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Submitted by System on 09/03/2006, 09:50. Print file.
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========================================= =/\= Birth of theFederation =/\=
============================VER 1.0=============


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By Nemesis86 (Gazza.Nemesis86@Virgin.Net)


C-O-N-T-E-N-T-S
===============

1. Introduction (A brief summary of this FAQ and Update information.
2. The Species ("I like my species the way it is!")
The Federation
The Klingon Empire
The Ferengi Alliance
The Romulan Star Empire
The Cardassian Union
2.1 What side to pick
3. Colonization Tactics, Hints and Tips.
4. Diplomacy
5. Battle Tactics
5.1 How to steal a plannet.
6. What to build....and why!
7. Winning!
8. Losing
9. Cheats
10. A final Word




1. Introduction
============

If your reading this FAQ your either, rubbish at BOTF (Birth of the Federation)
or your an experienced/intermediate player looking to pick up some tips. Either
way hopefully this FAQ will help you. The reason I decided to make this was
because of the lack of good BOTF FAQs out there. (there was only one I could
find and it didn't cover everything)
This is the first Version 1.00, and hopefully I will be making additions
and so on and so fourth. If you want to contibute to this FAQ please e-mail me
at Gazza.Nemesis86@Virgin.Net and give me the hint tip or the mistake that
you've spotted and I haven't after proof reading it many times. I will be sure
to add your name in my acknowledgements.
If you are going to distrubute this in any way please e-mail me and tell
me. It would be nice to know that all my hard work was actually usefull to
someone.
Anyway enough of this babbling. Lets get down to buisness....


2. The Species
===========

Here is a list of the races that you can pick to go in BOTF and there
attributes, and there weaknesses.

The Federation
==============

Attitude: Peacefull/Diplomatic
Diplomacy: Very Good. Minor races favour The Federation
Ships: Good all rounders. No weak points in shields or
hull
Vendettas: Romulans and the Cardassians

Notes:

The Federations biggest attribute is there natural flair for Diplomacy, which
can always be used to there advantage. Minor races favour The Federation and you
can usually secure an alliance or if your lucky, make them members of the
Federation. There ships are fast and manuverable, there shields and hulls and
very resiliant and there weapons are enough to defend them selves in a fight.
The Federation get many bonuses for liberating an occupied planet which has been
taken over. The Federation only attack as a last resort and even then people are
not happy when you go to war. You may even have to declare Martial Law because
of the unrest. The Federations weakest point is espionage but can defend them
selves from it through Internal Security. The Federation Is a good all rounder,
for beginners or the experienced.


The Klingon Empire
==================

Attitude: Warlike/Honorable
Diplomacy: Reasonable. Many trust, but dislike the Klingons
Ships: Very manueverable and Fast, Weapons very strong,
Aft Shields and Hulls weak/Clocking ability
Vendettas: Carrdassians and the Ferengi

Notes:

The Klingons are a warlike race and prefer war to peace, but that said the
Klingons are very trustworthy and when they make an Alliance or Freindship
treaty or non-agression Pact it will last un-less you do some 'unhonorable'and
or show that you are weak. This is why relations between the Federation and
Klingons are so bumpy. The Klingons ships are extremely fast and manuverable,
and there weapons are very good. A wing of Klingon Scouts can cause quite a bit
of damage. The Klingons people like war, but only when there winning! remember
this if your playing the Klingons. The Klingons think that espionage is a
dishonerable thing to be doing but are prepared to protect them selves from it
through internal security. The Klingons are a very specialised side. There
attributes will be better used if you are an experienced player.


The Ferengi Alliance
====================

Attitude: Greedy/Neutral
Diplomacy: Decent/Bribary
Ships: Reasonably good. Fast and Manueverable
Vendettas: Klingons and the Cardassians

Notes:

The Ferengi care about to things, Money and there lives(not neccesseraly in that
order, depends on the situation!). A major advantage of the Ferengi is that they
can establish trade routes without freindship treaties. This way they can gain
alot of extra income. The Ferengi will only make treaties or alliances if it
looks like they will make money out of it. There ships are good all rounders,
but not as good as Federation Ships. But with the economic backing they can
replace ships easily. The Ferengi will go to war if they will make money out of
it. They will also make peace if they will make money out of it. Basically, the
Ferengi will back the winning side. The Ferengi strong point in espionage is
stealing money, but there Internal Security could be stronger. Although the
Ferengi will be good for beginners I recommend that you get a little experience
before using them.


The Romulan Star Empire
=======================

Attitude: Xenaphobic/Secretive
Diplomacy: Terrible/Militiristic
Ships: Not very manuverable yet fast/Strong
weapons/Clocking ability
Vendettas: Federation and the Ferengi

Notes:

The Romulans are the most secretive race in the game, with the Cardassians
coming a close second. There espionage abilitys are second to none. They can
bring a Race to its knees just through espionage....if used properly. Not many
people like the Romulans but because of them being so powerfull many people
suck-up to them. There ships are fast but not very manuverable, but they make up
for it in fire power. there plasma torpedos are deadly. The Romulan people
aren't really fussy, as long as they are winning. Its not hard to keep them
happy. The Romulans a very specialised in espionage.


The Cardassian Union
====================

Attitude: Secritive/Militiristic Govermant
Diplomacy: Good/Just a front
Ships: Decent all rounders/Slow but manuverable. Can fire
in all directions!(Hint!)
Vendettas: Federation and the Klingons

Notes:

There govermant being run by the millitary, the Cardassians are intrested in one
thing and one thing only, conquest. There ships are specialy designed to be able
to fire in all directions, but the ships are slow. The only reason that the
Cardassians will make an alliance or treaty is if there backing the winning
side. As soon as there bgack is turned they will strike. They dont want a joined
victory. They want to do it alone, and become the rulers of the Galaxy. There
espioage is the best apart from the Romulans. The Cardassians are a cross
between the Romulans, Klingons, and the Federation.

2.1 What side to pick
=================

If your a beginner I strongly recommend that you start with the Federation. The
are the best to learn how to play the game. Once you've grasps the basics, just
pick a side. Read through the descriptions above and pick one you like. Remember
to way up the good sides and the bad. What side you pick makes a huge difference
as to how the game is played. But just remeber, You can take a horse to water,
but you can't make it drink. What Im saying is, Dont try and make the Klingons
Diplomats or the Federation warlike. Stick with whats best. My motto is 'if it
works stick with it'.

3. Colonisation Taticts, Hints and Tips
====================================

If your playing a Domination game this is the most important part. To win in
Domination you have to control 60% of the Galaxy. I know it doesn't sound hard
but when you start bumping up the difficulty levels you will find this
incredably hard. The other way to win is by erradicating all other major races.
Now there are three ways to extend your borders.

One: Colonize a System
Two: Build an Outpost or Starbase
Three: Attack a planet and take it over

Now unless you want to declare war, this leaves you with two main options, one
and two. Just remember one thing: You cant build ships and gain credits from
outposts or starbases. Think of Outposts and Starbases as temporys, to expand
your reach until you can colonize a planet or system. One thing Starbases are
good for though is defence. Also theres nothing more threatening than a few
Starbases sitting on the edge of your space. Before you can colonise a planet
you may have to terraform the plannet. This can take from one turn to about
three. Just remember, the more colony ships you put on the job, the faster it
will get done.
Now to take over a system is a completely different matter. Now the first
thing you have to to do if your taking over a system is to get a small, cheap
ship, say a scout, into that system. Now if you look at the info on the system
at the bottom of the screen it will tell you how many orbital batterys there are
in the system, and how many are powered up. Now if theres, say four powered up,
they can become easily overcome by normal ships, with decent enough weapons. Now
if your knocking on 20 and upwards, then your gonna have to break out the fine
china. You will need Planatery assualt ships and a dreadnought wouldn't go a
miss. After you've overcome the orbital batterys, a tip is too attack the system
for another two turns. This will make it easier to take over with ground troops
from a transport ship(s).


4. Diplomacy
=========

Diplomacy quite a hard area to cover, as it depends on what side you are using
and what type of game you want to play. If you just wanting a muck about and
want to get into a few dog fights, dont worry about diplomacy. But if your
wanting a proper game follow these guides for the different races:

The Federation: Always try and make friends, and never declare war unless
absolutly neccessary. Always be nice. This is what works best with the
Federation and it will keep your people happy.

The Klingon Empire: Try not to offer treatys too often. Declare war when needed,
or wanted. Act as if everyones against you, yet your playing along. If you do
this properly you will declare war quite a few times during a long game (700
turns and over) and make and break friends. This should keep your people happy.
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