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Star Trek Birth of the Federation Official Strategy Guide
by Paul Bodensiek Microprose Brady Games 1999 P27 Major Races Klingon Empire Since the reign of Kahless the Unforgettable 1500 years ago, the Klingon Empire has stood unimpeded as the ruling government of Qo’noS, more often referred to as The Klingon Homeword – probably because the pronunciation has little to do with how the name is spelled. Around the time Zefram Cochrane took off in Phoenix, the Klingon High Council grew in power to the point that there was no longer any emperor. Over the centuries, Klingons have extended their empire outward from Qo’noS and subjugated numerous worlds. Before the Khitomer Accords and the eventual treaties between the Empire and the United Federation of Planets, Federation citizens believed that Klingons were sub-human and only a few steps above animals. While the Romulans and Cardassians fight wars to gain power or resources, the Klingons fight wars because they are warriors and it’s what they do. The only honorable way for any Klingon male to die is n the heat of battle, killed by a superior foe – without an honorable death, a Klingon can never join the spirit of Kahless in Sto-Vo-Kor, their equivalent of Valhalla. This notion of “the only good death is a violent death” means that Klingons will fight to the death rather than be taken prisoner, tough they are not above a strategic retreat – so long as they can rationalize that they aren’t really retreating. A measure of just how warlike the Klingons are can be found in their myths, which state that they killed their own gods. Guile and deceit are not high in the list of Klingon attributes. They prefer a straight fight to a lot of sneaking around. Because of this, they’re likely to enter into battles hopelessly out-numbered because of bad intelligence information – their ruthlessness, however, makes up for this and they often win even when the odds are stacked against them. Given their penchant for battle and the fact that they care about little else, it’s surprising that Klingons developed technology more advanced than the bat’leth. [One can surmise that they captured the first starship to land on their Homeworld and went on from there.] Diplomacy Being honorable, the Klingons find it totally against character to break a treaty, no matter how beneficial to them it would be to do so. They also remember when other races break treaties with them – breaking a treaty is like a permanent black mark and it’s almost impossible to get back in their good graces after having double-crossed them. Conversely, when a race honors a treaty for its entire length, the Klingons find that highly honorable and will always think kindly of them. Military Although the Klingons prefer a good fight, they are wary of being at war with too many races at the same time. During battle, they will press the attack and only rarely retreat. Do not expect mercy from the Klingons. If they sense any weakness – whether it be a refusal to enter into tactical combat or a small military force – they will press the attack until the very end. The Klingons will only raid when not at war – they will accept hails when neutral or peaceful race ships approach. However, given the opportunity – and the lack of a peace treaty – they will declare war at the drop of a hat. The Klingon’s ship of choice is the Raider. Minor Races As stated above, diplomacy is not the Klingon’s strong point. Unless a minor race is at lest receptive, the Klingons will subjugate the race rather than bothering to talk. Better than a receptive rating means that the race must be a kindred spirit and worthy of the Klingon’s honor – and the time taken to chat. Their mining prisons provide them with an excellent way to keep their populations in line. Economy As is obvious, building warships is the highest economic imperative for the Klingons. Next, they put their money into infrastructure, and finally into bribes and gifts to alien species. P55 Klingon Ships B’rel Class Scout, long range K’T’lnga Class Battle Cruiser, medium range K’Vort Class Heavy Cruiser, medium range Ll’wl’ Class Armed Colony Ship, medium range Ll’wl’ Class Assault Transport, medium range May’Duj Class Destroyer, medium range Negh’Var Class Strike Cruiser, short range Vor’cha Class Attack Cruiser, short range Outposts, Starbases, P88 Structures In addition to the structures available to all major races, there are a few only available to some of them. Basic replicators for Klingons. For those races that aren’t controlled by their taste buds, the basic replicators provide food that’s nourishing but bland. Bunker Network for Klingons. Bunkers placed throughout a system provide easily defended attack positions to fight off invading soldiers. Forced Labor Farms for Klingons. Forced labor farms allow the Klingons and Cardassians to put their prisoners to work instead of having them lying around at the government’s expense. Of course the prisoners’ friends and relatives aren’t too happy about this and it results in a decrease in morale. Theoretical Simulators for Klingons. though less efficient than subatomic simulators, theoretical simulators are still quite effective at aiding research and development. P106 Klingon Structures These structures are available only to the Klingons and may not be built by any other race, though they may already exist in a system captured from the Klingons. when upgraded, the player’s empire’s equivalent structures will be built. Hunting Grounds [Farm] Foundry [Factory] Matter Furnace [Power Generator] Security Center [Intelligence] Hall of Learning [Research Center] Hall of Warriors. The skills of a warrior are best taught to others for the benefit of the Empire. The Hall of Warriors provides a place for the best Klingon warriors to join together and learn new combat techniques. One, located in the Home system of Qo’noS. Tactical College. As the Hall of Warriors teaches warriors the best new ground combat techniques, the Tactical College instructs them in the best starship combat tactics. A Tactical College is built in any system in the empire that was colonized rather than subjugated. Combat Testing Center. Courage and honor will get you only so far. Without the latest weapons, even the best warrior will be defeated by a dishonorable enemy. The Combat Testing Center researches and deploys new weapons for the empire. Mining prison. A Mining Prison sets criminals to work digging the dilithium necessary to power the Empire’s starships. With the prodding of the prison guards, efficiency is quite high. Police State [Martial Law]. On those rare occasions when a brave [or foolhardy] few try to loose the shackles of the Klingon Empire, the Klingons crack down. Hard. Great Hall. What’s the good of being a great warrior without having the chance to boast about it? The Great Hall allows warriors to join together, talk of their battles, and enjoy a few bottles of blood wine. P126 Andorians The Andorians’ cool bright blue color is deceptive – they are a passionate, violent people. Luckily, they don’t have a navy to harass player ships as they enter Andorian space. With this passion for violence comes a keen knowledge of the art of war. The Andorian War College provides a training facility for your starship crews. The Andorians are slightly more likely to favor alliances with the Federation and Romulans over the Cardassians, Klingons or Ferengi. P130 Chalnoth A fiercely competitive race, the Chalnoth have no use for rules and regulations. They are warriors through and through, but without the honor that guides the Klingons. The Gladiatorial Arena allows the Chalnoth to test new weapons and enhances weapons research by 100 percent. Because of the Chalnoths’ anarchistic nature, it is extremely difficult to enter into any type of negotiations with them. Diplomacy is almost out of the question when it comes to dealing with them, and taking their system by force can be difficult. P133 Nausicaans The Nausicaans have a well-deserved reputation for being ill tempered and quick to violence. The warlike Klingons and Romulans are the hands-down winners of the Nausicaans’ affection – with the Romulans coming out slightly ahead. P134 Talarians Talarians are a warlike species whose greatest mission is the defense of their homeworld. The Talarians are slightly hostile toward the Federation, Klingons and Romulans. They are openly hostile toward the Ferengi. P135 Trill Trill prefer the Federation, are slightly hostile toward Klingons and Romulans. P182 As everyone knows, the Klingons aren’t known for their diplomatic skill. Unless a race is already receptive to your empire, don’t bother attempting to make an offering to gain their favor – subjugate the race quickly, gain the output of their system, and enjoy additional morale throughout your empire. P187 The Klingon Empire pushes research, though not to the extent that the Fed does. For every two intelligence structures, there are three research facilities. There are seven factories for every three intel/research structures. With a fairly high population and a 25% food bonus, the Klingons are able to mobilize their military quickly. P207 Klingons Basic Game Play Basic Game Play: Conquer minor races unless they already have high sympathy toward you. Attack in large groups for maximum effectiveness – build lots and lots of ships. Colony Advantage: Conquest. Man for man, the Klingons are the toughest fighters in the galaxy – their colonies are hard to invade and it takes them fewer transports to successfully invade other races. Mining prisons and forced-labor farms are great boons, doubling dilithium production and producing far more food, respectively, than traditional structures do. Ship Advantage: Weapons and skill. Klingon ships are more heavily armed than anyone else’s. Their crews are better as well, giving them higher accuracy. With training structures in place, Klingons can train their crews to the highest possible experience level so that their ships are the best right out of the shipyards – other races can only get crews that good through battle experience. Economic Advantage: Ship maintenance and industry. Every race receives a certain amount of free ship maintenance equal to its population, but the Klingons get twice as much as anyone else – while the Fed economy may feel the bite of supporting a dozen cruisers, the Klingons can painlessly field twice as many. So build lots of ships. Since the Klingons start with more factories than most other empires, they can build a large fleet quickly. |