                TradeWars 2002 HELP! v2.00 - Hints file.

This file gives you information and hints on how to use the various text files
this program makes.


        SECTORS.TXT
        ===========

   Pretty obvious, this contains the information about your universe in raw
form, use it to do analysis on the things that 2002HELP doesn't.

        ONE-WAY.TXT
        ===========

   This is a list of all the one-way sectors you've found.  It also tells you
if that one-way is a target for a trap.  A trap looks like this:

        516 -> 626 - 765 - 229

If you put fighters in 765 (toll fighters) then anyone entering by way of
626 will have to pay the toll or be stuck.  Traders can either blow up
the fighters or TransWarp out. Aliens won't do either, so this is the perfect 
place to blow away aliens (or even weak traders).  Who knows you may even 
catch a Ferrengi or two.  The message 'Potential Trap location' tells you 
where these sectors are.

        CORRIDOR.TXT
        ============

   This file shows you where the 'tunnels' are.  These are the most defensible
areas  and are good for placing planets.  NOTE: Always check ONE-WAY.TXT for
a back door into a sector before putting stuff there.  
(2002HELP doesn't do this for you because it would take too long)

        MONEY-M.TXT
        ===========

   The Money-Maker module is designed as an aid to help locate sectors to
do what I call a quick pull in.  That is when you go back and forth between
two sectors with opposite trading needs.  For example between a class
1 port and a class 2, you sell your org from the class 2 to the class
1 port, then buy equipment to sell to the class two.  If you automate
this process using a script, you can pull in a large amount of money in
a short period of time at a relatively short turn expense.  The amount of
money is dependent only on your number of holds.  With an Imperial Starship
with 150 holds I have pulled in 500,000 credits in 20 minutes, at cost of 250
turns, and with a 10 hold Scout, have pulled in 35,000 in the same time.

This text file shows ideal sectors were this can take place.  Please note
that in most cases trading organics and equipment will get you more money
per minute than trading with ore, but not always; sometimes, I have bought
50 ore for 300 credits and sold it for 2000.  Also note that a few of these
may not work due to one-way sectors (check ONE-WAY.TXT).  Another factor 
that affects the cost is the current trading percentage.  This value
changes constantly, but the one shown is currently correct.  The ports that 
are trading at 100% are always the most profitable.  Lastly, the bigger 
the trading amount, the longer it will be before the port is drained.  
Drained ports only come back with time.  

KEY: SP=Sector Pair 
     C=Class.

        PORT-REP.TXT
        ============

   The point of this file is just to show the raw port information data
that was taken from your computer.

        DEAD-END.TXT
        ============

   This file lists the Dead Ends that you have discovered, along with the port
(if any) there.  Use this to find good locations for planets.  I have left 
this file open for enhancement in future versions.