The Ultimate Unofficial Escape Velocity Guide
Version 2.6
by Amar Kishan on 7/29/01
amar_kishan@hotmail.com
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i.) INTRODUCTION
This is a Faq/Data List for Escape Velocity (MAC).   If you have anything
to add, just contact me at: amar_kishan@hotmail.com.  I hope you enjoy the
guide. If you wish to use this guide for any purposes (other than use for
help), please email me first.  This guide is not to be reproduced in
anyway without my permission first.  This guide is copyright 1999-2001
Amar Kishan.
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ii.) VERSION HISTORY
Version 2.6 (7/29/01) 
- Fixed the Format
Version 2.5 (1/08/01) 
- Fixed the Format
- New Tips
Version 2.0 (6/24/99)
-New Tips (Thanks to Alex Goudz)
-New Ship Information (Thanks to Alex Goudz)
Version 1.5
-Added Key
Version 1.0
-First Version
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iii.) ABBREVIATIONS

Throughout this guide I will explain many things through abbreviations,
which I have listed below.

T: Trading
O: Outfitting
S: Shipyard
SAF: Sparse Asteroid Field	
MAF: Moderate Asteroid Field
DAF: Dense Asteroid Field
LSI: Light Sensor Interference
MSI: Moderate Sensor Interference
HSI: Heavy Sensor Interference
F: Food
I: Industrial
med: Medical
L: Luxury Goods
met: Metal
E: Equipment
Cr: Credits
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iv.) TABLE OF CONTENTS

i.) Introduction

ii.) Version History

iii.) Abbreviations

iv.) Table of Contents

1. Story
2. Legal Status
3. The Galaxy (with goods traded, services, governments, ports,and hazards)
A.) Confederates
B.) Rebellion
C.) Independent
D.) Pirates
E.) Misc
F.) Blank Systems
4. Outfitting
5. Ships
6. Money
7. Credits/Disclaimer
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1. STORY
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Note: This is not a verbatim copy of the actual introduction

Years ago, aliens threatened the empire that humans had formed, branching
out from Earth.  The humans allied into a powerful group called the
Confederation and drove off the aliens.  For years following the Great
War, the Confederation drew off the resources of the fringe planets, and
resorted to tyranny.  The badly used fringe planets formed a rebellion to
war against the confederation. You start off on the neutral planet of
Levo, piloting a small shuttlecraft. You can be a confederate, a rebel, a
pirate, or a trader.  the choice is yours.

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2. LEGAL STATUS
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The world of Escape Velocity consists of many systems, some with planets
and stations, others without.  In most systems, you have a legal status. 
You start off as clean everywhere, but the destiny will not allow that. 
To gain more respect at any planet, you can kill pirates.  For respect in
the Confederacy, you can butcher the rebels, and for respect in the
Rebellion, you can kill the Confederates.  If a system doesn't like you,
it won't allow you to land.  This is indicated by red on the map.  Blue
means you can land. To make the pirate planets angry, you must kill many
pirates.  To make Althea angry, help Cydonia. To make Cydonia angry, help
Lethe.  The only planet that will let you land no matter what your status
is(?????) Levo. Sometimes, you can dominate a planet in a system, by
demanding tribute.  This summons forth the defense fleet, which can be
weak and small (Levo), weak and large (Ruby), strong (Lethe), or strong
and large (Earth).  If you overthrow one planet in the system, that planet
will pay you money every time you jump or land.  If you capture all the
planets in the system, you become overlord.  If you don't capture all,
then you are a usurper.

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3. THE GALAXY
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The galaxy of Escape Velocity is a very large place.  Below is a list of
all the systems in the galaxy, with ports, services, navigational hazards,
and goods traded all included.  The numbers next to the government is the
number of planets like that (16 Confed, 42 blank etc.) Note: Sometimes, a
system has navigational hazards, like asteroids or sensor interference. 
These are noted in the planet list.  Sensor interference can cause the
radar display to be blacked out, and asteroids will sometimes come in the
way of missiles or other projectiles, disrupting the attack.

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A.) CONFEDERATION-16
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The central government, the confederation, has 16 systems, mostly located
at the center of the galaxy.  Below is a list:

Sirius: Sirius Station; T/O
Trade: F/I/med/met/E

Tau Ceti: Merlin, New Columbia; T
Trade: I/met

Sol: Earth, Luna, Mars, Stardock Alpha; T/O/S
Trade: F/I/med/L/met/E

Centauri: Landfall; T/O/S
Trade: F/I/L

Pollux: New Japan; T/O/S
Trade: F/I/med/L/met

Vega: Enyo Fuel Refinery; T
Trade: F/I/L/met/E

Regulus: New France; T/O/S
Trade: F/med/L

Capella: Capella; T/O/S
Trade: F/I/med/L/met/E

Rigel: New Britain; T/O/S
Trade: F/I/med/L/E

Barnard: New Sahara

NGC-6564: Ruby; MAF; O

Eridani: Tabletop; T
Trade: I/L/E

Procyon: Plateau; SAF; T
Trade: F/L/met

Antares: New Providence, Antares Station; T/O/S
Trade: F/I/med/met/E

Matar: Hodgson's World; T
Trade: F/E/L/met

Polaris: Northstar; T/O
Trade: F/I/med/L/met

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B.) THE REBELLION-25
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Cygnus: Palomino; T
Trade: F/I/met/E

Spica: Spica; T/O
Trade: F/med/met/E

Turin: Turin V; T/O/S
Trade: F/I/met/E

Zaphod: Beeblebrox; T
Trade: F/I/L

Persephone: Rupert; T
Trade: F/I/med/L/E

Alkaid: Alkaidion; T/O/S
Trade: F/I/L/met/E

Clotho: Clotho Prime, Clotho II; T/S
Trade: F/I/med/E

Satori: Palshife; T/O/S
Trade: F/I/med/E

Orion: Hunter; T
Trade: F/L/E

Atropos: Atropos; T/S
Trade: F/I/L/met/E

Guiron: Akio; T/O/S
Trade: I/L/E

Zigra: Lauralee; T
Trade: F/med/E

Osiris: Endor

Tiber: Port Oread; T/O/S
Trade: F/I/med/met/E

El Santo: Samson's Planet; T
Trade: F/I/med/met/E

Thanos: Syntex Refinery; T
Trade: F/I/med/L/met/E

Agena: Murphy's World; T/O
Trade: F/I/med

Ursa: Ursa Minor Beta; T
Trade: F/L/met/E

Adhara: Adhara, Sentinel Station; T/O
Trade: F/I/med/L/met/E

Scorpio: Scorpio; SAF; T
Trade: I/met/E

Sirgil: Sirgil III, Sirgil Starport; T/O/S
Trade: F/I/L/met/E

Virgo: Virgo; MSI; T
Trade: F/med/L

Topaz: Emerald; SAF, MSI; T/O
Trade: F/met/E

Nemesis: Darkstar; LSI; T/O/S
Trade: F/I/med/L/met/E

Apollo: Armstrong; MAF; T/O/S
Trade: L/met

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C.) INDEPENDENT-19
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Levo: Levo; SAF; T
Trade: F/I/med/met/E

Kathoon: Maxwell's Purchase; T
Trade: F/I/L

Yemuro: New Istanbul; T/S
Trade: F/I/med/E

Propus: New Scotland, New Ireland; T/O/S
Trade: F/I/med/L/met/E

Darven: Blackthorne; MAF; T/O/S
Trade: F/med/met/E

Perseus: Pegasus; T/O/S
Trade: F/I/med/met/E

Zaxted: Zaxted Starport; T/O/S
Trade: F/I/med/L/met/E

Diphidia: Diphidia II; T/O/S
Trade: F/I/med/met/E

Sauron: Sauron; T/O
Trade: F/I/met/E

Olympus: Zeus, Hera; T
Trade: F/I/L/met

Deneb: Deneb III; T/O/S
Trade: F/L/E

Pelagon: Opal; T/O
Trade: F/I/L/E

Jadzia: New Bavaria; T/O/S
Trade: F/I/med/L

Nexus: Nexus Outpost; LSI

Arrakis: Dune; T
Trade: F/I/med/met/E

Gymkata: Hikeeba; T
Trade: F/I/med/L/met/E

Manos: Master's Planet

Torgo: Torgo Prime; MSI; T
Trade: med

NGC-1776: Liberty Station; DAF 

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D.) PIRATES-4
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NGC-0595: Evildrome; MAF, HSI; O/S

NGC-1027: New Antigua; MAF; O/S

NGC-1896: Privateer's Haven; DAF; O/S

NGC-4812: Pirates Cove; SAF; O/S

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E.) MISC-2
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Cydonian Government:
Aries: New Cydonia; T/O
Trade: F/I/med/met

Lethean Government
Lethe: Lethe Prime; T/O/S
Trade: F/I/med/L/met

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F.) BLANK SYSTEMS-42
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NGC-5465; DAF
NGC-9517
NGC-6458
NGC-1701
NGC-1023; MAF
NGC-2468; MAF
THX-1138
NGC-5638
NGC-8457
NGC-6484
NGC-1718; DAF
NGC-1592
NGC-0551
NGC-1325
NGC-9758; DAF
NGC-1091; DAF
NGC-0630; DAF
NGC-4561; DAF
NGC-8113
NGC-0317; SAF
NGC-0805
NGC-2143
NGC-6762; MAF
NGC-5528
NGC-1357; HSI
NGC-9486; HSI, MAF
NGC-1249; MSI
NGC-8724; MSI
NGC-7665; MSI, SAF
NGC-6489
Vulcan; SAF
Zebetrious; DAF
Tryvin: SAF
Alcyon
Castor; SAF
Mentos; SAF
Canopus; MAF
Gamera; SAF
Farazon: DAF
Altari
Risa
Curzon

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4. OUTFITTING
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The galaxy of Escape Velocity is a dangerous place, so you're going to
need weapons, armors, and all the extras you can get!  For those RPG fans,
outfitting is like buying weapons, armor, and relics.  You have a certain
number of tons that can be allocated to outfitting (this varies by ship). 
This capacity can be increased by certain extras as well.  Listed below
are most of the outfits in th game, their price, weight, and my commentary.

Laser Cannon: 4,700 cr, 5 tons.  This gun does average damage at an
average range.

Proton Cannon: 8,240 cr, 8 tons.  This gun can impact from a longer range,
but is still weak.

Neutron Blaster: 30,00 cr, 35 tons.  The strongest cannon, but has a very
short range.

Laser Turret: 20,000 cr, 20 tons.  Shoots in the direction of the target.

Proton Turret: 30,000 cr, 30 tons.  Upgrade of the laser turret.

Torpedo Launcher: 20,000 cr, 25 tons.  Launches torpedos :)

Torpedo: 1,940 cr, 1 ton.  These homing torpedos can be launched by the
thousands, thus killing the target quickly.  They cannot be jammed.

Missile Rack: 15,000 cr, 10 tons.  One of my favorites, it launched
missiles.

Missile: 3,390 cr, 1 ton.  This high impact projectile is a must have.  It
homes onto the enemy, and is much faster than a torpedo.

Bomb Rack: 20,000 cr, 30 tons.  Put it this way.  Two launched bombs can
kill a Rebel Destroyer.  Downside?  They are slow and hard to aim.

Space Bomb: 15,000 cr, 2 tons.  Read above.

Rocket Launcher: 20,000 cr, 30 tons.  Launches rockets.

Heavy Rocket: 970 cr, 2 tons.  These pack quite a punch, but are a little
on the slow side.

Javelin Pod: 20,000 cr, 5 tons.  Launches javelin rockets.

Javelin Rocket: 160 cr.  Weak but fast.

Flare Launcher: 32,900 cr, 1 ton.  Launches flares.....

Decoy Flare: 230 cr.  Well, if you are a coward, get 'em.  They distract
missiles.

Cargo Pod: 7,270 cr, 20 tons.  I don't like this extra.  Get it if and
only if you are a trader or need large cargo for rush deliveries.

Mass Expansion: 50,000 cr.  This device takes off 15 cargo tons for 10
weapons tons.  Don't get it unless you have a huge ship or are a pirate.

Manta: 180,000 cr.  Well, if you are far enough into the game to get this,
then go ahead.  They are pretty good fighters.

Hawk: 250,000 cr.  Pretty good fighters.

Lightning: 1 million cr.  Better than Hawks.

Hawk Fighter Bay: 1 million cr, 50 tons.  This allows you to launch Hawks.

Mass Driver: 80,000 cr, 40 tons.  This is a very, very good weapon.  The
range is the problem, but you can still waste a ship like a Confederate
frigate in less than a minute.

Armaplast: 29,100 cr, 5 tons.  A must have, no matter what ship.

Durasteel: 90,000 cr, 20 tons.  If you can afford/have enough space,
consider it.  (You do need guns)

Tritanium: 1 million cr, 40 tons.  If you can afford and hold it, consider
it, as said above for Durasteel.

Thrust Enhancer: 100,000 cr.  This increases acceleration.  If you can
afford it, get it. (with rapiers and above)

Engine Upgrade: 150,000 cr.  This adds 150 Au/h to your speed.  Good
extra.

RCS Upgrade: 180,000 cr.  This increase turns by 30/sec.  Get it if you
have a large ship (bulk freighter, frigate, cruiser)

External Fuel Tank: 1,450 cr, 5 tons.  This adds one jump to your limit. 
Get one.

Shield Capacitator: 90,000 cr, 3 tons.  This boosts your shield by 15
terrawatts.  you can have up to four, later on, have no less!

Shield Booster: 125,000 cr, 2 tons.  This lets the shields regenerate
quicker. Get it for later ships.

Escape Pod: 4,700 cr, 1 ton.  Get this if you are playing Strict Play.

Auto-Eject: 2,910 cr.  Get this only if you are playing Strict Play.

Density Scanner: 8,000 cr.  This shows large ships as big dots, and small
ships as dots.  Get it.

IFF Decoder: 11,000 cr.  This color codes your display (red-enemy,
blue-friend, green-escort, grey-disabled).  A good buy.

Regional Map: 2420 cr.  Get this at the fringe planets, as the outer rims
can be priate infested.  It shows info for systems up to two jumps away.

Fake ID: 2.5 million cr.  If you are a very, very terrible person in the
Confederacy, and have a lot of money, get it to make you a good person in
Confderate places.

Missile Jammer: 30,000 cr.  Jams missiles (only).  Get it!

Afterburner: 9,400 cr, 5 tons.  I don't know if you should get it....

Ramscoop: 24,200 cr, 5 tons.  Get this, you don't have to land to
refuel!!!

Auto-Refueller: 4,700 cr.  Get this immediately.

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5. SHIPS
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The galaxy of Escape Velocity is populated by pilots, who need good ships.
 Below is a list of all non-confederate ships in the game, with complete
info: price, speed, etc.  This chart will help you  save up for the right
ship.
Note: Gun and Turret are the total number of that item that the ship
can hold.  The weapons list that may appear after the data of the ship is
the list of weaponry that comes with the ship.

1.) Shuttlecraft: 9,400 cr
	Speed: 275
	Acceleration : Good
	Turn: Good
	Shields: 18
	Armor: 10
	Guns: 3
	Turret: 0
	Space: 15 tons
	Cargo: 20 tons
	Fuel: 4 jumps
	Length: 8 m
	Mass: 30 tons
	Crew: 1
	No standard weapons

2.) Light Freighter:  263,000 cr
	Speed: 125
	Acceleration : Poor
	Turn: Poor
	Shields: 15
	Armor: 30
	Guns: 0
	Turret: 1
	Space: 50 tons
	Cargo: 150 tons
	Fuel: 3 jumps
	Length: 50 m
	Mass: 200 tons
	Crew: 19
	1 laser turret

3.) Courier: 169,000 cr
	Speed: 250
	Acceleration : Average
	Turn: Good
	Shields: 15
	Armor: 25
	Guns: 2
	Turret: 1
	Space: 30 tons
	Cargo: 50 tons
	Fuel: 8 jumps
	Length: 15 m
	Mass: 75 tons
	Crew: 10
	1 laser turret

4.) Argosy: 750,000 cr
	Speed: 200
	Acceleration : Poor
	Turn: Average
	Shields: 35
	Armor: 40
	Guns: 3
	Turret: 2
	Space: 60 tons
	Cargo: 130 tons
	Fuel: 4 jumps
	Length: 52 m
	Mass: 215 tons
	Crew: 28
	2 laser turrets

5.) Rapier: 1.2 million cr
	Speed: 300
	Acceleration : Good
	Turn: Good
	Shields: 35
	Armor: 15
	Guns: 4
	Turret: 1
	Space: 20 tons
	Cargo: 15 tons
	Fuel: 4 jumps
	Length: 12 m
	Mass: 15 tons
	Crew: 2
4 proton bolt cannons, 1 torpedo launcher & 6 torpedoes, 1 rocket
	launcher & 6 	heavy rockets, rear laser turret

6.) Lightning: 1 million cr
	Speed: 350
	Acceleration : Very Good
	Turn: Very Good
	Shields: 25
	Armor: 5
	Guns: 5
	Turret: 1
	Space: 15 tons
	Cargo: 5 tons
	Fuel: 5 jumps
	Length: 10 m
	Mass: 12 tons
	Crew: 1
4 laser cannons, 2 missile racks & 4 missiles, 1 rocket launcher & 	2
heavy 	rockets, 1 javelin pod & 40 javelin rockets

7.) Defender: 97,000 cr
	Speed: 500
	Acceleration : Excellent
	Turn: Excellent
	Shields: 10
	Armor: 0
	Guns: 3
	Turret: 0
	Space: 5 tons
	Cargo: 1 tons
	Fuel: 3 jumps
	Length: 8 m
	Mass: 9 tons
	Crew: 1

8.) Scoutship: 75,200 cr
	Speed: 275
	Acceleration : Average
	Turn: Good
	Shields: 30
	Armor: 5
	Guns: 4
	Turret: 0
	Space: 35 tons
	Cargo: 40 tons
	Fuel: 9 jumps
	Length: 18 m
	Mass: 50 tons
	Crew: 2
	2 lasers

9.) Clipper: 400,000 cr
	Speed: 300
	Acceleration : Average
	Turn: Average
	Shields: 30
	Armor: 20
	Guns: 4
	Turret: 1
	Space: 25 tons
	Cargo: 35 tons
	Fuel: 4 jumps
	Length: 18 m
	Mass: 85 tons
	Crew: 6
	3 proton bolt cannons, 1 javelin pod & 25 javelin rockets

10.) Corvette: 2.5 million cr
	Speed: 300
	Acceleration : Good
	Turn: Average
	Shields: 70
	Armor: 30
	Guns: 5
	Turret: 2
	Space: 50 tons
	Cargo: 60 tons
	Fuel: 4 jumps
	Length: 30 m
	Mass: 135 tons
	Crew: 37
2 missile racks & 8 missiles, 2 laser turrets, 1 rocket launcher & 	4
heavy 	rockets, 1 javelin pod & 60 javelin rockets

11.) Kestrel: 10.00 million cr
	Speed: 225
	Acceleration : Average
	Turn: Average
	Shields: 130
	Armor: 50
	Guns: 6
	Turret: 3
	Space: 120 tons
	Cargo: 80 tons
	Fuel: 5 jumps
	Length: 80 m
	Mass: 230 tons
	Crew: 96
1 torpedo launcher & 4 torpedoes, 2 missile racks & 10 missiles, 2 	proton
turrets, 	2 lightnings

12.) Manta: 180,000 cr
	Speed: 425
	Acceleration : Very Good
	Turn: Excellent
	Shields: 20
	Armor: 0
	Guns: 4
	Turret: 0
	Space: 5 tons
	Cargo: 3 tons
	Fuel: 2 jumps
	Length: 8 m
	Mass: 9 tons
	Crew: 1
	1 missile rack & 2 missiles, 3 swivel lasers

13.) Rebel Destroyer: 2.8 million cr
	Speed: 300
	Acceleration : Very Good
	Turn: Average
	Shields: 200
	Armor: 50
	Guns: 5
	Turret: 4
	Space: 80 tons
	Cargo: 30 tons
	Fuel: 4 jumps
	Length: 52 m
	Mass: 240 tons
	Crew: 115
2 torpedo launchers & 12 torpedoes, 2 missile racks & 10 missiles, 	2
proton 	turrets, 1 rocket launcher & 6 heavy rockets

14.) Rebel Cruiser: 14 million credits
	Speed: 200
	Acceleration : Average
	Turn: Poor
	Shields: 500
	Armor: 80
	Guns: 7
	Turret: 4
	Space: 120 tons
	Cargo: 60 tons
	Fuel: 5 jumps
	Length: 280 m
	Mass: 850 tons
	Crew: 527
2 missile racks & 20 missiles, 3 proton turrets, 4 mantas, 1 	rocket
launcher & 6 	heavy rockets

15.) Confed Patrol Ship

	speed:      excelent
	accel:      good
	turn:       120/sec
	shield:     20u
	armor:      -
	guns:       4(max)
	turrets:    -
	space:      5t
	cargo:      5t
	fuel:       2jumps
	crew:       1
	cost:       700,000cr
	3 proton cannons
            1 missle rack+2 missles

16.) Confed Gunboat:

	speed:      very good
	accel:      good
	turn:       90/sec
	shields:    20u
	armor:      5u
	guns:       3(max)
	turrets:    -
	space:      5
	cargo:      5
	fuel:       3jumps
	crew:       2
	cost:       900,000cr
	2 laser cannons
            1 missle rack+4 missles
            1 rocket launcher+2 rockets

17.) Confed Frigate

	speed:       average
	accel:       good
	turn:        60/sec
	shields:     250u
	armor:       50u
	guns:        6(max)
	turrets:     3(max)
	space:       60t
	cargo:       50t
	fuel:        3jumps
	crew:        217
	cost:        5M
	2 torpedo launchers+6 torpedos
            2 missle racks+10 missles
            2 proton turrets
            1 rocket launcher+4 rockets

18.) Confederate Heavy Cruiser
	speed:       poor
	accel:       very poor
	turn:        30/sec
	shield:      800u
	armor:       100u
	space:       100T!
	cargo:       75t
	guns:        8 max
	turret:      4 max
	crew:        1,029
	cost:        20M  [ouch]
	4 neutron blasters
            2 torpedo launchers+14 torpedoes
            2 proton turrets
            1 patrol ship bay+4 patrol ships

19.) Alien Fighter:
	speed:     excellent
	accel:     excellent
	turn:      180/sec
	sield:     500u
	armor:     -
	guns:      8(max)
	turrets:   -
	space:     10
	cargo:     10
	fuel:      10
	crew:      8
	1 fussion beam
            1 drone launcher+2 seeker drones

20.) Alien Battle Cruiser:
	speed:     very good
	accel:     very good
	turn:      60/sec
	shield:    1500u!!!
	armor:     -
	guns:      12!(max)
	turrets:   4(max)
	space:     60t
	cargo:     50t
	fuel:      20jumps!
	crew:      650
	1 heavy fussion beam
            4 drone launchers+80 seeker drones
            1 alien fighter bay+3 alien fighters

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MONEY
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The easisest way to make money in Escape Velocity is to complete missions.
 Their are a few basic types of missions.  They are listed below.

Cargo Delivery/Ferry Passengers: 10,000 cr.  Nothing special.

Rush Delivery: 25,000 cr.  Time limit

Deliver Emergency Medical Supplies: 50,000 cr.  Three week time limit

Ferrying Pirates: 75,000 cr.  Angers the Confederation.

Assassination (of Confed Senator): 100,000 cr (?).  Angers the
Confederation

Alien Mission (Rebel version): 10 million cr.  Gives acces to Rebel
Destroyer and Cruiser/ Tractor beam.

Another way to make credits is by trading.  Purchasing goods at a planet
where they cost low prices, and shipping them somewhere where they are in
demand can net you a lot of money.  This is the kind of life where a bulk
or light freighter is a good idea.

Yet another way to make money is by being your everyday pirate.  To do
this without angering anyone, makesure no Confeds or militia are around,
then attack other ships.  Disable them, and then board them.  Steal their
money, leave, and don't kill the ship.  It won't be recorded in the legal
file.

The final way to make money is by dominating planets, as explained in the
Legal Status section.  You have to have a high combat rating for this to
work, escpecially in the new versions.  To get a high combat rating, kill
people, or fire the finishing shot.  Example?  Allright.  Say you are a
puny clipper, and witness a fight between a rebel destroyer and a
confederate frigate.  Choose one, and join the attack.  If you fire the
shot that kills it, you will gain a lot of combat ratings.  However, they
get harder to gain as you go into the higher levels.  After killing the
aliens in the end of the game, you should be around Ultimate.

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TIPS
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1.) When playing with any ship that has turrets, put the game speed on 50%
and turn caps off when ever engaging a target.

2.) If you get a confed cruiser, immideatly get all the upgrades there
are.

3.) When dominating the planets with rebels, get the most powerful escorts
you can, and deploy all your fighters, and then demand tribute from the
planet. After  you turn your cloaking on, the defense will not attack you
or your escorts/fighters; they will be instantly killed by them.

4.) When gambling hold spacebar to win the first three rounds.

5.) To get the forklift, command click the title andhold
control+shift+command+apple+F until you hear the fotklift song, and then
the loaded pilot will recieve the forklift.

6.) After you kill the alien battle cruiser, kill all the fighters to get
a very high rank on all the independant planets.

7.) To get the pirate planets to like you, kill the independant ships. The
planet will not ask for a bribe, and the pirate ships will not attack you.

8.) Legal Rankings reset.  So, if you become SO hated, SO despised that
you deserve a ranking worse than even the scourge of the galaxy, you'll
become a Pillar of Society (might not work in newer versions).

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CREDITS/DISCLAIMER
--------------------------------------------------------------------------------
Alex Goudz<angelus1@sprint.ca>: Tips, ship information.

Ambrosia: Making the game

This guide is not affiliated with Ambrosia or anyone else.  It is an
independent, unofficial guide.  Escape Velocity is copyright Ambrosia
Software.  ****This guide is copyright 1999-2001 Amar Kishan****

