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Star
Trek The Next Generation Birth of
the Federation |
| Sold Out |
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(Win95/98/ME/XP) (Retail) (STBIRTHPR) |
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MicroProse
Game
Ages: 10 and up
ESRB Rating: Everyone
Explore, Conquer and Lead the Vast
Star Trek Universe
Star Trek: The Next Generation Birth of the
Federation is the first PC CD-ROM strategy game based on the rich Star Trek
universe! Forged from the cultures, timelines, events and technologies of the
hit TV show Star Trek: The Next Generation, this turn-based epic
emphasizes resource management, combat and diplomacy.
Control one of five major empires: Federation, Klingon,
Romulan, Ferengi or Cardassian, each with its own set of abilities, strengths
and weaknesses. Encounter over 30 exotic races. And beware, there lurks the
potential for a Borg invasion - threatening all players.
Game Highlights:
Manage a complex economy of resources, solar systems
and trade routes.
Develop your intelligence and use diplomacy to forge
alliances or create enemies.
Rise or fall by your ability to develop or acquire
technology.
Sabotage your enemies - and frame other empires!
Construct, maintain and mobilize your starship fleet -
and put it to the test as you engage in turn-based 3-D space combat.
Features multiple difficulty levels for long-term
replayability.
Play against human-controlled empires via the Internet,
LAN or modem.

Requirements:
Minimum System Requirements: 133MHz Pentium or
faster, Windows 95/98/ME/XP, 16MB RAM, high color graphics for 800 x 600 x 16
bit color (2MB video RAM minimum), quad speed CD-ROM drive, hard drive (160MB
free), DirectX compatible sound card.
Recommended System
Requirements (for better game performance): 200MHz Pentium or faster, 32MB
RAM, 8x speed CD-ROM drive, hard drive (180MB free).
Required for Multiplayer Option: Null-modem serial
cable (2 players), Windows compatible 28.8kps modem or faster (2 players);
Local area network using IPX or TCP/IP (2-5 players); Internet play requires a
true TCP/IP connection (2-5 players).


Starfleet's mission to explore
strange new worlds, to seek out new life and new civilizations, is balanced by
its Prime Directive: to avoid interfering in the natural development of any
unaligned alien race. As a result, first contact with other races is usually
seen as the most important mission Starfleet carries out. For every instance of
a successful first contact situation, such as Zefram Cochrane's peaceful
meeting with the Vulcans, there has been a potentially dangerous encounter,
such as the one with the Klingon Empire, which led to war.

The Romulans are a study in
dramatic contrasts. Capable of considerable tenderness, they can also be
extremely violent and cruel. Romulans are extremely self-confident, bordering
on arrogant. Traditionally, the Romulans prefer to react to actions of
potential adversaries rather than committing themselves openly. However, this
has not stopped the Romulans from covertly instigating numerous galactic
incidents in an attempt to manipulate adversaries. Indeed, Romulans are so
obsessed with espionage that the Romulan's own military intelligence agency,
the Tal Shiar, not only spies on their enemies but also the Star Empire's own
citizens for signs of betrayal.
 
The Klingon tradition is one of combat and conquest. A
Klingon teaching states that "The son of a Klingon is a man the day he can
first hold a blade." For them, strength in battle is all.

Cardassians pride themselves on
being precise, disciplined, and efficient. Before the formation of the military
Cardassian Union, Cardassia had scarce resources and millions of people had
died due to plague and famine. Even though the Cardassian military success cost
so many lives, loss of life seemed no more extensive than it had been when
plague and famine covered the planet. In such a disciplined society, public
perception and attitude is constantly monitored and controlled. Trials are held
only after an individual is found guilty by the authorities, and these trials
are broadcast to the populace as a reassurance of the triumph of good over
evil, and to enforce the notion of proper behavior in society.

Ferengi personal conduct is
strongly influenced by the 285 Rules of Acquisition, the first of which is:
"Once you have their money, you never give it back." Ferengi hold the pursuit
of profit as their highest goal. The acquisition of financial power is more
important to them than either political or military power. For this reason,
many races tend to underestimate the Ferengi. This is a mistake. The Ferengi
focus on profit has made them shrewd businessmen who can often barter for
monetary profit as well as the Federation can negotiate for peace.

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