Star Trek: Birth Of The Federation Walkthrough :
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Walkthrough - Guide
Corey Russell's Star Trek Next Generation: Birth of the Federation Strategy Guide: ******************************************************************************** *************** There are guides for this game out there already, one by Cadillace in particular is very good and in depth. However, I wanted to offer more tips on beating the AI that is offered out there, so here we go: General Tips: Maintain Fleet Strength - What do I mean by this? I mean that expanding by colonization once you have made contact with the AI WITHOUT a fleet for defense will just get picked off. Even if you're real nice to an AI race, if they realize your military is pitiful (which is easy to do, you can see how your military is doing compared to AI by looking at the Intelligence Summary graphs) they will turn on you and eat you for breakfast. Practical Example: You encounter the Klingons as the Federation, and your scout tells you they have 9 warships, 5 of which are cruisers. At that moment you only have 4 Miranda Class destroyers because you are playing tech 3. What do you do? You build up your destroyers, buy if possible and get them up. A lot of people think Federation Miranda Destroyers and Destroyers II are useless, and indeed once you get to Advanced (tech 5) level they certainly are. However at tech 3 they are whole lot cheaper than the light cruisers. And the light cruisers get hammered by almost every other race's cruisers. What people forget is that the Federation hull values are 2nd best in the game, behind only Cardassian ships. Higher hull values make Ram more powerful. That doesn't help the light cruiser, as it is so slow and not very maneuverable, but does give Miranda destroyers a use. In a game I played, a fleet of 5 Klingon D9 cruisers vs my 9 green Miranda class destroyers got in a battle. If I were just to trade blows the Klingon beams would tear my green fleet to shreds (Klingon ships have more beams than other races for the same class of ship). So I first did a harry to get close but try to avoid some of the initial salvoes of the Klingon cruisers. This was mostly successful, only one destroyer lost and now they are close. Since they are green, my destroyers are going to miss a lot, so instead told most of them to ram most of the fight and just a couple to lend fire support. End result: all Klingon cruisers in pieces, 3 destroyers survived the fight. Had I did a charge, I would have destroyed 1-2 cruisers, but I would have lost. This blunted the Klingon offensive in this part of my space. I also had planets that could put up orbital batteries. I charged them as much as was practical until I could build up my forces again. Do not build such a large fleet that it cannot be maintained if you are no longer doing trade with another major power. If you click the economic overlay, you can actually see the revenue being generated by each trade route. If there's war, or otherwise the treaty expires, then you will lose all the funds from those routes. Subtract this total from total credits each turn, if negative value then you need to cut costs (not build more ships). If you scrap a ship in a system that has a shipyard you can actually recover the credits that were used to build it, can give a nice influx of cash when needed. The other possibility is to use your ships immediately (such as invade enemy system) and perhaps just lose some extra ships in the bombardment process. Intelligence structures are more important than research structures if you are Federation, Ferengi or Klingons. Research is important, don't get me wrong. However, think of it this way: if you put massive efforts into research but neglect intelligence, your opponent could can STEAL your research! And Romulans and Cardassians get intel structures (phoenix facilities, Obsidian order, etc.) that make them even more dangerous. You could actually be helping the enemy to be more advanced! For Klingons, having adequate intelligence structures is absolutely vital. Klingon economy isn't very good, but they get by because their ships and maintenance for them is relatively cheap. However, if an enemy intelligence sabotages the Kliongon's ecomony, the Klingon war machine comes to absolute halt. This means once a new colony has enough food, some industry and some (not whole lot) energy, intelligence should be a priority. Practical Example: Was in a tech 3, medium galaxy. Was playing the Cardassians. Was clear that Klingons and myself were the powerhouses, Ferengi had already been conquered by the Cardassians, Feds reduced to 4 systems and Romulans just minding their own business. Klingons and I were "trading" conquests. I take a Klingon colony and they took over Sol as example (I had taken that from the Feds earlier). However, I finally got my intelligence high enough to do some damage. I target the Klingon economy...I kept stealing their funds! would steal 1200 credits (2 separate steals of 600 credits) in the same turn, sabotaged Klingon farms etc. After just 15 turns of this, there is no sign of the Klingon fleet, probably because they couldn't maintain it. My invasion fleet had no opposition, didn't even have to have a major battle! Once the economic sabotage ws kicking into high gear the only ship I saw was a COLONY ship. Not going to stop a fleet of 14 Cardassian Cruiser IIs... Tips to Succeed with the Federation (Against AI, not human opponents): * Colonize as much as is practical to get the 60% control of the galaxy that is needed to win * Feds get good diplomacy -- use it to your advantage if minor races are present. * The Federation population is happiest when you don't win by conquest -- it is extremely unlikely you will be able to get 60% of the galaxy by colonization alone! Therefore, try to make ONE ally AI. Needs to be just one because eventually if you try to be friends with more than 1, the 2 AI in question will be mad at the other and they will both demand you declare war on the other if you want to have good relations with them. If you refuse them now they will both be unhappy with you. * Inevitably, an AI will be causing you grief and you will be forced to take their planets to stop their attacks. You get a HUGE morale boost if you actually eliminate an Empire (strange reaction from pacificists), keep in that mind. * If your HUMAN colonies get disgruntled, then that's a definite red flag that you may need to calm your bombardments down. * Founding colonies and winning battles help morale, keep doing those things. Accepting peace overtures also help morale. NOTE: If you are taking out an enemy and they sue for peace but you don't want it, do NOT see the envoy. Outright peace rejections hurt morale for Federation, but you're OK if you just ignore the offer. * Obtaining races like mizarians or bajorans are very useful to the Federation when they need to take over enemy systems because of their special structures that increase morale empire wide. * If playing on small galaxy contact with other races and competition for colonies/minor races will be fierce, military is what you need and soon. Large galaxy you have time to colonize, but keep fleet prepared for action. At the very leasst, you need to have enough force to liberate one of your planets if they get taken over by the enemy. * Outposts with no capital ship support are vulnerable and are easy ways for an enemy to build up their experience and morale by destroying them. Instead of outposts, build shipyards (buying is reasonable) on outlying systesm this will extend range of your starships just as well as an outpost but without being as easy to destroy. * Against AI, starbases are rarely destroyed but they still need some support. As the federation, a dreadnought complements a starbase very well because of its long range firepower. I once encounted 39 ferengi warships vs. a Starbase and a Dreadnought when playing the Federation -- 4 turns later Ferengi are in retreat with more than 2/3 of their fleet destroyed. It should be noted the main reason the ferengi failed was the bulk of their fleet was composed of Light Raiders, whose hull value is so low that once shields drop often a single beam can destroy them. If the enemy had their basic War cruisers instead of light raiders they would have eaisily won. * If playing tech 5 large galaxy it pays very well to do all you can boost research -- the Federation defiant class "heavy escort" is arguably te best ship in the game, has destroyer speed and maneuverability but firepower of a capital ship. Note that if playing small galaxy or even medium galaxy won't be long till you have contact with the AI -- don't neglect research at cost of defense. * Federation gets some great ships so they can definitely stand toe-to-toe with the other races in ship battles. However, they can be crippled badly by sabotages, if there's any chance at all to obtain Betazoid system (which has a structure which boosts internal security) they should get it, even if they have to conquer it. Klingons would find Betazoid very useful as well. Tips to succeed as Cardassians (against AI, not human opponents) * Rejecting peace actually hurts morales for Cardassians. If you don't want peace don't see the emissary (ignore them). However, the Cardassian masses have no problem with breaking treaties, use this to your advantage. * In terms of offensive power of their ships, they are just average. They are not very maneuverable either (which is partly why they need to work in groups). However you need to remember the two special attributes of Cardassian fleets -- they can fire in all directions, which means evade maneuvers can still pack a punch, and doesn't hurt them as much when enemies as much when enemies get behind them (unlike Klingons). Also another attribute is that Cardassians get the best hull values in the game. This makes the "ram" maneuver much more powerful. At tech 3 for example the cardassian ships really stink vs their competitors (although arguably federation is just as bad that level of tech), HOWEVER cardassian destroyers can take out enemy cruisers with RAM maneuver. This means a harry first (to get closer without taking too many losses) and then ramming the enemy cruisers is very effective. Note that the ships will fire while ramming. Fortunately Cardassian destroyers are also fairly cheap. * Cardassians get the best intelligence in the game -- use it! Its your choice what to target (general, economic, military) for your enemies, but if you are dealing with Klingons strongly recommend targeting their economy. Klingon economies generally aren't very good to begin with (they need conquests to stay afloat really), and if successful in this area, they can be hurt so bad that they can't maintain their fleets. For federation, tageting their research is good -- not only might it help you get your research faster (by stealing theirs), but will slow down them getting their best ships. Trust me, last thing you will want to see is fleet of Federation heavy cruisers at your doorstep and all you have are tech 3 cruisers to resist them with. * If your intelligence isn't working against an enemy, try taking over some of their high population systems. Very likely they will have a lot of intel structures on them and by taking them over you have weakened their ability to defend themselves against your intelligence operations. * Cardassian economy isn't the greatest, you need conquests to keep afloat really. So unless a race is receptive or better to you (talking about minor races), save your money and take over the systems with war. * If you need to take over a system quickly, but do not have high production systems that can churn out cruisers in a reasonable amount of time, remember you can use this format: 9 scouts 9 transports 2 Cruisers You want your fleet in this order on screen. The scouts will sacrifice themselves to the orbital batteries, the ground troops invade, and the 2 cruisers at the bottom of the transports (important) will allow the troops to get past the planetary shields. And on any planet with ground defense of 300 or more would definitely use 18 transports. And if ground defense is insane (like 700 plus) then you may even need 27 transports. Note that this general strategy is applicable to any Empire. * Cardassians are EXCELLENT at occupying hostile populations, keep this in mind. Not only is their generic morale booster (inquisition) fast at only needing 3 turns to do, cardassians get a re-education center which increases morale at +2 a TURN. do inquisition, buy re-educations centers and often you won't need to come back to the systems (at least for morale reasons). Keep in mind that the centers do need 100 energy, you will often need to build charge collectors or wind turbines (If available) before building the re-education centers. * Cardassian Capital ships are equal with the Federation at being the best ships vs orbital batteries, because of their high hull values (Federation does well because of their excellent shields, not to mention they have 2nd best hull values in game). Use this to your advantage. Tips to succeed as the Ferengi (vs. AI) * Remember the key attributes of Ferengi ships: hull values aren't the greatest, but shields are decent, and that Ferengi ships have more torpedoe tubes than other race's ships of the same class. Their beams are weak. This means you want to use assault tactic (or charge for destroyer class) to take full advantage of your torpedoes. * Ferengi destroyer class ships great for raiding. If you have predatory groups of 9 or more that are together, they will inflict pain on the enemy but expect to take losses. * Tactic to take out outposts with any Ferengi destroyer class (NOT scouts) group: Start with strafe to get closer. Often 2 destroyers/raiders get targeted, but aren't destroyed. On 2nd turn order them to charge. Now check the health of each ship any ship with hull damage or shields less than 80% have them evade. The outpost will try to target the damaged/weakened ships but because they are on evade they survive. Meanwhile the rest of the group destroys the outpost. * Don't fling your raiders at starbases, you'll take heavy losses before they can even get close enough. Use your cruisers/strike ships. * at tech 3, Ferengi get excellent cruiser called a War Cruiser. They have many torpedoe tubes and decent shields. Not very maneuverable so again will want to use assault maneuver as long as possible to take full use of the torpedoes. * At tech 5 Ferengi can research the Marauder. Very powerful ship and the preferred ship for planetary bombardment when at tech 5. * Ferengi have two basic destroyer classes, light raider and simply raider. The raider is very maneuverable and has decent shields for a destroyer and has firepower on par with a cruiser. Once you can use raiders, stop building light raiders. You will take heavy losses with light raiders once the enemy has to tech to start building tech 2 type ships (Destroyer II, Cruiser IIs, etc.). A good strategy is when raider tech gets developed, scrap the light raiders at shipyards (which gains credits) and ideally buy raiders at either a Zakdorn or Andorian shipyards (minor races). The reason I say either of these two is that ships from these minor races' shipyards will come out as regulars if you have built the minor race's training facility. * The best advantage for Ferengi by far is their money. You should always have trade with any one you aren't at war with, minor or enenmy empire. Well worth it to build the money structures. * Ok now you got gobs of money, what should you do with it? Use it to speed up ship production, get minor races to your side, get an AI to leave you alone (this step only really works if you haven't provoked them, i.e., not sabotaging them, destroyed their outposts/starbases, destroying their ships. NOte also that even if you aren't sabotaging them, if you are sabotaging another AI empire they will sometimes get mad at that), buying any thing on a planet that will take a long time to build but you need sooner. Speaking of this, when subjagating a planet Ferengi should use Festival of fun...then if you have the tech, build holo cinemas right away this will also improve the occupied system's morale. * Remember that eliminating an rival empire increases morale thoughout the entire empire significantly. If you doing a lot of subjagating (and therefore lot of disgruntled occupied systems) try to be the one to eliminate an empire, you'll get a big morale boost (which in turn increases industry/credits). * If you must go to war with an empire, taking of their homeworld is often very effective at significantly reducing the enemy's ability to resist. You remove the special structures that have special effects thoughout their entire empire. Doing this to the cardassians is extremely helpful to reduce their intelligence attacks. Tips when playing Romulans (gainst the AI): * You will need to vary your strategy depending on what tech level you are playing. On any tech other than tech 5 for example, 9 cloaked romulan destroyers are very effective fighting group for example. On tech 5, group of warbirds/battle cruisers are more effective fighting unit and and near invincible (because the AI almost never builds the best ships for the race they are playing). Of course you can still have the destroyers do raids and pick the battles appropriate for them (handful of capital ships, outposts etc.). * It is very advantageous to include a single scout in your task forces for two reasons. one is you won't be flying "blind". You'll actually know if there's an outpost in a sector or perhaps the bulk of an enemy fleet before you enter the system. Secondly, during the actual fight scout will tell you enemy maneuver and experience level of enemy ships. If enemy has a veteran ships or better you'll want to remove those quickly as they'll inflict pain on your task force. Will even tell you the stats (example 8 tubes at 44 damage) which can give you a rough idea how tough your opposition is. This particular strategy is good for all races. During the actual fight order the scout to evade entire fight to give it a chance at surviving. * Romulans get the 2nd best intelligence in the game (and only 2nd by a little bit). And if Romulans can get one of the minor races that enhance intelligence operations (Ulians, Ktarians, Bolians) they can be devastating. To aid in this goal, always build phoenix facilities if available. * Romulan diplomacy is good. This means getting minors to join you via diplomacy is viable, and if you do it via diplomacy you'll avoid the morale problems of subjagated systems. However, if you need to take important minor quickly (example previously mentioned intelligence enhancing races or Zakdorn) the Romulans masses have no problems with subjagating enemy worlds. * Romulan research is good as well, and high level tech can make them quite powerful against enenmy fleets with hitting hard and first strike capability (cloak). * Romulans do have one glaring weakness -- their ships take quite a beating when bombarding enemy systems that have orbital battery defenses. You either manafacture a ton of capital ships expecting to lose bunch of them in taking enemy planets OR you can use scouts as sacrificial lambs to the batteries. If you configure your fleet so that the first ships listed are your scouts (and make sure your scouts are at least equal number to the number of orbital batteries on the planet) and then troop transports and then capital ships after that (this order allows capitals to take out planetary shield if present) then you can take enemy systems faster this way. * When cloaked and just arriving over enemy system you'll see that "Attack System" isn't an option. However, if you redeploy and take a ship out of the cloaked fleet and then put the ship back in it will give an option for attack system. Note that if you're not expecting the enemy to send any ships next turn it is better to bombard uncloaked (so that your shields will be up, shields are down while cloaked). * Because every single fighting ship of the Romulans can cloak, their ships a bit more expensive to maintain than other races. This doesn't prevent creation of invasion fleets but OFTEN means that you can't distribute enough ships to defend your border. If in war, best defense is definitely offense with Romulans. Take out any ouposts near your border with the enemy, and planets to limit the range of the enemy ships. Note that if you set your intelligence to sabotage military you may get lucky and sabotage some shipyards near your border which can reduce range of enemy fleet. NOTE: If your enemy IS the Romulans then trying to chase their fleets is often a waste of time as they can retreat with no losses always if cloaked (exception being romulan/klingon encounter where klingons only have cloaked ships). Instead put siege to their systems, this will either force them to deal with you or lose ability to support their fleet. This will also weaken their intelligence operations against you. * Because Romulan ships have low hull values compared to other races, ramming is useless order for them except in the case your ship doomed anyways so you want it to do as much damage as it can before it is destroyed. * Roluman people don't mind war as long as you didn't break a treaty to do it. If you need to start a war but don't want to take a hit for breaking the treaty, keep making outrageous demands and sabotage them to make them declare it. Tips for playing Klingons (against AI): * You people LOVE war. This means you should actively decline peace treaties whenever practical, you'll actually get a morale boost. Same goes for declaring war. * Bombarding system helps morale, take over all the systems you want. * Key stats of Klingon ships: more beams than other races for the same class of ship, weak aft shields and weaponry, shields generally weaker than other races. However veteran Klingon crews can do amazing damage control (I've seen 9 veteran Klingon Destroyer IIs take out an incredible amount of enemies. Once took out 35 romulan ships and an outpost many of them cruisers). * At tech 5, the K'vort cruiser is very powerful, if you have that tech use them. * Because Klingon advantage is beams, try to get close to have the beams do the most damage. * Klingons get some Cloaked ships, their heavy cruiser and scout II can cloak. Nine cloaked Cruiser IIs are incredibly dangerous. * Economy is weak. Fortunately maintenance for war ships fairly cheap, HOWEVER, if the enemy can successfully sabotage your economy, the Klingon war machine often comes to a halt. Keeping intelligence strong is extremely important, and should be high priority once contact with Cardassians is made. The more planets you can conquer tends to help the economy as well. * Breaking treaties hurts morale badly. Losing battles or system also hurts a lot. Always set your scouts on AVOID (unless they are a battle group) when exploring or monitoring enemy territory. If you want an empire to declare war on you, provoke them any way you can (many outrageous demands, colonize terriroties by their border. Note that sabotage is risky as masses consider it unhonorable). If you made the decision of accepting friendship/non-aggression that is very long (50 turns) or indefinite, you may need to eliminate the other empires first. In my experience, the AI almost always declares war on you when you get very strong or very weak. Another thing that helps if you can't defend systems, take enemy systems yourself which will in turn boost your morale to help offset losing the outlying systems. * Any time an enemy is pressuring you (especially Cardassian intel), going all out to take out their homeworld is very helpful. Rememember the trick of using scouts to take the brunt of oribitals, and just 1-2 cruisers after troop transports to take enemy systems quickly. * Klingons get bonus to both planetary ground defense and ground offense. * Klingon non-combat ships actually have weapons. They are extremely slow in combat, but not useless. Had a fleet of 27 transports take out Federation Command Cruiser II, so they can help little bit. However, you should guage this in how important the transports are. If you need every single transport you can spare to take out your target (enemy homeworld as example) and in a big fight, it may make sense to have them retreat and have the fighting ships take care of the engagement. And on the flip side, the combatants are fairly evenly matched you may need the transports help. This FAQ made by Corey J. Russell (Yeah there's actually quite a number of Corey J. Russell's in U.S., but I'm the only one that is chessmaster). This FAQ may be distributed or copied freely as long as it remains unchanged and is distributed for free.