Games PC BIRTH OF THE FEDERATION User Manual

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
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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Game Installation
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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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Game Overview
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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Game Overview
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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Game Overview
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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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Game Overview
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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Game Overview
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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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Game Overview
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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Game Overview
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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Game Overview
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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