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
	

		



	
			
	

		
	

       	

