Tutorial Save Game #1:

In this tutorial, you'll learn how to manage colonies, terraform and
eventually colonize planets, move ships, cloak ships, and make
diplomatic overtures to minor races.

In the beginning of the game, Romulus is in sector F11, as are the two
vessels of the Romulan fleet.  You can use these two vessels to explore
space; the Scout is the better choice for exploration, because it scans
all adjacent sectors whenever it moves; the Colony Ship does not have
this capability, and could fly into a navigational hazard if it is
ordered into unfamiliar territory.

The Colony Ship can be directed to sector F12, which is a very large
system that can eventually support a worthwhile colony.  You can set a
course for this system by clicking on the Colony Ship in the left
panel, and then clicking on the sector on the map.  Note that the grid
location of the cursor's current position is always written at the top
of the map.

While the Scout is selected, you can engage its cloaking device by
clicking the "Cloak" button at the bottom of the screen.  To disengage
the cloaking device, just click this button again.  Cloaked ships get a
free move in tactical combat before enemy ships can react.

To explore nearby space with the Scout, click it in the left panel and
set a course for any unexplored sector within range.  The range of the
ship is indicated by the red outline on the map.  (The Colony Ship had
a yellow range outline, due to its Medium range.  Long range ships use
the red line, and Short range ships use the green line.)  Note that
this line is the same as the outline that is on the map when a ship is
not selected.  (You can dismiss the outline on the map by clicking
"Overlay" and pressing the "Range" button from the popup menu.)

Watch out for the "Neutron Stars" in sectors H9 and I9; your ship will
be destroyed if it enters the sector.  These superdense stars have a
gravitational pull that tears ships apart when they get too close.

If you set a course for sector F8, you will find the Tamarians in that
sector.  It will take three turns to travel there.  To advance a turn,
click the "Turn" button at the top left corner of the Galactic View.

The Colony Ship will arrive in the Thalos system after your first turn,
if you order it to set course for sector F12.  There are several
planets in this system, but none are terraformed -- at least one must
be terraformed before a colony can be established.  To terraform
planets, click the Colony Ship's icon on the map.  (If you just click
the sector, the sector will be selected and the Colony Ship will be
available in the left panel; you can also select the ship by clicking
its icon in the panel, once you have selected the sector.)  When the
ship is selected, click the "Orders" button at the bottom of the
screen.  This will call a list of available starship orders for the
taskforce selected.  Click "terraform" to terraform planets, and when
prompted by the computer, click on any planet in the system to select
it for terraforming.

To manage your colonies, use the Marker Window: right-click anywhere on
the map.  The Marker Window has six buttons: Galactic View (top), Solar
System View (top right), Intelligence View (bottom right), Main Menu
(bottom), Diplomacy View (bottom left), and Research View (top left).
The Galactic View is the screen you see whenever you load a game or
begin a new game; it shows the galactic map and allows you to move
ships and end turns.  The Solar System view is used for system
management; it is used to build structures and starships, upgrade
existing structures, and assign labor units.  The Main Menu allows you
to load or save a game, quit, retire, or change game options.  The
Diplomacy View allows you to propose treaties and give gifts to other
races.  The Research View allows you to set the proportionate levels of
research in the six basic fields of scientific knowledge.

Click on the Solar System View button to examine the state of Romulus.
When you first visit the System View, it will be in the Build List 
mode, which allows you to click on any structure in the list to add it
to the build queue.  To view the current production levels, click
"Production".  To build starships, click "Shipbuilding".

In "Production" mode you can tell that Romulus currently has five
active farms, which are producing 186 food.  It will need five more
farms at this tech level in order to support all 340 population units
that will eventually live here; from the build list, click "Class III
Farm" five times to build them.

Note that on the Production screen, there are several bars in the
Factory, Power Plant, Covert Ops, and Laboratory sliders that are not
lit.  Unlit bars in these sliders indicate structures which are not
occupied by work units; unoccupied structures provide no benefits.  
(One work unit is ten population units; thus, with a max population of
340, Romulus can support 34 work units, which means it must eventually
have at least 34 productive structures in order to prevent
unemployment.)

To move population units from one task to another, use the arrows at
each side of the sliders.  As you take work units from a task, they
move to the "Labor Pool" slider at the bottom.  As you add them to new
tasks, they are removed from the Pool.  If the pool is empty, everyone
is busy and you must pull workers from one task to assign them to
another.  If the Labor Pool is not empty, there are people who are
unemployed.  Unemployment is not beneficial.

In a few turns, the computer will inform you that terraforming is
complete.  This means that your colony ship has completed its task and
is awaiting new orders.  To terraform another planet, select the ship
again, click "Orders", select "Terraform", and indicate another planet.
Alternatively, you can colonize this system immediately by selecting
"Colonize" instead of "Terraform".

On the fourth turn, if you told your Scout vessel to set a course for
F8, you will encounter the Tamarians.  They are Neutral, which means
they may be willing to listen to diplomatic overtures.  Using the
Diplomacy Screen, you can propose a Friendship Treaty -- which will
allow you to trade with them.

The Diplomacy Screen has four modes: Active, Propose, Event, and Race
Info.  "Active" mode is only available if there are active treaties;
"Event" mode is only available if there have been recent diplomatic
events.  To propose a Friendship treaty, make sure you are in the
Propose mode and the Tamarians are selected from the list at the bottom
of the screen.  (Their picture will appear above the mode buttons,
along with a slider that indicates their sympathy with your empire.)
Click the "Friendship" button at the top of the screen.  You can send
the default treaty, which includes a small signing bonus for the
Tamarians, or you can change the signing bonus using the arrows at the
left and right sides of the credit amount.  A larger signing bonus will
make it more likely that your treaty is accepted, but you cannot give
more than you have.

The amounts indicated are chosen by your diplomats based on the
economic status of your empire and the race in question.

When you have decided how many credits to offer, click "Send" to submit
the treaty.  Two turns later, you will get a response.  If they accept,
you can establish a trade route to their system.  To do this, return to
the Galactic View using the Marker Window, and click the "Economic"
button at the bottom of the map.  This changes the screen to Economic
Mode, which means you can assign and adjust trade routes, and review
system production, but you can't move ships.  The information displayed
is different, but you can customize the display using the Overlay
button.

To assign a trade route, click on the icon on the left panel (under the
"Trade Routes" bar).  The icon will be next to a block of text that
says "Unassigned".  Now, when you move your cursor over the map, a line
will connect your cursor to your homeworld.  This line will turn yellow
when you are over a sector that you are allowed to trade with;
otherwise, it will remain red.  When you have assigned the trade route
to a valid sector, the block of text beside the icon will change from
"unassigned" to a display of where the trade route connects and how
much money it makes.  It says zero at first, but you can check it again
in subsequent turns to see how much it makes later.

To continue moving ships, return to the Military Mode by clicking the
"Military" button at the bottom of the map.

Tutorial Save Game #2:

In this tutorial, you'll learn how to engage in tactical combat, invade
alien worlds, make treaties with rival empires, and expand the range of
your starships, and make first contact with a rival empire.

To engage in tactical combat, you need move a ship into a sector that
another alien ship also enters, or that contains an outpost.  For
example, there are two Scout class vessels in the Ultima Thule sector;
they can move one sector up and to the left and enter Sol, where a
Federation Outpost has been built.  Careful!  That Outpost is
dangerous, and can easily destroy both scouts.  Alternatively, the
Scouts can wander around Federation space (the sectors shaded blue,
like Sol), looking for Federation science vessels or colony ships to
blow up.

Of course, you're currently at peace with the Federation, and in order
to enter their space you'll have to declare war first.  To do this, use
the Diplomacy screen, enter Propose Mode, select the Federation from
the list at the bottom of the screen, and click "Declare War" from the
buttons at the top.  Click "Send" to send the proposal, and war will be
declared on the next turn.

There is a Destroyer already in Federation space.  It is tougher than a
Scout vessel and would stand a better chance against a Federation ship,
but it is already at the limit of its range.  To increase its range,
you need to build an Outpost or a Shipyard.  You can't build an Outpost
in the Ultima Thule system because it's too close to Sol and the
Federation Outpost there: note that when your mouse is over the Ultima
Thule sector, your map says it's "contested" at the upper right corner.
You can select the Troop Transport there, though, and order it to move
to Mintaka or to sector H8.  Once it has moved, you can build an
Outpost by clicking the "Orders" button, and ordering it to "Build
Outpost".  You can do the same with the Troop Transport in the Pakled
system (sector C10), but you'll have to leave the sector first -- the
Pakled system isn't a safe place to build an outpost either.

Alternatively, you can build a Shipyard in the Mintaka system.  Do this
by double-clicking on Mintaka, or use the Marker Window to go to the
System View and then use the "Systems" button at the top of the screen
to call a menu of available systems.

To build a Shipyard, go to Build List mode in the Mintaka System and
use the scrolling arrows to move the list until the Imperial Ship Yard
is visible.  Click it to add it to the build queue.  It will take about
eight turns, but you can build it all at once by Buying it.  To do
this, once you've clicked on it to put it in the build queue, click the
"Buy" button at the top of the queue.  A dialog window will appear to
tell you how many credits the purchase will cost, and how many you
have.  This window has two buttons: "Buy" and "Cancel".  "Buy" will
confirm the purchase; "Cancel" will abort it.

When the Shipyard is built, it will be powered automatically and the 
range of your starships will be enhanced by it.  If Mintaka didn't have
sufficient power, the Shipyard would not be powered and you would have
to occupy (or build new) power plants in order to activate it.  Special
structures such as Shipyards can be activated or deactivated using the
"Energy" mode of the Solar System Screen.

To invade an alien world, order a Troop Transport to the sector you
want to invade.  There is already a Transport in the Pakled system, but
there is also a Pakled ship there, which might interfere.
Alternatively, if you build an Outpost or a Shipyard first, you can
order this Transport to go to the Beta Antares system in sector J10,
which has recently been colonized by the Ferengi, and invade that
system instead.

If you send any ship to the Beta Antares system, you will make contact
with the Ferengi.  If you treat them well, they will establish treaties
with your empire; if not, they'll still probably establish trade routes
into your systems; the Ferengi can do this without formal treaties.

You can propose Treaties to the Federation, or to the Ferengi once you
have made contact with them.  The Federation are unhappy about the
number of ships you have near their space, but they are also in awe of
your superior technology and they may be willing to accept a
Non-Aggression Treaty if you ask them.  On the other hand, they may
request reparations for the Ultima Thule system... which was in their
space before a Romulan Colony Ship took it over.

When you engage in Tactical Combat, you will see a 3D model of the
entire combat scene.  To give orders to your ships, click on them; they
will do their best to follow orders, based on the tactical situation.  
When you have given orders to all your ships, press "Turn" at the top 
left corner of the screen.  This is a Combat Turn only, and doesn't 
affect the main game.  After you click Turn, you will see about 15 
seconds of combat footage.  After the footage ends, you can give new
orders or review the footage by clicking "Playback," which will put you
in Playback Mode.  In Playback Mode some of the controls are replaced
by VCR-like buttons (FF, RW, Play, Skip to end, skip to beginning).  
To return from Playback mode, click again on the "Playback" button,
and the VCR controls will disappear.

Note that you can change camera angles in both modes, by using the
camera controls on the left side, or by using the arrow keys on your
keyboard.
Combat continues until one or both sides have been destroyed, until one
or both sides retreat, or until both sides open hailing frequencies.