Players can colonize systems, conquer or ally minor alien races, construct starship fleets, and go to war with the other galactic powers. The game includes many canon and non-canon starship classes for all five playable races, as well as several of the minor races. The game includes two game modes: "domination", in which the player must conquer a portion of the galaxy, and "vendetta", where the player must destroy their empire's two racial enemies. In the single player game, the player chooses one of five empires included in the game. The empires then take turns moving ships, engaging in diplomacy, research, building and intelligence operations, and fighting. The single player game has two different victory modes.
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Just make sure you cloak them first so that they get there surprise attack. I found that even if the enemy can absorb the Intel attack they usually can only destroy the battle cruisers on the next barrage.
Then it is easy to build a big fleet and conquer the nearest systems. If you set your colony to manual and then upgrade the fabricators to the max first, you will increase your credits. Keep only 2 or 3 of the other 4 areas this makes it cheaper on the upgrades — also only colonize 1 system at a time — makes for faster upgrades. The invasion will be a success. They are built for conquering and controlling the weaker races.
The Cardassian's have the BEST moral structures in the game and highly resilient ships for planetary assault. If they offer you a treaty, take it and then break it next turn. Also, always declare war on the Ferengi. That way they can't trade with you and make loads of money. If you give them the right amount of cash they will barely ever say no. Once you have them use their trade routes and gain more credits to use this strategy on other minor races. This works good because once they join you its like getting an already developed colony.
I have taken 1 defiant against the entire Ferengi fleet without losing the ship before they retreated after losing 14 ships in 4 turns 23 ships in the Ferengi fleet and I took out a cube with just 3 defiant's. Just set them to evade and watch the fireworks. Do not underestimate the power of your economic influence. The ability to attract minor races through trade as the Ferengi nearly equals the Federation's pure charisma.
You must trade as much as possible when playing as the Ferengi. When that race will encounter another race or is threatened by another event, its population will jump to its maximum…since you have terra formed all his system and he already is in alliance you pay him once or twice , get membership and you get a full developed world, ready to produce your brand new cruisers.
Use the Assault strategy as much as possible to capitalize on your strengths. In fleets with Light Raiders and heavier ships, the Light Raiders usually buy it because they start out in front and move into close range faster. Try setting some of your LR's on Evade. They're very good at dodging beams and they can cause the enemy to waste a lot of their firepower in the seconds before your torpedo's hit them.
Making outposts and starbases to extend your range can hurt you or be used to your advantage. If you are over extended in range and your opponent knocks out one of your outposts or starbases, then you suddenly find yourself stranded. Now this theory works the same way if you need to stop a major invasion in your space. Another brutish method is to knock out worlds that are colonized by your opponent and are way to close.
You are setting up a "neutral zone" so you have time to react. Use listening posts and science vessels as early warning systems. Small note, The Federation's mass population does not support the theory of bombing worlds till no life is present. Playing from the federation view setting your destroyers and hopefully defiant class to intercept gives you a huge net. The worse thing to due is send a butt load of ships chasing down one scout.
Set your ships or even fleet to intercept and watch the carnage. Your ships will intercept any intruding vessels in the surrounding area. This will help stop mass invasions on multiple fronts. Fighting blind can hurt you. Always send your scouts into hostile territories in order to see how many ships and outposts you will be fighting. Also include your scouts in your fleets for the same reasons. If you don't use scouts alot at least have scanners and listening posts built on your worlds, that way you can see that invasion fleet coming at you instead at the last minute——-more time to respond.
Trademarks are property of their respective owners. Errors and omissions not intended. Basic Strategy Guide November 22, by thunderchero. Related content: Game Overview Overview Control on of five major empires: Federation, Klingon, Romulan, Ferengi or Cardassian, each with its own set abilities, strengths and weaknesses. Encounter over 30 exotic races. And beware, there Xavori Strategy Guide Early Game You start the game with at least one scout and one colony ship, and there are always at least two systems next to your home system.
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Star Trek: The Next Generation - Birth of the Federation
Just make sure you cloak them first so that they get there surprise attack. I found that even if the enemy can absorb the Intel attack they usually can only destroy the battle cruisers on the next barrage. Then it is easy to build a big fleet and conquer the nearest systems. If you set your colony to manual and then upgrade the fabricators to the max first, you will increase your credits. Keep only 2 or 3 of the other 4 areas this makes it cheaper on the upgrades — also only colonize 1 system at a time — makes for faster upgrades. The invasion will be a success.
Birth of the Federation
Basic Strategy Guide
Star Trek - Birth of the Federation - Manual - PC