Last Updated 4/12/05. New items are marked with an "*"-Traitor

Planet Information: Optimal Population and Production

Optimal Pop Days to construct
Class Ore Org. Eq. Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6 total days Fig Factor Max Fuel
M, Earth 15000 15000 15000 4 4 5 10 5 15 43 30, 70, 130 100000
K, Desert 20000 20000 20000 6 5 8 5 4 8 36 30, 1500,  7500 200000
O, Oceanic 100000 100000 100000 6 5 8 5 4 8 36 300, 30, 1500 100000
L, Mountain 20000 20000 20000 2 5 5 8 5 12 37 24, 60, 240 200000
C, Glacial 50000 50000 50000 5 5 7 5 4 8 34 1250, 2500, 12500 20000
H, Volcanic 50000 N/A 50000 4 5 8 12 5 18 52 50, 0, 25000 1000000
U, Vap/Gas 1500 1500 1500 8 4 5 5 4 8 34 0, 0, 0 10000

Optimal Pop

This represents the optimal population.  More than optimal reduces production.  A planet can hold 2* the optimal population max.

Fig Factor

This represents the number of colonists it takes to make one fig, for each of the three types of production.  i.e. Class M planets make 1 fighter for each 30 in ore, 1 for each 70 in org, and 1 fighter for each 130 in eq.

Planet Information: Supplies needed for construction and upgrades of Citadels.

M, Earth Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6   K, Desert Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6
Fuel Ore 300 200 500 1000 300 1000   Fuel Ore 400 300 600 700 300 700
Organics 200 50 250 1200 400 1200   Organics 300 80 400 900 400 900
Equipment 250 250 500 1000 1000 2000   Equipment 600 400 650 800 1000 1600
Colonists 1000 2000 4000 6000 6000 6000   Colonists 1000 2400 4400 7000 8000 7000
Days 4 4 5 10 5 15   Days 6 5 8 5 4 8
                             
O, Oceanic Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6   L, Mountain Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6
Fuel Ore 500 200 600 700 300 700   Fuel Ore 150 200 600 1000 300 1000
Organics 200 50 400 900 400 900   Organics 100 50 250 1200 400 1200
Equipment 400 300 650 800 1000 1600   Equipment 150 250 700 1000 1000 2000
Colonists 1400 2400 4400 7000 8000 7000   Colonists 400 1400 3600 5600 7000 5600
Days 6 5 8 5 4 8   Days 2 5 5 8 5 12
                             
C, Glacial Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6   H, Volcanic Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6
Fuel Ore 400 300 600 700 300 700   Fuel Ore 500 300 1200 2000 3000 2000
Organics 300 80 400 900 400 900   Organics 300 100 400 2000 1200 2000
Equipment 600 400 650 700 1000 1400   Equipment 600 400 1500 2500 2000 5000
Colonists 1000 2400 4400 6600 9000 6600   Colonists 800 1600 4400 7000 10000 7000
Days 5 5 7 5 4 8   Days 4 5 8 12 5 18
                             
U, Vap/Gas Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6                
Fuel Ore 1200 300 500 500 200 500                
Organics 400 100 500 200 200 200                
Equipment 2500 400 2000 600 600 1200                
Colonists 3000 3000 5000 6000 8000 6000                
Days 8 4 5 5 4 8                

Entering A Hostile Sector: Order of Events

(What happens when you go in with no Photon)

  1. Check for Nav Hazz. Apply damage if necessary.
  2. One Limpet Mine, if any are present, will attach to your hull. Any previously attached Limpet will fall off.
  3. Armid Mines, if any are present, will check for detonation. If detonation occurs, then 50% of the mines will detonate, rounding down. Apply damage if necessary.
  4. Sector Q-Cannon will fire. If there are multiple planets in the sector, the lowest planet number will fire first, and then check to see if the ship still exists. If it does, then the next planet will fire, until all cannons fire, or the ship is destroyed.
    Example: If planet #2's cannon kills your ship, then planet #3 through whatever won't fire their cannons.
  5. Fighter Encounters (one of the following):
    • Sector Offensive Fighters attack: They will attack at 1:1 odds, but will send 1.25 times the number of combined shields and figs that your ship can carry.
      Example: If your ship has a max of 10,000 figs and 1,000 shields, then you will be attacked by 13,750 figs at 1:1 odds. Any remaining figs will stay in the sector.
    • Sector Defensive Fighters challenge: You will be placed at the attack prompt and be forced to either attack, retreat or surrender your ship. Sector Defensive Figs have 1:1 odds.
    • Tolled figs challenge: You will be placed at the tolled fighter prompt and forced to either pay (5 credits per tolled fig), attack, retreat or surrender your ship. Tolled figs have 1:1 odds.
  6. If there were any mines in the sector, you will be asked whether you want to avoid the sector. At this point, you are returned to the command prompt. There may still be Mines and Offensive figs left in the sector.

Landing On A Hostile Planet

Order of Events (What happens when you land with no Photon, or if you land on a shielded planet)

MBBS GOLD or MBBS Player vs Player Experience and Alignment Info

If you are podded, you loose 10% of your exp.
If you are #SD#, then you loose 50% of your exp, and 50% of your alignment.

Blue vs Red or Red vs Blue

Amount of Alignment lost/gained = (# of YOUR figs lost/1000) * (Enemy Align * .2)
Amount of Exp gained = # of YOUR figs lost/15

If you pod them:
– Gain 10% of their experience.
– Gain 50% of their alignment.

If you #SD# them:
– Gain 10% of their experience.
– Gain 50% of their alignment.


Example:

A blue attacks a red. The blue has 30,000 figs, and the red has 20,000 figs.
The blue has 0 experience and +1,100 alignment.
The red has 12,000 experience and −100,000 alignment.

If the blue launches a wave of 10,000 figs at the red, the blue will gain:

666 experience, +200,000 alignment

Assuming the red now has only 8,000 figs left, and the blue launches another 10,000-fig wave, the blue loses approximately 7,000 figs, and the red is podded. The blue gains:

533 experience, +160,000 alignment (for the figs)
+1,200 experience, +50,000 alignment (for the podding)

If the blue finishes off the pod, they gain:

1 experience, +600 alignment (for the remaining figs/shields)
+1,080 experience, +50,000 alignment (for destroying the pod)

After the conflict:

Red: 5,400 experience, −50,000 alignment
Blue: 3,480 experience, +460,600 alignment

Blue vs. Blue or Red vs. Red

Alignment Change:

(Your figures lost ÷ 1000) × (Enemy Alignment × 0.2)

Experience Gained:

Your figures lost ÷ 35

If you pod them:
– Gain 10% of their experience.
– Gain 50% of their alignment.

If you #SD# them:
– Gain 10% of their experience.
– Gain 50% of their alignment.


Neutral vs. Any (0 Alignment)

Alignment Change:

(Your figures lost ÷ 1000) × (Enemy Alignment × 0.2)

Experience Gained:

Your figures lost ÷ 25

If you pod them:
– Gain 10% of their experience.
– Gain 50% of their alignment.

If you #SD# them:
– Gain 10% of their experience.
– Gain 50% of their alignment.


GOLD or Classic Player vs. Figs

(Corp or Personal - Experience and Alignment Information)

Blue vs Red or Red vs Blue

Amount of Exp gained: (# of figs you LOST / 15)
Amount of Alignment Lost/gained: (Player or Corp alignment / 5000) * number of figs you LOST

Example:

Your enemy has 1,000 tolled figs, and you attack them. If the enemy has a personal alignment of −10,000 and a corp alignment of −5,000, and you attack with 1:1 odds, losing 1,000 figs in the process, then:

It’s the figs you lose that matter — not how many they have.


Blue vs Blue or Red vs Red

Amount of Exp gained: (# of figs you LOST / 35)
Amount of Alignment Lost/gained: (Player or Corp alignment / 10000) * number of figs you LOST

Note: The Experience is the same as MBBS, but the alignment penalties are different.

MBBS Fighter and Shield Odds

Tolled Fig Odds 1:1
Defensive Fig Odds 1:1
Offensive Fig Odds * 1:1
Planet Defensive Fig Odds    3:1
Planet Offensive Fig Odds ** 2:1
Planet Shield Odds 20:1

* NOTE: As of version .55, Offensive figs will calculate the number of figs required to destroy your ship (your max total shields and figs, not your current shields and figs as in previous versions) based on 1:1 odds, and then send 1.25 times that amount (or the remaining figs if it's less than that).  If you are in a ship with 1:1.3 odds or better, your ship will survive the attack.  Any figs that survive the attack or aren't used remain in the sector.

** NOTE: Planet Offensive figs also send 1.25 times the number of figs required to destroy your ship as above, but the odds are 2:1, so you either need more figs than the planet has, use a modified ship, or come in with a photon, otherwise the figs will pod your ship, even a scout!  Any figs that survive the attack or aren't used remain on the planet.

MBBS GOLD or MBBS Q-Cannon Formulas

Sector:

Damage = (Fuel * SectLvl %) / 3

Atmospheric:

Damage = (Fuel * AtmosLvl %) * 2

Example:

A typical L with 200,000 units of fuel ore, and 20% AtmosLvl, and 10% SectLvl will do 6666 points of damage to your ship when you enter the sector, and 72,000 damage if you immediately try to land on it after the sector fire.

GOLD or Classic Q-Cannon Formulas

Sector:

Damage = (Fuel * SectLvl %) / 3

Atmospheric:

Damage = (Fuel * AtmosLvl %) * .5

Example:

A typical L with 200,000 units of fuel ore, and 20% AtmosLvl, and 10% SectLvl will do 6666 points of damage to your ship when you enter the sector, and 18,000 damage if you immediately try to land on it after the sector fire.

Evil Rob/Steal Settings

THE MATH:

There are two settings that affect how much you can rob or steal.  The RobFactor, and the StealFactor.  These settings are determined by the Sysop. (Although in MBBS mode, they are fixed.)  They are measured as a percentage, i.e. 50%.

Here is the formula you need to use to figure out how much you can rob from a port with minimal chance of a bust:

(3 / %RobFactor) * EXP

Example:
Rob Factor is 50%.  Your experience is 10,000.
3 / .5 = 6,  6 * 10,000 = 60,000
You can rob 60,000 credits.

Here is the formula for stealing holds:

EXP / (30 * %StealFactor)

Example: (StealFactor is 70%.  Your experience is 3,500.)
30 * .7 = 21, 3500 / 21 = 166.6 holds.  (166 holds, drop fractions!)

For your convenience, I have put the default values for a MBBS and a Classic game.

MBBS:
EXP * 6 = Maximum Credits you can rob at once.
EXP / 21 = Maximum holds you can steal at once.

Classic:
EXP * 3 = Maximum Credits you can rob at once.
EXP / 30 = Maximum holds you can steal at once.

Be sure to check the settings the sysop is using in a classic game by pressing * at the Game Menu. (The first menu after you choose which game you want to play.)  And remember, even if you follow these settings, your chance of busting is around 1 in 50.  You WILL bust!

Density Scan Values

Value What
0   Empty Sector *
1   Beacon
2   Limpet Mine *
5   One Fighter
10   One Armid Mine
21   Nav Haz ( per 1 percent )
38   Unmanned Ship
40   Manned Ship - Trader or Alien
100   Startport, Ferrengi Battle Cruiser or Ferrengi Dreadnaught
462   Federation Starship: Admiral Nelson
489   Federation Starship: Captain Zyrain
500   Planet
512   Federation Starship: Admiral Clausewitz

* If there is a 'yes' in the anomaly column, then there is likely a cloaked ship there.  Cloaked ships have a zero dens scan, but trigger the anomaly flag.  Limpets always trigger the anomaly flag.

These values are cumulative, so if there is a planet with 2 empty ships, a limpet and 150 mines and 10,000 figs over it, your density scan will report 52078.  Anything over 100, or any anomaly should be holoscanned.  Some players will deliberately try to mislead you by dropping figs/mines in combination that add up to either 40 or 100 or 500.  When in doubt, Photon it! :-)

Alignment Gains and Losses

Action Align Gain/Loss Exp change?
Login in first time each day +1 +1
Swearing at Grimy Trader in tavern -1 -1
Destroying a port -50 +50
Destroying a Planet (Any Alignment) -1 +50
Good Creating a Planet +10 +25
Neutral Creating a Planet 0 +25
Evil Creating a Planet -10 +25
Jettisoning collies -1 per collie, one time per extern, only if good 0
Breaking into another corp -1, one time per extern 0
Posting a reward on an Evil +1 per 1000 credits 0
Posting a bounty on a Good -1 per 250 credits 0
Attacking a Fed -10, but you get podded Loose 10% 
Attacking a player or alien Varies, see Formulas Varies, see Formulas
Attacking figs Varies, see Formulas Varies, see Formulas
Creating a Port Varies, see Formulas Varies, see Formulas
Upgrading a Port Varies, see Formulas Varies, see Formulas

Experience Loss for Mixed-Corps at Extern

This is not a straight-forward formula, since there has to be a comparison first, then the formula is applied. The process works as follows:

  1. Take two players in your corp: the one with the lowest (negative/red) alignment and the one with the highest (positive/blue) alignment.
  2. Treat the negative alignment number as a positive, and compare the two numbers.
  3. Whichever number is LOWER is the one that is kept.
  4. Take that number and divide it by 4 — that's how much experience is lost per player.
  5. Experience cannot go below zero.
Experience Loss per Player = MIN(ABS(lowest_alignment), highest_alignment) / 4

Example:

Player Experience Alignment
Player 1 1,000 +1,000
Player 2 1,000 0
Player 3 20,000 -50,000
Player 4 10,000 -25,000
Player 5 0 +800

At extern, the alignments of Player 1 and Player 3 are compared (the high blue and the high red). Player 1's alignment (1,000) is the lower of the two values, so the total experience loss for the corp is 250 (1000 / 4).

Note: Player 5's experience will stay at zero, since it can't go any lower. Player 1 and Player 2 are now also Fedsafe, since their experience dropped below 1000 (to 750).

Creating & Upgrading Ports

Port Creation Experience and Alignment Gain (regardless of current alignment)

Port Class Type Exp Align Build Time
1 BBS +25 +12 6
2 BSB +29 +14 7
3 SBB +34 +16 8
4 SSB +20 +10 5
5 SBS +16 +8 4
6 BSS +12 +6 3
7 SSS +7 +4 2
8 BBB +45 +20 10
9 Special N/A N/A N/A
0 Special N/A N/A N/A

Port Upgrade Experience and Alignment Gain (regardless of current alignment)

Type: Exp per unit Align per unit Cost per unit
Fuel Ore 0.1 0.05 250
Organics 0.2 0.1 500
Equipment 0.3 0.15 900

HOLD COSTS

The cost of holds are:

Cost = (B*H)+((I*H)*(H-1))/2

B is the base cost of the hold.  B is a random number generated each day by TWGS.  I've tracked it over 30 days, and seen it range between 151 and 249.  Extern and the hour change don't seem to change this number, only the day change.  It appears to be an 18 day cycle.  It starts at 151, then over 9 days works up to 249, then back down to 151 over another 9 day period.

H is the number of holds you want to end up with.

I is the increment number, which is always 20.  (Each hold costs 20 more than the last one.)

Example: The cost for 100 holds (from zero holds) when B is equal to 200 is: (200*100)+((20*100)*(100-1))/2 or 20000 + (2000 * 99)/2 or 20000 + 99000 = 119,000 credits.

To find out what B is, use the following formula:

B = C-((H)*I)

C is the cost for the NEXT hold.  (When you look at the purchase screen, it will show the cost for the next hold to be one less credit than it actually costs to install.  If you try to buy just one hold, you will see the correct price.)

H is the number of holds you ALREADY have.

I is the increment number, which is always 20.  (Each hold costs 20 more than the last one.)

Example: You have 50 holds, and to get to 51 holds, it costs 1164, then B = 1164-(50*20) = 164.

To find out how much it costs to purchase large quantities of holds, figure out how many holds you have and how many you want to end up with.  For example, if you have 50 holds, and you want 250, you first figure out what it costs to get 250 holds from 0.  Then you figure out what 50 holds cost and subtract that from the 250 hold figure.  Using the above value for B (164), the cost for 50 holds is 32,700, and for 250 holds is 663,500, so it costs 620,800 credits to go from 50 to 250 holds.

I know this is kind of trivial, since most of the time you just buy what you need, but now you know how it works.  Also, take a look at my essay, The Economy of Tradewars, since I had to figure this out in the process of writing that guide.

Red Experience and Align Gains for SST and SDT, per turn

This can be useful to know, since you can tell how well your competition is doing. Keep in mind that there are a lot of things a red can do to throw off your calculations, and tracking exp is folly, since busts always screw up your numbers. But you can get a general idea if your enemies are SST'ing or SDT'ing, besides counting planets, and you can get a rough idea at how much money they are making.

Assuming 250 holds per rob:

SST:
Alignment shift per turn: -15
Experience gain per turn: 7.33
SDT (assuming 2000 units between selloff):
Alignment shift per turn: -21.18
Experience gain per turn: 10.35

Red Profit Breakdown for SST, SDT, Team SDT, and Megga Rob

NOTE: ALL calculations assume you are using -65 MCIC ports. This tries to show the MAX potential profit per turn. These calculations were done using Elder Prophet's Haggle routines, and the SST is an average, since the actual income from ship trades has many variables, that can't all be easily factored in. The SDT math assumes that you were doing sell offs every 2000 units of EQ and the planet trade is set to 100%. Busts calculated at 1 in 50. By team, I mean your reds are clearing each other's busts.

Strategy Profit per Turn Blue Turns Needed per Red Turn (Using ISS)
SST per Turn Solo (furbed) 14,035 0.22
Team SST per Turn (furbed) 14,139 0.113
SDT per Turn Solo (furbed) 15,921 0.31
Team SDT per Turn (furbed) 17,271 0.16
Megga-Rob profit per turn 39,728

Megga-Rob assumes you totally drain the EQ on the sell port.

What may surprise some people is how much you can make SST'ing.  That's because you can make more profit from a ship haggle than you can from a planet haggle.  Now, assuming there are 1000 turns, and you have 2 reds, your blue will be spending 620 turns furbing 2 solo reds SDT'ing, or 320 turns furbing 2 reds Team SDT'ing, or 440 turns furbing 2 solo reds SST'ing, or 226 turns furbing 2 reds Team SST'ing.  So, from the blue's side, SST is more turn efficient,  saving 180 turns running solos, or 94 turns running teams.  This is because the red is only running the risk of busting once every 3 turns SST'ing vs every 2 turns SDT'ing, so odds are good your reds will bust less with SST.  While I always recommend that your reds SDT whenever possible, it's something to keep in mind if you are pressed for blue turns.  Certainly, you always want to run with 2 reds, clearing each other's busts.

THE MATH:

SST:

SST for 1000 turns
3 turns per cycle, 333 max cycles
179.59 ave sell price per unit at -65 port
44,897.5 sell price for 250 holds
14,950,867 gross profit for 333 cycles
333 steal attempts, 6.66 expected number of busts (based on 1 bust in 50)
83,250 total units traded, 81,585 total units traded factoring in busts
81.67 adjusted EQ sold per turn
14,666 adjusted profit per turn
69,040 furb cost, 459,806 total ave furb cost
14,666 SST profit per 1 turn
14,206 after furb costs per turn
Upgrading port costs:
• Solo: 7.6 ports need upgrading, 1,900 units needed, cost = 171,000
• Team: 3 ports need upgrading, 750 units needed, cost = 67,500
Final profit after port upgrades:
• Solo: 14,035 per turn
• Team: 14,139 per turn

SDT, Solo and Team:

2,000 units of EQ sells for 320,254 on a -65 port
So, 2 colts, 4,000 units, 640,508 creds, that's 2000/250 = 8 cycles between sell off
2 turns per cycle = 16 turns
1 turn for selloff = 1 turn
Total: 17 turns, or 34 turns for the 2 colts
34 turns, 640,508 creds, or 18,838 creds per turn
18,838,471 credits per 1000 turns
Bust 1 in 50, so every 106.25 turns you will bust, so 9.4 busts per 1000 turns
117.65 units of EQ per turn
12,470.59 units per 106 turns
12,220.59 total units traded factoring in busts
115.29 adjusted EQ sold per turn
18,460.81 adjusted profit per turn
69,040 furb cost
649,788.24 total ave furb cost
18,460,812.57 SDT profit per 1000 turns
17,811,024.33 after furb costs
Port costs:
• Solo: 10.5 ports needed, 21,000 units needed, cost = 1,890,000
• Team: 3 ports needed, 6,000 units needed, cost = 540,000
Final profit after port upgrades:
• Solo: 15,921 per turn
• Team: 17,271 per turn

Megga-Rob:

32,750 total holds from an upped port
131 turns to buydown
1 turn to sell
132 turn cycle
5,244,159.25 creds from selloff
39,728.48 profit per turn (132 turn cycle)
924 turns you can spend doing buydown (if 1000 turns)
36,709,114.75 max profit from Megga Rob

Experience Gains for killing a trader on a planet

I have tested this for both Classic Gold and MBBS. The numbers are the same in both cases.

The amount of experience gained for killing another trader sitting on a planet, by ZDY'ing it:

(enemy experience × 0.1666) + 50

Note: The +50 is for blowing the planet. It will be more if the planet has a citadel.

Example: Your exp: 1,000, enemy exp: 10,000, L0 cit.

(10,000 × 0.1666) = 1,666
(1,666 + 50) = 1,716 = exp you gain
New exp = 2,716

Note: The experience gain is the same for killing them at a port! These gains happen regardless of whether you pod them or #SD# them. It's all the same for you! The enemies losses are the usual: -10% exp and -0% align if podded, -50% exp and -50% align if #SD#.

Alignment Gains for killing a trader on a planet

I have tested this for both Classic Gold and MBBS. The numbers are the same in both cases.

The amount of alignment gained for killing another trader sitting on a planet, by ZDY'ing it:

(enemy alignment × −0.3333) − 1

Note: The −1 is for blowing the planet.

Example 1: Your align: 1,000, enemy align: −10,000

(−10,000 × −0.3333) = 3,333
(3,333 − 1) = 3,332 = alignment you gain
New Align = 4,332

Example 2: Your align: 1,000, enemy align: 1,000

(1,000 × −0.3333) = −333
(−333 − 1) = −334 = alignment you gain (or lose in this case)
New Align = 666

Note: These gains happen regardless of whether you pod them or #SD# them. It's all the same for you! The enemies losses are the usual: -10% exp and -0% align if podded, -50% exp and -50% align if #SD#.

Experience Gains for killing a trader on a port

I have tested this for both Classic Gold and MBBS. The numbers are the same in both cases.

The amount of experience gained for killing another trader sitting on a port, by blowing it:

(enemy experience × 0.1666) + 50

Note: The +50 is for blowing the port.

Example: Your exp: 1,000, enemy exp: 10,000

(10,000 × 0.1666) = 1,666
(1,666 + 50) = 1,716 = exp you gain
New exp = 2,716

Note: The experience gain is the same for killing them at a planet! These gains happen regardless of whether you pod them or #SD# them. It's all the same for you! The enemies losses are the usual: -10% exp and -0% align if podded, -50% exp and -50% align if #SD#.

Alignment Gains for killing a trader on a port

I have tested this for both Classic Gold and MBBS. The numbers are the same in both cases.

The amount of alignment gained for killing another trader sitting on a port, by blowing it:

(enemy alignment × −1) − 55

Note: The −55 is for blowing the port.

Example 1: Your align: 1,000, enemy align: −10,000

(−10,000 × −1) = 10,000
(10,000 − 55) = 9,945 = alignment you gain
New align = 10,945

Example 2: Your align: 1,000, enemy align: 1,000

(1,000 × −1) = −1,000
(−1,000 − 55) = −1,001 = alignment you gain (or lose in this case)
New align = −55

This means if you kill a trader at a port, you will get just about 100% of their alignment! These gains happen regardless of whether you pod them or #SD# them. It's all the same for you! The enemies losses are the usual: -10% exp and -0% align if podded, -50% exp and -50% align if #SD#.

Destroying a port, Defensive Rating vs Figs Needed

I have tested this for both Classic Gold and MBBS. The numbers are the same in both cases.

Defensive Value of the port × (~22 / ship odds) = Safe Minimum Number of figs needed to blow the port

A stock ISS has 1.5:1 odds, for example. The 22 is approximate, because while I've seen the number of figs needed to blow a port as low as 19.5, I've never seen it go higher than 22. It's sorta random, just like all combat in TW.

Example: Def Rating = 551 (a typical MBBS SBB that's been fully upped on EQ) vs a Stock ISS with 1.5 odds

551 × (22 / 1.5) = 551 × 14.666 = 8,081 figs needed

NOTE: If you need more figs than you can launch in one wave, the port will shoot back! How much it shoots back has so many variables, that I'm not including that here. (i.e. I haven't found a consistent pattern yet.) That's a project for another time.

NOTE 2: STARDOCK and the CLASS 0 ports work differently! Do not use this formula for those port types! I have done a lot of research on blowing dock and the class 0's and combat with them varies a lot. As a rule of thumb, the first time you blow up Dock or a Class 0, using a stock Interdictor Cruiser, you need about 248,000 figs and 32,000 shields. If shields are cheaper than figs, use them, otherwise, just use figs (280,000 figs with no shields). These are just approximations, you may need 10,000 more or less, depending on luck. Oh, and you'll need a corpie feeding you figs and shields too. Takes about 11 waves of 15,000 figs. After you have killed a Class 0 or Dock, all the remaining special ports get their defensive ratings increased, including the port you killed after it regens! (they go from 2,500 to 5,000, etc.) The figs needed goes way up too, to about 890,000.

Trader Flee formula

If attacker fighters > (defender fighters + defender shields) × 1.25, then they will flee

Notice this is NOT greater than or equal to, so if it's close, pack a few extra fighters. There is also a very small amount of wiggle room here due to the inherent randomness of TW combat. To be on the safe side, have 1.3× their fighters plus shields if you want to force a flee, or 1.2× if you don't. The odds of the ships and the maximum capacities of fighters or shields have no bearing on the formula; it only factors in the amounts currently on hand.

See the following for more info:
Trader Flee
Thanks to Psion for working this all out!