Gypsy's Big Dummy's Guide to TradeWars

Trade Wars 2002 combines adventure and exploration with strategy
and cooperative play in an entertaining and exciting on-line
game.  You compete against other BBSers to be the most powerful
trader (or corporation of traders) in the universe.  Independent
traders can compete quite effectively against large corporations.
Corporate members can perform specific duties (as directed by
their C.E.O.)in specialized ships.  Traders can be "good guys" or
"bad guys" with different avenues for advancement.  The universe
can be different with each new game.  There is no right or wrong
way to play and the possible strategies are limited only by one's
imagination.

Tradewars for the MBBS combines all the great play of the classic
DOOR game for DOS BBS's and ports it to the multi-user environment
of the MBBS. This Manual will serve as a guide to new to moderate 
experience type players. Feel free to visit Gypsy's War Room for more
features dedicated to Tradewars. The address is: Gypsy' War
Room




TRADE WARS 2002 FOR THE MAJOR BBS
(C) Copyright 1993, 1994 by High Velocity Software, Inc.
"Trade Wars 2002" is a trademark of Martech Software, Inc.

This guide is intended for the expansion of knowledge. Tradewars 
2002 is a trademark of Martech Software, INC.  Tradewars 2002 is 
copyright 1993, 1994 by High Velocity Software, INC.  All information
in this manual is distrubuted for educational purposes only. Neither 
Rick Mead (aka Gypsy) Crystal Ball Publications in no way own the 
rights to nor does it imply to any copyright or trademark material. 
Rick Mead (aka Gypsy) Crystal Ball Publications has no financial 
gain from this electronic guide. All trademark and copyright material 
contained in this guide are owned by the respective licensees.

 

Game Overview


STANDARD OVERVIEW

Trade Wars 2002 combines adventure and exploration with strategy
and cooperative play in an entertaining and exciting on-line
game.  You compete against other BBSers to be the most powerful
trader (or corporation of traders) in the universe.  Independent
traders can compete quite effectively against large corporations.
Corporate members can perform specific duties (as directed by
their C.E.O.)in specialized ships.  Traders can be "good guys" or
"bad guys" with different avenues for advancement.  The universe
can be different with each new game.  There is no right or wrong
way to play and the possible strategies are limited only by one's
imagination.

Playing the Game

When you enter the game, you will be piloting a Merchant Cruiser.
This is considered the most versatile ship in the Trade Wars
armada.  In it, new players have a chance to try out all aspects
of the game.

Upon entering, you will be asked what alias you would like to use
in the game and what name you would like to christen your ship.
The alias you choose will display in the player and corporate
rankings and in several corporate listings.  Your ship name will
be used in the docking logs at the ports.  You can use these
names to be as conspicuous or as inconspicuous as you want.

The equipment in your initial ship will include some holds to
store the cargo that you can trade at the ports found throughout
the universe.  Trading is the basic way to advance in the game.
By good trading, you can gain experience as well as gain credits.
The credits you earn can fund your military and can provide the
capital you will need to expand your trading expeditions. You will 
have some credits with which you can purchase some
commodities for trading.  You will additionally have some
fighters to offer some protection as you begin your voyage.

The game will differ with each different group of players.
Individual traders are ranked by their experience.  You gain
experience simply by playing the game.  The more things you do,
the more experience you will get.  Good and Evil are represented
by the titles each player receives.  Your experience combined
with your alignment will determine whether you are a Lieutenant
or a Dread Pirate.  When you do something that affects your
alignment, you will get a message saying your alignment went up
or down and by how much.

There are benefits and drawbacks whether you choose to play the
game as a good trader or an evil trader.  Traders who follow the
FedLaws are offered protection in FedSpace until they are
experienced enough to protect themselves.  Traders who aspire to
be very good can be awarded a Federal Commission.  This allows
them to purchase an Imperial Starship.  This is one of the most
powerful ships in the universe.  On the other hand, the evil
traders are offered some options in the Underground.  Traders who
have proved that they are truly evil can steal product or money
from the ports.




GAME COMANDS

Main Menu Comands



Navigation

<D>  Re-display Sector.  This will re-display the information
     about the sector where you are currently located.
     Information includes sector number and nebulae name,
     marker beacons, port name and class, mines, fighters,
     planets and any other ships.  Next to the class you will see
     three letters signifying how the port trades in the
     commodities.  For example a SSB would indicate that the port
     sells Fuel Ore, sells Organics and buys Equipment.  The
     adjacent sectors will also be shown.  With a color display,
     the sectors you have not yet visited will show up in red.

<P>  Port and Trade.  This will allow you to dock at the port
     in your current sector.  This is the only way to trade
     your commodities.  You will have some choices for what
     action you would like to take at the port.  Most of the
     choices are self-explanatory.  If you are playing the game
     as an evil trader, the choices you see will be different than
     they would be if you were playing the game as a lawful Player.
     When you dock at the port, you will be able to see the docking
     log.  This will show you the name of the last ship to do business
     there.  If there is a planet in the sector with this port, you
     will be able to negotiate a Planetary Trade Agreement.  This is a
     trade contract that will allow you to trade off all your excess
     commodities to the port without wasting your turns hauling one
     shipload at a time.  If you want to build a new Starport and the
     universe is full or if you decide that your adversaries have too
     big an advantage and you need to get rid of that port they have
     been using, you can attack and destroy a starport.  This is never
     an easy task.  The starports are very heavily armed and will
     retaliate, so you will need to have plenty of military forces
     with you if you decide to proceed with this selection.

<M>  Move to a Sector.  The sectors adjacent to your current
     location will be listed as warp lanes in the sector
     display.  You can move to one of them, or you can choose
     any other sector in the universe.  If you designate a
     sector that doesn't have a direct warp lane, your ship's
     computer will plot your course, show the path and the number
     of hops (and turns) the trip will use, and ask you if you
     want to engage your AutoPilot.  You will be able to use the
     Autopilot in three different modes.  The default is Alert
     mode.  This will suspend your travel in any sector where
     there is a planet, port, navagational hazard or other
     trader.  Once alerted to one of these items, you wil be
     given several options.  It is up to you to make the decision
     that will best serve you or your corporation.  The second
     mode is Express.  This speeds you to your destination
     provided there are no enemy forces in your path.  The third
     mode is Single Step.  This was developed by an enterprising
     group of pioneers.  Their group was getting smaller due to
     bold exploration of sectors filled with mines, so the
     survivors manufactured an Autopilot that would stop in each
     sector.  This allowed them to scan the next sector for
     hazards before proceeding into it.  Select this option if
     you feel the need for caution.

<L>  Land on a Planet.  This option will enable you to colonize
     your planets, build a Citadel and do business there, pick up
     the fighters built by your colonists or pick up the
     production of Fuel Ore, Organics and/or Equipment.  You will
     see a list of all the planets.  Simply enter the number for
     the one you want to visit.  If you have purchased a Planet
     Scanner at the Hardware Emporium, it will automatically
     provide you with additional information about the planet.
     The Planet Scanner will also allow you to abort the landing
     procedure if, after looking at the defenses, you feel you
     may not be able to land successfully.  The display, once you
     have landed, shows the planet number, location, name, class
     and a chart detailing the commodities, production
     requirements and current inventories.  You will also see the
     citadel information and any planetary defenses.

<S>  Long Range Scan.  If you have purchased a scanner from the
     Hardware Emporium, you can use it to view adjacent sectors.
     All things in the Trade Wars universe have a density value
     and you can use your Density Scanner to display the relative
     density of the neighboring sectors and determine if there
     are any Navagational Hazards.  You will also be warned of
     any non-standard, undefinable mass.  You can then use that
     information to determine what's next door.  If you have a
     Holographic Scanner, you will be able to see ports, planets,
     hazards and other players all for just the cost of one turn.

<R>  Release Beacon.  Choose this when you want to launch one
     of the Marker Beacons you purchased at the Hardware
     Emporium.  You will need to decide what message your
     beacon will send when you launch it. (Limit 41 characters)

<W>  Tow SpaceCraft.  This option lets you toggle your tractor
     beam on and off.  The computer will ask you which trader in
     your current sector you wish to tow.  You can tow an
     unmanned ship only if you own the ship and know the ship's
     password.  The computer will then calculate (using the size
     difference between the two ships) the number of turns you
     will use for each sector you tow this trader and his/her
     ship.  You can then use the Move option to go to an adjacent
     sector or you can engage your AutoPilot to move you and your
     "passenger".  TransWarp drives were not made to be used in
     conjunction with tractor beams, so if you use your
     TransWarp, the tractor beam will automatically shut down.
     The person you are towing will not enter a sector until you
     have safely entered.  The tractor beam will act as a
     protective shield and will safeguard the towee from any
     damage from mines, offensive fighters or Quasar cannons. If
     your ship is destroyed, the tractor beam will also be
     destroyed and the person you are towing will be left
     stranded.  To disengage the beam at any point, use this
     option again.

     Also, you can use the tractor beam to tow an unmanned ship.
     You can only tow a ship that you would be able to transport
     onto, and you must enter the ship's password (if any) to
     engage the tractor.  Note that you can tow unmanned ships
     that are carrying fighters.

Computer and Information

<C>  Onboard Computer.  This command will activate your on-board
     computer.

<X>  Transporter Pad.  The display will show the transport range
     of your ship and a list of ships and their locations to
     which you can beam yourself.  Make sure you know the
     password!

<I>  Ship Information. This will display your statistics.
     Trader Name...... Your alias in the game
     Rank and Exp..... The experience points you have
                       accumulated, the number of alignment
                       points you have accumulated and the
                       title you have received
     Times Blown Up... The number of times your ship has been
                       destroyed
     Ship Name........ The name of the ship you are now using
     Ship Info........ Manufacturer and model
                       Ported = The number of times this ship
                       has docked at a Trading Port
                       Kills = Number of other player's ships
                       destroyed by this ship
     Turns to Warp.... How many turns used to move this ship
                       one sector
     Date Built....... The date this ship was purchased
     Current Sector... Your current location
     Turns to Warp.... The number of turns you will use
                       moving this ship to an adjacent sector
     Turns Left....... Number of turns remaining for this
                       ship
     Total Holds...... Number of holds this ship is carrying
                       (This display also shows the breakdown
                       of the cargo in the holds)
     Additional information includes all the special equipment
     your ship has and the number of credits you have on your
     ship.

<T>  Corporate Menu.  This will give you information about all
     the corporations in the game.

<U>  Use Genesis Torpedo.  If you are carrying a Genesis
     Torpedo, you will be able to detonate it and create one of
     the several types of planets using this command.  These will
     create your new world quickly.  You will be advised of the
     planet type before you have to name it so you can assign an
     appropriate name.

<J>  Jettison Cargo.  If your holds are full of some cargo you
     just can't unload on any nearby port or planet, you may
     use this selection to unceremoniously dump your holds
     into space.  Remember that FedLaw prohibits littering in
     FedSpace.  Dumping holds filled with colonists will leave
     a negative impression on your alignment.

<B>  Interdict Control.  If you are piloting an Interdictor
     Cruiser, use this option to set the generator powering the
     Interdictor on or off.  If it is on, an enemy will not be
     able to warp out of the sector during an attack.

Tactical

<A>  Attack Enemy SpaceCraft.  When you encounter an opponent,
     other creature or unmanned ship in a sector you have the
     option of going on the offense and attacking.  The
     controller will ask you how many of your fighters you want
     to use in the attack.  When you are much stronger than your
     opponent, there is a chance that the opponent will warp out
     of the sector.  If you are very careful with the amount of
     firepower you use in your attack, there may be significant
     salvage available after you win.  Attacking others can (and
     probably will) affect your alignment.  If you attack a
     pirate or known terror you will get good points.  On the
     other hand, if you decide to pick on some good soul you will
     go down the ladder of righteousness.

<E>  Use Subspace Ether Probe.  Launch the Probe you purchased at
     the Hardware Emporium.  Send the unmanned spy off to its
     destination sending information back to you from every
     sector it passes through.  Remember that this device has
     no defensive capabilities so if it encounters any enemy
     fighters, it will be destroyed.

<F>  Take or Leave Fighters.  This enables you to deploy your
     fighters.  You will have several options so you can
     customize your defenses.  You can leave fighters as
     either Personal so they recognize only you as an ally or
     you can leave them as Corporate so any member of your
     corporation will be treated with respect.  Fighters can
     be Offensive, Defensive or Toll.  Defensive fighters
     defend your territory.  They bar opponents from entering
     a sector and will fight when attacked.  Offensive
     fighters will send out an attack group on any poor soul
     who happens into their sector.  The size of the attack
     group depends on the fighter support escorting the
     intruder.  After the initial attack, offensive fighters
     fall back to defend their territory.  Toll fighters
     simply stop the casual passers-by and ask them for money
     to help with your cause.  The number of Toll Fighters
     deployed will determine the amount of the toll charged.
     Toll fighters, as all other fighters, will fight back if
     attacked.

<G>  Show Deployed Fighters.  This display can be a very
     useful tool as you plan your military strategies.  The
     information shown contains the sector number where the
     fighters are located, the quantity of fighters there,
     whether the fighters are Personal or Corporate, the
     strategic mode they are in (Offensive, Defensive or Toll)
     and any tolls they have collected.

<H>  Handle Space Mines.  Mines can be a very convincing way
     of marking your territory.  This selection will let place
     both Limpet and Armid mines and allows you place or pick up
     the mines.  You will be able to choose whether to set the
     mines as Personal or Corporate. Personal mines will
     recognize only you and Corporate mines will recognize any
     member of your corporation. Mines don't always work, but it
     stands to reason that the more mines there are in a sector,
     the more likely one is to detonate (or attach in the case of
     Limpet mines).

<K>  Show Deployed Mines.  This display is similar to the Show
     Deployed Fighters.  You get information about the sectors
     containing your Personal and/or Corporate Limpet and Aramid
     mines and how many mines are located in each of those
     sectors.  In the case of Limpet mines, you will get two
     displays.  One will show the deployed mines just waiting for
     your unsuspecting enemy.  The other display is Activated
     mines - it shows those mines which have attached to ships
     and where they are.

<O>  Starport Construction.  If there is not a Starport in the
     sector, this menu selection will display the Starport
     Construction Menu.  Starports are available throughout
     the universe.  You may decide that you want your own
     customized commerce center in a place you specify instead
     of using the ones built by others.  You will see a
     detailed graph of the different port classes, the
     products they can import/export and the initial
     construction costs.  The license bureau will check to see
     that there is a planet in the sector to provide materials
     for the construction.  They will also check for
     sufficient funding to support the undertaking.  Be sure
     to leave the specified amount of materials on the planet
     every day during the construction phase or the building
     will not progress.  If there is already a Starport in the
     sector, the Upgrade Starport Menu will be displayed.
     This allows you to increase the trading levels of any or
     all of the commodities.  The universe can support only so
     many ports.  If the Starport Construction request tells
     you that the universe is full, then you have to destroy
     an existing port before you can begin construction on
     your new one.

Miscellaneous

<Q>  Quit and Exit.  This exits you from the game and returns
     you to the BBS.

<!>  Main Menu Help.  Display the portion of the documentation
     describing the Main Menu functions.

<Z>  Trade Wars Docs.  Display this entire document.  Useful
     menus are available anytime a ? appears in the prompt.
     Specific help files are available wherever an ! appears
     in the menus.

<V>  View Game Status.  Trade Wars 2002 can be configured in
     a variety of ways by your SysOp.  This display will show
     you the static information about the game as well as the
     current information.  Static information includes the
     version number, maximum number of sectors, players, etc.,
     whether or not the local display is on, and if this is a
     registered version of the game.  The StarDock location
     may also appear on this screen if the SysOp has configured
     the game that way.

<#>  View users on.  This displays a list of other users on the
     BBS, as if you had typed "/#" from a normal menu.

<'>  Subspace radio.  This enables you to send a short (one-line)
     message to all other players in the game on your radio
     channel.  By default, everyone starts on radio channel zero
     until changed in the computer menu.

<->  Globals.  To use a global command in Trade Wars, simply type
     dash.  The game will prompt you with a "G:" prompt.  You can
     enter globals at this prompt normally.  When you are done
     using global commands, simply press Enter at the "G:" prompt
     and you will be returned to the game.

                              AUTOPILOT MENU

<Y>  Yes, stop here.  This will disengage the Autopilot and
     will stop you in the current sector.

<N>  No, continue on.  Continues on the pre-defined route.

<E>  Express Non-stop.  This will speed you through the
     sectors without pausing to ask if you want to stop in the
     sectors with planets or ports.  Hitting the space bar
     while in Express mode will put you into warp speed.  If
     you encounter enemy forces you will have to react.  If
     you retreat, the computer will re-plot your course
     avoiding that sector from which you retreated.

<I>  Ship Information.  This displays all your current
     statistics.  The display is the same as option <I> from
     the Main Menu.

<R>  Port Report.  This will display the port report
     information as if you chose <R> from your on-board
     computer.

<S>  Long Range Scan.  If you have purchased a Long Range
     Scanner from the Hardware Emporium, you can use it during
     your AutoPilot voyage without having to stop in the
     sector.

<D>  Re-Display Sector.  This is the same sector display that
     can be accessed by choosing option <D> from the Main
     Menu.

<P>  Port and Trade.  This will allow you to dock at a Trading
     Port and conduct your business without having to
     recalculate your Autopilot course when you're done.  You
     will be selecting the same options as you would if you
     chose the <P> selection from the Main Menu.

<!>  Autopilot Help.  Displays this file.


COMPUTER COMANDS


Navigation

<F>  Course Plotter.  This will show the number of turns and hops
     it  will take to get from any sector in the universe to
     another.  You can use this tool to avoid any surprise as
     you travel between sectors.  You know the universe is
     full of unexplained phenomenon and just because you got
     from your home sector to this sector with a great port in
     five moves doesn't mean you'll get back in five moves.

<I>  Inter-Sector Warps.  This selection will show you the
     warps lanes connected to any sector in the universe that
     you have explored.  You just enter the sector number and
     the computer will show you every sector directly linked
     to that sector.  The computer will not have data to
     display for those sectors you have yet to explore.

<K>  Your Known Universe.  As you travel through space, you
     will be creating your personal travelogue.  This will
     store information about the sectors you've explored.
     Your computer will use this information to give you your
     Port Reports and Inter-Sector Warps.  You may wish to see
     what sectors you have (or don't have) in your travelogue.
     This option will tell you.  You will see what percentage
     of the universe you have visited and the computer will
     ask if you want the list of Explored or Unexplored
     sectors.  When you reply, you will get a list of sector
     numbers.

<R>  Port Report.  This report gives you relatively up-to-date
     information about any port located in a sector which you
     have explored.  All you have to do is enter the sector
     number in which the port is located.  You will see items
     being traded at the port, the status of each of those
     items (whether the port is buying them or selling them),
     the number of units the port is willing to trade (and
     what percentage of maximum that number represents) and
     how many of each of the commodities you have in your
     holds.  If for some reason you get the message that the
     computer has no information on that port and you are sure
     there is a port in the sector you indicated, there may be
     enemy forces in that sector interfering with your
     computer's scan.

<U>  T-Warp Preference.  Once you have a TransWarp drive, this
     option will let you chose whether or not you want to have
     the prompt to use this feature each time you try to move to
     a non-adjacent sector.  If you say "Yes", you will get the
     prompt.  If you say "No", you will simply get the autopilot
     prompt.  The next time you want to use the TWarp drive, you
     will have to go into this option to restart it.

<V>  Avoid Sectors.  You will sometimes find sectors
     containing things that are detrimental to your success in
     the game.  This function will avoid those sectors when
     doing any course plotting.  You just have to enter the
     sector or sectors to be by-passed before you use the
     computer to plot a course or to establish a route for
     your AutoPilot.  If the computer encounters a situation
     where there is not possible route between the sectors you
     requested, then all voids will be cleared and will have
     to be re-entered before any future course calculations.

<X>  List Current Avoids.  When you want to see just what
     sectors are being avoided when the computer charts your
     course, use this selection.  You can use this information
     to determine if you want to make any changes.  Due to the
     limited functionality of this module of the computer, if
     you want to remove one or more avoided sectors from the
     list, you must clear the entire list and re-enter the
     sector numbers you still want to bypass.

<!>  Computer Help.  Display the portion of the documentation
     describing the Computer functions.

<Q>  Exit Computer.  This option will return you to the bridge
     of your ship.

Miscellaneous:

<A>  Make Announcement.  Do you have something you want to
     tell everyone in the game?  If so, prepare your
     proclamation and enter it.  You will have 160 characters
     for your announcement and it will be displayed in the
     Daily Log for everyone to read as they enter the game.

<B>  Begin Self-destruct Sequence.  If you have managed to
     make a real mess of things and the only way to continue
     is to start from scratch, then go ahead and use this
     command.  You will escape from your ship moments before
     it self-destructs.  Think it over carefully before you
     hit the button.  This will not only destroy your ship and
     all its inventory, but it will also affect your rank and
     alignment.  Your spirit takes two days to migrate back to
     Sector 1, so you won't have any turns the day after you
     self-destruct.

<N>  Set preferences.  Use this option to set your personal ANSI
     preference and animation preference.  By turning off animation,
     many of the longer menus and graphics will be skipped, making
     the game display faster.  In addition, you can configure whether
     you wish the game to page you when important events occur if you
     using another part of the BBS.  Lastly, you can configure which
     channel you wish to use for your subspace radio.

<O>  Change Ship Settings.  This option offers you an additional
     level of protection for all the ships you own.  This lets
     you establish a password that players will need to know to
     be able to use your ship.

<P>  Fire Photon Missile.  You can fire your Photon Missile
     into the adjacent sector and run in to do your damage.
     Remember that the timer is running as soon as the missile
     is launched so be quick!

<M>  Re-Read Your Mail.  This gives you a chance to review the
     messages that were sent to you since the last time you
     were in the game.

<S>  Send Mail.  When you need to get a message to one of the
     other players, this will serve your need.  Keep entering the
     lines of your message until you are done.  To complete your
     message, simply press the enter key on a blank line.  You do
     not need to know the player's entire name.  If you have part
     of it, your computer will search the player file and
     prompt you when it finds a match.

<T>  Current Ship Time.  This will display the time and date
     stored in your ship's computer.  (Remember, the game
     began in the year 2002.)

<W>  Use Mine Disrupter.  You are exploring a new region of
     the universe and as you single-step your way along, your
     scanner shows a number of mines in the next sector.  Send
     one of the Mine Disrupters you purchased at the Hardware
     Emporium into this mined sector so you don't have to take
     the damage to your ship.  The disrupters will also disarm
     any Limpet mines that may be in the sector.  If the first
     Disrupter doesn't disarm all the mines, you can send in
     another.

DISPLAYS

<C>  View Ship Catalog.  This tool lets you view the
     specifications for all the available ships in the game.
     You can get a list of the ships and choose which ever one
     strikes your fancy.  The display will show the following
     information -

               Basic Hold Cost
               Main Drive Cost
               Computer Cost
               Ship Hull Cost
               Base Cost
               Minimum and Maximum Holds
               Maximum Fighters
               Maximum Shields
               Number of Moves per Day
               Maximum Number of Mines
               Maximum Number of Genesis Torpedoes
               Offensive Odds for Combat
               Maximum Number of Marker Beacons
               TransWarp Drive Capability
               Long Range Scanner Capability
               Planet Scanner Capability

     In addition to all this information, there is a brief
     narrative about the capabilities and shortcomings of each
     model.

<D>  Scan Daily Log.  This will re-display the Daily Journal
     that you see when you enter the game.

<E>  Evil Trader Class.  This is a display of the titles to
     which you can aspire if you are of negative alignment.
     It shows the levels, titles and the number of experience
     points needed to attain that level.

<G>  Good Trader Class.  This is a display of the titles to
     which you can aspire if you are of positive alignment.
     It shows the levels, titles and the number of experience
     points needed to attain that level.

<H>  Alien Trader Ranks.  You will encounter traders from other
     galaxies as you make your way through the universe.  You
     can interact with these creatures the same as you do with
     the Traders native to your 1000 sectors.  Of course,
     aliens are either good or bad.  Their alignment (good or
     evil) can make a big difference in how you want to
     associate (or not associate) with them.  When you use
     this selection, your computer will tell you everything
     you need to know.

<J>  Planetary Specs.  The use of this display is very similar to
     that of the Ship Catalog.  A ? will show you a list of all
     the planet types.  Choose the one you would like to know
     more about and the display will produce a picture and a
     brief description of the planet.  It will also detail some
     of the pros and cons of that planet type.

<L>  List Trader Rank.  This choice will show you all the players
     in the game in order of experience.  Your prompt will ask
     if you would like the list to show the Titles of the
     players or their Values in Experience points.  Each
     trader will be displayed with his or her title or value,
     the number of the Corporation to which he/she belongs,
     and the type of ship currently being used.

<Y>  Personal Planets.  If you have planets that you want to
     keep as personal, you can view them using this option just
     as you can view Corporate Planets using the <L> option in
     the Corporation Menu.

<Z>  Active Ship Scan.  This display will show a list of all your
     ships, the ship number, location, ship type, fighters &
     shields and the number of hops to get to it.


PLANET MENU

<A>  Take All Products.  This will load your empty holds with
     the products available on the planet.  The dock workers
     will load your ship to the brim with as much of each of
     the products that is available beginning with the cargo
     of greatest value (Equipment) to the least value (Fuel
     Ore).

<C>  Enter Citadel.  You enter the Citadel (and display the
     Citadel Menu).  If there is no citadel on this planet,
     you will have the option to build one.  The necessary
     products and labor force needed in the construction will
     display.  You will not be issued a building permit if you
     don't have the necessary people and commodities.

<D>  Display Planet.  This will show the planet number, type,
     name and the alias of the player who created it. There
     is also an informative chart showing how many colonists
     are working in each production area, how many units of
     each product are being produced daily, the quantity of
     each product currently available on the planet, and how
     many of each you have on your ship.  Citadel information
     including level, construction underway and credits in the
     vault is also available.

<M>  Change Military Levels.  You will want to move your
     fighters around to protect your territory.  This option
     will allow you to take fighters currently on the planet
     or to leave fighters you have escorting you.  The
     fighters on the planet are controlled by the Combat
     Control Computer (level 2) in the Citadel.  If there is
     no Combat Control Computer there, the fighters would
     better serve you patrolling the sector outside the
     planet.  Leaving fighters on a planet will designate the
     planet as yours.

<O>  Claim Ownership.  Let the entire universe know who
     controls the planet.  Use this option to set the planet
     as either Personal or Corporate.  This is a must when
     you've gone to all the trouble to capture one of your
     opponent's planets.

<P>  Change Population Levels.  Throughout the course of the
     game you may wish to change the distribution of your
     workforce among the commodities.  This selection provides
     you with an easy, efficient way to order your workers to
     the job you need done.

<S>  Load/Unload Colonists.  Colonizing your planets can
     contribute greatly to your trading profits.  This will
     enable you to leave the colonists you've brought from
     Terra or pack everyone up and move them to another
     planet.  Keep a close watch on your planet's population
     because many planets experience a growth/death cycle. If
     your planet has too many people to support, the raw
     materials needed to produce your commodities will be used
     up by the surplus population and your production rates
     will be adversely affected.

<T>  Take or Leave Product.  This will let you specify to the
     dock workers which type of products you want to leave and
     which ones you want loaded on your ship.

<Z>  Try to Destroy Planet.  First you purchase Atomic
     Detonators from the Hardware Emporium.  That is the easy
     part.  You then have to fight your way into the sector
     containing the planet.  After battling the fighters,
     Quasar Cannons, and any other military defenses that may
     be there, you have the ability to lay your Atomic
     Detonators.  Colonists have been trained in the disarming
     of detonators.  Most of the training was rushed and
     provided by inexperienced teachers, so they aren't very
     good at it.  Most of their attempts literally go up in
     smoke, and if you are still on the planet when their
     attempt goes awry, you go awry with it.  You have the
     option of suing your conventional weapons to kill off the
     colonists before you lay the detonators so you don't run
     the risk of getting killed by their lack of skill.  If
     you're willing to risk the bad Karma to be a little
     safer, this might be the correct option for you.

<Q>  Leave This Planet.  Take off from the planet.

<!>  Planetary Help.  Display the portion of the documentation
     describing the Planetary functions.

CITADEL MENU

<B>  Transporter Control.  Here is where you go to beam you and
     your ship to another sector.  The transporter range is
     limited, but with enough credits, you can also use this
     option to upgrade it's range.

<C>  Engage Ship's Computer.  Use this function to use all
     your Crai's power just as you would by choosing <C> from
     the Main Menu.

<D>  Display Traders Here.  This will show you the guest
     register of the other players who are parked in the
     Citadel.  The register gives you the name of the player,
     their ship type and how many fighters, shields and holds
     they have.  This information could prove very useful if
     you have just captured the planet from one of your
     opponents.

<E>  Exchange Trader Ships.  If the other players parked in
     the Citadel have specified their vehicle as available for
     trade, then you have the option of exchanging your ship
     for theirs.  Be sure to coordinate this carefully with
     the other members of your corporation.  Only C.E.O.'s can
     use Corporate Flagships so they are not available for
     trade.  If you have seized this planet from an opponent
     still parked in the Citadel, you may want to commandeer
     his ship for your own use.

<G>  Shield Generator Control.  If you have your level 5
     Citadel completed, you can use this option to store your
     shields.  You transfer your Ship's shields to the
     Planetary Shielding System using this option (10 ship
     shields = 1 planetary shield).  Stored shields will be
     used in the defense of your planet.  The Planetary
     Shielding System will protect your planet from your
     enemies.  You will thwart your rivals' attempts to
     incapacitate your defenses with Photon Missiles.  Your
     opponents will be unable to scan your planet.

<I>  Personal Info.  This selection will enable you to see all
     of your current statistics.  The information will display
     same as it does when you choose option <I> from the Main
     Menu.

<L>  Quasar Cannon R-level.  Use this option to set both the
     Atmospheric and Sector reaction levels.  The Quasar
     Cannon in your Level Three Citadel uses massive amounts
     of Fuel Ore.  Use this option to adjust the percentage of
     Ore on the planet used in this weapon's capability.
     PLEASE NOTE: The Quasar Cannon will use the entered
     percentage of Fuel Ore remaining on the planet for EACH
     SHOT it fires.  If you set the Sector value to 100% and
     a Scout Marauder with 5 fighters wanders into your
     sector, the Cannon will use all the Fuel Ore on your
     planet to blow the intruder into space dust.  If another
     player later tramps into your sector in a well-armed
     BattleShip your Cannon will sit idle due to lack of
     ammunition.  Another consideration when setting your
     percentages is that the accuracy of the Cannon is much
     better and the damage caused by the blast is greater when
     the target is in the planet's atmosphere.


<M>  Military Reaction Level.  Another method of customizing
     your protection, this will let you set the percentage of
     fighters stationed there to be used as offensive or
     defensive in case of an attack on the planet.  You must
     have a Combat Control Computer (Level Two Citadel or
     higher) to use this option.  The value you enter will be
     the percentage of fighters that will attack offensively
     as someone attempts to land on your planet.  The balance
     of your fighters will fall back for defense of the planet
     and Citadel.

<N>  Interdictor Control.  If you have upgraded your citadel to
     level 6, this will allow you to control the Interdictor
     generator on the planet.    You will want to use this in
     conjunction with a Quasar Cannon.  If the generator is on,
     an enemy ship cannot leave the sector.  This generator
     consumes a lot of fuel ore when used.  Make sure your Q-
     cannon is set most carefully.  Otherwise, the enemy can try
     to escape and deplete all the fuel ore on your planet.

<P>  Planetary TransWarp.  The instructions for this feature
     are in your Level Four Citadel.  Provided you have enough
     Fuel Ore to power the mammoth engine, you can move your
     planet to any sector where you currently have fighters
     stationed.

<R>  Remain Here Overnight.  You can sleep feeling safe and
     secure if you bed down inside the Citadel, out of the rat
     race.  You will have the protection of your planetary
     forces to guard you.  When you leave your ship, the valet
     will ask if you want others who enter the Citadel to have
     the privilege of exchanging ships with you.  It's
     perfectly within your rights to keep your ship for
     personal use only.

<S>  Scan This Sector.  This option will let you see
     everything in the sector around this planet.  The display
     will be the same as you get from option <D> in the Main
     Menu.

<T>  Treasury Fund Transfers.  If you don't like to carry a
     lot of credits on you when you're out exploring the
     universe, you can deposit your excess in the Citadel.
     You can withdraw the credits whenever you need them.  Be
     advised that the Treasury workers are quite lax in their
     security measures and anyone who enters the Citadel can
     withdraw any and all of the credits.

<U>  Upgrade Citadel.  Once your Citadel construction is
     complete, you may find you wish to upgrade.  Very few
     people are content with a Level One Citadel.  You will
     need more colonists and materials for each level of
     improvements.  Level Two has a Combat Control System
     which enables you to set the fighters deployed on the
     planet as offensive or defensive.  Level Three contains
     a Quasar Cannon which is a very powerful weapon, but uses
     a considerable amount of Fuel Ore to operate.  Level Four
     encloses the massive engine used for the TransWarp Drive.
     Level Five provides the power for the Planetary Shielding
     System.  The PSS will provide a sturdy shield for your
     planet which your enemies will have a hard time
     penetrating with fighters or photon missiles.  Level 6
     equips the planet with an Interdictor Generator.  If turned
     on, this generator will make it impossible for your enemy to
     escape from your Quasar Cannon.

<V>  Evict Other Traders.  Now that you've survived all the
     defenses your opponent placed to keep you out, you should
     be able to come in and take over, right?  Occasionally
     you go into a newly captured Citadel only to find the
     trader (or traders) who previously controlled the planet.
     No need to have them in your way.  Simply select this
     option to activate the Emergency Warning System in the
     Citadel.  It will alert these unwanted guests to some
     impending doom and their ships will blast off into orbit
     around the planet.  The system will list the traders as
     they escape.  You then may either stay in the Citadel out
     of harm's way or you can go out into the sector to
     inflict more damage on your enemy.

<X>  Corporation Menu.  This option is the same as option <T>
     from the Main Menu.

<!>  Citadel Help.  Display the portion of the documentation
     describing the Citadel functions.

<Q>  Leave the Citadel.  Exit the Citadel and return to the
     planet.



CORPORATION MENU

<D>  Display Corporations.  If you want to see how you and
     your corporation compare with others in the game or if
     you want to see who the members are of a specific
     corporation, use this selection.  You will asked if you
     want to List Corporations or Rank Corporations.  L will
     give you a listing of all corporations registered at
     Federation Hall showing the corporation's registration
     number and the date of incorporation and all corporate
     members with the C.E.O. labeled.  R will display a list
     of all corporations ranked by experience.  The list shows
     the rank, the corporate registration number and name, the
     C.E.O.'s name, the corporate alignment and the corporate
     experience.

<J>  Join a Corporation.  When you want to join forces with a
     corporation of the other traders, you will need to make
     arrangements to get your corporate security pass.  When
     a member of that corporation has approved your
     membership, use this option to join.  You will need to be
     of the same alignment as the C.E.O.  If at any time
     during your tenure with the corporation, your alignment
     is opposite that of the Chairman, you will be
     automatically ousted from the Corporation.

<M>  Make a New Corporation.  When you are prepared to make to
     move from independent trader to Corporate C.E.O., this
     option will file your Corporate Charter in the
     Federation's Hall of Records.  As C.E.O. you will have
     privileges that other players don't have such as owning
     an Corporate Flagship and sending Corporate Memos to all
     members of your Corporation.  You will be the one to
     determine whether your Corporation is good or evil.  As
     you go, so goes the Corporation.  A prospective member
     will have to be of the same alignment as you to join.

<!>  Corporation Help.  Display the portion of the
     documentation describing the Corporation functions.

<Q>  Quit Corporation Menu.  Return to the game.


CORPORATIONS ONLY

<C>  Credit Transfer.  Use this option to transfer credits to
     or from your corporate associate.  You have to be in the
     same sector as the corporation member with whom you want
     to exchange credits.

<F>  Fighter Transfer.  Use this option to transfer fighters
     to or from your corporate associate.  You have to be in
     the same sector as the corporation member with whom you
     want to exchange fighters.

<H>  Mines Transfer.  Use this option to transfer mines to or
     from your corporate associate.  You have to be in the
     same sector as the corporation member with whom you want
     to exchange mines.

<S>  Shields Transfer.  Use this option to transfer shields to
     or from your corporate associate.  You have to be in the
     same sector as the corporation member with whom you want
     to exchange shields.


<X>  Leave Your Corporation.  There may come a time when you
     feel you have to make a break with your current
     corporation.  You may want to form your own new
     corporation.  You may want to play the game with an
     alignment different from that of your corporation's
     members.  This will allow you to vacate your position in
     your corporation.  Remember that you will no longer have
     access to any of the corporation's assets.  If you are
     the C.E.O. the corporation will be dissolved and all
     corporate fighters will become rogue mercenaries.

<L>  List Corporate Planets.  This will display a detailed
     graph of your corporation's planets.  The information
     includes
     -the sector where the planet is located
     -the planet's name
     -the current population
     -the production rate for Fuel Ore, Organics and Equipment
     -the current inventories of the commodities
     -the number of fighters stationed there
     -the level of the Citadel (if any)
     -the amount of credits in the Citadel (if any)

<A>  Show corporate Assets and Member Locations.  This is a
     very handy tool to use in organizing your strategy with
     that of the others in your Corporation.  The information
     shown on this display is
     -the Corporation member's name
     -the sector where that member is located
     -whether or not the member is on a planet in that sector
     -the number of fighters, shields, mines and credits on
      him/her

C.E.O.'s Only

<T>  Send Corporate Memo.  When you want to give information
     to all those in your organization, use this option.
     Whether it is instructions on where you want to establish
     a new colony or a congratulatory dispatch for a job well
     done, you can send your message quickly and efficiently.

<P>  Corporate Security.  In a world where instances of
     computer crime run rampant, a C.E.O. can never be too
     careful.  Be sure you trust a player before you let him
     or her in your organization.  And just as with your BBS
     account, you can better maintain security if you change
     passwords occasionally.

<R>  Drop Corporate Member.  Do you have a problem with a
     member of your Corporation?  Is that member showing signs
     of insubordination?  You don't have to put up with the
     stress.  Simply drop this trouble maker.  Remember that
     the member can take any corporate assets on his/her ship
     when kicked out.

STARDOCK MENU

<C>  The CinePlex Videon Theatres.  You can smell the popcorn
     from the Hardware Emporium.  Come right in to see the
     latest releases from HollyWorld.  You can choose from
     several first-run offerings or you can opt for one of the
     classics.  Don't take too long to make up your mind
     because there are others waiting in line behind you.

<G>  The 2nd National Galactic Bank.  Here is the place to
     engage in matters of high finance.  You will be able to
     put credits into your or another trader's account.  You
     can take credits out of your account.  You can examine
     the balance in your account.  The bank allows only
     personal accounts.  Corporate funds should be stored in
     secured Citadels.

<H>  The Stellar Hardware Emporium.  This is the General Store
     of the Trade Wars Universe.  If you want it, they have it
     and if you have enough money, they'll sell it to you.

<P>  The Federal Space Police HQ.  The home of law enforcement
     in the galaxy.  Here you can register complaints against
     other players, collect rewards or see the wanted posters.

<S>  The Federation Shipyards.  This is the place where you
     can trade your ship in for a newer model or sell off some of
     those junk ships you've gathered as spoils from your
     victories.  You can see all the models available and all the
     specifications for each style.

<T>  The Lost Trader's Tavern.  Traders come here for more
     than just a drink and a meal.  Some of the more
     interesting features of this game can be found here if
     you ask the right questions.

<!>  StarDock Help.  Display the portion of the documentation
     describing the StarDock functions.

<Q>  Return to Your Ship and Leave.  Leave the Stardock and
     return to the sector.


HARDWARE MENU

<A>  Atomic Detonators.  These detonators are used in the
     destruction of planets.  If you don't have enough
     military to take out a planet, you can set Atomic
     Detonators and run like [heck].  Warning: colonists have
     been trained to disarm these detonators.  These units are
     as unstable as they are powerful.  They can react like
     Corbomite Devices when an enemy attacks your ship, and
     they can also detonate by hitting mines or offensive
     fighters as you journey through the galaxy.

<B>  Marker Beacons.  Marker Beacons are the billboards of the
     Trade Wars universe.  They are an inexpensive way to make
     a statement.  They stay in the sector where they are
     launched until they are destroyed.  They have absolutely
     no defensive capability.  They are so fragile that if two
     are launched in the same sector, they both explode.

<C>  Corbomite Devices.  Corbomite devices are weapons to
     avenge the destruction of your ship.  If one of your
     opponents succeeds in obliterating your craft, that
     person may suffer substantial damage as well when your
     ship is equipped with one or more of these.  Corbomite
     devices can also be viewed as protection.  Your enemies
     may think twice about attacking you if you are armed with
     these.  With each additional device you add to your
     vessel, you increase your protection level.  You can have
     up to a Level 1500 Corbomite Device on some ships and the
     nice part is, your foe has no way to detect the device's
     presence on your ship.

<D>  Cloaking Device.  Cloaking devices can hide you from your
     rivals when you are away from your home sector.  If you
     feel you will be vulnerable, use your Cloaking Device to
     conceal your ship.  Your location will be unknown to even
     your Corporate associates who view the Member Location
     display.  Remember that the Cloaking Device will use a
     lot of your energy reserves and its effectiveness
     decreases the longer it's used.  A well-known consumer
     group has tested these devices and found that on the
     average, after 24 hours of use, you stand a good chance of
     being detected.  Cloaking Devices are relatively
     inexpensive, but because some of the components decompose
     quickly, they are a one-time use item.

<E>  SubSpace Ether Probes.  Ethereal Probes are quite useful
     when you want to know what wonders lie on the other side
     of the universe, but you don't want to use up your turns
     to explore.  You can launch the unmanned probes with a
     preset destination.  As they maneuver their way across
     the cosmos, they report back sector by sector.  They are
     quite inexpensive for the amount of information that can
     be obtained, but they are not sturdy.  They contain a
     self-destruct mechanism that is triggered when the probe
     reaches its destination.  The designers of the probe
     thought this would provide anonymity for anyone using the
     gadget.  This mechanism is so sensitive that it detonates
     when the probe encounters any enemy fighters.  Since it
     has no shielding capabilities, any ship it passes will be
     able to detect its presence.

<F>  Planet Scanners.  If you are planning an invasion of
     another player's planet, this scanner can show you the
     military system on the planet without landing.  Once you
     are in the sector, scan the planet.  You can see who
     created the planet, who currently controls the planet,
     and the military defenses installed there.  You won't
     find out the hard way that you don't have enough weapons
     to take over the enemy forces.

<M>  Space Mines.  New technology has been developed to provide
     traders with two types of mines.  The Aramid mines can be a
     very effective way of establishing your territory.  Space
     mines can cause serious damage to smaller craft and can be a
     real nuisance to larger vessels.  The Limpet mines are a
     clever development of the Donnelly Underground Development
     Group.  They simply sit almost invisible in a sector until
     an enemy ship passes by.  Once the enemy is close enough,
     they attach themselves to the ship.  The activated mines
     will report their whereabouts to you when you do scan for
     deployed mines.  This is a clever way to find out where your
     enemy is.  The Limpets can be removed by crews at the
     Stardock.  The latest technology has provided mines with
     sensors capable of recognizing the Federal I.D. codes.  This
     will keep the mines from detonating by your ship or your
     Corporation's ships (most of the time).

<P>  Photon Missiles.  Only owners of Missile Frigates or
     Imperial Starships can use these powerful weapons.
     Shields, both Ship and Planetary, are excellent
     protection from the impact of this weapon.   However,
     once shields have been destroyed, Photon Missiles can be
     used to disable all Combat Control Computers (Level 2
     Citadels) and Quasar Cannons (Level 3 Citadels) and
     Interdictor Generators (Level 6 Citadels) on planets. It
     neutralizes all mines and fighters stationed in a sector.
     Be advised that the effect of these missiles is short-lived.
     Get in, take care of your business and get out before the
     effect wears off.  You don't want to still be in the sector
     when the Quasar Cannons regain their strength.  Great care
     should be used in transporting these volatile weapons of
     destruction.

<R>  Long Range Scanners.  These scanners can provide the
     explorer with multi-sector vision.  Your two options are
     a Density Scanner or a Holographic Scanner.  The Density
     Scanner is the cheaper and it provides the user with the
     relative density of the surrounding sectors.  It will also
     indicate a warning if there is a non-standard undefinalble
     mass.  You can use that information to determine what may be
     in the neighborhood.  If you have sufficient funds, you can
     purchase a Holographic Scanner which has both Density and
     Holographic capabilities.  Using the Holographic mode,
     you can see what and who is in the sectors adjacent to
     the one you are currently occupying.  The scanner in
     Holographic mode uses a small amount of your ship's fuel
     (one turn's worth) but that is a small price to pay when
     you consider the information and security it can provide.

<S>  Mine Disrupters.  If you run across a heavily mined
     sector but you really need to go in there, send in a Mine
     Sweeper to clear your path.  They can absorb the damage
     so you don't have to or they can deactivate the limpets.

<T>  Genesis Torpedoes.  Much improved since the first models,
     these torpedoes can provide the foundation for the
     production of your trading commodities.  Depending on the
     planet type created by the torpedo, planet will be able to
     support a varying number of colonists.  The colonists can
     provide the labor needed to mine the Fuel Ore, grow the
     Organics and manufacture the Equipment and Fighters you
     will use in your trading company.  Some planet types
     are better than others at producing the commodities.  You
     might want to check the Planetary Specs in your Onboard
     Computer.  You have no control over what planet type results
     from the Torpedo's explosion.  That is determined by
     conditions in the sector.

<W>  TransWarp Drives.  Only Imperial Starships, Corporate
     Flagships and Havoc Gunstars have hulls sturdy enough to
     withstand TransWarp flight.  These drives use a massive
     amount of Fuel Ore so make sure you have a source of Ore
     for your return trip, too.  The TransWarp Drive uses a
     homing device, so you should have at least one fighter in
     your destination sector.

<Y>  Psychic Probes.  Bartering at the ports is one of the
     main elements of this game.  You get experience points
     for making a good deal.  The better the deal, the more
     points you get.  Psychic Probes are the next best thing
     to insider trading, and they're legal.  If you want to
     see exactly where your offer is compared to what they
     would have accepted, you need one of these probes.  It
     will not only show you where you went wrong, but it will
     also help you improve your trading skills.

<!>  Hardware Emporium Help.  Display the portion of the
     documentation describing the Hardware Emporium functions.

<Q>  Leave the Emporium.  Return to the main area of the
     StarDock.


SHIPYARDS MENU

<B>  Buy a New Ship.  When you are ready to upgrade, or if you
     need a specialized ship, come to the Shipyards and talk
     to Cal Worthington XXI about a trade-in.  You will be
     offered a fair price for your current ship.  They will
     take anything in your trade such as fighters, accessories, 
     mines, etc. so if you're trying to get a lot on your trade-in,                                                 
     load your ship up before you talk to them If you don't want to use           
     all your extras in the trade,  you might want to leave as much as      
     you can in a secure place and pick it up after you purchase your      
     new ship.  New ships are very basic models.  The extras are      
     available at the Hardware Emporium and the Class 0 ports.

<S>  Sell Extra Ships.  A display with all your ships in orbit
     will appear.  Choose which ones to sell off.  You will be
     able to see the ship number, name, type, location and how
     many fighters and shields are on each ship.

<E>  Examine Ship Specs.  This is the same information
     available to you from your ship's on-board computer, but
     in includes (for ANSI users only) a picture of each ship,
     both top and front view.  You may want to review the ship
     specifications one last time before you make your
     purchase.

<P>  Buy Class 0 Items.  After you purchase your ship, you may
     need to equip it with a few of the items normally
     purchased at the Class 0 ports.  You wouldn't want to
     take that brand new beauty out unprotected, would you?
     The merchants in the shipyards have obtained fighters,
     shields and holds from "trade-ins" so they are offering
     them right here where you buy your ship as a convenience
     to you.  Be forewarned that you will be paying a premium
     price for this convenience.

<R>  Change Ship Registration.  It's not paranoia when they're
     really out to get you.  If your foes are tracking you
     down by reading the logs at the StarPorts or they've
     received information on your ship from a loose-tongued
     fool at the tavern, go to this back room in the offices
     of the Shipyards.  For a hefty fee, you can get revised
     registration papers on your ship and christen it with a
     new, untraceable name.

<!>  Shipyards Help.  Display the portion of the documentation
     describing the Shipyards functions.

<Q>  Leave the Shipyards.  Return to the main area of the
     StarDock.


TAVERN MENU

<A>  Make an Announcement.  Do you have something of interest
     for all the patrons of the tavern?  If so, pay the fee
     and post your announcement.  It will stay there until the
     next announcement is posted.

<B>  Buy Something from the Bar.  Had a trying day?  Want a
     little something to soothe your nerves?  Order up
     whatever your heart desires.  You might even get it in a
     clean glass.  Remember FedLaw says, don't drink and fly.

<C>  Eavesdrop on Conversations.  See that group of
     individuals gathered at the table in the darkest corner
     of the tavern?  They seem to be engaged in some very
     engrossing dialogue.  If you would care to listen in and
     maybe even add some remarks of your own, use this option.

<E>  Order Some Food.  You really need to keep your strength
     up so you can take on the challenges of the cosmos.
     Order up the Blue Plate Special (the food is blue, not
     the plate) and nourish yourself with some of the most
     memorable edibles this side of Barlaam.

<G>  Try Your Hand at Tri-Cron.  Do you feel lucky, Punk?  Put
     your money down and see if you can beat the odds.  A
     simple game of chance might relax you and you never know,
     you might come away a big winner.  The game is easy - the
     detailed instructions are available in the Tavern.  The
     cost of playing is based on the size of the Top Winner's
     Jackpot.  You'll have 10 rounds against the house.  If
     you win, the payback is 2 to 1.  If you're the top
     winner, you receive the accumulated jackpot.

<T>  Talk to the Grimy Trader in Back.  Not much to look at,
     but he can be a wealth of information.  Depending on how
     many drinks he's had, his facts may be a bit suspect.
     Just ask him about a specific topic, give him a little
     inducement and he'll tell you what he knows.  If you
     speak to him respectfully, he'll be fair to you.
     Otherwise he might try to take advantage of your need for
     information.  You'll have to pay dearly for it, but he
     can sometimes get you information on specific Traders.

<U>  Use the Facilities.  When Mother Nature calls, this
     option will allow you to answer.  Feel free to read the
     graffiti to keep yourself entertained.  You can even add
     some of your own prose or poetry but beware of what may
     be lurking in the next stall.

<!>  Tavern Help.  Display the portion of the documentation
     describing the Tavern functions.

<Q>  Leave the Tavern.  Exit back to the main area of the
     Stardock.


FEDPOLICE HEADQUARTERS MENU

<A>  Apply for a Federal Commission.  The Federation awards
     commissions to those individuals who have shown
     themselves to be highly experienced and law abiding.  If
     you believe yourself to qualify, apply at the Police
     Headquarters.  If the Feds grant you a commission, you
     will be able to procure an Imperial Starship.  This is a
     very powerful ship but with it comes a lot of
     responsibility.  The Federation may call upon you to aid
     their cause of maintaining law and order throughout the
     universe.  There are a limited number of Starships
     available, so apply for your commission as soon as you
     can.

<C>  Claim a Federation Reward.  After you have done your duty
     as a good FedLaw abiding citizen, you will want to claim
     the reward that is rightfully yours.  March right into
     the Police HQ and tell the sergeant that he no longer has
     to worry about the scumbag you terminated.  Be sure to
     put the reward money to good use.

<E>  Examine the Ten Most Wanted List.  There is a listing
     available in the FedPolice building of the most corrupt
     players in the game.  This list shows the level of evil
     the player has achieved, the corporation to which he/she
     belongs, the number of bounties posted on that player and
     the total reward for that player's demise.

<P>  Post a Reward on Someone.  Would you like to make it a
     little more rewarding for someone to get one of the
     players on the Most Wanted list?  You can offer as small
     or as large a payment as you would like.  Just see the
     officer on duty and tell him you want to post a reward.
     You will be shown the list of the Most Wanted criminals.
     Tell the nice officer which one you would most like to
     see brought to justice and how much you want to give to
     help in the cause.

<!>  FedPolice Help.  Display the portion of the documentation
     describing the FedPolice functions.

<Q>  Leave the Police Station.  Exit the building and return
     to the main area of the StarDock.


BANK MENU

<D>  Make a Deposit.  You can inform the TellBorg that you
     wish to deposit some or all of the credits you have with
     you.  The transaction is recorded instantly so you don't
     have to wait three days for your deposit to be reflected
     in your account.

<E>  Examine Balance.  You might want to see if that other
     trader who promised you a reward for helping out with the
     Ferrengi has come through with the credits.  You might
     only want to check your funds to see if you can go on a
     spending spree at the Hardware Emporium.  This selection
     can put the answer at your fingertips.

<T>  Transfer Funds.  If you need to get funds to a Trader who
     is not in your corporation, this option will authorize
     you to make a deposit in that other Trader's account.
     Naturally, you must have the credits to be able to
     transfer them.

<W>  Withdraw Funds.  Saving can really pay off.  If your ship
     has been destroyed and you don't want to start from
     scratch in a Scout, a nest egg in the Galactic Bank can
     allow you to come right back with the ship of your
     choice.  Use this option to take your savings and spend
     them any way you choose.  You and only you have the
     authorization to withdraw credits from your account.

<!>  Bank Help.  Display the portion of the documentation
     describing the Bank functions.

<Q>  Leave the Bank.  Return to the main area of the StarDock.

Starting The Game



When the game starts, you start in one of 2 places, sector 1 or a 
random sector with a planet (Sysop configurable.) Most of the time 
this planet is junk and is not worth keeping.  Most are in vulnerable
positions, not dead ends.  That makes them hard to defend, and easy
for opponents to find.  So you should just write down the sector number
(so you can find it again even after someone else claims it) and forget
about it The freebie planet sometimes has some products and/or a couple
of fighters when you get it.  If so, take the fighters and product, 
then move on. 

As soon as you join the game, you want to find SD (Stardock.) In many 
screens, its listed on the V-Screen (V at the main command prompt.)  
In others, you have to hunt for it.  In that case, you can drop fighters
 in sectors surrounding fedspace around sector 1 (Just before extern runs)
 The feds will remove any in the MSL's (Major Space Lanes.)  A MSL will 
run from 1 to SD, and another will run back the other direction. (These 
could be duplicate routes, but usually aren't.)  When the feds pick up 
your fighters, they'll send you a msg. saying "Don't deploy fighters in 
the MSL's." and give you the sector #.  Write it down.  Then deploy 
fighters around the MSL, to find the next sector in the route to SD. 
It will take a week or more, usually, to find SD this way, but its better 
than random chance.  Once you find it, be sure to note the location you'll 
come back here often.  

A sample of the <V> screen:

       Trade Wars 2002 Game Configuration and Status

 Initial Turns per day 750, fighters 30, credits 300, holds 20.
 Inactive players will be deleted after 7 days.
 Maximum players 200, sectors 5000, ports 3250, planets 1000
 The Maximum number of Planets per sector: 5, Traders on a Corp: 5                                                  
 Ships per FedSpace Sector: 5.
               The Stardock is located in sector 3880.
               Photon Missile Wave duration is 10 seconds.
               Ver# 2.03 running under The Major BBS.
               This game has been running for 90 days.

-=-=-=-  Current Stats for 09/09/09 as of 05:05:02 AM -=-=-=-

3,097 ports are open for business and have a net worth of 87,722,113.
1319 planets exist in the universe, 22% have Citadels.
142 Traders (76% Good) and 50 Aliens (48% Good) are active in the game.
108,023,333 Fighters and 2,779 Armid Mines are in use throughout the Universe.
39 Corporations are in business.


While the above method works well it takes a long time to complete 
(days to week) It is possible to locate SD using zero-turn mapping 
(see "Helper Programs"). Run your 0-turn mapping program and when its 
done look at the sectors with 6 exit sectors this is usually a list 
about 20 to 30 sectors big, split the sectors up among your corpies 
and set paths to them trading along the way and running any pairs you 
may find. If you run throught the complete list of sectors with 6 exits 
then do 5 (about twice as many sectors) and if that still doesn't find 
it do the sectors with 7 or more (only a handful of sectors). This may 
seem like a lot of sectors its not really and you will find not only 
stardock but the class 0 ports as well most times.

As soon as your find SD, you should get into a new ship.  The Merchant 
Cruiser you started in isn't a very good ship, so you should sell it. 
Buy a Merchant Freighter (in most cases) the first day of a new game. 
Drop off your fighters first, outside of fedspace, then you can pick them 
up in the new ship. After buying a ship, buy a long range scanner for it, 
even if its just a density scanner.  Then buy as many holds as you can 
afford, saving about 1,500 credits to use as starting cash when you go 
trading.  

Priorities after that:

1. Full Holds
2. Holo-scanner (includes a built in density scanner) 
3. 99 fighters  (you don't need many yet) 
4. Etherprobes.

When moving, always move & scan.  Density scanning doesn't cost turns, 
but can keep you from running into mines, etc.  When you have several 
sectors you can move to, and no particular destination (which happens 
early in the game), choose sectors with a density of 100.  These are 
usually ports, so this increases your chance of finding trade pairs.  
Holo-scanning is very useful when there are several unexplored sectors 
next to you.  You can explore them all, and it only costs you one turn. 

At the end of the first day you should have a choice to make whether 
to play EVIL or Play GOOD and should have gained a good amount of both
credits and experience (unless you are still looking for staredock)

Playing "GOOD"


PLAYING "GOOD"

                           The Good Guys                                  
Rank        Title           Experience   Rank        Title          Experience
---- ---------------------- ----------   ---- --------------------- ----------
< 1> Private                         2   <12> Ensign                     4,096
< 2> Private 1st Class               4   <13> Lieutenant J.G.            8,192
< 3> Lance Corporal                  8   <14> Lieutenant                16,384
< 4> Corporal                       16   <15> Lieutenant Commander      32,768
< 5> Sergeant                       32   <16> Commander                 65,536
< 6> Staff Sergeant                 64   <17> Captain                  131,072
< 7> Gunnery Sergeant              128   <18> Commodore                262,144
< 8> 1st Sergeant                  256   <19> Rear Admiral             524,288
< 9> Sergeant Major                512   <20> Vice Admiral           1,048,576
<10> Warrant Officer             1,024   <21> Admiral                2,097,152
<11> Chief Warrant Officer       2,048   <22> Fleet Admiral          4,194,304

Good alignment is much easier to play, and has several advantages, such as 
the ISS (Imperial Star Ship) and the ability to Transwarp direct to fedspace.
95% of your turns (maybe more) need to be spent making money.  Thats how 
you finance the other 5%, when you are invading planets and such.  Your 
day-to-day ship should be chosen with money-making in mind.  Good choices 
are the Merchant Freighter, Corp-Flagship, and the ISS. Horde turns. Turns
can be translated into money made, colonists transported, etc.  Don't waste 
them.

As a good aligned trader, your common money-maker is paired port trading. 
Equ/Org (Equipment/Organics) pairs are best. Two ports in adjacent sectors 
where you can sell Equ/buy Org at one, and sell Org/buy Equ at the other. 
Move back and forth, trading in each sector, till one of the ports runs dry. 
Then move to another pair.  Later in the game, once you have a planet with 
a level four (L4) citadel, you can make a lot more money every day. 

With good alignment and 0-999 experience, you can stay overnight in fedspace 
with almost no risk as long as "Ships per fedspace sector" allows it. 
(Check the V-screen.)  Too many ships will get you towed when Extern runs 
(but you are protected until then.)  Carrying too many fighters, 99 or more, 
will also get you towed out during Extern. Next best after that is cloaking, 
and cloaking can be done anywhere (by any alignment.)  Cloaks are not 100% 
safe:  they can fail after 24 hours, they will cause an anomaly on a density 
scan, and while no one can attack you while you are cloaked, they can fill 
the sector with mines, offensive fighters, nav haz or simply fire a photon 
into the sector and decloak you. 

By being careful where you stay at night (cloaking in low traffic areas, or 
using fedspace) and density scanning before you move (to avoid mines and 
such) you can stay alive, rarely, if ever, getting blown up.

As a "GOOD", you want to get an ISS as soon as possible.  To do that, 
you need 500 alignment points.  Then ask for a commission at the Stardock. 
The federation will then increase your alignment to 1000, which means you 
are commissioned. One way to get the 500 alignment is to post rewards on 
evils in the Stardock. 1000 credits per 1 point of alignment gain.  So you 
could move from 0 to 500 for 500k, then ask for a commission to reach 1000. 
Another way is to find a evil player that is willing and cross-pod with him 
With 1000 or higher alignment, you can buy an ISS. If you happen to get 
1,000 or more alignment you are automatically commissioned without going 
to police head quarters.

What's the most cost effective way to get good alignment?

(1)  CROSS PODDING WITH AN EVIL PARTNER - cost varies
     Simply have your evil partner jump in a ship other then a      
     scout with 0 shields and 0 fighters and hit him/her with 1 fig      
     (NO MORE!) you can do this 2 times per day per player 

(2)  POST REWARDS ON EVIL PLAYERS - cr 1,000/al. pt.
     Not available to negatively aligned players.  If the object of      
     the bounty is locatable, reward money may be recouped almost      
     immediately.

(3)  PAY TAXES - cr 1,500/al. pt.
     Not available to negatively aligned players. Has no return and      
     no possibility of recouping the money. 

(4)  BUILD PLANETS - cr 2,000/al. pt.
     Not available to negatively aligned players.  Returns are you           
     get to keep the planet.  Hopefully, this was something you           
     were planning on doing anyway, but it's a long way to 500        
     alignment points doing this.

(5)  KILL BAD GUYS - cost varies
     An evil trader or alien with -250 alignment and 200 fighters            
     in a merchant will cost you about cr 400 / al. pt. 

(6)  UPGRADING PORTS - cr 5,000 /al. pt.
     This method can provide future returns if you can control the
     area around the port(s).  It is also the most expensive.


Be careful not to log out of the game with a lot of credits on you.  
As a good, when you reenter the game, that will cause you to get taxed.  
It raises your alignment, but costs you the taxes.  Alignment that way 
costs 1,500 per point, so bounties are cheaper.  You can also raise it 
by attacking evil aliens, but that too is expensive and not recommended. 
Aliens are a distraction.  Using your resources to attack them isn't 
worthwhile, even if you capture their ships.

Once you have a commission and an ISS, you can Twarp (transwarp) direct to 
fedspace (sectors 1-10 and SD), or to any sector you've deployed a fighter. 
This can save a lot of turns.  Twarp uses 3 fuel (from your holds) per 
sector distance.  You can also blind Twarp, which is safe as long as the 
destination sector is completely empty.  If it's not, you get a shinny new 
escape pod.  To do it safely, send an eprobe, and immediately Twarp to a 
completely empty sector. Avoid sectors with aliens, feds, or Ferrengi in 
the adjacent sectors shown by the eprobe, because right after you fire the 
probe (any time you pass a command prompt) they get an opportunity to move,
you don't want them moving into your destination sector!  Also, be warned 
that limpets don't show on eprobes, but will destroy you.

When you decide to build a planet (goods tend to do this fairly soon after 
getting the ISS) then find a tunnel or a bubble (a bubble is simply a 
connection of tunnels with 1 way in) find a dead end off that bubble or 
tunnel, a sector with no port, so you don't have to worry about blocking a 
port report and someone coming to check it out.  

Next thing to do is get yourself a planet. The only 3 planets worth much 
in the game are the H, O and L although some players build an earth type 
later on in the game for equipment production. I recommend that you start 
with an L class mountainous as your first planet, it makes more fighters 
per day per colonist then any other planet and it is a good producer of 
product in all categories, not the best in any but a good solid planet 
(see "Planets).  As soon as you build your planet, move several loads of 
fuel ore onto it.  (Remember your Twarp drive when doing this.  And that's 
what the fuel is for, too, as we go get colonists.) Calculate fuel needed to 
Twarp to sector 1, and back again.  Starting with that much fuel on board, 
Twarp to 1, grab colonists, Twarp home and unload the colonists.  Then grab 
fuel from the planet and repeat. Its recommended that you use a macro or 
helper program for this procedure (see "Helpers"). You generally want the 
colonists producing fuel at first. That provides fuel to go get more 
colonists, and on most planets it produces the maximum fighters per day. 

Once you start building a planet , haul in as many colonists as you need 
to start citadel construction, then haul in any products needed.  Don't 
wait until your colonists can produce enough organic/equipment, haul it in.  
You want your construction to take as little time as possible.  The day it 
reaches Level 1, start it working on Level 2. repeat this procedure until 
the planet reaches Level 6. If you have more turns, cash or corpies that can 
help repeat this process. This time try for an H or an O 

You have just started your home sector or base once it is completed you will 
want to start moving out in the bubble or tunnel and start developing these 
sectors. Lets discuss bubble or tunnel development please keep in mind that 
as it is generally accepted that bubble development is a job of a good but 
you will notice that in this example you are also building for evil players 
as well.

Development of your bubble is the most important part of the game if you 
plan on winning or even being a force in the game. We have already discussed 
your base or home sector and that should be started and well under way before
 you start this procedure. Best case scenario is a bubble with around half 
of the sectors containing a xBB but for our example we will use a 12 sector 
bubble with 3 planets per sector max and 0 ports, not very likely depending 
on how your Sysop sets up the game. So all the ports in the bubble will need 
to be built. the planets listed are the H-O-L it isn't important if you have 
an H and a L in every sector but its very important to have an oceanic in 
every sector, as organic farming is a big chunk of a goodie corps cash. Here 
is an example bubble:
 
                    Home Sector
                        S-1     <---- Sector #
                        SBB     <---- Port Type
                       L-H-O    <---- Planets

PLAYING "EVIL"

                            The Bad Guys                                  
Rank        Title           Experience   Rank        Title          Experience
---- ---------------------- ----------   ---- --------------------- ----------
< 1> Nuisance 3rd Class              2   <12> Terrorist                  4,096
< 2> Nuisance 2nd Class              4   <13> Pirate                     8,192
< 3> Nuisance 1st Class              8   <14> Infamous Pirate           16,384
< 4> Menace 3rd Class               16   <15> Notorious Pirate          32,768
< 5> Menace 2nd Class               32   <16> Dread Pirate              65,536
< 6> Menace 1st Class               64   <17> Galactic Scourge         131,072
< 7> Smuggler 3rd Class            128   <18> Enemy of the State       262,144
< 8> Smuggler 2nd Class            256   <19> Enemy of the People      524,288
< 9> Smuggler 1st Class            512   <20> Enemy of Humankind     1,048,576
<10> Smuggler Savant             1,024   <21> Heinous Overlord       2,097,152
<11> Robber                      2,048   <22> Prime Evil             4,194,304

Evil requires more knowledge, and isn't recommended for new players. Its 
better to get a few games under your belt before trying to play a serious 
game of evil.

The Basics of evil play:
First thing start the game basically the same as if you were playing "good" 
(see Playing "GOOD"). But when you get to 1k exp you will want to start to 
steal, probably SSM to begin until you make enough cash to buy some support
defense fighters, then buy another Merchant Freighter and begin to SST 
(both explained in detail below) Playing "evil" is much harder to play then 
being a positive alignment player but it is far for more lucrative. The 
following techniques are the basics and once you have these down you can 
begin to find for yourself the more advanced ways of becoming a dominant 
player, and implement them into your game

Sell-Steal-Move:  
This method is the basic method of earning credits for Evil traders.  You 
MUST be Evil (-100 or more) to do this. To use this method you need to have 
a ship and some Exp. Points (min 1k exp recommended) A safe number of Exp. 
points is determined by this formula:  Holds x 20 = number of exp. points 
needed.  You can go as low as 15 but but you are increasing your risk of a 
bust.  

There is a built in chance for a bust so you are never 100% assured of 
getting away with stealing. The basic method is to start with a load of 
Equ. in your holds over a port that is buying equ. and is next to another 
port that is also buying equ.  These are called "Evil Pairs"  You then port 
and sell your Equ. Do NOT buy other products unless you are using a jettison 
method of earning extra exp points. You then port again and steal back your 
Equ.  You MUST now move to another port that buys Equ. (NEVER steal or rob 
from the same port twice in a row) and repeat the selling and stealing 
process before moving back to the first port.  You can find a large number 
of "Evil Pairs"  in the game if you look for them.  The best ships to use 
this method in  are the Low turn ships like the Merchant Freighter  Your 
spending most of your Turns in movement and this prevents you from earn as 
many credits as other methods.

  The loop looks like this:  8 turn loop in a 2 turn ship

   1.   Port and sell Equipment (Equ)
   2.   Port and Steal Equ
   3.   Move to port that is adjacent
   4.   Port and sell Equ.
   5.   Port and Steal Equ
   6.   Move back to First Port
   7.   Repeat until busted.


Sell-Steal-Transport:  
This method is the major method Evils can use for earning credits early in 
the game until they can afford to set up more lucrative techniques. It 
requires the same Exp points as the method mentioned above. It also requires
that you have two ships that have decent transporter range. You must have 
Equ loaded in both ships and they must be over 2 separate Equ buying ports 
that are within transporter range of each other. You then sell the Equ and 
steal it back. You then transport over to your 2nd ship and sell the Equ and 
Steal it back. You then transport back to the 1st ship and repeat the whole 
process. You can make the most profit if you use COLT's, but you will use 2 
other "stepping stone" ships, the freighter and the mule. The types of ships 
and number of holds you have need not be the same. This method is VERY time 
consuming and is best used when a script or macro is available (see Helpers).

  The Loop looks like this:  6 turns per loop

   1.  Port and Sell Equ
   2.  Port and Steal Equ
   3.  Transport over to your second ship
   4.  Port and Sell Equ
   5.  Port and Steal Equ
   6.  Transport back to your first ship
   7.  Repeat until busted.

  Using either method it is very important that you haggle for the exp 
points you can earn from good trading. Due to busts you will always be 
losing exp. So every effort must be made to earn Exp as you are trading.

Rob-Move-Rob:  
This method is useful only by Evils and is limited by the fact that not 
every port has excess credits to rob. Again you MUST have Exp. points to do 
this with minimum risk of getting busted. A safe number of credits to rob is 
determined by the following formula:
   
Exp. points x 7 = Number of credits you can rob. 

But the ratio can be used anywhere between 3 and 10 times your Exp. 
You may find 7 is best for you or another variable it is recommended you 
start at 5 times experience and try many different variables to find which 
you like best.
  
This method is best run at pairs that Good aligned traders are using. It 
will never produce enough profits to make it the ONLY method you use to 
earn credits, but it can turn a nice profit. You can rob credits from the 
port with the most and move to the other 1/2 of the pair and rob only a 
small amount and then return to the 1st port and rob again. By robbing only 
a small part from the 2nd port you give yourself the chance to return to the 
port with the large amounts of credits ripe for robbing. Don't get greedy 
and rob everything from the "weak" port or you will have to resort to the 
method mentioned below. The basic method is simple. Rob the credits and move 
to the 2nd port rob only a few of the credits and return to the first port 
and repeat until your busted or the ports are empty. This method is best 
done in a low turn ship. 

   The loop looks like this:  
   6 Turn Loop (in a 2 turn ship)

   1.  Rob credits  (This port has Lots of Credits it sells Equ)
   2.  Move to Adjacent port
   3.  Rob credits  
   4.  Move back to the First port
   5.  Repeat until busted or ports are drained


Rob-Transport-Rob:  
Again this method is open only to Evil traders and requires the same Exp 
points that the method above required. You can use this method to only rob 
from ports with large amounts of credits in them. This method is more turn 
effective then the method above. However it does require two ships with a 
good transporter range just as you would if you were doing Sell-Steal-
Transport. The methods are very similar. You rob credits and then transport 
to the 2nd ship. Rob credits and transport back to the first ship. 2 
Gunstars with 0 holds work great with this method.

  The loop looks like this:  
  4 turn loop
  
   1.  Rob Credits
   2.  Transport to second ship
   3.  Rob Credits
   4.  Transport back to first ship
   5.  Repeat until busted or ports are drained.
               
This method is for using on those Equ selling ports that contain massive 
amounts of Credits left behind. You can make very good money doing this but 
sooner or latter it dries up and you have to give it a rest and go back to 
running SST. Or another money making technique.
 
Advanced Techniques

SDT or SSDT
Steal-Dump-Transport or Sell-Steal-Dump-Transport
This method is a very lucrative method for evils to use. Most advanced 
players gain a big part of their income from this method later in the game.
First thing you must have is 2 xxB ports which you will need to upgrade a 
specified amount. You also need at least 4,500 exp (5,000 is recommended) 1 
planet in each of the port sectors (type and level of planet makes no 
difference*) and 2 COLTS* with 250 holds. As soon as you upgrade the ports 
you will need to start a Steal-Dump-Transport cycle.

The Loop looks like this:
4 turn cycle

1. Port at first xxB port with an empty COLT steal 250 holds of equ
2. Land on planet drop 250 holds of equ on planet (DROP)
3. Blast off and Transport to second COLT 
4. Repeat until busted or ports are drained.

When port has no more product on docks you (or a corpie ready to start fresh)
can sell the equ on the planet to the port and *presto* the port has all 
that equ sitting on the dock again and you can start all over. This method 
is more lucrative then SST and when you have the money to set this up I 
suggest you do (you should already have plenty of xxB ports in a safe bubble) 

*This method can also be done with 1 COLT and 2 level 1 minimum planets with 
upgraded teleporters this cycle would be the same only that when you land 
on the planet you would enter the citadel and teleport to the next port. 
This works extremely well with multiple ports. It is VERY time consuming and 
it is best to have a macro or script to do this method (see Helpers) Also 
it isn't a good idea to upgrade the port completely you normally won't be 
able to steal all the product before busting, multiple ports of 10,000 units 
of equ work well for me, you should experiment with what level works best 
for you.

Buy-Dump-Transport (BDT)
This is basic Planet trading only refined. Most evils forget the fact that 
its a good idea to buy product under certain circumstances. This method is 
extremely lucrative and it increases exp very rapidly. when used in 
conjunction with the MEGA-ROB this is a truly awesome way not only to make 
cash but also to gain ranking quickly. You will need at least 2 xxS ports 
and 2 xxB ports fully upgraded (32,000 units), 2 planets that are level 4 
or higher (can be accomplished with a single planet), 2 colts with full 
holds (can be accomplished with a single ship) and 2 Havok Gunstars with 
0 holds. You will also need start up cash for this method. 

The loop looks like this:
260 turns (2 full ports) 

1. Port at 1st xxS and buy 250 units equ
2. Land on planet dump product on planet
3. Repeat until port is dry
4. Transport to 2nd ship
5. Repeat steps 1-3 using 2nd xxS port
6. Warp planet 1 to xxB port and sell 32,000 equ
7. Warp planet 2 to xxB port and sell 32,000 equ

Now you can do 1 of 2 things you can position your Havok's at the 2 xxS and 
start a RTR cycle, or you can let the cash accumulate and use a combination 
of RTR and MEGA ROB (see MEGA ROB). using the RTR method you will need as 
much experience as possible I suggest you not start this method until you 
have at least 15,000 experience points. Before you dismiss this method as 
to turn intensive look at the figures below, these of course are low end 
estimates your results will vary

BDT
260 turns = 516 experience points
Cost of equ =  5,200,000 credits
Selling price of equ = 7,680,000
Profit from BDT= 2,480,000 credits and 516 experience 
RTR (15,000 experience)
53 turns = 4500 experience (low estimate) 
Profit = 6,250,000 credits and 2080 experience points
Total turns Used = 313
Total Profit = 8,730,000 credits and 5116 experience
credits per turn = 27,891
experience per turn = 16

Compared to SST for 313 turns 
(assuming of course you can run 313 turns without busting)
SST 
313 turns = 2600 experience
Profit = 3,650,000 credits
credits per turn = 11,666
experience per turn = 8

As you can see this method is at least twice as good as SST for making both 
cash and experience (the fact that it is rather tough in 2.01a and later 
versions with the new bust code to run off 313 turns without a bust increases
this argument) For those of you evils that have been passing off the draining
of ports to your goods I think you should think twice. With the more 
experience you have the higher your profit margin will be.

MEGA-ROB
This really isn't any type of method only a tactic. When a port has over 
5 million credits in it you can rob the entire amount with about the same 
amount of risk of busting as if you were using the exp*7=rob amount formula. 
Give it a try experiment with it see how it works for you. 

*note* some consider this a BUG, I don't. No where does it say that there is 
a certain amount you are allowed to rob at one time the 
3 to 10 * exp= amount to rob isn't a game rule only a variable that we have 
learned

Strategy


There are so many different ways to play Tradewars that to try and compile 
all the different strategies here would be fruitless. If you read the entire 
guide you should have a pretty good idea about how to go about the game. 
The most important thing is getting a group of players together BEFORE the 
game starts and assign tasks. It is NOT recommended that you play solo in 
any game that allows more then 1 on a corp. While it isn't necessary to have 
a complete corp (all slots used) it is recommended. so for the sake of an 
example here is a standard strategy to play Tradewars with the goal of not 
only surviving but being competitive:

Split Corp

Team size: 5 (for example)

First thing is pick a CEO, this player should have a good working knowledge 
of Tradewars AND how to handle the day to day task of keeping the corp 
running smooth.

Next you will need to split up duties this is where the game may well be 
won or lost for your team. You need 3 evils and 2 goods. You will need to 
find the players that have the best ability to play evil and that's what 
they do MAKE CASH (see Playing "EVIL) the other 2 players will colonize a 
bubble (see Playing "GOOD") and to ship refurbs. This requires 2 separate 
corps working as a single team in the same area (at least in the beginning) 

After the first couple of days (see Starting The Game) you will want to 
start building your team bubble (see Playing "GOOD") and defending it your 
evil players will be making cash while the good players are planet farming, 
colonizing and refurbing ships. 

The best way to refurb ships is buy having your goods buy Merchant 
Freighters at stardock and  twarp tow them into the bubbles and have the 
evils destroy them while they are in their SST (colts) ship and gain the 
holds off the ships (this can be done with mules as well for larger amounts 
of holds)

I think when you are first starting off you keep a low profile, your corp 
shouldn't draw unwanted attention to itself by talking "smack" over fedcom 
or by waxing toll fighters. best to stay quiet, play your game, pay the 
tolls and acquire assets then stomp the enemy.

The rest comes as you play, which is the great part about Tradewars, you 
will have to adjust on the fly. Just remember that most good players take 
great joy in killing off loud mouths, keep your head low and you should be 
OK. Let the "powers that be" fight it  out between themselves and then walk 
in and sweep up the ashes.

If you read this guide you will have a pretty good idea of what to do in the 
game, the rest is up to you. Tradewars and being good at Tradewars is 90% 
dedication, if you take this knowledge to the game and stay dedicated, even 
if you suffer massive set backs, you will become a good player. You will 
come up with short cuts that save turns, and turns equal cash that's how you 
become great, turn management.

Helpers And Utilities

Zero Turn Mapping

Zero-turn mapping (ZT mapping, or 0-Turn mapping) is a method of finding 
sector information without using any turns. It doesn't give you any port 
information, so you still have to explore, but it will help you in exploring 
and finding Stardock, the class 0 ports and a safe bubble or tunnel to start 
your empire.

While it is possible in do 0-turn mapping by hand, in reality it requires a 
program to get the most out of it. Its recommended you pick a Helper Program 
that has this function.

0-turn mapping works by plotting lots of routes, and gathering the warp info 
discovered during each of those routes. A base sector is be chosen, usually 
stardock or sector 1.  Routes will be plotted to every other sector in the 
game, and from each of those sectors back to the root sector.

The time needed to do 0-turn mapping varies quite a bit, as does the 
accuracy. The speed of the BBS computer, Internet connection, modem speed 
and the speed of the players computer are all factors in the time it takes 
to complete the process . Universe size, the number of one-way warps, and 
other factors also come into play.  On a 5000 sector universe, a 0-turn map 
may take anywhere from 45 minutes to hours. It is recommended that you pick 
a mapping utility will allow you to map a bit at a time 


It is also recommended you choose a mapping utility that can calculate 
which avoids to set in order to force etherprobes to travel the longest 
possible routes before reaching their target. This will aid you in getting 
the universe explored while saving you massive amounts of turns. Dead ends 
and bubbles are still the targets of choice, of course.  This is useful, 
primarily, early in the game.  In the early part of a game, most players are 
trading paired ports.  By forcing the probes to travel farther, exploring 
more sectors, you are more likely to find pairs to trade.  Later, when 
you've already got a number of pairs to trade, or have moved to other 
methods of money-making, using long-route eprobes isn't as useful.

Helper Utilities

Most of the serious (and many of the casual) TW players use player helper 
programs such as Twhelper, TWAR and TW-ATS.  If you want to be a serious 
TW player, you need to know about them. Even if you don't use them yourself, 
you need to understand how the competition works. 

Utilities alone don't make a bad player into a good one.  If a player 
decides to hunt Ferrengi and aliens, wander around aimlessly wasting turns, 
or use their money unwisely, then those choices will still hurt them, 
utilities or not. Utilities don't make the difference in Tradewars the 
player still needs to make good informed decisions, they help you by giving 
you information which aids those decisions, and they help by doing routine 
tasks that otherwise would require a great deal of keystrokes.

There are two primary types of utilities.  Automation, and Database.

Automation utilities let you move to the first sector, tell it which 
adjacent sector you wish to trade with, and it handles the rest.  Most of 
them will stop under several circumstances: for instance, when another ship 
enters the sector, when the port runs dry, or when you are down to X turns 
(user definable.)  Trading paired ports isn't the only thing you can 
automate.  Most will haul colonists (from Terra, or from one of your planets 
to another), haul products (from planet to planet, or port to planet), 
run PT (Planet Trading), and run SST (Sell, Steal, Transport, evils  
standard moneymaker.) Automating the redundant tasks means spending less 
time trading ports (the computer does it fast than you can manually). It 
means less boredom. It means that you can concentrate on which tactics to 
use, which traders or planets to attack, etc.

Database utilities are used to process and the massive amount of information 
the game sends you.  Without them, its hard to locate and remember the 
locations of paired ports, dead ends, the class 0 ports, etc.

Most good utilities handle both automation and database functions. Try 
several utilities.  Different people have different wants and needs, so a 
utility that works great for one player may not work well for another.  Make 
you own choice, based on your own style.

You can download any of the latest releases of these programs at Gypsy's War 
Room through the WWW at www.azi.com/war_room/wr_main.htm and find links to 
these helpers in The Official Tradewars 2002 Web Ring at: 
www.azi.com/war_room/ring.htm 

TWHELPER (Database and Automation program) 
Trade Wars Helper is a players TERMINAL PROGRAM with an
optional GRAPHICAL USER INTERFACE that maintains an ONLINE DATABASE
of sectors with their port, warp to, and other information. Several commands 
are available to utilize this information in addition to automating most of 
the repetitive processes and a GRAPHICS MAPPING capability. Tradewars Helper
not only makes playing more enjoyable, it makes you much more effective.
Tech Support:
Just FUN Software BBS (801) 278-8839


Twar (Database and Automation program)
*Winner of The First Annual Tradewars Award For Best Helper*
Many of the same features as Twhelper many traders swear by this helper. Is
recommended for the beginner, due to its ease in learning the commands. 
TWAR has come a long way in recent years The Author has made quality 
upgrades and worked a lot of "buggy" behavior out of it. Its recommended for 
not only the beginners but advanced players as well. With the recent lack of 
support of Twhelper This is a great helper for anyone that plays Tradewars.
For technical support and the latest version visit the TWAR homepage

TW_ATS (Database and Automation program)
This program is only recommended for advanced TW players, its controls and 
options are hard to understand unless you have experience in TW. It has by 
far the best mapping feature of any of the "Helpers" and has automated 
attack and photon options that make this an incredible offensive program. 
The negatives about this helper is that its hard to load, some people claim 
it has an unreliable database, and your Sysop will hate you when you run the 
mapping feature as it actually makes the BBS hard drive whine. 
For technical support or to download the latest version visit Badhouse 
Software's homepage 

TWTERM(tm)   (Database and Automation program) 
3D EGA Term for playing Trade Wars 2.0 
Reqs: EGA/VGA, 450K to 580K RAM.
Adds graphics and digitized sounds to Trade Wars 2.0. Includes script 
language, mapping features, ether probe routines, macros, maintains your 
assets, locates others homes and so much more!
*NOTE* 
You will need the following to properly run TWTERM:                     
EGA or better graphic card                          
DOS 3.3 OR later        
400K to 580K of memory (depends on size of universe)   
300K to 2 meg of free disk space for files created/used by TWTERM
To Download Visit "Gypsy's War Files"

TWAST22  (Database program)
Trade Wars 2002 Assistant v2.20 - An excellent off-line TW2002 player 
utility! Supports door game version and the Major BBS game v2. Easy to use 
full featured database for an edge over your competition! Very nice output.
Many text reports (sector, port, route, etc.) and EGA/VGA  graphic displays. 
Includes a 0-turn universe mapper, dead ends, paired ports, and more. Also 
has many reports not found in most other database utilities, like Custom 
Reports, Dead End Clusters, and Secluded Areas.  
DESQviewaware. 
Mail can be sent to: 
Sasquatch Software    
P.O. Box 4331     
Kent, WA  
98032-9331 

TLXTW  (Automation program)
Telix Scripts for Tradewars 2002
Powerful SALT scripts that help players perform repetitive tasks fast,
efficient and effortlessly.  Paired Port Trading, Transport/Sell/Steal 
Cycle, much more.
*NOTE* Requires that you use the telecommunication program TELIX

  
TwGuruIV (Database and Automation program)  AMIGA 
Sorry I don't know anything about this helper since it is for the freaky 
people with AMIGA's
Tech Support:
The Last Amiga BBS   
(3O5) 456-O126

THE UNIVERSE

You will be traveling in a universe, whose size was determined by your Sysop.
Sectors may have planets, ports, other players, empty ships, aliens, 
Ferrengi, Federation Starships, mines, message beacons, fighters (belonging 
to you, other players, rogue mercenaries, or the Ferrengi) or the sectors 
may contain nothing at all.  If in your travels you come across something 
undesirable, your initial ship comes equipped with 30 fighters with which 
you can defend yourself.

Many players find it useful to have a home sector or group of
sectors.  Players, especially those just joining a game, need an out-of-the-
way place to stay so they can build up their assets. You can explore the 
universe and look for dead end sectors to use as a hiding place.  Corporate 
bases built in traffic lanes do not fare too well and those in the major 
thoroughfares (in the paths between the class 0 and class 9 ports) just do 
not stand much of a chance.

Planets play a key part in your success as a trader.  Terra, the first 
planet you encounter as you enter the game, is where the people can be found 
to colonize all other planets. Remember, the  environment on some planet 
types may be hazardous to humans.  The other planets in the game will, if 
inhabited, produce Fuel Ore, Organics, Equipment and Fighters.  The amounts 
of these commodities produced will be affected by the type of planet.  
For example, a Mountainous planet will provide more Fuel Ore than an Oceanic 
planet.  You and the other traders decide where the planets will be.  You 
can purchase a Genesis Torpedo and use it in almost any sector in the galaxy.
If the planet has enough of the required commodities and enough people to 
supply the labor to build it, you can begin construction of a Citadel.  The 
Citadel can provide you and the other members of your corporation with a 
secure place to dock your ships and deposit the credits you've earned.  As 
you progress in the game, your Citadel can be upgraded to provide additional 
protection to you and your corporation.  If you decide to build a planet in 
your home sector, be sure you can defend it.  A planet is very vulnerable 
until it has a Combat Control Computer (level 2 Citadel) to safeguard it.

There are ten different types of ports scattered about the
universe.  The ports are classified by the products they buy
and/or sell.  Port classes 1 through 8 trade the three basic
commodities: Fuel Ore, Organics and Equipment.  The universe also contains 
specialty ports for the other items you will need to advance in the game.  
There are three Class 0 ports where you can purchase holds (beneficial for 
moving colonists to your planets as well as transporting goods for trade), 
fighters (to help protect your territory), or shields (to protect your ship 
from the traps laid by your enemies).  There is one Class 9 port that 
contains not only a Trading Port, but also a Stardock.  The Stardock houses 
the Stellar Hardware Emporium, the Federation Shipyards, the Lost Trader's 
Tavern, the 2nd National Galactic Bank, the Videon Cineplex and the 
Interstellar Space Police Headquarters.  There are other places of interest 
located in the Stardock.  

These places you will have to discover on your own. Some are not advertised 
because they are establishments of questionable repute.  Others are 
Federation buildings that house top secret government information.

THE PLANETS

 <0> Class M, Earth Type
 <1> Class K, Desert wasteland
 <2> Class O, Oceanic
 <3> Class L, Mountainous
 <4> Class C, Glacial
 <5> Class H, Volcanic
 <6> Class U, Vaporous/Gaseous

*PLEASE NOTE*
On all the following planet stats the OPTIMUM colonist population
is HALF the MAXIMUM. Example if a planet stat says:

                                  Fuel Ore     Organics    Equipment
Max Colonists for each Product:    30,000       30,000       30,000

Then The OPTIMUM (the amount that produces the maximum amount of both
product and fighters and keeps the deaths of colonists at a normal
cycle) would be:

                                  Fuel Ore     Organics    Equipment
Max Colonists for each Product:    15,000       15,000       15,000

Earth Type

Class M - Thick Oxygen/Nitrogen atmosphere.  Specific  gravity within
         0.7 to 1.3 Earth normal.  Random, but mostly  manageable weather
         patterns,  with  temperatures  ranging  from  0  to  40  degrees
         Celsius.    Fertile  soil,  excellent  for  Organic  production.
         Mineral deposits, very good for  Equipment production.  Chemical
         elements  good for  Fuel Ore.  Class M planets are excellent for
         human  colonization and promote an  excellent population  growth
         curve as well  as a very good population harmony quotient.  They
         have an above average  "habitability band".   Drawbacks  include
         overpopulation  problems,  political  unrest  and  human-induced
         destruction of the BioSphere.

Citadel Construction And Planet Stats:
   Level   Days:Total   Colonists    Fuel Ore     Organics    Equipment
     1      4     4       1,000         300          200          250
     2      4     8       2,000         200           50          250
     3      5    13       4,000         500          250          500
     4     10    23       6,000       1,000        1,200        1,000
     5      5    28       6,000         300          400        1,000
     6     15    43       6,000       1,000        1,200        2,000

   Colonists needed to Produce 1:         3            7           13
    Max Amount allowed on planet:   100,000      100,000      100,000
  Max Colonists for each Product:    30,000       30,000       30,000
       Max Production of Product:     5,000        2,142        1,153
  Max fighter production per day:       829




Desert Wasteland

Class K - planets have a thin  Oxygen/Nitrogen atmosphere.   Specific
         gravity within 0.5 to 1.5  Earth  normal.   Weather patterns are
         mostly dry and hot  with temperatures ranging  from  40  to  140
         degrees  Celsius.  Little  area of  fertile soil,  very  bad for
         Organics. Very little precious metal making it bad for Equipment
         production. Common Chemical traces making it great for Fuel Ore.
         Class K  worlds  are  average for  humanoid  colonization but an
         arid and hot climate  requires  specialized colonists.   Narrow
         habitability band but a generally  stable  political environment
         as the population must depend on each other to survive.   Higher
         fatality rate than Class M worlds.


Citadel Construction And Planet Stats:
  Level   Days:Total   Colonists    Fuel Ore     Organics    Equipment
      1      6     6       1,000         400          300          600
      2      5    11       2,400         300           80          400
      3      8    19       4,400         600          400          650
      4      5    24       7,000         700          900          800
      5      4    28       8,000         300          400        1,000
      6      8    36       7,000         700          900        1,600

    Colonists needed to Produce 1:         2          100          500
     Max Amount allowed on planet:   200,000       50,000       10,000
   Max Colonists for each Product:    40,000       40,000       40,000
        Max Production of Product:    10,000          200           40
   Max fighter production per day:       682



Oceanic

Class O - planets have a dense Oxygen/Nitrogen  atmosphere.  Specific
         gravity within 1.1 to 1.8 Earth  normal.  Random  and occasional
         violent weather current patterns, with temps ranging  from 20 to
         50 degrees Celsius.  No land mass to speak of, making mining for
         Ore more difficult. Organics production quite good,  (one of the
         best) but a  poor  environment  for building Equipment.  Class O
         planets are more challenging to habituate, but are almost as safe
         as class M.  Good population  growth curve and decent population
         harmony. Their entire surface is habitable with proper gear with
         the only drawbacks being the costs to settle and build citadels.


Citadel Construction And Planet Stats:
  Level   Days:Total   Colonists    Fuel Ore     Organics    Equipment
      1      6     6       1,400         500          200          400
      2      5    11       2,400         200           50          300
      3      8    19       4,400         600          400          650
      4      5    24       7,000         700          900          800
      5      4    28       8,000         300          400        1,000
      6      8    36       7,000         700          900        1,600
   
    Colonists needed to Produce 1:        20            2          100
     Max Amount allowed on planet:   100,000    1,000,000       50,000
   Max Colonists for each Product:   200,000      200,000      200,000
        Max Production of Product:     5,000       50,000        1,000
   Max fighter production per day:     3,733



Mountainous

Class L - planets have a thin  Oxygen/Nitrogen  atmosphere.  Specific
         gravity within 1.0 to 2.2 Earth normal. Weather patterns are wet
         with  temperatures  ranging  anywhere  from -30  to  50  Celsius
         depending  on the  width  of  the  habitability band.  Excellent
         Mineral and Ore deposits but harsh  conditions only  permit avg.
         to below avg. Equipment production.  Soil is excellent, providing
         higher than normal organics production.  Colonist specialization
         is necessary to maintain population. Good - very good population
         harmony quotient. Above  average  "habitability band"  but  only
         medium population growth. Drawbacks include hazards to equipment
         and occasional severe weather conditions.

Citadel Construction And Planet Stats:

  Level   Days:Total   Colonists    Fuel Ore     Organics    Equipment
      1      2     2         400         150          100          150
      2      5     7       1,400         200           50          250
      3      5    12       3,600         600          250          700
      4      8    20       5,600       1,000        1,200        1,000
      5      5    25       7,000         300          400        1,000
      6     12    37       5,600       1,000        1,200        2,000

    Colonists needed to Produce 1:         2            5           20
     Max Amount allowed on planet:   200,000      200,000      100,000
   Max Colonists for each Product:    40,000       40,000       40,000
        Max Production of Product:    10,000        4,000        1,000
   Max fighter production per day:     1,250



Glacial

Class C - planets have  extremely  thin  Oxygen-Nitrogen atmospheres.
         Specific gravity from 0.5 to 1.7 Earth normal. Meteorologically
         unstable causing  violent conditions. Temps range from -10 to
         -190 degrees  Celsius.  Full life support necessary for colonies
         and death rates are high.  No  workable soil base so  hydroponics
         Organics are  limited.   Modest mineral  and  chemicals exist so
         production of Ore  and Equipment  will be below average to none.
         Class C  planets NOT recommended for colonization, their violent
         condition makes it  extremely  hazardous.  Some Class C  planets
         have been adopted by the  Federation and used as prison colonies
         with very effective results.


Citadel Construction And Planet Stats:

 Level   Days:Total   Colonists    Fuel Ore     Organics    Equipment
      1      5     5       1,000         400          300          600
      2      5    10       2,400         300           80          400
      3      7    17       4,400         600          400          650
      4      5    22       6,600         700          900          700
      5      4    26       9,000         300          400        1,000
      6      8    34       6,600         700          900        1,400

   Colonists needed to Produce 1:         50          100          500
    Max Amount allowed on planet:     20,000       50,000       10,000
  Max Colonists for each Product:    100,000      100,000      100,000
       Max Production of Product:      1,000          500          100
  Max fighter production per day:         64



Volcanic

Class H - planets have  extremely thin Oxygen / Nitrogen atmospheres.
         Specific gravitates are within 0.8 to 2.6 Earth normal.   Climate
         patterns are  violent with temperatures  from 45 to  400 degrees
         Celsius.  Full life  support  required for  colonization.   Zero
         workable soil and  harsh  conditions  make  Organics  production
         impossible.  Good trace elements  for equip but conditions  make
         production  a  gamble   at   best.    Excellent  Ore  production
         possibilities as material is often ejected  by volcanic activity
         and found  on the surface.  Very dangerous  for colony growth as
         unstable planetary crusts often lead  to the complete loss  of a
         colony. The Federation has been known to use Class H planets for
         defense of key sectors due to their large Ore base.

Citadel Construction And Planet Stats:

  Level   Days:Total   Colonists    Fuel Ore     Organics    Equipment
      1      4     4         800         500          300          600
      2      5     9       1,600         300          100          400
      3      8    17       4,400       1,200          400        1,500
      4     12    29       7,000       2,000        2,000        2,500
      5      5    34      10,000       3,000        1,200        2,000
      6     18    52       7,000       2,000        2,000        5,000

   Colonists needed to Produce 1:          1          N/A          500
    Max Amount allowed on planet:  1,000,000       10,000      100,000
  Max Colonists for each Product:    100,000            0      100,000
       Max Production of Product:     50,000            0          100
  Max fighter production per day:      1,002



Vaporous/Gaseous

Class U - planets have  very heavy  ranging  to very thin atmospheres
         consisting of various elements, mostly comprised of helium or of
         hydrogen.  Specific gravities can range from 0.2 to 8.0 of Earth
         normal.  Climate patterns  usually extremely  violent with temps
         ranging from -200 to 400 Celsius. Full life  support required at
         all times. No production can sustain itself on a Class U planet.
         Some miners have hinted at very valuable products that they have
         extracted from  Class U worlds  but the Federation does not have
         them in its "Official Guide to Mining".  Class U planets are not
         recommended for colonization's as the environment is harsher than
         being in space itself.

Citadel Construction And Planet Stats:
  
Level   Days:Total   Colonists    Fuel Ore     Organics    Equipment     
  1      8     8       3,000       1,200          400        2,500    
  2      4    12       3,000         300          100          400    
  3      5    17       8,000         500          500        2,000
  4      5    22       6,000         500          200          600
  5      4    26       8,000         200          200          600
  6      8    34       6,000         500          200        1,200

 Colonists needed to Produce 1:        N/A          N/A          N/A     
  Max Amount allowed on planet:     10,000       10,000       10,000
Max Colonists for each Product:      3,000        3,000        3,000
     Max Production of Product:          0            0            0
Max fighter production per day:          0


CITADEL DESCRIPTIONS.

A planet with no citadel has no defensive capability.  You can leave 
fighters in the sector, but fighters on the planet will not defend and, in 
fact, can be taken by anyone who lands on the planet.  Since there is no 
citadel, you can't use any of the citadel commands, such as the treasury or 
remaining overnight.

Level 1
Citadel - Defenseless. You can use the treasury, remain overnight, planet 
transporter (extra cash) and other citadel commands. 


Level 2 
Combat Computer - Fighters on the planet will now defend. Usually, you will 
want to leave your military reaction set to 0%, because the fighters will 
get 3:1 odds, but this can be set to send fighters from the planet to attack 
any enemy ship entering the sector at 2:1 odds

Level 3 
Quasar Cannon - You can set it to fire at anyone entering the sector, or 
anyone trying to land, or both. Firing the cannon uses fuel ore, sector 
shots for every 3 units of ore used cause 1 battle point of damage, 
atmospheric (when a ships tries to land) is  1 to 1 (1 fuel ore = 1 battle 
point of damage). Q-cannons can be bypassed by a photon missile unless 
protected by a planetary shielding system

Level 4 
Planetary Transwarp Drive - You can move your level 4 planet to any sector 
where you have dropped a fighter, as long as you have the fuel. It uses fuel 
ore to power it (400 units of Ore per sector jumped)

Level 5 
Planetary Shielding System - All planetary shields will have to be destroyed
before anyone can invade, each shield will take 20 points of damage to 
destroy. Will also shield the planet and any traders on the planet from the 
effects of a Photon blast. You move shields from your ship to the planet (10 
ship shields will create one planet shield) and the PSS uses those shields 
to protect the planet.

Level 6 
Planetary Interdictor Generator (PIG)- If turned on, this generator will 
make it difficult for your enemy to retreat from the sector its similar to a 
tractor beam

THE SHIPS

<1>  Merchant Cruiser
<2>  Scout Marauder
<3>  Missile Frigate
<4>  BattleShip
<5>  Corporate FlagShip
<6>  Colonial Transport
<7>  CargoTran 
<8>  Merchant Freighter
<9>  Imperial StarShip
<10> Havoc GunStar
<11> StarMaster
<12> Constellation
<13> T'Khasi Orion
<14> Tholian Sentinel
<15> Taurean Mule
<16> Interdictor Cruiser



Ship Class : Merchant Cruiser


The Merchant Cruiser is the standard fare for earning a living in the
universe.  These craft are moderately fast, well armored and have hard
points for many different accessories.  Many cartels use the Merchant
Cruiser as their only ship type.  The Merchant is the craft by which
combat specs are rated for a standard.

Basic Hold Cost:   10,000        Min Holds:      20       Maximum Holds:     75
Main Drive Cost:    1,000     Max Fighters:   2,500     Maximum Shields:    400
Computer Cost  :   20,300   Turns per Warp:       3      Offensive Odds:  1.0:1
Ship Hull Cost :   10,000         Mine Max:      50          Beacon Max:     50
Ship Base Cost :   41,300      Genesis Max:       5     Long Range Scan?    Yes
                           TransWarp Drive?      No      Planet Scanner?    Yes
                   Max Fighters Per Attack:     750     Photon Missiles?     No
                   Max Transporter Range  :       5

*Note*
I recommend your first venture through space should be to Stardock to trade 
this ship in for a Merchant Freighter.


Ship Class : Scout Marauder


The Scout Marauder is currently the fastest, conventional drive ship
known to mankind.  This small speedster can easily outdistance even the
powerful Corellian Battleships.  It is not equipped for controlling many
fighters or shields, but it fights at 2 to 1 odds due to its quickness
and small size.  This craft cannot carry mines or Genesis Torpedoes.
It may be small, but this ship's speed and range make up for much.

Basic Hold Cost:    5,000        Min Holds:      10       Maximum Holds:     25
Main Drive Cost:    3,000     Max Fighters:     250     Maximum Shields:    100
Computer Cost  :    5,200   Turns per Warp:       2      Offensive Odds:  2.0:1
Ship Hull Cost :    2,750         Mine Max:       0          Beacon Max:     10
Ship Base Cost :   15,950      Genesis Max:       0     Long Range Scan?    Yes
                           TransWarp Drive?      No      Planet Scanner?    Yes
                   Max Fighters Per Attack:     250     Photon Missiles?     No
                   Max Transporter Range  :       0

*Note*
Worthless ship, its biggest claim to fame is its easy to spot dupes (they 
trade the merc in for a scout) also it has 2:1 odds so you could set a macro 
to attack sector figs with it (if there is no Q-cannon) if you have a lot of 
time to waste. Don't bother with buying this ship if you want one get *Ship 
Destroyed* the game will give you one for free. Scouts also have NO pod if 
you die in a scout you are out of the game until 12am the following day (BBS 
time)

Ship Class : Missile Frigate

Missile Frigates are really nothing more than a retro-fitted Merchant
Cruiser.  They maintain the same speed and range of the Merchant but can
carry twice the firepower.  Commanding a Frigate means that you cannot
take advantage of much of the additional starship equipment available,
but their combat advantages make up for that.  The Missile Frigate is
the only ship outfitted to carry the awesome Photon Missile.  These
weapons of destruction can turn StarPorts into space junk in short
order.  The Photon Missile was also used effectively in the Trantorian
conflict to totally destroy the enemy's home planet.

Basic Hold Cost:    6,000        Min Holds:      12       Maximum Holds:     60
Main Drive Cost:    1,000     Max Fighters:   5,000     Maximum Shields:    400
Computer Cost  :   82,800   Turns per Warp:       3      Offensive Odds:  1.3:1
Ship Hull Cost :   11,000         Mine Max:       5          Beacon Max:      5
Ship Base Cost :  100,800      Genesis Max:       0     Long Range Scan?     No
                           TransWarp Drive?      No      Planet Scanner?     No
                   Max Fighters Per Attack:   2,000     Photon Missiles?    Yes
                   Max Transporter Range  :       2


*Note*
the only use for this ship is if you are defending a sector
and have a photon script its way over priced and not worth buying in most 
cases


Ship Category #4   Ship Class : BattleShip


The Corellian Battleship is a dangerous craft indeed!  This ship packs
the most punch of any ship in the Federation.  Battleship's can carry
four times the fighters of a Merchant and deliver them with a much
higher degree of effectiveness due to their superior combat computers.
The shield generators on Battleships are capable of shielding the ship's
fighters as well.  This craft is one of the more prestigious and powerful
ships available today.

Basic Hold Cost:    8,000        Min Holds:      16       Maximum Holds:     80
Main Drive Cost:    1,000     Max Fighters:  10,000     Maximum Shields:    750
Computer Cost  :   61,500   Turns per Warp:       4      Offensive Odds:  1.6:1
Ship Hull Cost :   18,000         Mine Max:      25          Beacon Max:     50
Ship Base Cost :   88,500      Genesis Max:       1     Long Range Scan?    Yes
                           TransWarp Drive?      No      Planet Scanner?    Yes
                   Max Fighters Per Attack:   3,000     Photon Missiles?     No
                   Max Transporter Range  :       8

*Note*
Easily the worst named ship in the game. This ship is far from what one 
would imagine a BATTLEship to be. Stay away from this ship its price, turns 
per warp and lack of shields make it one of the worst buys in the game

Ship Class : Corporate FlagShip

Few words can actually describe the sheer awe associated with a
Corporate Flagship.  Only available to Corp CEOs, this huge craft is
the ultimate in power and capability.  Not only can it carry up to
20,000 fighters at one time, this ship carries a powerful combination
of options that will make any foe turn tail and run.

The most impressive capability of the Flagship is the TransWarp Drive.
This device enables the ship to TransWarp to any other sector in the
Universe provided one of your fighters is already there emitting a
locator beam.  Without this, a ship can disappear into TransWarp and
never be seen again.

Basic Hold Cost:   10,000        Min Holds:      20       Maximum Holds:     85
Main Drive Cost:    5,000     Max Fighters:  20,000     Maximum Shields:  1,500
Computer Cost  :  120,000   Turns per Warp:       3      Offensive Odds:  1.2:1
Ship Hull Cost :   28,500         Mine Max:     100          Beacon Max:    100
Ship Base Cost :  163,500      Genesis Max:      10     Long Range Scan?    Yes
                           TransWarp Drive?     Yes      Planet Scanner?    Yes
                   Max Fighters Per Attack:   6,000     Photon Missiles?     No
                   Max Transporter Range  :      10


*Note* 
Every corp CEO and solo player not in an ISS should have 1 of these ships, 
Nuff said

Ship Class : Colonial Transport

The Colonial Transport is a massive structure that can only barely be
called a ship.  This huge craft is ideal for moving large amounts of
products or colonists from place to place.  Though it has a standard
drive, this ship is rather slow due to the mass involved.  Also, the
combat computers are rather limited on this craft due to the excessive
needs of the navigation computers.  The Transport is not outfitted for
carrying or deploying mines.  Conflict brings the Transport's major
weakness to light.  Due to the size of the craft, it is very hard to
defend against fighters.

Basic Hold Cost:   27,000        Min Holds:      50       Maximum Holds:    250
Main Drive Cost:    1,000     Max Fighters:     200     Maximum Shields:    500
Computer Cost  :   10,400   Turns per Warp:       6      Offensive Odds:  0.6:1
Ship Hull Cost :   25,200         Mine Max:       0          Beacon Max:     10
Ship Base Cost :   63,600      Genesis Max:       5     Long Range Scan?     No
                           TransWarp Drive?      No      Planet Scanner?    Yes
                   Max Fighters Per Attack:     100     Photon Missiles?     No
                   Max Transporter Range  :       7

250 holds most in the game of any ship. Evils will spend the majority of 
their time in this ship (at least they should). Goods also will use this 
ship for movement of colonists and product in sector and out (with the use 
of a planetary transporter

Ship Class : CargoTran

The CargoTran is a large ship indeed.  Though not as fast as some of its
related trading cousins, this ship can move vast amounts of goods.  It is
typically a pacifist's ship as it does not carry much in the way of
offensive capabilities but it's very large array of holds makes up for all
of that.  The large shield capacity of this craft makes it safe to wander
hostile territory as well.  This ship is considered by many to be one of
the top money-makers in the Universe.

Basic Hold Cost:   27,000        Min Holds:      50       Maximum Holds:    125
Main Drive Cost:    1,000     Max Fighters:     400     Maximum Shields:  1,000
Computer Cost  :   11,050   Turns per Warp:       4      Offensive Odds:  0.8:1
Ship Hull Cost :   12,900         Mine Max:       1          Beacon Max:     20
Ship Base Cost :   51,950      Genesis Max:       2     Long Range Scan?    Yes
                           TransWarp Drive?      No      Planet Scanner?    Yes
                   Max Fighters Per Attack:     125     Photon Missiles?     No
                   Max Transporter Range  :       5

*Note*
Worthless ship


Ship Class : Merchant Freighter

The Merchant Freighter is the ideal ship for those traders that do not want
to concern themselves with political matters.  It is not a very powerful
ship in combat, but its strengths are many.  This ship can carry a large
number of shields and manages to outdistance most ships.  After all, "Those
who fight and run away, live to fight another day" still holds very true in
the universe as we know it today.

Basic Hold Cost:   15,000        Min Holds:      30       Maximum Holds:     65
Main Drive Cost:    2,000     Max Fighters:     300     Maximum Shields:    500
Computer Cost  :    9,600   Turns per Warp:       2      Offensive Odds:  0.8:1
Ship Hull Cost :    6,800         Mine Max:       2          Beacon Max:     20
Ship Base Cost :   33,400      Genesis Max:       2     Long Range Scan?    Yes
                           TransWarp Drive?      No      Planet Scanner?    Yes
                   Max Fighters Per Attack:     100     Photon Missiles?     No
                   Max Transporter Range  :       5

*Note*
This is the ship you should be in the first part of the game, if you are 
trading or SSTing this is a good ship to start with

Ship Class : Imperial StarShip

The commercial version of a Federation StarShip is not available to just
anyone.  This craft is only available to those who are commissioned by the
Federation to aid in their cause.  StarShips are the most closely guarded
technology in existence.  They can carry massive assault power and through
the use of the TransWarp drive, they can deliver this power almost anywhere.

The Imperial StarShip is truly the most powerful ship that a private
individual can command.  More information about qualifying for a Federal
commission is available at a Police station near you.

Basic Hold Cost:   23,000        Min Holds:      40       Maximum Holds:    150
Main Drive Cost:   10,000     Max Fighters:  50,000     Maximum Shields:  2,000
Computer Cost  :  231,000   Turns per Warp:       4      Offensive Odds:  1.5:1
Ship Hull Cost :   65,000         Mine Max:     125          Beacon Max:    150
Ship Base Cost :  329,000      Genesis Max:      10     Long Range Scan?    Yes
                           TransWarp Drive?     Yes      Planet Scanner?    Yes
                   Max Fighters Per Attack:  10,000     Photon Missiles?    Yes
                   Max Transporter Range  :      15


*Note*
By Far the best ship in the game, nothing else comes close. Only drawback is 
you have to be a goodie to use it


Ship Class : Havoc GunStar

The Havoc Gunstar is a recently developed ship that owes its existence to
new developments in micro-miniaturization.  This mid-sized ship is the only
one of its size to be able to house a TransWarp drive.  Though it doesn't
carry a large amount of holds to fuel the TransWarp, it still has a decent
T-Warp range and can arrive at its destination packing a moderate fighting
force in the bargain.  Watch for this ship to become the favorite of the
Mercenary legions in the Universe.

Basic Hold Cost:    6,000        Min Holds:      12       Maximum Holds:     50
Main Drive Cost:   10,000     Max Fighters:  10,000     Maximum Shields:  3,000
Computer Cost  :   48,000   Turns per Warp:       3      Offensive Odds:  1.2:1
Ship Hull Cost :   15,000         Mine Max:       5          Beacon Max:      5
Ship Base Cost :   79,000      Genesis Max:       1     Long Range Scan?    Yes
                           TransWarp Drive?     Yes      Planet Scanner?     No
                   Max Fighters Per Attack:   1,000     Photon Missiles?     No
                   Max Transporter Range  :       6

*Note*
This ship is standard for any evil corp, doesn't make it any better of a ship. If you are lucky enough to
have dreads with twarp in your universe then there will be no other use for this ship then RTR cycles



Ship Class : The StarMaster

The StarMaster represents the latest in technological advances for star
travel, meeting the needs of those who desire a ship with great speed and
medium cargo capacity.  Developed to counter the growing threat of space
piracy, the StarMaster possesses a formidable fire control and weapons
system, and a high shield capacity.  The price for this state-of-art craft
is not cheap, but discerning traders will find that the investment will
pay for itself in the long run.

Basic Hold Cost:   10,000        Min Holds:      20       Maximum Holds:     73
Main Drive Cost:   10,000     Max Fighters:   5,000     Maximum Shields:  2,000
Computer Cost  :   29,000   Turns per Warp:       3      Offensive Odds:  1.4:1
Ship Hull Cost :   12,300         Mine Max:      50          Beacon Max:     50
Ship Base Cost :   61,300      Genesis Max:       5     Long Range Scan?    Yes
                           TransWarp Drive?      No      Planet Scanner?    Yes
                   Max Fighters Per Attack:   1,000     Photon Missiles?     No
                   Max Transporter Range  :       3

*Note*
This is a space filler ship, completely worthless


Ship Class : Constellation

The Constellation is the direct offspring of the Correlian Battleship.
While not quite as powerful as its distinguished parent, the Constellation
makes its own mark with greater speed and range.  Traders have dubbed it
the "baby battleship", but this "infant" is one of the most powerful and
maneuverable ships available in the universe today.

Basic Hold Cost:   10,000        Min Holds:      20       Maximum Holds:     80
Main Drive Cost:   10,000     Max Fighters:   5,000     Maximum Shields:    750
Computer Cost  :   39,500   Turns per Warp:       3      Offensive Odds:  1.4:1
Ship Hull Cost :   13,000         Mine Max:      25          Beacon Max:     50
Ship Base Cost :   72,500      Genesis Max:       2     Long Range Scan?    Yes
                           TransWarp Drive?      No      Planet Scanner?    Yes
                   Max Fighters Per Attack:   2,000     Photon Missiles?     No
                   Max Transporter Range  :       6

*Note*
Another space filler ship, you would be better off playing tri-con with the 
72k credits then buying this ship! Ha! it doesn't even have holoscan




Ship Class : T'Khasi Orion

The T'Khasi Orion is the perfect ship for traders who want the speed and
cargo capacity of the Merchant Freighter but need a bit more firepower.
Offering substantially higher combat odds and fighter capacity, the T'Khasi
Orion is an excellent intermediate ship.

Basic Hold Cost:   15,000        Min Holds:      30       Maximum Holds:     60
Main Drive Cost:   10,000     Max Fighters:     750     Maximum Shields:    750
Computer Cost  :   10,500   Turns per Warp:       2      Offensive Odds:  1.1:1
Ship Hull Cost :    6,750         Mine Max:       5          Beacon Max:     20
Ship Base Cost :   42,250      Genesis Max:       1     Long Range Scan?    Yes
                           TransWarp Drive?      No      Planet Scanner?    Yes
                   Max Fighters Per Attack:     250     Photon Missiles?     No
                   Max Transporter Range  :       3

*Note*
The Merchant Freighter out performs this ship in every way except firepower 
and even the added firepower this ship offers is not enough to do battle 
with anyone other then an alien or new player. It's lack of a holo-scanner 
make it far less useful in the role of a scout.  The only reason I see for 
buying this ship instead of a Merchant Freighter is if you are in a very 
hostile universe and need the extra protection on the first couple days of 
the game


Ship Class : Tholian Sentinel

Young corporations in need of planetary defense should consider the
Sentinel.  With its new planetary combat guidance system, this ship's
normal combat odds of 1:1 shoot up to 4:1 when defending a corporate
planet.  When an enemy ship enters a sector containing a Sentinel set in
defense of a corporate planet, the hostile vessel must first destroy the
Sentinel and all of its fighters before it may land and attempt any action
toward the planet.  Remember:  The Sentinel was designed primarily for
Planetary defense, if used for offensive purposes its combat odds are 1:1.

Basic Hold Cost:    5,000        Min Holds:      10       Maximum Holds:     50
Main Drive Cost:   10,000     Max Fighters:   2,500     Maximum Shields:  4,000
Computer Cost  :   25,000   Turns per Warp:       4      Offensive Odds:  1.0:1
Ship Hull Cost :    7,500         Mine Max:      50          Beacon Max:     10
Ship Base Cost :   47,500      Genesis Max:       1     Long Range Scan?    Yes
                           TransWarp Drive?      No      Planet Scanner?     No
                   Max Fighters Per Attack:     800     Photon Missiles?     No
                   Max Transporter Range  :       3

*Note*
The defensive combat odds when over a corporate planet manned by a corporate 
member of 4:1 make this a great buy for early planet protection, assuming 
you can talk a corpie into being photon bait.

Ship Class : Taurean Mule

"Big, slow and ugly...", seem to be the words most often overheard when
someone is describing the Taurean Mule.  Designed in direct competition
with the CargoTran, the Mule is somewhat faster and possesses a higher
cargo capacity, but it is even more vulnerable to piracy and attack than
it's competitor.  However, this is still a good ship for traders who have
staked out "safe" trade lanes and do not have to worry about enemy attacks.

Basic Hold Cost:   28,000        Min Holds:      50       Maximum Holds:    150
Main Drive Cost:   10,000     Max Fighters:     300     Maximum Shields:    600
Computer Cost  :   10,300   Turns per Warp:       4      Offensive Odds:  0.5:1
Ship Hull Cost :   15,300         Mine Max:       0          Beacon Max:     20
Ship Base Cost :   63,600      Genesis Max:       1     Long Range Scan?    Yes
                           TransWarp Drive?      No      Planet Scanner?    Yes
                   Max Fighters Per Attack:     150     Photon Missiles?     No
                   Max Transporter Range  :       5

*Note*
This ship is the stepping stone to the colt in SST, its uses effectively 
stop there, it serves no other purpose. Unless you are evil don't even 
consider buying this ship
  
Ship Class : Interdictor Cruiser

A recently designed vessel, the Interdictor Cruiser is fast becoming
the great Equalizer of the Universe.  It is as powerful as it is large
and packs a tremendous punch in modern combat.  Unfortunately it cannot
use a TransWarp drive due to its size and its speed is not a great asset.
The major attraction of this vessel is the Interdictor Generator that
creates such a large gravity well that no other ship in its sector can
warp out!  When an Interdictor Cruiser arrives on the scene you had
better give up all thoughts of running away. In addition this ship is not
an atmospheric craft and cannot land on any planets.

Basic Hold Cost:    5,000        Min Holds:      10       Maximum Holds:     40
Main Drive Cost:   50,000     Max Fighters: 100,000     Maximum Shields:  4,000
Computer Cost  :  380,000   Turns per Warp:      15      Offensive Odds:  1.2:1
Ship Hull Cost :  104,000         Mine Max:     200          Beacon Max:    100
Ship Base Cost :  539,000      Genesis Max:      20     Long Range Scan?    Yes
                           TransWarp Drive?      No      Planet Scanner?    Yes
                   Max Fighters Per Attack:  15,000     Photon Missiles?     No
                   Max Transporter Range  :      20

*NOTE* 
If you have a player that can run a script to stay online this ship can 
protect a level 5 or lower planet(s) as if they were level 6. It gives the 
sector an IG without having to have a level 6 planet, a good sector strategy 
used in conjunction with sentinels. This ship is basically a planet buster 
for evils (goods don't really need it would be better to use a planet and 
ISS)


THE FERRENGI SHIPS

Ferrengi Assault Trader:

It can be used as a Scout ship EARLY in the game. Other then that they 
aren't worth towing to dock to sell, if you are a Ferrengi hunter just 
blow these up

Ship Specs:

Basic Hold Cost  :  6,000   Max Fighters    :  3,000     Mine Max     :   10	
Main Drive Cost  :  1,500   Max Attack      :  1,000     Beacon Max   :    5	
Computer Cost    : 16,400   Offensive Odds  :  1.0:1     Genesis Max  :    0	
Ship Hull Cost   :  8,000   Maximum Shields :    200     LongRangeScan?  Yes	
Ship Base Cost   : 31,900   Initial Holds   :     12     TransWarp Drive? No	
Turns per Warp   :      2   Maximum Holds   :     50     Photon Missiles? No
Transporter Range:      0                                 Planet ScanneR? No	



Ferrengi Battle Cruiser:

This ship again really serves no purpose, its not profitable to trade in 
these ships and its a waste of time capturing them

Ship Specs:
Basic Hold Cost:    8,000    Max Fighters:    8,000    Mine Max:           25	
Main Drive Cost:    3,000    Max Attack:      2,000    Beacon Max:         15	
Computer Cost:     40,600    Offensive Odds:  1.2:1    Genesis Max:         3	
Ship Hull Cost:    15,500    Maximum Shields:   800    Long Range Scan?   Yes	
Ship Base Cost:    67,100    Initial Holds:      16    TransWarp Drive?    No	
Turns per Warp:         3    Maximum Holds:      75    Planet Scanner?     No
Transporter Range:      2                              Photon Missiles?    No	


Ferrengi Dreadnought:

Evil players should capture of one of these ships as soon as they begin to 
appear, as it's Turn rate, holds, and P-torp abilities combined with the 
firepower it offers make it a good ship. Some BBS's have Twarp on their 
dreads, this only increases its worth. Evils will find this ship very useful.

Ship Specs:

Basic Hold Cost:  10,000   Max Fighters:    15,000    Mine Max:            50	
Ship Hull Cost :  25,000   Max  Attack:      5,000    Beacon Max:           2	
Main Drive Cost:  10,000   Offensive Odds:   1.4:1    Genesis Max:          6	
Computer Cost  :  94,000   Maximum Shields:  1,000    Long Range Scan?    Yes	
Ship Base Cost : 139,000   Initial Holds:       20    TransWarp Drive? No/Yes	
Turns per Warp :       4   Maximum Holds:      100    PlanetScanner?      Yes
                                                      Photon Missiles?    Yes	
 

Ferrengi Scorpion:

There is only 1 of these in any universe it is the Ferrengi Overloard Kriv 
Rylach and the ship's name is "Venom". I am not going to tell you that this 
ship is "impossible" to capture I will tell you that no one has...ever. 
There are a few people who like to discuss the scorp in the forums and some 
bad info has been spread, first the scorp DOES NOT attack real players ( or 
fake ones for that matter, heh) if you attack him it simply says a gamma 
field around his ship prevents you from getting a lock on the target. If you 
fire a Photon at him IT WILL bounce back, but it is a direction photon 
meaning that if you are in a fedspace sector and you find that the scorp is 
1 sector off and you think you will be cute and try and uncloak the traders 
in that fedspace the jokes on you cause the photon only hits you. He changes 
all fighters, mines and limpits to Ferrengi he does not attack planets. All 
and all I suspect that he is basically like the Feds (other then you don't 
get waxed for attacking him) in that you can't do anything about him...but 
if you see him try what you like you never know you could be the first.


Ship Specs:

Basic Hold Cost :  Unknown        Max Fighters   :    50,000?(convert)   
Main Drive Cost :  Unknown        Max Attack     :    Unknown            	
Ship Hull Cost  :  Unknown        Maximum Shields:    Unknown (Gamma)   	
Computer Cost   :  Unknown        Offensive Odds :    Unknown           
Ship Base Cost  :  Unknown        Initial Holds  :    Unknown           
Turns per Warp  :  Unknown        Maximum Holds  :    Unknown          
Long RangeScan?    Unknown        Mine Max       :    250(convert)
Planet Scanner?    Unknown        Beacon Max     :    Unknown
TransporterRange:  Unknown        GenesisMax     :    Unknown
Photon Missiles?  Yes (Reflective photon shield)
TransWarp Drive?  Yes (No T-warp Beacon Necessary)

Trader Information

Planetary Collisions

You can overload any sector (except sector one) by just shooting off gtorps. 
It forces players to put up sector defenses instead of relying on planetary 
defenses alone.  Photons disable sector defenses allowing players to shoot 
off gtorps without defeating the sector defenses This is an excellent tactic 
to use to destroy an enemy's high level planet without much expense


Photons

A side from the consideration mentioned above, when a photon is launched 
into a sector where a player is staying in a citadel they lose their turns 
(turns drop to 0, and regen at the top of the hour) Also when you fire a 
Photon into a sector that a trader is cloaked in it will de-cloak them 
making them vulnerable to attack. 


Planetary Transporters

You can install a Planetary transporter on any planet with a citadel. It 
costs 50,000 credits to install the transporter and 25,000 credits per 
sector to upgrade the transporter. These credits are taken from the funds 
on your ship not from the citadel. The planetary transporter transports 
both you and your ship. The rules are the same as for TWARP. If you transport 
to a sector with 1 or more of your personal/corp fighters, to an empty 
sector, or to fedspace if commissioned, you'll be safe. It uses fuel ore to 
power itself,  using 10 of ore units per sector and takes the fuel ore from 
the planet. Transporting requires one turn and you must have a turn or you 
can't do it.

 
TWARP

The TWARP Drive is bought at the Hardware Emporium On Stardock it costs 
50,000 creds (although with TWpro there is a TWARP 2 which costs 40,000 
after you have bought TWARP 1 or 80,000 if you buy both at one time and 
allows for TWARP Towing, 2.01a makes the price of these Sysop configurable) 
You can Transwarp your ship to any sector in the universe (within the ships 
twarp range). TWARP is completely safe as long as you jump to a sector with 
at least 1 of your own corp or personal fighters or the sector is COMPLETELY 
empty, if there is ANYTHING in the sector (unless you have a fighter down) 
you will lose your ship to Atomic Fusion (referred in the game as "Fusing" a 
ship) and end up in a pod (and you will still be in the sector you were 
trying to jump from) Blind jumps are jumps made to sector NOT containing at 
least 1 of your fighters. Blind Warps are hazardous because of Limpet mines 
which don't show up on holoscans or EPROBE, also there is a chance that an 
alien, Ferrengi or another player could warp into the sector before you can 
complete your warp. So don't Blind warp if you have ANY doubts, you may 
yourself in a pod and fusing a ship can be quite embarrassing. 


LIMPET MINES

Limpet mines sometimes (if the player doesn't already have a limpit on their 
ship *HINT*) attach to the ships which enter the sector where they are 
deployed. SD will offer to remove Limpets for a fee of 5000 credits but 
can't tell who they belong to. Attached limpets will reduce the trade in 
value of a ship. If limpet mines you leave do not get removed then you can 
tell where they are, and thus where the ship they attached to are by doing a 
mine scan (K).  Mine disrupters will not get rid of deployed limpets. You 
can get rid of limpets by repeatedly entering and leaving a sector and 
having them cleared from your ship. If someone else's limpets are in a 
sector you will not be able to leave limpet or armid mines of your own.  As 
with armid mines, limpet mines cannot be deployed in fedspace  and will be 
removed from Major Space Lanes.


Cloaking Devices

Cloaking failure is Sysop configurable. If the cloak fail rate is set above 
0% then the can fail at 2 times;  1) the fail at extern (BBS cleanup) and 2) 
when you engage them (make sure you see the "cloaking device engaged" message
when you exit.  The cloaking failure rate is Sysop configurable and can be 
set to 0% in which case cloaking failure will not happen. Unfortunately, 
this setting is not displayed on the V screen. You cannot attack a player 
who is cloaked but they will show up on a density scan as an anomaly and you 
can then Photon the sector and they will decloak. Limpet mines also show up 
as an anomaly but if you attempt to put a mine in the sector and the game 
lets you then there are no limpets there (limpits also have a density, 
cloaked ships do not), and there must be a cloaked player. 


Major Space Lanes (MSL's)

 The space lanes are from sol (sector one) to Stardock and back. From SD to 
RYLOS and back. From SD to Alpha Centauri and back. And From Rylos To AC and 
back. Also Rylos and Alpha Centauri are themselves MSLs.  The following 
diagram illustrates:

              Sector 1
            SOL (Fedspace)
                   !
                   ! 
          Stardock (Fedspace)                                       
                /    \
              /        \
            /            \ 
          /                \                                             
     Rylos         Alpha Centauri
       (MSL)              (MSL)


*NOTE*  remember that because of one way warps the path from one sector to 
another and the the return path are not necessarily the same. 

                        
 ABBREVIATIONS:              

AL         =         Alignment
ORE        =         Fuel Ore   
EQ         =         Equipment  
ORG        =         Organics   
PT         =         Planetary Trading  
SSM        =         Sell/Steal/Move  
SST        =         Sell/Steal/Transport   
MJ         =         Mega-Jettison  
MSL        =         Major Space Lanes  
MBBS       =         The Major BBS 
PIG        =         Planetary Interdictor Generator  
Colt       =         Colonial Transport 
CTran      =         Cargo Tran  
ISS        =         Imperial Starship
Merc       =         Merchant Cruiser
MF         =         Merchant Freighter   
IC         =         Interdictor Cruiser   
IG         =         Interdictor Generator   
Sent       =         Tholian Sentinel                                
Figs       =         Fighters


TERMINOLOGY                              

Alignment from  0 to 99 and you're considered "neutral" (you still have 
fedspace protection, and can enter the underground), above 99 and you are 
considered "good" and below 0 and you're considered "evil". 
 

Mega-Jettison

Using a macro at an SSS type port to haggle for and  purchase small amounts 
of each product (14 fo, 8 org, 2 eq) whereby  generating an average 4-6 
experience points using only 1 turn. Then  jettisoning the product (or 
depositing on a planet in the same sector) and  repeating.  With this method 
its not un heard of to gain 5,000 exp in a single day

Planet Farming

Loading a planet with colonists to gain Fuel Ore,  Organics, Equipment, 
and/or Fighters.  Done mostly with class O planets for organics.

Planetary Trading

Warping your planet into a sector containing a port. Taking product from 
your planet to sell to the port, then porting and  selling that product, 
buying another type product, then depositing the product on your planet. 
Repeat the process until the port is sold out,   then move the operation to 
the opposite type port and start all over again. Used in conjunction with an 
evil trader to rob ports this is a VERY lucrative means of making credits!
 
Sell/Steal/Move  (SSM)
Evil tactic for gaining $$$. (See Playing "Evil")

Sell/Steal/Transport (SST)
Evil tactic for gaining $$$ (See Playing "EVIL")

Steal/Dump/Transport (SDT) or Sell/Steal/Dump/Transport (SSDT)
Evil tactic for gaining $$$ (See Playing "EVIL")

Twarp Tow Towing a ship via the TWpro available in 2.01a and later versions
 
0 Turn Colonizing

The method of moving colonists from one planet in a sector to another planet 
in the same sector without costing the player any turns


Density Readings:

  Reading/Meaning

    0       =           Empty Sector or Ferrengi Dreadanought
    1       =           Marker Beacon
    2       =           Limpet Type 2 Tracking Mine
    5       =           Fighter (per Fighter)
   10       =           Armid Type 1 Mine
   21       =           Navigation Hazard (Per 1 Percent)
   21       =           Destroyed Ship     (Due to 1 Percent Nav-Haz)
   38       =           Unmanned Ship
   40       =           Manned Ship, Alien or Ferrengi Assault Trader
   50       =           Destroyed Starport (After 25 Percent Nav-Haz Clears)
  100       =           Starport or Ferrengi Battle Cruiser
  210       =           Destroyed Planet   (Due to 10 Percent Nav-Haz)
  462       =           Federation Starship under Admiral Nelson
  489       =           Federation Starship under Captain Zyrain
  500       =           Planet
  512       =           Federation Starship under Admiral Clausewitz
  575       =           Destroyed Port (Before 25% Nav-Haz Clears)



Anomaly Readings:

Reading/Meaning

  Yes/density           =          Limpet Mine (Shows 2 density per mine)
  Yes/ no density       =          Cloaking Distortion
   No                   =          Nothing


Gaining Exp. Rapidly

Go to a Class 7 Port and buy 14 Ore, 8 Org and 2 Equ Trade for 2 points each 
time.  Jettison the stuff and repeat.  In theory you can earn 6 points of 
Exp per turn (it works out closer to 5 points) so in a 1000 turn game you 
can earn 5000 points of Exp in one day! Exp and Align can be bought with 
credits!


Formula For 1 Attack Ship Captures

Enemy Fighters x Enemy Ships Combat Odds = Real Fighter Strength
Real Fighter Strength / Your Ships Combat Odds = # of Fighters to Use.

If you have combat computers on your ship you need to know the following:

Max Shields for Enemy Ship x Percentage Reported = Shields on Enemy Ship
Enemy Shields x Enemy Ships Combat Odds = Real Shield Strength
Real Fighter Strength + Real Shield Strength = Enemy's Real Defenses
Enemy's Real Defenses / Your ships combat odds = # of Fighters to Use

People in the TradeWars Universe

PEOPLE IN THE TRADEWARS UNIVERSE

A large part of playing is interacting with others in the game.
You can mingle with other players in the Lost Traders Tavern,
gambling against them, conversing with them, leaving
announcements at the door or writing a message on the
bathroom wall.  You can combine your assets with other players of 
the same alignment to form a Corporation.  Just be aware that more 
than one Corporation has been brought down by a con man who wormed 
his way into the Corporate structure.  You can have a chance
encounter with other creatures of the universe, both real (other
users) and Non-Player Characters (the Federals, Alien traders and
the Ferrengi).  Chance encounters offer many possibilities and
can advance you in your chosen career path.  Your alignment and
experience and the alignment and experience of the creature you
encounter will determine just how that advancement if affected.

Other traders are users just like you.  They have alignment and
experience points.  You can see all the others by Listing Traders
from your ships computer.  By using the listing, you can see
which players are good and which are evil.  You can estimate
whether the other player would better serve your needs as an ally
or adversary.

The Federation is the main governing body of the cosmos.  You
will meet the Feds if you go to the Police Station.  You might
run into them as you roam around space.  The Feds don't look
kindly on players who break FedLaws, so if you're not careful,
they might visit you when you least want their company.

Alien traders are visitors from another universe who are looking
for better ports.  You can get a listing of the Aliens similar to
the one you get for other traders.  Aliens also have experience
and alignment, but you cannot form a Corporation with them.

The Ferrengi are a greedy, cowardly group.  Their primary purpose
is the speedy acquisition of money.  They will steal from anyone
no matter what the person's or corporation's alignment.  They
seldom engage in face-to-face combat because they prefer the
advantage of surprise when ambushing their opponent.  They often
travel in groups and will spy on promising territory.  After
targeting an area, they will raid the sector when it is least
defended.  If they are attacked, that group will hold a grudge
against the attacker and they will not rest until they feel the
score has been settled.

Explore the universe and take part in the adventure.  You can
just look around or you can become a dominant factor.  Most of
the displays are fully explained.  When you are asked to make a
selection, anything displayed in brackets [], will be the
default.

Most displays can be aborted by hitting the space bar.

To see what players are in the game simply type - then /# 
like this:

Command [TL=00:00:00]:[9] (?=Help)? : -
G: /#

LINE  USER-ID                     ...... OPTION SELECTED
 01   Monday                         ... Trade Wars 2002
 02   Ripclaw                        ... Trade Wars 2002
 03   Reza                           ... Trade Wars 2002
 04   Eleqtriz't                     ... Trade Wars 2002
 05   Gypsy                          ... Trade Wars 2002
 06   Black Slayer                   ... Trade Wars 2002
 07   AstroCreep                     ... Trade Wars 2002
 09   Destroyer                      ... Trade Wars 2002
 0A   Hunter                         ... Trade Wars 2002
 0B   Galactic Overlord              ... Trade Wars 2002
 0C   Maverick                       ... Trade Wars 2002

Command [TL=00:00:00]:[9] (?=Help)? : 

Please note that this is the players BBS user ID, their game ID may be 
different.

ABOUT THE AUTHOR

My name is Rick Mead better known as Gypsy in the Tradewars community. I 
have been playing Tradewars since the DOOR version 1.03d back in 1988 I 
have played numerous games both DOOR and MBBS. My first real taste of true 
interactive battle came about 5 years ago at Rippers BBS. This game was by 
far the largest I had ever been involved in (much different then the single 
node DOOR). I was new to the area and found Rippers when I was looking for 
a local dial up BBS with Telnet. I played for 2 years at Rippers as it went 
from a 10 line local BBS to a full blown 200 line ISP. I moved from Rippers 
to Stardock BBS and a number of other Telnet BBS's, Millers Party Board, The 
Rock Garden, Keynet to name a few. I started Gypsy's War Room in 1995 a 
website dedicated to the game. I became a student of the game at Stardock 
playing with people like Black Slayer, his wife Reza, Hosem, Monday and a 
few others I learned from them and traded what knowledge I had acquired. I 
am constantly adding to The War Room to try and make it the best website to 
find information about Tradewars on the web, some say I accomplished this I 
guess you will have to make your own opinion. I put this guide together 
because  I believe the game is in a decline. I think that players are 
quitting as the mega-corps take over and more and more BBS's are closing 
their doors. I would like to make it easy for new players to start so that 
Tradewars doesn't vanish, perhaps this guide will help, I hope so. 

For players seeking a game to break into the community of Tradewars I would 
suggest either My BBS, The War Room address- azi.com or 199.190.114.6, or 
Family Entertainment Network address- bbs.fament.com

Good Trading and Good Luck.