The
TradeWars
2002
Bible!
Quoted
from Justin Curry - in the Tradewars echo on Fidonet
Excerpts
from the on-line BBS game Tradewars
Comments
from Blackfist
Captured
October 21,1993 - updated (103d only!) March 1994
Edited/Updated
(for TWGS) by Clme (clme@PenIsMightier.com)
July, 2007
An Introduction to This Whole Bible!
People in the Trade Wars Universe
1. Destroying Heavily Defended Planets
5. The CIM Mode in the Computer
Being Considered a 'Good' Player
Using the bugs in TradeWars -- A Dilemma
Choosing Between Good and Evil…
Keeping an Evil Imperial StarShip
Trapping Federals and Freeing Federals
Running a Piratical Corporation
Anti-Backstabbing Yourself as a CEO
The Worth of Planets and Citadels
Using the StarDock to its fullest
The 2nd National Galactic Bank
Planet Charts for
‘Default’ Game Setup:
Ship Charts for
‘Default’ Game Setup:
Other Sources of
Trade Wars information
Please Note: Most first-person comments in this bible are Blackfists or Justin
Curry’s. I have added facts and charts
where I saw fit, and updated to reflect bug fixes, etc. I’ve also made some changes that (in my
opinion) improve readability but most of the initial work remains theirs.
The first thing that I wanted to say about this whole file
was that I have worked long and hard on it, and done much research for it. It is for the good of all the current and
prospective TradeWars 2002 players out there. This is no ordinary text file on
TradeWars 2002. This is because I have
tried to make it as error-free and as clear and concise as possible. In this file I have used my opinions and
experiences to try and help you become a better TradeWars 2002 player faster,
and to give you ideas on what to do once you get going. I have not told you EXACTLY how to play as
some of the text-files that I have read have done. I supply you with the ideas, and you do the
rest. I'm not holding you by the hand
but helping you along the way to finding the way that you best play. Good luck!
I guess we'll just have to find out together if it worked!
DON'T FORGET: you'll find what works best for you, not
me. Try EVERYTHING. There's a LOT to TradeWars 2002! If you have any comments, questions, find
errors, or have something to add, please feel free to contact me (BBS numbers
removed).
You can contact Clme via email at clme@PenIsMightier.com subject:
TradeWars
I would also like to thank very much the following people:
Jonathan
Levy, for all of his help on teaching me to play!
Gary A. Martin,
for writing TradeWars 2002!
And all you experts out there who
helped make so much of this possible.
And a special mention goes out to:
Jac
Lahav, for teaching me about colonization! <g>
Jason
Mahoney, for teaching me about the 'free' Holds Bug! ;) [bug fixed]
PRINT ME! I'm UNDER
30 PAGES!
TradeWars 2002 is an interactive Online game in which you
are placed in a galaxy as a 'Trader' and your objective is to become as
successful as possible. In TradeWars 2002, you try to begin by trading
commodities, which in this game are: Fuel Ore, Organics and Equipment. Fuel Ore is the cheapest, and Equipment is
the most expensive. Organics is always
somewhere in between.
You are allocated a certain number of turns each time you
play (each day hopefully) to which you can explore and trade and so forth in
the galaxy. Moving from one sector to
another takes one turn, and do not expect for sector 10 to lead to sector 11 to
lead to sector 12 and so forth. The
galaxy is very random. Sector 5 may lead
to many sectors including sector 730 for example. There are some sectors that have one warp in
and one warp out. Some sectors may be
warped into by one sector, and out by another, as to have a different entrance
and exit sector. Example: you could warp from sector 221 to sector 73, and then
find that the only way out of 73 is through sector 596, and not sector
221. You will see when you logon for the
first time what I am talking about. You should of course understand that
TradeWars 2002 is a long term and time consuming endeavor if you wish to be at
all a worthwhile player.
Once you get into the game, type 'V' at the main menu
prompt. Look to see how many days the
Game has been in effect. This value will
affect greatly how you play the game.
Also look to see if the Version you are playing is registered. If it isn't, then exit the program by typing
'Q' and ask your SysOp to register.
TradeWars 2002 is not worth playing if it isn't registered.
This opening intro is by Gary and Mary Ann Martin, the
creator of TradeWars 2002. Read it if
you have not done so before. I will break
in periodically with comments, and tell you things at the end that they do
not.
Some of the introduction makes assumptions on the game setup
based on the ‘typical’ trade-wars game.
The sysop can change things like what ship you start with, wether or not
you start with a planet, and how many fighters your ship has initially. You can find out a lot of this information by
typing ‘V’ at the main menu prompt as well.
The changeable items that are most likely to affect your game-play are
listed there.
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.
[Periodically you will see me break in to this
narrative. I would like to say that the
Merchant Cruiser is fine for a start, but if you want to be even a slightly
good trader you should use the StarMaster. It has a VERY good turn rate, and it
has good armament and holds capacity.
You should have about 70,000 credits in your bank account (and say 2,000
or so on you) before you buy one. It IS
worth it.]
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 20 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.
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.
[This is a good catch here. When they say 'are experienced enough to
protect themselves', what they mean is when your Experience Point level is at
or above 1000 or you have more than 50 fighters, you can 'protect
yourself'. By that time anyway, you
should still be parking in FedSpace if possible, but you should be cloaking. Cloaking devices can be found in the StarDock
Hardware Emporium for 25,000 credits each.
This expense is well worth it once you become an experienced trader and
part of a Corporation.]
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.
You will be traveling
in a [sysop configurable]
sector universe. Sectors may have
planets, ports, other players, 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.
[No way. Many SysOps will raise this number to 50
fighters initially. The SysOps are god here.
Don't forget though, that even if you are safe overnight in FedSpace, if
you have over 50 fighters, then you will be towed from FedSpace to a random
sector in the galaxy. This is many a
time annoying, especially if you forget and then get destroyed because somebody
happened to come across you out in the middle of the galaxy. And anyway, if you're evil, don't expect to
be protected in FedSpace, not for one second.]
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.
[This is true, but not
until you have enough resources to start a planet, and to put it in a sector
with one warp in and one out (the same sector!!) and so forth. You can explore the universe and look for
dead end sectors to use as a hiding place.
Corporate bases built in traffic lanes don't fare too well and those in
the major thoroughfares (in the paths between the class 0 and class 9 ports)
just don't stand much of a chance.
If your alignment is
positive (you are a GOOD trader so far) then if you have over 50,000 credits on
you, you will be taxed, and even if your alignment goes up, you lose 10% of the
money you have at the moment. If you are good, when you quit for the day, have
no more than 49,999 credits on you. Evil
traders are not taxed. Taxable credit
levels and tax rates may be different depending on the TW2002 setup]
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. The other planets in the game
will, if inhabited, produce Fuel Ore, Organics, Equipment and Fighters. 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.
[This is also true. DO NOT forget, do not leave Fighters on the
planet until you have at least a Level 2 citadel, or else anybody can land and
take the fighters for their own. Not
good for you.]
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.
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.
Good
Trading and Good Luck.
[Now that’s over with, I
must say, it doesn't tell you tons. You
should attempt to get those 50 fighters by trading in FedSpace if there are
sufficient ports, and making money, and buying 50 fighters and maybe some
shields, especially if the game is over a week or two old.]
You can check the age of the game by pressing 'V' on the
main menu to see how many planets there are, how many mines, and how many
fighters there are in the Galaxy. If
there are two planets, then those are Terra, in sector 1, where you can get
colonists to colonize your planets from, and the other is Ferrengal. It's not good to run into Ferrengal if you
are relatively unguarded. If there are
50 mines, those are in the Ferrengal sector.
If you hit mines in a new game, and there were only 50 to begin with,
then that's Ferrengal. WRITE THE SECTOR
DOWN!! If you come across a class 0 port (Alpha Centauri or Rylos), write the
sector # down where you will not lose it.
Same goes with any planets you come across. Do not lose your notes on the game, they will
become important later, especially if you decide to become evil.
You should always try to find a good pair of ports. What I mean by that is that is a pair of ports
where you can buy a commodity a one port, and go to an adjacent sector and sell
that commodity. Then buy another one that you can sell at the port in the
sector that you just came from. A good loop
is a good way to make money early in the game.
Be warned that a while into the game, someone else may have found that
pair and used it. Look at the
percentages beside the amounts in the port.
Here is an example of the ideal port if it is able to be
used for a port pair, because nobody has docked before:
Docking...One turn deducted, 57
turns left.
Commerce Report for Tarsus:
07/31/05 03:08:12 PM
-=-=-Docking Log -=-=-
No current ship docking log on
file.
For finding this unused port
you receive 1 experience point(s).
Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Buying 2720 100% 0
Organics Buying 2020 100% 0
Equipment Selling 1470 100% 0
NOW, what you don't want to see is the same port, later:
Docking... One turn deducted,
14 turns left.
Commerce Report for Tarsus:
08/19/05 02:01:48 PM
-=-=-Docking Log -=-=-
USS Enterprise NCC-1701-D
docked 1 day(s) ago.
Items Status Trading % of max OnBoard
----- ------ -------
-------- -------
Fuel Ore Buying 23 4% 0
Organics Buying 193 17% 0
Equipment Selling 741 42% 0
Not good. The prices
are going to be higher, and when you try to haggle the price down slightly, the
Port is not going to be as flexible.
Forget it. Just write down on your notes that the pair is dead. Maybe in a while it might be ready once
again, when the ports are restocked. One more thing, keep doing this, and
making money, and so forth. Soon you
might have the resources to make a planet and colonize (and make a Citadel)!
Ok, so this section really isn't THAT advanced, but enough
so that you don't want to try this stuff until you have your foot in the door
and have the basics of TradeWars 2002 down VERY well. You don't want to try this stuff until you
have your own style of playing, and until you have the resources to fund major
assaults and expeditions.
You need a LOT of money for this one, and a lot of time.
This requires that you do not mind losing a Level 4 or higher citadel (a
minimum of 20 days work, depending on sysop config). I would suggest approaching this as an
extremely violent and expensive way of eradicating the competition.
Requirements
First:
You must have a Level 4 citadel.
Second: You must have enough credits to buy a few
Genesis Torpedoes.
Third: You must know the location of one of your
enemies planets. (One or more.. in the same sector that is)
Fourth:
You must be up late.
Buy enough genesis torpedoes so that you can fill the sector
of your enemy with planets to the maximum allowed by the game (the usual value
for this is 5 planets per sector). Fill
it up until TradeWars gives you a message telling you no more planets can be
put in the sector. Then place one
fighter in your enemy's home sector (that means you must destroy all the
fighters there first).
Then, go to your Level 4 or higher Citadel planet and
TransWarp the planet to the sector where you just put the fighter. The sector is now OVERLOADED with
planets. When the External Maintenance
is run, it will either say 'An Unstable Planetary Mass was detected in sector
XXX'. Or, if you're lucky, it will say
'DeathLand Alpha collided with planet Enemy's-HomePlanet One' or something to
that extent. Sometimes the planets that
are bare (that you created with Genesis Torpedoes) will get destroyed or
destroy another planet. Sometimes you
may be lucky enough to have one of the useless, barren planets you created
collide with your enemy's planet, so your Level 4 or higher planet is saved.
The reason I say be up late is because most of the time, the
External Maintenance program is run at midnight, so you have a MUCH lower
chance of your enemy assaulting your Level 4 planet or destroying one of the
barren planets.
To use a Photon Missile, you must have either an Imperial
StarShip (the best out there), or else a Missile Frigate (probably THE WORST
ship I've ever seen). Sysops frequently
disable the use of photon torpedoes in a game, so check this setting by
pressing ‘V’ from the main menu.
Photons take care of such unruly hazards as Mines, Fighters,
Quasar Cannons, and fighters on planets. They don't destroy them, but they DO
make them completely useless. The mines
will not hit you, the fighters will not attack, and the Quasar Cannons will not
fire. Beware that they do have
limits. Such as, if you decide to stay
too long in the sector, they hazards will become active again (It will tell you
how long you have.. up to 1 minute depending upon what the SysOp has set the
'Photon Wave Duration' to) DO NOT carry
Photon Missiles around with you. If you
do, and run into ONE fighter that is on offensive mode, or a few mines, or a
quasar, or a Ferrengi, then the photon will detonate, and you will have no
turns left. Hope you have a cloaking
device! It is ABSOLUTELY necessary to
carry a cloak around with you so if this does happen to you, you can cloak and
then resume the next day. Before you buy one, make sure that the sectors to the
destination sector are clear of all hazards (from the StarDock to the
destination sector) before you begin.
To get a Federal Commission, you must have an alignment of
500 or higher. You must go to the StarDock and then to the Police HQ. Choose 'A' for Apply for a Federal Commission. You will then be eligible (when you have
enough credits) to go to the Shipyards and purchase an Imperial StarShip, the
BEST ship in the galaxy.
Not only does it have 150 holds, it has the ability, to
without bugs, hold 30,000 fighters and 2,000 shields, as well as a TransWarp
drive system and ability to use Photon Torpedoes. It can carry EVERYTHING. An Imperial StarShip
is even more dangerous when in the hands of a trader who was commissioned but
then went evil.
DO
NOT BUY ONE!
The tempting odds of 4 to 1 if defending a Corporate planet are all very
nice, but if you decide that you want to attack, all you do is attack the ship
first. Then it only has 1 to 1 fighting
odds. It's not worth it. Only the most newbie-ish of the newbies would
use one.
The CIM stands for Computer Interrogation Mode. What this mode does is access some data that
most users can't get to. To effectively
use this info, you should have an off-line data converter and compiler such as
TWVIEW, or an online helper program such as ATTAC or SWATH.
To access the CIM, go to the computer menu. Then turn ON your capture function on your
communications software (if applicable) and type ^. Pressing ‘?’ at that the prompt should give
you a small menu to pick which information you wish to retrieve. Most helper programs will have a menu option
for automatically doing these steps, so this may only be applicable if you have
an offline converter.
It is good to be considered a good/experienced player. This is ESPECIALLY true if you want to start
a good corporation. Start early in a
TradeWars 2002 game, and show the other players that you can be a very
successful player. This can be
accomplished by raising (or lowering) your alignment quickly, and accumulating
experience points, and a LOT of them. Plus
of course, making money, money, money.
One good way to go evil quick that takes one turn, and only
one turn, and should be done only if you have little to no experience. This method is easy. Go to the StarDock, and go to the Lost
Trader's Tavern. Talk to the 'Grimy
Trader in back', and say an expletive to him.
The F-word suffices. Your
alignment and experience will both go down by one. If you're a newbie in the game, and have no
experience, you can't lose any. Only
your alignment will go negative. Make a macro in your terminal emulator (you may
have to have ANSI off for this if it interferes with the macro) to do this
process over and over again. Instant
alignment lowering! In one day you could
put your alignment down all the way to -32000!!
(It DOES get boring though...)
Try it sometime.
One good way to go good quick is to find an evil alien with
a nice LARGE negative alignment and destroy him. The only problem is that this requires
resources, while the Evil-Quick method does not. Another one is to destroy a Ferrengi or
Ferrengi Fighters (like in the Ferrengal Home Sector), but that could cause
problems, as when you attack a Ferrengi that has 39 fighters, you will most
likely run into a Ferrengi later that has 29822 fighters and hates you. Too bad.
I’m not aware of any bugs in the TWGS version of Trade
Wars. Please let me know if you’re aware
of any that I can put here. Quite a few
bugs exist in previous versions, but most sysops still running TW should be
running the most recent version.
Here is another fine dilemma: Choosing good or evil.
If you decide to be good, then you are protected in FedSpace
until you have 1000 experience points, and you can own an Imperial StarShip
without having to worry about it being destroyed and not being able to get
another one.
If you are evil, many of the bugs are available to you, and
you can attack anything and anyone without much worry. However, if you are using an Imperial
StarShip and run into a Federal while you are evil, good-bye.
Personally, I like Evil.
But I don't go evil immediately.
The reason is that I get a Federal Comission (see 'Advanced Playing
Techniques'), get an Imperial StarShip, after I have Trapped both Fleet Admiral
Clausewitz, and also Admiral Nelson.
Don't bother trapping Captain Zyrain.
(See 'Trapping Federals and Freeing Federals' as well as 'Keeping an
Imperial StarShip'.) Then I go
evil. I have the best of everything.
In essence, to be the
ideal trader, your alignment should be positive. You must be willing, at times
(when the Ferrengi are around) to help the Federation in its futile cause. Someday, I hope there will be a Ferrengi in
each sector of the Galaxy!!! <evil grin>
-- no, seriously though, if you wish to not have to worry about Federals
and the like, and Imperial StarShips getting destroyed and non-replaceable,
then stay good. You must understand,
though, that being a 'good' (positive alignment) can be MUCH harder than being
an Evil one. The reason for this is that
when you are evil, there are SO MANY tactics available to you.
To start, find out where the StarDock is (Its normally
listed on the ‘V’ screen, but you may have to search) and go to it. As long as you have at least 5,000 credits
initially, go to the hardware emporium 'H' and buy a DENSITY scanner. This is important if you want to find ports
quickly and efficiently, without losing needless turns. Then go exploring. Find yourself 'safe routes' on which you can
travel. Such examples of this are the Major Space Lanes. They vary with each game. The Major Space
Lanes are comprised of the sectors from sector 1 to the StarDock, from the
StarDock to sector 1 (they can be different!), and from sector 1 and the
StarDock to the two other Class 0 ports in the galaxy, which are Alpha Centauri
and Rylos. Do not expect these to be
totally clean of fighters and mines and the like though. Each night they are cleared, but somebody
could have put mines or fighters there if they wanted to (that day)!
Find port pairs. Port
pairs are pairs of ports in which you can buy one commodity and sell it at a
port in an adjacent sector, but THEN at that same port that you just sold that
commodity at, buy a different commodity and sell it at the port that you
started the loop from. Here are the port
pairs.
Class Port <*> Class Port
Class 1 Class
2
Class 1 Class
3
Class 1 Class
4
Class 2 Class
3
Class 2 Class
5
Class 3 Class
6
Class 4 Class
6
Class 5 Class
6
What this table tells you is that if you find a sector with
a Class 1 port (for example) and there is a Class 4 port in an adjacent sector,
then it's a port pair! Just buy and sell
and buy and sell, at each port, in a loop. Simple! Haggle as much as you can, to make as much as
you can. SAVE ENOUGH TURNS TO GET BACK
TO FEDSPACE!! -- And to the StarDock if you have over 50,000 credits, or you'll
be taxed and lose 10% [depending
on game setup] of your money!! Trade, Trade, Trade! Money, money, money! Once you have 500,000 credits in the Galactic
Bank (see 'Using the StarDock to its fullest'), which is the maximum [depending n game setup], go
to the section on starting a planet and a citadel! Easy! Maybe you'd like to
start a Corporation (if so, see 'Running a Corporation')!
Good luck! It's not
much, but you get the idea, and remember those port pairs (or do a PrintScreen)!
Ah, yes. Evil
traders. Very nice. Yup.
For sure. Hehehehe. <evil
grin> I LOVE being evil, but that's just me.
In order to steal from ports, you must have -100 alignment (or lower).
One good tactic that I have seen used by some of the best
players in 617 is that they will stay at
0 alignment (by jettisoning 1 hold of
colonists per day) but work their experience points level up to 900 or
so. Then they go evil. This way, while they still have no planets
with citadels, and not much money, they are protected in FedSpace every night. Good tactic.
A good tactic is to have a partner (perfect in a Corporation)
that will alternate getting caught at ports.
You should set up an explorer (maybe you) to find good
Traders and their planet hideaways. You
should set up organized assaults on their HQ's. Put bounties on their heads,
and lower your alignment GREATLY. Just
recently, via the underground, in one of my TradeWars games, I lowered my
alignment by 20000 points by putting 5,000,000 credits on some no-name trader I
found un-defended in a one-warp sector.
Nice way to lower the alignment!
Good luck, as the 'normal' trading with port pairs isn't fun
anymore. Find a port that buys Equipment
and steal full holds of it. Then sell it
back to the port again and repeat. It's
the
Steal-Sell method of making money, and it’s the most
profitable in the universe. Use it day
in and day out.
Store your money on you or in a Citadel if no-one has found
the planet yet (an easy way to make sure is to put even just ONE fighter
outside and in the sector, so nobody can get close to it without getting seen
by your fighter(s) in your daily log.
Put fighters everywhere (1 in a sector all over the place)
and people won't think a thing of it.
Since you don't get taxed as an evil person, you can have over 49,999
credits on you at once. If your CLOAKED
ship is the safest place (yes, you should cloak until you have a SAFE planet!)
then store your money there.
To make sure you can steal all you want to, use these ROUGH
calculations to help you make sure you don't get caught in the act.
Commodity Exp Points Per Hold
--------- -------------------
Fuel Ore 3
Organics 7
Equipment 13
CREDITS 1/10th - (multiply your experience by 10)
These are rough values, and can be stretched. Sometimes it's wrong. Chance is a BIG part of
being evil. Experience is the
other.
I would suggest that if you do want to become a successful
player, that you download a copy of TradeWars 2002 and play it in 'Local' mode.
Test what you can do. Remember, since
the version you're going to have isn't registered, you can't buy a new ship,
but try what you can. It's
most-of-the-time worth the effort.
Bounties, in the Underground and the Fed Police HQ (see
'Using the StarDock to its fullest') can raise or lower your alignment VERY
quickly. If you wish to go evil, and you
find a trader in the galaxy... all alone... <evilgrin> then all you must
do is go to the StarDock, enter the Underground (you might have to find out the
password by paying the Grimy Trader -- see 'Using the StarDock to its fullest')
and use all the money you can muster, including that from a citadel in your
Corp (or personally owned if possible) and place it on that person's head. Then go and destroy them. Collect the bounty back. When you put the bounty on that person's head
via the Underground, your alignment went down, and you didn't lose a credit.
The same goes for finding an Evil player ALL alone out there... <grin>. Get all the money you can muster and if he's
on the Fed Police 10 most wanted list, post all the money you have on his
head. Your alignment will go up
immensely. Then go kill him/her and
collect the reward. Nice alignment
increase without losing a credit. Bounties CAN be useful, but only in these two
situations, never otherwise. If it's
just somebody you hate but can't find, don't place a Bounty on their head.
I LOVE Imperial StarShips, don't you!!??? I LOVE being Evil, don't you!?! Well, you can
have the best of both worlds. Get a
Federal Commission (see 'Advanced Playing Techniques') and an Imperial
StarShip, commonly known as an ISS. You
must have first TRAPPED the Federals Fleet Admiral Clausewitz and Admiral
Nelson, by getting them in a one warp sector (one warp in, one out) and putting
a fighter in the sector that leads in and out of the sector they're in. It's
very dangerous to do this while you're in an Evil ISS, so you should do it
while you're still good. Just one
fighter will stop them, but I would suggest more, on DEFENSIVE (so they don't
slam into somebody else's shields and get all destroyed, freeing the Fed). It's a good idea, if not a necessity to drop
fighters on OFFENSIVE wherever you go (except FedSpace of course).
This is a good tracking system to get a good glimpse of
where your enemies are coming and going, and also makes TransWarping a
snap. But more importantly, it helps
because Feds can't pass through a sector with a fighter in it. Same with Aliens. When you DO decide to go anywhere near
FedSpace, you should density scan every sector that you go to. If the number is over 400, then
Holographically Scan the sector. If it's
a Fed, do as King Arthur (Monty Python of course!) and 'Run away! Run away!'
Deploy fighters as you go. You're
safe in a sector as long as it has a fighter in it.
One good way to ensure the security of your Evil ISS is to
trap Federals. Don't bother trapping Captain Zyrain, as whenever some idiot
tries to deploy a fighter in FedSpace or attack a Trader or Alien with a
positive alignment and Experience Point value of under 1000 in FedSpace, he is
called away magically to help. However,
trapping Fleet Admiral Clausewitz and Admiral Nelson does work. They just show up at bad times and destroy
your ISS if you're evil. Too bad. If you are good, and don't have to worry
about Federals killing you if you're in an ISS, and you find one, free it. Make it hard for those who have Evil ISSes,
because they might get destroyed by them. Not funny for your enemy! What I
suggest is if you have an Evil ISS, and you have trapped a Fed with your
fighters, then you should put a distinctive number of fighters in the sector,
and tell your Corporate members (if you have any) what that number is and what
it means, so they can try and trap the Fed again if the Fighters are destroyed
by somebody. My favorite is 333, because
it spells F-E-D on a phone. But that's
just me -- Hey! The number 3 is DEF - Fed Backwards! <g>.
A Corporation is a POWERFUL way to do VERY well in TradeWars
2002. You can make a LOT more money with a combined effort in a Corporation
then by yourself. You also have fewer
enemies that will attack you. To start a
Corporation, I suggest that any members you want to recruit (or want to recruit
themselves) you should find out EXACTLY who they are (their handle...) and find
whether or not they have a history of being un-trustworthy. If so, say sorry,
not this time.
{BLACKFIST'S LAW - NEVER FORM A CORPORATION WITH PEOPLE YOU DON'T
KNOW… People are flakes, they blow with the wind. When things begin to look grim for the cor.
Your members will turn on you and have the full support of everyone else on the
board. I only form corps with people I
know personally and see often. This
keeps all of us together and working towards a common goal. When there are grievances, we discuss them
and they are worked out. This type of
corp. is the strongest one there is. The
ongoing strategic talk is the most effective corp. strategy. This is the tested opinion of one corp.}
Once you get some corporate members, say three, have one be
the make-the-planet's-Citadels-Upgrade-guy.
He is the one who colonizes the planets until they have 1000 groups of
colonists in each Commodity type. [max number varies by game setup and planet type] He is the one who uses the money the other
two make to buy goods and stock the planets.
He is the one that takes away colonists from the planets if there is
over the maximum in each category (the external maintenance will do this...) or
puts yet MORE colonists on the planet if need be. He is the one that puts the shields on the
planet. The other two make money, money,
money. If you get more people, have some
be explorers. These are the ones who
re-explore the galaxy a LOT so they find the opposition's planets and
hideaways. They are the ones who find good port pairs so the people making the
money can do so well (if they use port pairs). Some others can be the
attackers.
They are the ones who have the Imperial StarShips. They are the ones who are LOADED with
fighters and shields.
Here is a
list of the jobs and what they should have to do that job well:
Type ShipType Fighters Shields
----------------- -------------- -------- -------
The
Planet Person StarMaster 500 500
The
Money Maker StarMaster 500 1000
The
Explorer Scout Marauder 250 100
The
Attacker ISS 30,000 200
Every person on this list should have a Holo-Scanner for
their own good. Remember, this is only
my suggestion. Try it and see what works
well for you.
If you can get all of your Corporate members in Imperial
StarShips, great! (Except for maybe the
explorer because s/he needs the high turn rate and is really not going to be
using the rest of the starships features)
The 'Planet Person' does not need much in terms of Offensive
capabilities, and this is because their routine is daily, pretty much the same
thing. The only place they should be
going is Terra (for colonists) and a port that sells the commodities that they
need to stock the planets, like a close
Class 7 port, which sells ALL the commodities.
They should never stray from these, 'safer' paths.
The 'Money Maker' needs some protection because s/he is
traveling around to the places that the 'Explorer' told them to go to, and
making money, methodically. Money Maker
is a repetitive and easy job, good for the inexperienced player (same as the
'Planet Person').
The 'Explorer' is for the intermediate player, as they don't
know what they could be running into.
They go everywhere, all the time, and should find a good way to
methodically go over the galaxy every few weeks. They should also have the port pairs
memorized, and write them all down, and then send it to the 'Money Maker'. If they use a helper app they should be
sharing their CIM downloads with the Money Maker, since you can only get port
reports on ports in sectors you have explored.
If the explorer finds an enemy's planet (or something of
that importance) then they tell the 'Attacker'. The 'Attacker' is the one who
assaults the planets. They are also the
one who attacks the opponents and Ferrengi and so forth. This person should have maxed shields, for
Corbomite and Quasar Cannon protection.
This player should also have 150 (full holds for an ISS) of Fuel Ore so
that they may TransWarp anywhere when need be.
They should always have at least 10,000 credits to BUY Fuel Ore with in
case they need more. This should be an
experienced player and most likely the CEO of the corporation.
Remember, the more people the better! That above outline of
a Corporation is just a model, and is VERY flexible. Find what works best for
you, and use that technique. If you have
improvements or more ideas, then contact me on (BBS numbers removed)
Running a Piratical Corporation is mostly the same as
running a good corporation. The
difference is that you can Steal from ports, and tell your corporate members at
the end of your 'playing' day in one list to write the sector number of those
ports down and then get them to be busted, and do the same at the end of each
'day'. This way you never lose
experience or holds that you don't have to because you tried to rob a port you
got caught at before. Makes life
easier. Two members can do this JUST
fine.
This is in other words, a way of making sure that if one of
your Corporate Members decides to take all your assets and planets (and so
forth) and make them his own that you're not completely helpless. The only defense against this is really
preparation, not some secret command in TradeWars. You can start, secretly your own planet, and
have it progress by using SOME of the resources of your Corporation with the
rest being your own.
You should of course, always know exactly who is in your
Corporation and make sure that they are trustworthy. It is best if these people are your friends,
personally, but since most of the time,
that is not possible, then you want to make sure that they have not backstabbed
before, unless it was for a VERY good reason. There isn't much else that you
can do. All CEO's should CLOAK and not
use planets to protect themselves. This
is important for your own safety.
If you decide to
backstab your CEO, you will lose credibility. Unless ALL of the corporate
members decide its okay, and they want to be in on it too because they think
your CEO is an IDIOT, then do so.
However it may not be good next time you want to join or start a Corp on
another game, because you may be labeled as a 'backstabber'. It's up to
you.
If so, the best way to go about it is to jettison the people
from the planets (the Traders parked in the citadels!) and then claim them for
yourself. You must also create your own
corporation, and tell the people that you decided to backstab with what the
password is. Then, make the planets your
corporation's planets, and there you go!
If, your CEO is at all smart, he'll cloak every day so you won't be able
to destroy him. If he's not, you may want to even more graphically put the
point across by transferring everything he has on him, off him, and either
destroying him or else putting him in a sector with 99 mines. Too bad.
If you're a CEO and want to backstab your Corporate members…
well that's not advisable. Possibly, if
your betrayed members spread enough propaganda, you might have to expect never
to run a Corporation with any members again, though this may not be true
depending upon whether or not your Corp Members were inept or not... Use the same outline as above if you decide to do it, and offer the
password to any of the 'former' members who were any good, unless you just want
to make everything Personally owned.
If you, by chance are a CEO who has heard that a member is
going to backstab you, and you DO believe (NOT well, er, I THINK he's gonna...)
that s/he is going to backstab your
corporation, take all the shields and fighters off of him
and move him to a random sector and
eject him from the corp. If you are a member of a corporation, and another
member approaches you in a message and
asks you if you want to backstab, say "possibly.. who's in on
it?" and wait for a reply. When the backstabber tells you, tell your
CEO, and be rewarded with the trust of that CEO GREATLY. Also, expect to have an enemy also… so it's a
two-sided victory.
{BLACKFIST'S LAW - THE CORPORATION NAME IS THE POWER.... I use the same corp. name in every game that
I play. Yes this can make it harder for
you if you have already built a strong rep, but the other players have learned
game after game in the past that the corporation has strict guidelines. If a player backstabs then my corp. hunts
will hunt them down in game after game (and even from board to board). If we find a backstabber we join the game and
devote all of our energies to destroying that player… at all costs!
Backstab with care. If you are the C.E.O. of a corp. and a player
backstabs you then you need to do the same.
Next time people will consider what the consequences are before they
act.}
At some point in your
TradeWars-ing career, you may find that a Corporation offers to not attack your
possessions if you don't do the same.
These are by no means binding and are not enforced unless the corporate
member wishes to follow your 'gentleman's agreement'. These can be helpful, and will help both your
and the other team's Corporation grow, especially their planets. They could of course, always 'hire' somebody NOT
on their corporation in the game to assault you and give them the resources to
do it... Trust. It's up to you.
Planets alone are mostly useless.
Citadels are not.
{BLACKFIST'S LAW – Planets have a variety of uses:
·
They
can be used as Cannon Fodder (See destroying a level Five planet later
on).
·
They
can be used as bait (leave a partially upgraded planet somewhere fairly safe
and don’t go back for awhile. Check on
the planets periodically and see if a new player has resumed the upgrade
process. All you have to do is keep
track of the days, and take the planet right at a key point. If it turns out that it’s not as far along as
you thought it was then sell off the materials and let them take it back. Keep a more accurate count and repeat, until
you are taking the planet right as the planetary drives come online and you can
relocate it.
Newbies: build up
defenses rather than write them off.
Bait your traps!}
Here
are the BASIC rules to follow when making a planet:
{BLACKFIST'S LAW - SCAN THE SECTOR FROM THE CITADEL BEFORE YOU
LEAVE! If your level 4+ planet has been
discovered then move it, don’t keep it in the same place.
If it is less than a
level 4 and is found by a strong force then sell everything on it and move all
the colonists to one area. Then leave it
or destroy it. If you leave it, then
give your enemy a reason to keep it well defended (small attacks designed to
fail) while you spend all your time making money. Count the days and go back after it turns to
level four and steal it. If you’re
unable to steal it… destroy it!}
Aliens are important for the aspiring EVIL or GOOD
trader. This is because when you destroy
them <grin> you gain experience points and raise or lower your alignment. If you come across an Alien of an opposite
alignment than you, then trap him. The
way you do this is by getting that alien into a one warp sector and put a
fighter in the sector that leads out of that sector. This works the same as trapping a Federal,
but much less dangerous, especially if you're in an Evil Imperial
StarShip.
If you have a POSITIVE alignment, and you destroy an alien
with a NEGATIVE alignment, your alignment will go up (depending on their
alignment) and your experience will go up (depending on their experience). If you kill an alien of an opposite
alignment, you will get one half of their experience added to yours. If you kill an alien of the SAME alignment,
you will receive one quarter of their experience points.
Aliens are a good way to quickly get a Federal Commission
(evil ones...) because they can raise your alignment and experience so quickly.
{BLACKFIST'S LAW –
Try to trap all of the aliens and then defend the trapped areas. This keeps both your good competitors killing
off your enemy competitors for enough experience to get an ISS.}
Ferrengi scum is fun for all! The Ferrengi will attack you, board you, and
take your commodities onboard and some
of your holds. Sometimes they'll settle
for your credits. ALWAYS: They show up
at the times when you have MANY less fighters than them. But hey!
That's the Ferrengi's way. Their
Assault Traders don't have very good fighting odds, so they're easy to attack.
The only problem is that once you attack one, others will have grudges against
you.
Some will possibly go on a Blood Hunt against you. Not good. Not only will attacking Ferrengi
fighters and Ferrengi themselves give you a BIG alignment raise, you will also receive
bounty credits for killing the Ferrengi (whether you have a negative OR
positive alignment) but the credits given to you by the Federation NEVER
outweigh or even compensate for the cost of the fighters used. You mostly attack Ferrengi for alignment
purposes.
When a Ferrengi finds you and gives you it’s annoying
message:
** Ferrengi Fighter Attack! **
Combat computer reports damages of 27 battle points!
27 K3-A Fighters destroyed by the attack!
Received from The Ferrengi at 08:27:49 PM S.D.
07/27/05:
Greetings HooMan!
This is Daihmon <unpronounceable> commanding the
<unpronounceable>. Lower your
shields and prepare to be boarded.
We will exact tribute from you and then be on our
way, otherwise we will turn your excuse for a ship into so many pieces of space
junk.
Your fighters: 4 vs. theirs: 259
Choose your action, Captain: (F)lee, (A)ttack,
(S)urrender, (I)nfo
>?
Usually the best way of escape is to surrender. Hope you have something in your holds! If not, flee might be the preferable option,
but not if you have 29 fighters left and no shields... you'll most likely get
destroyed. The Ferrengi are a good and annoying opponent. Use them to your
advantage or steer clear of them!
Yes! Not only are
Traders SUCH GOOD opponents, they're fun to destroy too! If you find one, use
the lower or raise your alignment tactic (see 'Bounties, good and evil'). To use other traders constantly to your
advantage, have them on your corporation.
Or else destroy them as much as you can.
Just recently I found a newbie that parked in FedSpace that
was evil (-1 alignment..) and he had a 1,320 credits bounty on his head (in the
FedSpace Police HQ), so I posted ALL the money I had on him (minus 2,000 or so,
just in case I couldn't destroy him… to trade with...) and killed him. My alignment was up and I earned a few
thousand credits off the Federation bounty and the holds and credits off him. Of course those few thousand never make up for
the fighters you lose... unless of course the guy only had about 5 on him, which
doesn't happen too often.
Traders are fun to
find (especially with NO fighters) and to tow to a sector and put 99 mines
around, although it's not very constructive.
Leave a colorful marker beacon too.
In the stardock there
are some rather useful places. Here is a
list taken from Levy's TradMenu Program:
**
Stardock **
*****************************************
*
Obvious places to go are: *
*
*
* <C> The CinePlex Videon
Theaters *
* <G> The 2nd National Galactic
Bank *
* <H> The Stellar Hardware
Emporium *
* <P> The Federal Space Police
HQ *
* <S> The Federation
Shipyards *
* <T> The Lost Trader's
Tavern *
*
*
* <!> Stardock Help *
* <L> Return to your ship and
leave *
**************************************** *
*
Undisplayed Options: *
*
*
*
<+> The Library console *
*
<U> Contact the Underground
*
**************************************** *
These are useless to everybody. There are no secrets here. You, for a nominal amount of credits get to
watch an ANSI. If you want to see them,
it's probably easier just to download TradeWars 2002 and install it locally!
This is useful for those good traders who do not want to be
taxed because they have over 49,999 credits at the beginning of the day.
Unfortunately, you can only deposit 500,000 credits in your
account, total. The nice thing is that
if you want to help someone out, you can transfer credits from your account to
theirs. It can make for good alliances. No secrets here either.
This is useful indeed!
EVERYBODY uses it! It's where you get your Genesis Torpedoes, Mines,
Marker Beacons, Scanners, TransWarp Drive Systems, and so forth. Here is a list of the products, with what
they do below:
0 =
Empty Sector, Anomaly YES = Cloaked Ship
1 =
Marker Beacon
2 =
Limpet Mine, Anomaly YES
5 =
Single Fighter
10 =
Single Armid Mine
21 =
Navigational Hazard (per 1 percent)
38 =
Unmanned Ship
40 =
Manned Ship - Trader, Alien, or Ferrengi Assault Trader
50 =
Destroyed Starport
77 =
Ferrengi Scorpion Ship
100 =
Starport, Ferrengi Battle Cruiser or Ferrengi Dreadnaught
462 =
Federation Starship under Admiral Nelson
489 =
Federation Starship under Captain Zyrain
500 =
Planet
512 =
Federation Starship under Admiral Clausewitz
Remember that Densities are
cumulative. For example: a manned ship
in a sector with a planet will show up as 600 density. An unmanned ship in a sector with a port will
show up as 138 density, etc.
This is important for those who want to get a Federal
Commission (see 'Advanced Playing Techniques').
This is where you do so. The
Police HQ is also the place at which you place and collect bounties that can
raise and lower your alignment (see 'Bounties, good and evil'). Not much else here.
These are VERY important to EVERYBODY. This is where you
sell your old ship and buy a new one.
Here are the available ship types.
Ship
Class Cost
<1> Merchant
Cruiser 26,300 - Starting Ship.
Not-so-good
<2> Scout
Marauder 13,200 - Fast &
Small-Not for trading
<3> Missile Frigate 28,800 - AWFUL! Photons
though…
<4> BattleShip
40,500 - Not worth it
<5> Corporate FlagShip 71,000 - 2nd best ship - worth it!
<6> Colonial Transport 54,400 - Too Slow - for port pairs
<7> CargoTran 59,400
- Not worth it - StarMaster!
<8> Merchant Freighter 36,200 - Not worth it - StarMaster!
<9> Imperial StarShip 128,600 - BEST Ship! - Fed. Comiss.!
<10> Havoc GunStar 29,500 - Not good.
Get an ISS or CFS
<11> StarMaster 48,000
- VERY worth it! GET ONE!!
<12> Constellation 40,500
- Nah.
<13> T'Khasi Orion 36,000
- Nah.
<14> Tholian Sentinel 27,000 - See 'Advanced Playing Tech.'
<15> Taurean Mule 53,600
- Faster than Col. Tra! /150 holds
For a complete list of ships and specs, see appendices.
The only ships that I believe are TRULY worth it are the Corporate FlagShip, the Imperial StarShip (you need a Federal Commission to BUY one), and the StarMaster.
This is a good place to go to get information.
You can write things to people in a public conversation, or
anonymously in the bathroom on the walls.
You can post an announcement to all that enter the tavern
for 100 credits.
You can play Tri-Cron and TRY to make money. To tell you the truth, it's not worth
it. The best combination is 2-3-1, as
the Grimy Trader in back will tell you.
I tell you it's not worth it.
The trader in back is probably the most important feature of
the tavern. He sells you information.
You can ask him just about ANYTHING.
Even about ships or things in the hardware emporium individually. Here are some of the most-used commands:
TRADER -- Trace a person to a port (a few thousand
credits)
MAFIA -- Get the password to the underground
TRI CRON
-- Get tips on Tri-Cron
The underground is important. Here you post bounties on ANYBODY (positive
and negative alignment traders) and get your alignment lowered. The ratio is that your alignment will go down
by 4 points for every 1,000 credits of bounty that you post. Do this to some trader you found in an Escape
Pod or something. This way you get your money back! The underground also lets you change your
name, which can confuse your opponents.
Don't try to break in too much, or your credits will get taken, and
finally you will get killed.
The library is not important, just interesting the first
time you go. It tells you about 'Alien Derelicts' which have nothing to do with
the game, and also gives you a glimpse at the ship specifications on the
Ferrengi vessel(s).
It just takes a little imagination! Most methods of destroying the Class 0 ports
rely on bugs that don’t exist in the TWGS version, but it should still be
possible.
Attack. Attack. Attack.
Get people from your corp. to help.
Try it on a local copy of TradeWars first. Then try it on-line and freeze the game if
you have the resources. You can do this
by shutting off the StarDock (surrounding it with fighters and mines or else
Planets with a good amount of Quasar Sector level power. The fighters and mines will get destroyed
nightly, but hey!
Then go and destroy the other three class 0 ports in the
universe. Fun! Maybe you could even go
for the StarDock, but I haven't done it yet!
Time for Big Bang if you do!!
I’ve included some charts on the following pages that list
some useful information on the default settings for Planets, Ships, and
whatever else I felt like adding.
Planet
Charts for ‘Default’ Game Setup:
|
Planet Type |
Colonists to Produce |
Fighter Production |
Max Colonists / Optimal Colos per production. |
Max Compacity |
Planet best suited for.. |
|
Earth |
Fuel - 3 |
Total Production |
Max - 30k per production |
Fuel - 100k |
Produces Equip fastest. |
|
Class M |
Org - 7 |
/ 10 |
Optimal - 15k per production |
Org - 100k |
|
|
|
Equ - 13 |
|
|
Equ - 100k |
|
|
|
|
|
|
Figs - 1 Mil |
|
|
Desert |
Fuel - 2 |
Total Production |
Max - 40k per production |
Fuel - 200k |
Good Fuel Production |
|
Class K |
Org - 100 |
/15 |
Optimal - 20k per production |
Org - 50k |
|
|
|
Equ - 500 |
|
|
Equ - 10k |
|
|
|
|
|
|
Figs - 1 Mil |
|
|
Oceanic |
Fuel - 20 |
Total Production |
Max - 200k per production |
Fuel - 100k |
Excellent Organic Production |
|
Class O |
Org - 2 |
/15 |
Optimal - 100k per production |
Org - 1 Mil |
|
|
|
Equ - 100 |
|
|
Equ - 50k |
|
|
|
|
|
|
Figs - 1 Mil |
|
|
Mountain |
Fuel - 2 |
Total Production |
Max - 40k per production |
Fuel - 200k |
Best producer of Fighters per Colonists |
|
Class L |
Org - 5 |
/ 12 |
Optimal - 20k per production |
Org - 200k |
First to Level 4 Citadel - 20 days |
|
|
Equ - 20 |
|
|
Equ - 100k |
|
|
|
|
|
|
Figs - 1 Mil |
|
|
Glacial |
Fuel - 50 |
Total Production |
Max - 100k per production |
Fuel - 20k |
Level 6 Citadel |
|
Class C |
Org - 100 |
/ 25 |
Optimal - 50k per production |
Org - 50k |
34 days |
|
|
Equ - 500 |
|
|
Equ - 10k |
|
|
|
|
|
|
Figs - 1 Mil |
|
|
Volcanic |
Fuel - 1 |
Total Production |
Max - 100k per production |
Fuel - 1 Mil |
Excellent Fuel production |
|
Class H |
Org - N/A |
/ 50 |
Optimal - 50k per production |
Org - 10k |
Largest Fuel Compacity |
|
|
Equ - 50 |
|
|
Equ - 100k |
|
|
|
|
|
|
Figs - 1 Mil |
|
|
Vaporous / Gaseous |
Fuel - N/A |
Total Production |
Max - 3k per production |
Fuel - 10k |
Level 6 Citalel |
|
Class U |
Org - N/A |
0 |
Produces Nothing |
Org - 10k |
34 days |
|
|
Equ - N/A |
|
|
Equ - 10k |
|
Chart adapted from:
https://tradewars.fament.com/Cruncher/Advice.htm
|
Ship Type |
Ship Cost / Cost to Max Holds |
Turns Per Warp |
Battle Odds |
Fig Max / Fig Per Attack |
Max # Holds |
Max Shields |
Mine Cap. |
T-Warp / Range |
Scanners Supported |
Photon |
Transporter Range |
Beacons |
Genesis Torpedoes |
|
Escape Pod |
0 / NA |
6 |
0.6:1 |
50 / 10 |
50 |
50 |
0 |
N |
None |
N |
0 |
0 |
0 |
|
Merchant Cruiser |
41,300 / 61,215 |
3 |
1:01 |
2,500 / 750 |
75 |
400 |
50 |
N |
Both |
N |
5 |
50 |
5 |
|
Scout Marauder |
15,950 / 7,695 |
2 |
2:01 |
250 / 250 |
25 |
100 |
0 |
N |
Both |
N |
0 |
50 |
0 |
|
Missile Frigate |
100,800 / 42,384 |
3 |
1.3:1 |
5,000 / 3,000 |
60 |
400 |
5 |
N |
None |
10 |
2 |
50 |
0 |
|
Battle Ship |
88,500 / 71,872 |
4 |
1.6:1 |
10,000 / 3,000 |
80 |
750 |
25 |
N |
Both |
N |
8 |
50 |
1 |
|
Corporate Flageship |
163,500 / 78,845 |
3 |
1.2:1 |
20,000 / 6,000 |
85 |
1,000 |
100 |
Y / 28 |
Both |
N |
10 |
50 |
10 |
|
Colonial Transport |
63,600 / 632,000 |
6 |
0.6:1 |
200 / 100 |
250 |
500 |
0 |
N |
Planetary |
N |
7 |
50 |
5 |
|
Cargo Tran |
51,950 / 143,475 |
4 |
0.8:1 |
400 / 125 |
125 |
1,000 |
1 |
N |
Both |
N |
5 |
20 |
2 |
|
Merchant Freighter |
33,400 / 38,955 |
2 |
0.8:1 |
300 / 100 |
65 |
500 |
2 |
N |
Both |
N |
5 |
50 |
2 |
Chart adapted from:
https://tradewars.fament.com/Cruncher/Advice.htm
|
Constilation |
Ship Cost / Cost to Max Holds |
Turns Per Warp |
Battle Odds |
Fig Max / Fig Per Attack |
Max # Holds |
Max Shields |
Mine Cap. |
T-Warp / Range |
Scanners Supported |
Photon |
Transporter Range |
Beacons |
Genesis Torpedoes |
|
Imperial Startship |
339,000 / 226,930 |
4 |
1.5:1 |
50,000 / 10,000 |
150 |
2,000 |
125 |
Y / 50 |
Both |
5 |
10 |
150 |
10 |
|
Havoc Gunstar |
79,000 / 29,754 |
3 |
1.2:1 |
10,000 / 1,000 |
50 |
3,000 |
5 |
Y / 16 |
Holographic |
N |
6 |
5 |
1 |
|
Star Master |
61,300 / 57,929 |
3 |
1.4:1 |
5,000 / 1,000 |
73 |
2,000 |
50 |
N |
Both |
N |
3 |
50 |
5 |
|
Constilation |
72,500 / 69,780 |
3 |
1.4:1 |
5,000 / 2,000 |
80 |
750 |
25 |
N |
Both |
N |
6 |
50 |
2 |
|
T'Khasi Orion |
42,500 / 31,890 |
2 |
1.1:1 |
750 / 250 |
60 |
750 |
5 |
N |
Both |
N |
3 |
20 |
1 |
|
Tholian Sentinal |
47,500 / 30,520 |
4 |
1:1 / 4:1 |
2,500 / 800 |
50 |
4,000 |
50 |
N |
Both |
N |
3 |
10 |
1 |
|
Taurean Mule |
63,600 / 216,300 |
4 |
0.5:1 |
300 / 150 |
150 |
600 |
0 |
N |
Both |
N |
5 |
20 |
1 |
|
Interdictor Cruiser |
539,000 / 4,630 |
15 |
1.2:1 |
100,000 / 15,000 |
40 |
4,000 |
200 |
N |
Both |
N |
20 |
100 |
20 |
|
Ferrengi Assault Trader |
NA / 28,170 |
2 |
1.2:1 |
3,000 / 2,000 |
50 |
200 |
10 |
N |
Both |
N |
0 |
5 |
0 |
|
Ferrengi Battle Cruiser |
NA / 65,385 |
3 |
1.4:1 |
8,000 / 2,000 |
75 |
800 |
25 |
N |
Holographic |
N |
2 |
15 |
3 |
|
Ferrengi Dreadnaught |
NA / 107,730 |
4 |
1.4:1 |
15,000 / 5,000 |
100 |
1,000 |
50 |
N |
Both |
1 |
5 |
25 |
6 |
Chart adapted from:
https://tradewars.fament.com/Cruncher/Advice.htm
These are
current as of 11 July, 2007.
Please don’t
email me if they fail to work… TradeWars sites tend to either stagnate or get
really popular and then disappear. A lot
of these links could stop working at any time… but that’s why I updated the
bible, right?
TW
Information, lists of current games, and forums. Check out the Library section for more in
depth information and guides written by others.
Not all of it is up to date, but it’s been the best collection of
current stuff I’ve seen so far.
https://tradewars.fament.com/cruncher/tradewar.htm
Hasn’t been
updated in years, but still has information current as of the release of TWGS.
Home of
several script libraries, some very interesting web tools, and TWXProxy 2.04
https://www.twxproxy.com/download.php
The official
download page for TWXProxy. Latest
listed version is 2.03
This page
hasn’t been updated since 2005 and active development has ceased on it. However, the author released his code under
the GPL license at that time so this helper should be freely available and
possibly updated by others. Yes, that is
correct… TWXProxy is now freeware.
https://www.outpost-4.com/tradewars/
Nice looking
site with lots of help documents and some information on helpers.
This website
is for the ATTAC helper program. It’s
not free, but may have trial versions.
This website
is for the SWATH helper program. SWATH
has been my personal favorite for years now, but it isn’t free. Trial versions are available.
This is the
‘current’ and ‘official’ TW forum, run by EIS Interactive (current license
holders to the TW property). A forum
login is now required in order to look at any of the information on the site,
but it does have an active user base and some recent news.