Gemini Sector:An Overview Quadrants: ---------- Clarke: Clarke is a fortrest, the heart of the millitary enterchment begun 30 years ago. Today, the seat of all Gemini's navel forces, Perry Navel Base, is in clarke. This is the front line, dotted with jump points into Kilrathi territory. In this area, ships must contantly be ready to engage in border skirmishes. However, because of our strengths, there has not been a full scale battle in Gemini for 11 years. The whole sector owes its existence to the strength of our navel forces, forces that have blossomed under Admiral Terrell's capable leadership. Fariss: Asteroids. That one word sums up any traveler's experience of Fariss. Here are more mining bases than in the surrounding five sectors. There are agricultral planets and refineries, to be sure, but the most prevalent industy is the extraction of minerals from the many large asteroids the clutter Fariss' attactive vistas. Humboldt: Humboldt is the sparsest of the quadrants. The central hub of Humboldt is Junction, a system with three habitable planets and six jump points. The quadrant is limited in natural resources, but Junction earns its name as one of the most essential nodes in Gemini's web of jump-ways. Aside from Juction, Humboldt offers few mining and refining opportunities and a lot of empty space. Potter: Potter is the heart of what little civilization Gemini has. The capital, New Constantinople, is located here, as are many other large poulation centers. The most important of these, New Detroit, is renowned for the wealth of work and opportunity to be had there, not to mention the high quality of acohol imported from Centauri and Ceti Prime. Potter is the only quadrant that has more than ane Pleasure Planet, built entirely an rabid consumerism and providing R&R for the military types Reports of Kilrathi and pirate attacks in Potter have dropped to the lowest rate of any border sector. Base Types: ----------- Agricultural: Geranl Notes: These are planets whose primary industry is farming. They are usually large, with a high land-to ocean ratio. Terraforming is in progress on most of these worlds, but domed cities are still the rule. Life here is a lot of work, and Gemini is trying to encourage colonist to have more children and settle down. Trading Tips: Furs,lumber,pets,grain and foodstuffs are available here. They have a great need for more equipment and workes, as well as housing for their growing population. Mining: General Notes: Mining bases are affixed to and carved into a large astroids. This means that flying through an astroid field is usually mandatory for getting there. Mines are most prevalent in Fariss Quadrant, though they are also found, less frequently, throughout the sector. The bars are generally Spartan and all drinks have been improted(and are therfore expensive). Trading Tips: Mining bases need food. They have plenty of minerals and not much interest in luxury goods. Mining bases also seek ways to distract their lonely workers. Issues of Playthings, games or other entertainment are high in demand. Pirate: General Notes: With the population boom has come a piracy boom. At times, entire bases have been taken over. These hostile takeovers have been mostly limited to the Fariss Quadrant and, therefore, to backwater mining bases, especially those left abandoned due to depleted resources. Pirate bases are a hazrard to aboveboard shippers and a boom to unscrupulous dealers in illict goods. Due to the Nature of this type of base, no Guild offices are ever available here. Trading Tips: While I would rather say that it is not possiable to trade with pirates, that is not the case. These bases need food and trade in weapons. They deal in drugs such as Brilliance, and contuine to trade slaves as if we were living in the 23rd century. Please note that persons known to attack merchants and trade in contraband are considerd saboteurs of the war effort and are attacked on sight by Confederation forces. Pleasure: General Notes: Pleasures planets are the result of high demand, a sudden population explosion and a few lucky prospectors coming into too much wealth too soon in their lives. These are places of hedonistic games, a tromp l'oeil of culure. They are also important pressure valvels during these tense times. Trading Tips: Pleasure planets are hotbeds of consumerism. The population is interested in buying drugs, art, furs, games and anything fun or exciting. unfortunately, they produce little besides movies. Refinery: General Notes: Refineries are platform-based space stations whose primary purpose is to turn the natural resources of Gemini's astroids and planets into advanced fuels, durable goods, etc. They are a major employer of skilled labor and found throughout all four Quadrants. Trading Tips: Like mining bases, refirinies have a great need for food and entertainment. They also need natural resources shipped in for processing. New Constantinople: General Notes: New Constatinople is the capital of Gemini Sector. It is a major population center, with repesentatives of every major industry. It is located in central Potter and recieves fairly heavy traffic. Confederation and militia patrols have a high chance of being around the base to protect it and to police the merchants, preventing the movement of contraband on or off the base. Trading Tips: Almost all art to be found in the area is produced here. New Constantinople is the hub of all political and cultural events. Due to its importance, people come from all over to buy and sell nearly everything. It is a good place to do business. New Detroit: General Notes: New Detroit is one of the most fascinating of Gemini's urban centers. It is our industrial heart and it beats with rhythms of heavy machinery. Even from orbit, the prevasive gray of buildings and smog are visible. Before there were refineries in Gemini's space, there was New Detroit. For three decades the central metropolis has been expanding to cover the planets enormous land masses. Its bars and other businesses sit at the bottom of skycrapers like little hunched prophets at the bottom of Hardrian's Gorge. Definitely a place to visit and even better place to do business. Trading Tips: Competition is stiff here. There is a glut of manufactured goods If its man-made, you bet new Detroit's got it. They need natural resources and are willing to pay the price to get them. New Detroits mixture og highbrow and sleze industry means that there's a nook, out of the incessant drizzle, for any goods you wish to buy or sell. Oxford: General Notes: The interllectual seat of the sector, Oxford is a university planet, well known for its research facilities. It has been built out to resemble Old Earth, specifically the old English college town. This makes the place fantastic draw for tourism. It is located far from the front in Potter Quadrant and was one of the first planets terrafromed in Gemini. Its library is renowned beyond Gemini's horizons, drawing scholars from distant suns to vist its hardwood halls and well-tented quadrangles. Trading Tips: They will definitely sell books and other interllectual properities. Aside from that they have the same trading needs as any heavily populated agricultural planet. Perry: General Notes: Perry, the military center of Gemini, is located in Clarke, not far from the Kilrathi border. Many military patrols originate here and you have a high chance of encountering these forces. Admiral Terrell runs his corner of the war from here. Perry is a model of efficiency and does a lively business in all indutries. It is a fine example of strebase architecture as well. Trading Tips: As the core of all local militray operation, many suply lines come into Perry. They need food, medical supplies and the like. They sell lots of out-of-date weapnry here--A good chance for a gun-runner. With so many merchants coming here, ther is always a chance to pick up whatever you're looking to buy. Commonly Available Ships: ------------------------- Tarsus(The one you start with): The mainstry of Explortaory Services fleet a few years ago, these steady craft are prevents a familiar part of private enterprise. The Tarsus has been discontinued We list it here because of its popularity and general availailability in the used markets. Cockpit:Low visibility, prevents over the shoulder view. Offers one MFD along with standard radar and armor displays. Speed/Maneuverability: Sluggish in turns and rolls. Can upgrade to level 1 engine. Ordnance/Protection: No slots for turrents. Supports only level 1 shields upgrade. Two gun racks and two weapon or tractor beam racks. Overall Performace Rating:B in peace time/D in wartime. Class Merchant Scout Max Velocity 300 kps Afterburner Velociy 600 kps Acceleration Average Max YPR Average Weapons Mass Drivers(2) DF Missiles(3) Cargo Hold 100 units(150 with Cargo expansion) Armor Sides 8 cm equive. each Fore 10 cm Aft 10 cm(thick) Centurion(The one on the left in the Ships Dealers place): Ment to be use to kill people not to carry stuff. Cockpit: High visibility/dome cockpit. One MFD with standard radar and armor displays. Speed/Maneuverability: Offers clean tight flight dynamics. Supports upgrade through Level 3. Ordnace/Protection: Rear turrent(optional)/Supports Level 3 shield upgrades. Slots for four guns and three weapons/tractor beams. Overall Performance Rating: For mercenary/"A" but for cargo/"D" Class Bounty Hunter Heavy Fighter Max Velocity 500 kps Afterbuners 1000 kps Acceleration Excellent Max YPR(Yaw,roll,Pitch) Good Weapons Mass Drivers(2) Tachyon Cannon(1) Partical Cannon(2) FF Missiels(2) IR Missiles(2) Tractor Beams(1) Turrened Mass Drivers(2) Cargo Hold 50 units(75 with cargo expansion) Armor Sides 15 cm Fore 20 cm Aft 15 cm Galaxy(The ship on the Right): Good cargo ship Cockpit: Large Roomy,decent visibility,Dual MFD's all displays placed for ease of use. Speed/Maneuverablility: Supporst up to a Level 3 engine upgrade. Extremely Maneuverable. Ordnace.Protection: Supports top and bottom Turrents/Level 3 Shields/Without turrents only two guns and two weapons or tractor beams. Overall Rating: "A",Trigger happy pilots are disspapointed in the moderate top speed. Class Merchant Ship Max Velocity 300 kps Afterbuners 700 kps Acceleration Average Max YPR Average Weapons Mass Drivers(2) DF Missiles(3) HS Missiles(2) Turreted Mass Divers(4) Cargo Hold 150 unit(225 with Cargo expasion) Armor Sides 17.5 cm Fore 25 cm Aft 20 cm Orion(The ship at the bottom): Safest of all ships/ caries most aromor and shields of all ships listed. Cockpit: Low visiablity/Dual MFD's. Speed/Maneuverablity: Supports level 5 engine. Hard to pull tight turns. Ordnance/Protection: Rear turrent/two guns ane weapon/tractor beam. Supports Level 5 engine no reason not to blow the 800000 and the Big gun This can handle it with the level 5 engine. Support Level 5 shields. Overall Rating:"B" but with enought money you can get a High "A" ship. Class Mercenary Gunship Max Velocity 350 kps Afterbuners 800 kps Acceleration Average Max YPR Poor Weapons Mass Drivers(2) HS Missiles(3) Turrented Lasers(2) Cargo Hold 50 units(75 with cargo expasion) Armor Sides 35 cm Fore 48 cm aft 50 cm This is all the ships listed to buy, maybe you can buy others in the game. Customizing Your Ship --------------------- Afterbuner: Needed to do burst speed increases and faster speeds. Armor: Two types to protect ship. Plastell: Weaker of the two 10 cm thick, protect from the equivalient of four direct laser hits. Tungsten: Strongest 20 cm thick, can stop up to two torpedoes. Cargo Expaision:Expands cargo hold. EMC Packages: Prevents missiles locks three levels 1.25% chance of no lock each upgrad ups the % 25%. Engine Upgrade: Five upgrades. Powers guns and shields. Recomended to have at least 1 upgrade higer of engine that shields. Jump Drive: Lets you jump inbetween systems. (A must have to make the big Bucks) Nav Maps: Maps of all Quadrants. Five maps one of each quadrant and one of the Gemini sector.(Save to buy the Gemini Secotor map it has all four quadrants maps and is 3000 credits less) Repair Droid: Repairs damgae in Flight. Scanners: Scans for ships three types Iris Basic radar * Mk I 5% chance per second of identifying target * Mk II Target lock and 15% chance. * Mk III Target lock ITTS(Shows when to fire weapon) 25% chance. Hunter A W Friend or Foe color-coded radar * 6 5% chance. * 6i Target lock 15% chance. * Infinity Target Lock ITTS. 35% chance B & S Fully color-coded radar(Tells you if a ship is a pirate/militia/ Merchant/etc.) * Tripwire 15% chance * E.Y.E Target lock 25% chance. * Omni Target lock 35% chance. Shields Generators: Generates Shields. Tractor Beams: Beam that pulls thing in from space. Turrets: Add on guns to Ships that can handle them. Weapons ------- * Laser Velocity 1400 kps Refire delay 0.3 seconds Energy use 4 Gj Armor penertration 1.8 cm * Mass Driver Velicity 1100 kps Refire Delay 0.6 sec. Energy 6 Gj Armor 2.6 cm * Meson Blaster Velocity 1300 kps Refire 0.4 sec. Energy 8 Gj Aromor 3.2 cm * Neutron Gun Velocity 900 kps Refire 0.65 sec. Energy 18 Gj Armor 6.2 cm * Partical Cannon Velocity 1000 kps Refire 0.6 sec. Energy 11 Gj Aromr 4.3 cm * Tachyon Cannon Velocity 1250 kps Refire 0.4 sec. Energy 8 Gj Armor 5.0 cm * Ionic Puls Cannon Velocity 1200 kps Refire 0.7 sec. Energy 15 Gj Armor 5.4 cm * Plasma Gun Velocity 840 kps Refire 0.8 sec. Energy 22 Gj Armor 7.2 cm Missile Lancher: Lanches Missiles Missiles: * Dumb Fire(DF) Lock None(Fires Straight) Speed 100 kps Armor penetration 13 cm * Heat Seacker(HS) Lock Lock onto engines of target; Most effective if behind target. Speed 800 kps Armor 16 cm * Image Recognition(IR) Lock Locks onto shape of ship; effetive from any angle. Speed 850 kps Armor 17 cm * Friend or Foe(FF) Lock Locks on nearest hostial ship(or nearest ship not transmming friendly signal) Speed 900 kps Armor 17 cm Torpedo Lancher: Lanches Torpedos * Proton Torpedos Speed 1200 kps Armor 20 cm Well that all that Came in the players guild except the story and some pictures of the ships and the other thing encountared in the game. Hope this helps you do better in the game. Sorry for any mispelled word I did it very fast so I could get back to playing the game. Ablepharous