colony ships will terraform any selected habitable
planet you choose. This order is effective only for task forces with colony ships. The number and technology level of the colony ships used in con­struction determines how many strategic turns it takes to terraform. The base rate for a beginning­level colony ship is 100 points per strategic turn.
Train Crew The task force will upgrade the experience of its
crews. For the duration of this order, the task force is effectively avoiding all enemy starships and will not engage in combat. This order can only be given in a solar system under your control that has a training facility. The experience levels are green, regular, veteran, elite and legendary. While only Klingons can train to legendary, all other empires can reach that level through com­bat experience.
Redeploy Button
Click the Redeploy button to open the Redeployment window to move starships from one task force to another. This button is only active after you have two or more task forces in the same sector and you have selected a task force from either the Task Force panel or from the Galactic Map.
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In war, there is nothing more honourable than victory.
–Klingon maxim
Chapter 7
TACTICAL COMBAT SCREEN
In war, there is nothing more honourable than victory.
–Klingon maxim
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Initiate Combat Window
When your task force encounters an enemy task force in the same sector on the Main Galactic screen, the Initiate Combat window appears with a description of the initial combat situation and three buttons: Hail, Fight and Auto.
Click on the Hail button to signal the enemy starship to avoid a fight before entering the Tactical Combat screen. If all parties involved hail each other, then the impending battle is called off and you return to the Main Galactic screen.
Click on the Auto button to display the results of combat without show-
ing the actual combat.
Click on the Fight button to bring up the Tactical Combat screen.
Here, you can either give specific commands or allow the AI to con­trol your starships during battle.
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Initiate Combat Window
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The Tactical Combat screen also appears when two other races fight in an inhabited solar system under your control. In this case, you can only view the battle, not participate in it.
Tactical Combat Window
The Tactical Combat window shows where your starships and your enemy’s starships are located in relation to each other. For the duration of Tactical Combat, your starships are no longer in task forces, but in groups of like classes instead. You can view the combat between groups as your starships carry out your commands.
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Tactical Combat Screen
Strategic Turn
Timer
Tactical Combat window
Tactical Events window
Tactical Panel
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Click on the Tactical Viewpoint buttons to change your point of view of the combat. You can replay the battle by selecting the Playback button.
Tactical Commands Menu
To issue tactical commands, click on the starship you want to send orders to. This selects a group of similar starships belonging to you and brings up the Tactical Commands menu. Since not all tactical commands are avail­able to all starship types, the menu only lists the available tactics for your task force.
Click on the tactic to select it. Then click on the enemy starship to target it and all enemy starships of the same class. If your group was cloaked before Tactical Combat began, they will automatically uncloak when you
assign them a tactic. The available tactics are:
Assault The selected group will approach the selected
target to fire at medium range.
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Charge The selected group will approach the selected
target to fire at close range.
Circle The selected group will remain within weapons
range of the selected target by circling it while firing at long range.
Evade The selected group will take evasive action from
enemy starships but not retreat. The selected group will only fire weapons if enemy vessels approach within weapons range.
Flyby The selected group will fly past the selected target
while firing at medium range.
Harry The selected group will remain close to the
selected target by circling it while firing at close range.
Open Hailing The selected group will hail the selected target in Frequencies hopes of establishing a peaceful encounter. If all
potential combat participants hail each other, then the combat ends.
Ram The selected group will set a collision course with
the selected target.
Retreat The selected group will withdraw from combat.
Select Group Use this to give orders to all your starships that
are of the same class as the currently selected starship. This command is available only when a single starship is selected.
Select Ship Use this to give orders to only one of your star-
ships in a group. This command is available only when a group of starships is selected.
Strafe The selected group will fly by the selected target
while firing at close range.
If your group includes starbases, those starbases have some tactics avail­able to them as well. If your group includes command-class starships, they can target individual enemy starships.
Move the cursor over each tactical option to display a diagram on the Tactical Combat panel. The diagram shows how the tactical
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manoeuvre is supposed to work. The actual success of the manoeuvre depends upon the combat situation as well as your starship’s type, tech­nology and experience vs. those of the enemy’s starship.
Move your cursor over a starship to display its statistics and current con­dition on the Starship Statistics panel.
Turn Button
Click the Turn button to end the current tactical turn. In a single player game, the AI will give its tactical commands, after which the tactical turn will be processed, resolving all orders. In a multiplayer game, the tactical turn will not be processed until all players have clicked the Turn button or the Tactical Timer runs out. You will want to complete giving all your tac­tical orders before clicking on the Turn button.
Selecting the Turn button does not end the tactical combat. Combat can last several tactical turns before it is resolved with a clear victory. When combat is finished, the Turn button changes into an End button. Click the End button to exit from this screen.
While combat is happening on the Tactical Combat screen, the Strategic Timer for the rest of the game is paused. The Strategic Timer resumes when you exit the Tactical Combat screen.
Options Button
Click on the Options button to adjust game settings. For further informa­tion, see Chapter 13: Game Options.
Tactical Turn Timer
Under the Options button is the
Turn Timer. It keeps track of
how much time you have before your tactical turn
ends. If you did not set a time
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limit, the Turn Timer will not be displayed. For more information, see Chapter 5: Single Player Game.
Playback But ton
Click on the Playback button to view the previous actions taken in tactical combat. When a battle is resolved, the playback footage is automatically displayed on the Tactical Combat window.
To end the playback, click on the Playback button again. If that com­bat is resolved, click on the End but­ton to return to the Main Galactic screen or continue to the next battle.
Playback Panel
When you click on the Playback button, a Playback panel appears under the Tactical Viewpoint panel. Control your viewing with these playback controls.
rewinds the playback footage to the start of battle.
rewinds the playback footage to the previous turn of battle.
plays the playback footage. When playing the footage, click on this button to stop the playback.
forwards the playback footage to the next turn of battle.
forwards the playback footage to the current turn.
Tactical Button
Click on the Tactical button to display a mini-radar display in the upper left-hand corner of the Tactical Combat window. The outline
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Playback Button
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of a sphere is a three-dimensional representation of the sector in which the combat occurs. Green, yellow and red dots represent, respectively, your empire’s starships, allied starships and enemy starships. Within the sphere is an outline of the field of view displayed on the Tactical Combat window.
Tactical Combat Panel
Under the Tactical button is the Tactical Combat panel. This panel alter­nates between the Starship Statistics panel and the Tactical Viewpoint panel. The Tactical Viewpoint panel is the default for this screen.
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Mini-Radar
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Starship Statistics Panel
Move your cursor over a starship to display the statistics and current con­dition of the selected starship. The specific statistics include the starship’s name and class, current tactical command, defences, crew’s experience, current hit points, shields status, phaser banks status, photon torpedoes status, damage control status, and the starship’s specific design capabili­ties and strengths. If you have a scout starship in your group, you can also view these statistics for enemy starships.
Tactical Viewpoint Panel
During combat, when the cursor isn’t over a starship or when playback footage is on the Tactical Combat window, the Tactical Viewpoint panel is onscreen in the Tactical Combat panel. From the Tactical Viewpoint panel, you control what perspective to view either the
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actual combat or the playback footage. You can also display additional information about any starship onscreen.
Tactical View Controls
Located under the Tactical button are four directional buttons. Click on these buttons to rotate the Tactical Combat window in a spe­cific direction.
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Tactical Viewpoint Panel
Tactical Viewpoint panel
Viewpoint zoom buttons
Viewpoint focus buttons
Viewpoint Focus Buttons
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Click the top button to rotate the Tactical Combat window upward.
Click the right button to rotate the Tactical Combat window to the right.
Click the bottom button to rotate the Tactical Combat window downward.
Click the left button to rotate the Tactical Combat window to the left.
Click and hold down the mouse button on a Tactical View to keep rotating that direction.
You can also use your W, Z, A and S keys to rotate the Tactical View.
Click on the two buttons under­neath to change the display size of the combat.
Click on the top button to enlarge a portion of the Tactical Combat window. Hold down the mouse button to keep zoom­ing in.
Click on the bottom button to reduce the view of the Tactical Combat window. Hold down the mouse button to keep zoom­ing out.
You can also use the I key to zoom in and the O key to zoom out.
Tactical Viewpoint Panel Buttons
Use the Tactical Viewpoint panel buttons to change your viewing per­spective or access additional information about the engaged task forces.
Reset Button
Click the Reset button to restore the original perspective of the Tactical Combat window to a panoramic view. When playback footage is onscreen, click the Reset button to restore the original perspective of the footage.
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Viewpoint Zoom Buttons
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Views Button
Click the Views button to bring up the Views menu, so you can select a new perspective to view either the actual combat or playback footage. To select a view and close the Views menu, click on a button.
Top View shows the starship combat from overhead, above all the opposing task forces or a selected starship in the sector.
Chasing View shows the selected starship from its rear.
Reverse Angle shows, from its front, the selected starship.
From Target shows the combat from your enemy’s perspective.
Towards Target shows the selected starship’s target.
Press the t key to cycle the view between all starships onscreen. Press
the < key to cycle to the previous friendly starship or the > key to cycle
to the next friendly starship. Press the [ key to cycle to the previous
enemy starship or the ] key to cycle to the next enemy starship.
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Views Menu
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Status Button
Click the Status button to list the specific name and class of all starships under each specific starship on the Tactical Combat window. Under the name and class is displayed the hull integrity in red and the shield strengths in green of all starships under each specific starship. Click the Status button a second time to remove that data from the screen.
Auto Button
If you want to view the combat but allow the AI to select tactics for your starships, then click the Auto button and then select the Turn button. To regain control of your starships, click the Auto button a second time before selecting the Turn button. Once the Turn button is selected, the AI will select tactics until that combat is completed.
Fleets Button
Click the Fleet button to bring up a list of your task forces. This button is inactive when watching playback footage.
Enemy Button
Click the Enemy button to bring up a list of the enemy task forces. This button is inactive when watching playback footage.
Tactical Events Window
Located under the Tactical Viewpoint buttons at the bottom of the screen is the Tactical Events window. The Tactical Events window lists every action, and which task forces were involved, that occurs during combat.
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Tactical Events Window
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7
Tactical Combat Screen
Should there be more events than there is room in the window, use the slider to scroll through the combat events. Click on the top or bottom of the slider to scroll the text upward or downward.
Exiting the Tactical Combat Screen
To exit the Tactical Combat screen, order all your task forces to retreat if you are losing. If all potential combat participants hail each other, then the combat will end. If the combat last 50 turns, that battle is considered a draw and ends.
Otherwise, when the last round of combat is finished and there is a clear victor, the End button will appear instead of the Turn button. Click the End button to return to the Main Galactic screen.
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Chapter 8
SOLAR SYSTEM SCREEN
Every member of the Federation entered as a unified world… and that unity said something about them.
–Captain Jean-Luc Picard
Every member of the Federation entered as a unified world… and that unity said something about them.
–Captain Jean-Luc Picard
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Click the Solar System button on the Marker window to bring up the Solar System screen. This screen displays the solar system you are cur­rently in or have selected on the Main Galactic screen, with the name of that solar system at the top of the screen.
On the upper left corner is the Summary button, which brings up the Summary window, and the Turn Timer, which indicates how much time you have left in your strategic turn. If a time limit has not been set, the Turn Timer will not be displayed. For further information about both
functions, see Chapter 6: Main Galactic Screen.
Along the bottom of the screen is the Solar System Information win-
dow, showing all the planets in the selected solar system and their resources. For further information about this window, see Chapter
6: Main Galactic Screen.
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Solar System Screen
Turn Timer
Build List
Solar System window:
Build List Mode
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Systems Button
To view another solar system that you control, click on the Systems button at the top of the screen. This brings up a Solar System Inventory window with a list of all your solar systems. Clicking on a solar system name selects it, presenting its data on the Solar System screen. Instead of the Systems but­ton, you can press the A or S keys to cycle through solar systems.
Solar System Screen Buttons
Under the Summary button and Turn Timer are five buttons:
Production brings up the Production Summary in the Solar System window.
Energy brings up the Energy Management window.
Build List brings up the Build List window.
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Solar System Inventory Window
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Shipbuilding brings up the Ship List window.
Structures brings up the Structures window.
Solar System Window
The Solar System window alternates between the Production Summary, the Energy Management window, the Build List window, the Ship List window and the Current Structures window, depending upon your activ­ity. The Build List window is the default for this screen.
Production Summary
Click on the Production button to bring up the Production Summary in the Solar System window. This summary is where you can allocate the population of your empire to produce five types of resources: food, indus­try, energy, intelligence and research productivity.
Each type of resource is represented by a related picture of a structure. Above that picture is the current number of structures that you have and their technology level. Food is represented by food structures, industry by development structures, energy by energy structures, intelligence by defence structures and research by research structures.
To the right is the current output of those structures. The output shows how much of a specific resource it supplies.
Production Summary Sliders
The Production Summary sliders next to each structure picture show how much of the population is operating those structures. The left end of the
slider represents the minimum number of population at work for that
structure type; the right end represents the maximum number of pop-
ulation at work.
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Each lit bar on the slider represents 10 population points, the minimum number required to operate one basic structure. Unlit bars represent unoccupied structures. If there are no unoccupied structures, build more to assign more of the population to the intended resource production.
To increase or decrease the amount of the population at work in any labour, click on the slider or on the buttons to the left and right of the slider.
Labour Pool Slider
At the bottom of the Production Summary is the Labour Pool slider. This slider shows the unemployed amount of population remaining in your empire’s labour pool by the number of lit bars on it. The unlit bars on the Labour Pool Slider represent the employed amount of the population.
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Production Summary Window
Production Summary slider
Labour Pool slider
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Energy Management Window
Click on the Energy button to bring up the Energy Management window where you can allocate energy to each of your empire’s special and defen­sive structures. Basic structures do not need energy. If there is not enough energy to supply all the structures, the structures will be deactivated until there is a balance.
The Energy Management window is divided into Special, Defence and Orbital Batteries.
Special This section displays special structures. Each
structure is represented by a picture with a num­ber under it showing its energy cost. Click on a structure to deactivate it and turn the power cost red. Click on it again to activate it. When you hold the cursor over a structure, the structure’s name is displayed. When a structure is active, it
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Energy Management Window
Energy slider
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uses energy. Inactive structures require no energy and provide no benefits. If you deactivate a ship­yard, you will be asked to confirm your decision, since shutting down shipyards can strand star­ships whose range they extended.
Defence This section displays defence structures. Each
structure is represented by a picture with a num­ber under it to indicate how much energy it is using. Click on a structure to deactivate it. Click on it again to activate it. When a structure is active, it uses energy. Inactive structures require no energy and provide no benefits.
Orbital Batteries The slider controls how many orbital batteries are
active. The left end of the slider represents the minimum number of active orbital batteries; the right end represents the maximum number of active batteries. Click on the slider to change the number.
Energy Slider
At the bottom of the Energy Management window is the Energy Slider.
This slider, by the number of lit bars, shows the available amount of energy to be used for your empire’s structures. The unlit bars on the Energy slider represent the energy that is being used for your empire’s structures.
Build List Window
Click on the Build List button to bring up the Build List window. This win­dow lists all available structures that can be built and what they cost in industry and the time required to build them. To sort the available struc­tures by type or price, click on the Structures or Cost titles above your pre­ferred list. From this window, select which structures and upgrades you want to build. You can also create trade goods and countermeasures for unrest events from here.
The basic structures are listed in order of the resources they provide, with food producing structures first, industry second, energy third,
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intelligence fourth and research fifth. Above the basic structures on the list are all available upgrades. Special structures are listed below the basic struc­tures in alphabetical order. Each structure is accompanied by a number showing how many strategic turns are needed to build it. You can reduce the number of turns to construct a structure by spending credits in the Build Queue window or by allocating more resources to development structures.
Move the cursor over a structure type to view it. The selected structure has a picture displayed in the bottom left corner. Next to the picture is data that indicates its name, its benefits, the industry build cost, the energy maintenance cost and any restrictions involving the structure.
To build a structure, click on a structure type to place it in the Build Queue. Unique builds, such as structure upgrades and one-time items, are removed from the Build List as they are placed in the Build Queue.
Ship List Window
Click on the Shipbuilding button to bring up the Ship List window. This window lists all available starships that can be built, what they
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Build List Window
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cost and the time required to build them. To sort the available starships by type or price, click on the Ships or Cost titles above your preferred list. From this window, select which starships you want to build.
The starships are listed in alphabetical order of class. Each listed starship has a number that indicates how many strategic turns are needed to build it. You can reduce the number of turns to construct a starship by spend­ing credits in the Build Queue window or by allocating more resources to development structures.
Move the cursor over a starship class to view it. The selected starship has a picture displayed in the bottom left corner. Next to that picture are sta­tistics for the starship’s class, its specific purpose, the industry build cost, its hit points and shields, number of beam weapons, number of photon torpedoes, its speed, its range and its maintenance cost.
To construct a starship, click on a starship class to place it in the Build Queue. As your empire’s technology level increases, starships are auto­matically upgraded in between strategic turns so there are no upgrades listed for purchase.
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Ship List Window
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Structures Window
Click on the Structures button to bring up the Structures window. This window displays all the structures within the selected solar system in two columns, with four structures in each column.
Each structure type has the name and number of the structure type along with a picture of the structure. To the right of the structure’s picture are statistics about the structure’s population, energy requirements and its resource benefits.
If there are more structures in the solar system than can be displayed in both columns, use the arrow buttons at the bottom of the screen to move to additional pages of structures. The right arrow scrolls to the next page, while the left arrow scrolls to the previous page. Click on either arrow to
scroll through the windows.
Click on a structure’s picture to bring up the Scrap and Cancel but-
tons.
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Scrap Window
Use the Scrap function to determine how many of those specific structure types you wish to destroy or scrap.
When you upgrade specific structures, you pay the difference in the con­struction cost from the old technology level to the new one for all struc­tures of the same type, even if you are not using all of them. If you scrap a number of the same structures, then you will not have to pay for their upgrade. Since upgraded structures are more efficient in their resource output than those of lower technology levels, you do not need to keep the same number of a structure type when upgrading. You also receive a par­tial refund in credits for the construction costs of scrapped structures.
Click on the arrows to scroll through the number of structures you wish to scrap. Click the top (or right) arrow to increase the number of struc­tures, or click on the bottom (or left) arrow to decrease them. You can­not scrap more structures than you have.
Click on the Cancel button to stop the scrap function. Click the Apply button to scrap the selected number and type of structures.
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Solar System Screen
Scrap Window
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System Info Window
Located under the Structures button, the System Info window supplies statistics on the currently selected solar system controlled by your empire. It lists the population morale and the inhabitants of the selected solar sys­tem, as well as its current amount of credits, food, industry, energy, intel­ligence and research units.
Build Queue
On the upper right corner of the Solar System screen is the Build Queue, where you construct a structure or a starship. The current item to be built is displayed at the top of the window.
Click the Buy button, under the picture, to speed up construction for
completion in a single strategic turn. If your empire has the credits,
a Confirmation window shows you how many credits it will cost, how many credits your empire currently has and asks if you want
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Solar System Screen
Confirmation Window
Build Queue
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to buy it. Click the Buy button to confirm. Click the Cancel button to can­cel the buy request and return to the Solar System screen.
If your empire does not have enough credits, a Buy Denied window appears, showing how many credits your empire needs to successfully pur­chase the constructed item. Click the Close button to cancel the buy request and return to the Solar System screen.
Under the Buy button is the Build button and a display of four items to be built, in order of planned construction. Each item is represented by its icon, its name and the number of that item you plan to build. Only one structure type can be built at a time. Click the Build button to place the Build Queue in automatic mode, and the AI will determine which struc­tures need to be built in that solar system.
To select a structure or starship to build, click on its name from the Build List or Ship List to place it in the Build Queue. To remove a structure or starship from the Build Queue, click on its icon under the Build button. Trade Goods is the default for the first item to be built.
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Solar System Screen
Buy Denied Window
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Solar System Screen
To build more than one structure of a specific type consecutively, select the structure as many times as you desire before moving on to other structures. All the structures of that type will be represented by the same icon.
To remove more than one structure of a specific type at once, press the s key as you click on its icon under the Build button.
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Planned Items
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