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An Introduction to Trade Wars
For the beginner, Trade Wars can look bewildering and tedious,
and you wonder, "What is the big deal over this game?" You have to
really question the sanity of all these people who devote so much time
to playing this stupid game.
Then you download the docs because the sysop (as nutty as the
rest of them) tells you that you won't be able to understand what's
going on without them. So you read them, and now you know what the menu
options mean, sort of, but still don't really have a grasp on what is
going on. Then some little squirt comes along and blows up your
merchant cruiser before you've barely gotten out of FedSpace, and you
are in this escape pod in the flashing blue for everyone to laugh at on
the trader listing. Real fun game!
This file is intended to explain how the game works, what all
the stuff means, and what is going on, and to give you some suggestions
for getting established in a new game. It is divided into sections,
first: Overview and Short Example of Play, second: Elements of Play,
third: Getting Started, and last: Summation and Conclusion.
OVERVIEW AND SHORT EXAMPLE OF PLAY
This is a space game, where exploration of the unknown plays a
role, and where one must be careful not to get lost in the bewildering
maze of one-way and two-way warps. One may be connected to two, but
that doesn't mean 101 is connected to 102. They might be on opposite
sides of the universe.
You start out knowing nothing, with the meager supplies on your
brand new merchant cruiser, and it is your job to discover what is out
there, to find the best space ports, to buy and sell and make money,
then to spend that money in the most efficient manner possible. You
want shields for protection, fighters for defense and for attacking your
enemies, cargo holds for hauling goods to be sold.
before getting into the details, let's take a quick spin through
a Trade Wars gaming session. Once you have read the daily log, and
whatever messages you may have received since you last played, you get
the sector report for your current location.
Sector : 1 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Ports : Sol, Class 0
Planets : Terra (M)
Traders : Staff Sergeant Mad Jackson, w/ 45 ftrs,
in Enforcer I (Animoso Merchant Cruiser)
Warps to Sector(s) : 2 - 3 - 4 - 5 - 6 - 7
Command [TL=01:07:34] (?=Help)?
Old Mad Jackson is still hanging out here in FedSpace, you see.
Well, you just found out from another trader that the StarDock is in
sector 561. Hopefully he was telling the truth, because these traders
have been known to lie about these things. Better go check it out now.
So at the command prompt you type 561 and the computer says...
<Move>
Warping to Sector 561
That Warp Lane is not adjacent.
Computing shortest path...
Interlink established with Federation Navigation system...
Sector transit information being downloaded.
Transmission complete, ready for warp calculations.
Computed.
The shortest path from sector 1 to sector 561 is:
1 > 4 > 617 > 174 > 996 > 710 > 561
Engage the Autopilot? (Y/N/Single step/Express) [Y]
That's not too far. You hit enter to say, yes, I want to engage the
auto-pilot, and you're off...
<Auto Pilot Engaging>
Auto Warping to sector 4
Sector : 4 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Warps to Sector(s) : 3 - 34 - 617 - 546 - 5 - 1
Auto Warping to sector 617
Sector : 617 in Cymbeline.
Warps to Sector(s) : 325 - 4 - 934 - 174
Auto Warping to sector 174
Sector : 174 in The Slogovian Estates.
Warps to Sector(s) : 996 - 494 - 617 - 97 - 950
Auto Warping to sector 996
Sector : 996 in The Slogovian Estates (unexplored).
Ports : Ucella, Class 1
Warps to Sector(s) : 174 - 710 - 771 - 234 - 769
Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ? R
The first bunch of sectors are all empty, nothing to see, no
reason to stop, so the auto-pilot just keeps going. But then you reach
sector 996 where there is a port, Ucella. Ucella is a class 1 port,
which means it sells equipment, and buys fuel ore and organics.
The computer asks you what you want to do. Do you want to stop?
You type R to get the current port report. The computer reports.....
Commerce report for Ucella: 07/16/03 11:45:32 AM
Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Buying 1810 100% 0
Organics Buying 860 100% 10
Equipment Selling 980 100% 0
Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ? P
Ucella is buying organics, which happens to be what you have in
your holds. So it is worth your while to port and trade in Ucella. So
this time, at the prompt "Stop in this sector?" you answer P for port
and trade......
<A> Attack this Port
<T> Trade at this Port
<Q> Quit, nevermind
Enter your choice [T] ? {T is the default so hit enter for trade}
<Port>
Docking...
One turn deducted, 155 turns left.
Commerce report for Ucella: 07/16/03 11:45:40 AM
-=-=- Docking Log -=-=-
The Merchant Marines docked 3 day(s) ago.
Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Buying 1810 100% 0
Organics Buying 860 100% 10
Equipment Selling 980 100% 0
You have 640 credits and 0 empty cargo holds.
We are buying up to 860. You have 10 in your holds.
How many holds of Organics do you want to sell [10]?
After you decide to trade (attacking space ports is not
advised), the computer tells you how many turns you have left, then who
the last ship was to dock in the port, then it gives you the port report
you just saw.
You have organics and they are buying. They ask how many holds
you want to sell, and the amount in your holds is the default value. To
sell all 10 holds worth of organics, you hit enter, and the computer
names a price. You then proceed to haggle with the port buyer....
Agreed, 10 units.
We'll buy them for 741 credits.
Your offer [741] ? 900
We'll buy them for 775 credits.
Your offer [775] ? 850
We'll buy them for 785 credits.
Your offer [785] ? 840
We'll buy them for 788 credits.
Your offer [788] ? 830
Very well, we'll buy them.
For your great trading you receive 2 experience point(s).
You have 1,470 credits and 10 empty cargo holds.
Hehehehe, you laugh, because you got a good price out of that
bastard, and received 2 experience points for your efforts. Not to
mention the tremendous profit on this moldy produce you paid 150 credits
for yesterday in sector 631. Now you have 1,470 credits and 10 empty
holds, it is time to fill those holds for the next trip.....
We are selling up to 980. You have 0 in your holds.
How many holds of Equipment do you want to buy [10]?
Agreed, 10 units.
You're in luck, we're having a weekend special.
We'll sell them for 352 credits.
Your offer [352] ? 300
We'll sell them for 342 credits.
Your offer [342] ? 310
Our final offer is 339 credits.
Your offer [339] ? 320
Agreed, and a pleasure doing business with you!
For your great trading you receive 2 experience point(s).
You have 1,150 credits and 0 empty cargo holds.
Shutdown Autopilot and stay here? (Y/N) [N] No
Now that you've made money and filled your holds with equipment,
which brings in more cash than any other commodity, you're ready to
continue on your way, so you say N for no to the prompt "Shutdown
Autopilot and stay here?" and the autopilot takes off.....
Auto Warping to sector 710
Sector : 710 in The Slogovian Estates (unexplored).
Warps to Sector(s) : 918 - 561 - 922 - 996
Auto Warping to sector 561
Sector : 561 in The Federation (unexplored).
Beacon : FedSpace, FedLaw Enforced
Ports : Stargate Alpha I, Class 9 (StarDock)
Traders : Civilian Death, w/ 50 ftrs,
in Death I (Mainstay Ltd Merchant Cruiser)
Lieutenant J.G. Hell's Puppy [2], w/ 11 ftrs,
in Hell Ship 2000 (Markham Space Tech StarMaster)
Warps to Sector(s) : 167 - 358 - 710 - 498 - 423 - 258
Command [TL=01:10:28] (?=Help)?
You've arrived! Much to your satisfaction, that trader --
Hell's Puppy as a matter of fact -- was telling the truth.
Unfortunately, you really don't have enough money to do anything at the
moment, so you might as well go on and find someplace where you can make
some more money. You go on by typing in the number of a sector you
want to go to, whether because you know there is something good there,
or just because you haven't been there before, and might run into some
good ports along the way.
So you cruise on around for a while, buying and trading, until
it is time to head back and find a place to stop for the night. Being
new in the game and with only a few fighters, FedSpace is the obvious
location. So from your current sector, you punch in 1 at the command
line to engage the auto-pilot for sector 1.....
Command [TL=01:08:08] (?=Help)? 1
<Move>
Warping to Sector 1
That Warp Lane is not adjacent.
Computed.
The shortest path from sector 888 to sector 1 is:
888 > 949 > 868 > 366 > 246 > 10 > 2 > 1
Engage the Autopilot? (Y/N/Single step/Express) [Y]
<Auto Pilot Engaging>
Auto Warping to sector 949
Sector : 949 in The Maxentian Empire.
Warps to Sector(s) : 138 - 346 - 868 - 888
Auto Warping to sector 868
Sector : 868 in The Maxentian Empire (unexplored).
Ports : Nutema, Class 3
Warps to Sector(s) : 764 - 366 - 949
Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?
You have a few turns left, so you decide to see what this port
has to offer you. You type R for the port report, and the computer
displays.....
Commerce report for Nutema: 07/16/03 11:55:32 AM
Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Selling 1340 100% 0
Organics Buying 910 100% 0
Equipment Buying 1010 100% 10
Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ? P
Well, they will take the equipment off your hands and you can
buy some fuel ore here, so you decide to port and make the
transaction. You dock and.....
<A> Attack this Port
<T> Trade at this Port
<Q> Quit, nevermind
Enter your choice [T] ?
<Port>
Docking...
One turn deducted, 16 turns left.
Commerce report for Nutema: 07/16/03 11:56:54 AM
-=-=- 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 Selling 1340 100% 0
Organics Buying 910 100% 0
Equipment Buying 1010 100% 10
You have 1,150 credits and 0 empty cargo holds.
We are buying up to 1010. You have 10 in your holds.
How many holds of Equipment do you want to sell [10]?
Well, cool! No other ship has docked here, so you pick up an
easy 1 experience point. Now that you are here, you start the process
of bickering again.
Agreed, 10 units.
We'll buy them for 1,390 credits.
Your offer [1,390] ? 1500
We'll buy them for 1,394 credits.
Your offer [1,394] ? 1490
You drive a hard bargain, but we'll take them.
For your great trading you receive 2 experience point(s).
You have 2,640 credits and 10 empty cargo holds.
We are selling up to 1340. You have 0 in your holds.
How many holds of Fuel Ore do you want to buy [10]?
This guy was easy! Heheheh, took him again, and tripled your
money! So you figure you can bust his chops on the fuel ore and walk
away with ten holds for next to nothing. So you start in on him.....
Agreed, 10 units.
We'll sell them for 65 credits.
Your offer [65] ? 40
These are not free! Get lost...
You have 2,640 credits and 10 empty cargo holds.
Shutdown Autopilot and stay here? (Y/N) [N] No
ARRGGHHH!!! You hate that when they don't want to bargain! So
the guy throws you out of the port, and you say, "Ah, the hell with it,
I'll just head on to sector 1!" No, you don't want to stay here, and on
your way you go.......
Auto Warping to sector 366
Sector : 366 in The Ghengis Empire (unexplored).
Warps to Sector(s) : 116 - 868 - 146 - 713
Auto Warping to sector 246
Sector : 246 in DragonStar (unexplored).
Warps to Sector(s) : 723 - 548 - 633 - 10 - 575 - 204
Auto Warping to sector 10
Sector : 10 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Warps to Sector(s) : 275 - 283 - 246 - 529 - 2 - 9
Auto Warping to sector 2
Sector : 2 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Warps to Sector(s) : 9 - 10 - 3 - 1 - 7 - 8
Auto Warping to sector 1
Sector : 1 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Ports : Sol, Class 0
Planets : Terra (M)
Traders : Staff Sergeant Mad Jackson, w/ 45 ftrs,
in Enforcer I (Animoso Merchant Cruiser)
Warps to Sector(s) : 2 - 3 - 4 - 5 - 6 - 7
Command [TL=00:17:34] (?=Help)?
So now you are back where you started out this morning, almost
out of turns, and with your holds empty. You made a little money, found
out where StarDock is, scouted a couple of the other traders (in 1 and
561), and explored a few new sectors that you hadn't seen before. All
in all, not a bad day's work. With this little scout marauder and not many
fighters, you are in no position to go attacking aliens, so it is
probably a good thing you didn't run across any Ferrengi, and you didn't
miss out by not seeing any aliens. Now you might go into your computer
and check out the trader listing, or the aliens listing to see if there
are any new evil aliens out there to attack. You might look at your
ship information, any number of things to check out before quitting the
game and returning to the BBS. But for now, we'll stop.
That was a short run just to give you an idea of what happens in
a typical game session. It all happens pretty fast in the game, bang
bang, you go here and here, port, trade, bargain, go on, do it again,
and you watch the numbers go. As a beginning player you will probably
stick to auto-warps and trading where you wind up along the way. When
you run into an alien, if you have the fighters, you might attack, or
you might prefer to leave him alone, not sure if he is a good guy or a
bad guy (later you will know by his title), and fearing that he may have
stuffed his ship to the gills with corbomite. If you run into Ferrengi,
the best thing might be just to surrender and let them take your cargo.
As you get into it, you will do more.
GOAL OF THE GAME:
There are really many different goals you can have. Most
serious Trade Warriors have as their goal universal domination. Your
goals, however, can be as simple as to tool around the galaxy, minding
your own business and trading, or as grandiose as master of the
universe.
Basically, in Trade Wars you port and trade in Fuel Ore,
Organics and Equipment. With the money you make you go to the class 0
ports and buy cargo holds, fighters and shields for your ship, or you
can go to StarDock (which you have to find) and buy a bigger and better
ship, all kinds of bells and whistles such as long range scanners and
transwarp drives, or you can buy a Genesis Torpedo and create a planet
to colonize and develop.
You want to stay alive, most of all, and to explore the 1000
sectors in the Trade Wars universe, looking for ports to trade with and
hidey holes to put a planet in. But beware the Ferrengi Homeworld! The
trader who innocently blunders into this sector usually winds up
floating in his escape pod wondering what happened.
BASICS: THE MENUS
There are three menus in ordinary play, and a few others in
special situations. The most commonly confronted menus are the Main
Menu, the Computer Menu, and the Corporate Menu. The Computer Menu is
called up by hitting "C" in the Main Menu, and the Corporate Menu by
hitting "T" at the Main Menu. The Computer Menu, hereinafter referred
to as "going into your Computer", is where you keep track of what is
going on, and where you plan your moves. The Corporate Menu is where
you can check out the rankings of active corporations, keep up to date
with what your corporation is doing, and perform special corporate
functions. (More about corporations later).
The Main Menu is where most actions are performed. From this
menu you can Move to another sector, Land on a planet that is in the
sector, Port and trade at a starport in the sector, deploy Fighters to
defend the sector, and many other things. Get to know these commands
well, and remember that just as in other computer programs you use, all
roads lead back to the Main Menu.
Other menus you will access from time to time are the
Auto-Pilot Menu, the Planet Menu, the Citadel Menu, and the StarDock
Menu. Each of these will be explained in turn.
SECTORS, WARPS, PORTS and AUTO-PILOT
When you first come into the game, you see the following screen:
You have 54 turns this Stardate.
Sector : 1 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Ports : Sol, Class 0
Planets : Terra (M)
Warps to Sector(s) : 2 - 3 - 4 - 5 - 6 - 7
Command [TL=03:16:21] (?=Help)?
This is called the SECTOR DISPLAY. It displays the sector of
the universe that your ship currently occupies. A sector can be
visualized as an area of space that a solar system would fit in, but
many of the sectors are empty space. You travel from sector to sector
through WARPS. Most warps are two-way, but a few warps are one-way
warps. Be careful of those, they can really mess you up.
The top line of the display tells you the sector number and what
part of the galaxy it is in. The second line, Beacons:, is shown
whenever you are in a sector in which a marker beacon has been placed.
This one informs you that this sector is in FedSpace (more on that
later). Players can post beacons in open space to say whatever they
want to.
The third line, Ports: tells us that the port Sol is in this
sector, and that it is a class 0 port. The port classes are based on
what is bought and sold in the port. A class 0 port sells cargo holds,
fighters and shields. A class 9 port, one in each game, is the
StarDock, which will be explained later. Class 1 through 8 ports buy
and sell the three commodities upon which all wealth in the
universe is based: fuel ore, organics and equipment.
The fourth line, Planets: tells us that this is one of the few
sectors with a planet in it. This one, Terra, is where players pick up
colonists with which to develop planets they make with Genesis
Torpedoes. At the start of a game there are only two planets, Terra,
and the Ferrengi Homeworld. Try to stay away from the Ferrengi
Homeworld until you have a Starship and about 20,000 fighters!
Other lines that may or may not appear in a sector display,
depending on what is present in the sector are Aliens: which will be
displayed if an alien (computer-controlled characters who serve as
cannon fodder for the players) or a Ferrengi trader (nasties, the
enemies of humanity, watch out for these guys!!!!) is in the sector, and
Traders: which will be displayed if another player-character is in the
sector. The two final possibilities are Mines: and Fighters: if you or
another player have deployed any in the sector. Frequently you will
learn of the presence of mines before you see the sector display when
"12 space mines detonate near you" and you say "BUGGER!!"
The last line lists the other sectors that are "adjacent." They
are not necessarily adjacent like Oregon and California, but it only
takes one warp to get there from here. If you have ANSI, the sectors
you have not explored yet will be listed in red and the ones you have
explored will be in bright cyan (light blue).
The only two lines that will be in every sector display are the
first and the last, Sector: and Warps:. The others will be present only
when the designated item is present.
You can move to any sector in the universe from any other
sector. If the sector you want to move to is not adjacent, then
AUTO-PILOT mode is engaged. The computer figures out the most direct
route to get there from here, prints it out for you, and prompts you to
decide if you want to engage auto-pilot. Generally, you will want to
hit enter for Y, which will zoom you along, but will stop whenever you
come to a sector with anything of interest in it. A typical auto-warp
stop looks like this:
Auto Warping to sector 551
Sector : 551 in uncharted space.
Ports : Caloran, Class 4
Warps to Sector(s) : 4 - 56 - 645 - 231
Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?
This is the AUTO-PILOT MENU. If you hit the ? it will give you
the list of available commands. Generally, you will want to hit R to
get a port report on port Caloran, to see how much of what they are
selling, and if you can do any trading there. A port report looks like
this:
Commerce report for Caloran: 07/15/03 04:43:18 PM
Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Selling 3120 100% 0
Organics Selling 3127 95% 0
Equipment Buying 2886 89% 0
Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?
This report tells you that the port is selling fuel ore and
organics, and buying equipment. The "Trading" column tells you how many
holds of each the port is buying or selling, and the next column tells
you how much trading the port has left. For example, say you have a
port that is going to buy a total of 3000 holds of equipment. You come
along and sell them 60 holds, now they will only be buying 2940, which
is 98% of the total trading they are going to do.
Why is it important how much and what percentage? Because the
higher that percentage reading is, the better the deals you can get.
In other words, you will get a much better deal when they are trading at
98% of max than when they are trading at 18% of max. Haggle with them,
you get experience points for good trading.
By using the R command before you port, you can see if the port
has anything to offer before you spend a turn docking. Remember,
though, that if you don't see the prompt:
"Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?"
you are not in auto-pilot, and you have to go into your computer and hit
R from there to get the port report.
Auto-pilot is the easiest way to get from one place to another,
and when you first come into a game, is the easiest way to start exploring
the universe. A little later, you may, depending on your goals, want to get
into some more advanced techniques. If you are not a fanatic, stick to
auto-pilot.
FEDSPACE AND THE FEDERATION
You will notice the line "Beacon : FedSpace, FedLaw Enforced"
in the sector reports of sectors 1-10 and the sector with StarDock in
it. The Federation is like the Federation of Planets in Star Trek, a
bunch of government types with the biggest ships and the most fighters
who enforce laws on the galaxy. In the FedSpace sectors these laws
include: limited armaments regulations, limiting traders who wish to
park in FedSpace overnight to less than 50 fighters; a regulation
limiting the number of traders who can stay overnight in each FedSpace
sector (this parameter is set by the sysops, so it can vary from 0 to
however many want to. Check the Game Configuration and Current Status
screen for the setting in your game); and a non-aggression regulation
that does not allow traders to attack anyone of a positive alignment who
is in FedSpace, unless the target has a high enough experience that the
Feds figure he no longer needs protection. You also cannot deploy mines
or fighters in FedSpace.
FedSpace is a good refuge for the beginning player, but be
careful once you have added some fighters, or if your alignment drops
below 0. If you have too many fighters or stay in a sector despite the
warning given when you quit the game (if there are too many traders in a
sector), you will be towed out of FedSpace that night by a Federation
starship and dropped off somewhere in the major space lanes.
Once you have been dropped off, you are out in the open, and odds are
that someone will come across you and have the opportunity to blow you
away -- at least in a busy game.
The other thing about the Federation, and the reason it is hated
by many traders, is that if you have more than 50,000 credits on your
ship when you come into the game, you are TAXED 10% by the Federation.
People don't like to be taxed in Trade Wars any more than in real life.
SHIPS AND TRADERS
Every new trader starts out with a merchant cruiser. This
cruiser is a pretty nice ship and you can make a lot of money in it, but
a lot of traders will move on to other ship types as soon as they find
StarDock. Each type of ship is good for different things.
If you press I from the main menu or the auto-pilot menu, you
will get a reading that looks like this:
<Info>
Trader Name : Warrant Officer The Voice
Rank and Exp : 99 points, Alignment=10 Tolerant
Ship Name : Forked Tongue
Ship Info : Bofors Merchant Cruiser Ported=43 Kills=0
Date Built : 03:37:41 PM Sat Jun 25, 2003
Current Sector : 765
Turns left : 40
Total Holds : 66 - Equipment=19 Empty=47
Fighters : 30
Shield points : 9
Credits : 62
Command [TL=03:11:12] (?=Help)?
This is the ship of a trader who has been around for a day or
so. Actually, a really good player can get to this point on his first
day of trading. When he started out, he had 20 holds, 30 fighters, no
shields, and 300 credits. He had no experience points, and 0 alignment.
Since then, he has managed to make the money to buy the additional holds
and the shields.
When you buy a new ship you trade in your old one. You don't
get as much money as you paid for the holds, shields, fighters and
gadgets you put on it, but you do get something, and the holds and
shields you bought for other purposes enable you to trade up and walk
away with some money. Fighters can be left behind, so it is suggested
that you deploy your fighters in a sector on your way to StarDock (NOT
in any FedSpace sector. I tried once, and Admiral Zyrain fired upon
me!), trade in your ship, then come back and pick up your fighters.
Different traders will want different ships. If you are not in a
corporation, you probably want to avoid the cargotrans and others like
that that are extremely vulnerable, and go for either a merchant
cruiser, a StarMaster (my current favorite) or even a battleship, all of
which offer a good combination of firepower, protection and money-making
ability.
TRADING
The game is called TRADE Wars, so trading is a major part of the
game. Exploring is important, but the main purpose of exploring is to
find the ports. Combat is a part, but most of what you will be doing in
the game is going to one port, filling your holds with what they are
selling, and carrying the cargo to another port to sell it, and buy what
they are selling.
A port buys OR sells each commodity. No port buys and sells the
same thing, so you need to get that report before you dock. Each time
you buy and sell, you should have more money than before... although if
you sell fuel and buy equipment, it may look temporarily as if you lost
money.
Each of the commodities is of different value. Fuel ore is the
cheapest commodity and equipment the most expensive. While you can
triple your money -- or more -- on fuel ore, you can make many thousands
more credits per load of equipment.
The ideal situation for making money is to find two ports right
next to each other that will buy what each other sells, and to find a
pair that trades in organics and equipment. When you want to make a lot
of money for some purpose, find one of these pairs and go
back-and-forth.
Perhaps the best part about trading is haggling with the
merchants. NEVER take their first offer! They are a ruthless bunch of
chiselers. I always come in about 10% off their offer and work towards
them. Don't worry about the insults, just get the goods. The time to
start thinking compromise is when they say "Final offer." Then you
either come to a good price or they say get lost sucker. If you get
close enough to the best deal the trader was willing to give, you get
experience points. While killing aliens and traders can get you a bunch
of experience in a hurry, the vast majority of experience points are
gained through clever trading.
EXPERIENCE AND ALIGNMENT
If you have checked the trader listings you have noticed that
there are two columns of numbers titled Experience and Alignment. The
first one is the measure of a trader's performance. When you make a
good deal, find an undiscovered port, or destroy another ship, you gain
experience points. When you get blown up, you lose experience points,
although you cannot drop below 0 in experience.
Experience points are how traders are ranked. There is a table
of ranks, ranging from civilian to Prime Evil or Fleet Admiral,
depending upon the path you choose. Each rank is reached at a specific
level of experience points. Whether you are a dread pirate or a
Lieutenant, however, depends on your alignment.
Like in most games, alignment is the measure of how good or evil
you are. There are many activities that effect alignment, but the main
one is whom you blow up. When you blow up an evil character, whether a
trader, an alien or a Ferrengi (no such thing as a "good" Ferrengi), you
gain positive alignment points. If you blow up a good character, trader
or alien, you gain negative alignment points. Other actions such as
blowing up or robbing space ports gain negative alignment, as do trying
to enter a corporation with the wrong password, or self-destructing.
Actions such as creating a planet or building a space port gain positive
alignment.
When destroying other characters, keep in mind that the amount
of alignment and experience change is directly proportional to the
alignment and experience of the target. For instance, if you blow up an
alien with a -350 alignment and 400 experience points, your alignment
and your experience will rise far more than if you blow up Joe
Blow Evil Trader with -4 alignment and 31 experience points. Sensible.
If you want to get the Federation commission and drive the
Imperial StarShip, then you want to get lots and lots of positive
alignment points. When you have 500 alignment, you can go to the Police
Station and apply for a Federal Commission. If you want to rob space
ports and strike fear into the hearts of good traders, then you want to
get lots of experience points and lots of negative alignment points.
COMBAT IN TRADE WARS
There are many hazards in the universe. While you are cruising
around you might run across some mines laid by other traders, or in the
Ferrengi homeworld sector. You could run into some fighters that have
been deployed to attack the first ship to enter their sector (the
Ferrengi do this). Or, you could run into a Ferrengi Assault Trader (or
two).
Between your turns, the other traders make their moves, and if
one comes across your ship, he might decide to blow it up, if he thinks
he has enough fighters to overcome your defenses. As of yet, it appears
as though the Ferrengi do not attack players who are not currently
active, but the version is new and we still do not know all the new
features yet. :) Makes things interesting even for the sysop.
You will want to defend yourself against all these threats, and
probably set yourself up so that you can do some threatening yourself.
The main implements of defense and offense are shields and fighters.
Shields are purely defensive, as the name implies. You wouldn't buy
fighters just to take damage, because shields do a better job, but they
do protect your ship. Fighters are mainly offensive. When you attack
someone, you commit a certain number of fighters to try to overcome
their defenses and destroy their ship.
Another form of ship defense is the corbomite device. This
nasty creates a nuclear explosion reaction when your ship is destroyed,
and if you have stockpiled enough, it could destroy the attacking ship.
The prudent trader buys five or so units of corbomite every time he or
she goes to StarDock. Corbomite is good as a deterrent, or for
vengeance.
In addition to protecting your ship from enemy attacks, shields
absorb the damage from mine explosions, corbomite reactions, and quasar
cannon blasts (more on these later). So it is good to gradually build
your shields up to the maximum for your ship.
One last means of attacking is the photon missile. Only two
kinds of ships can carry these awesome weapons, the missile frigate, and
the imperial starship. I am not sure exactly how one works, but
apparently they neutralize all defenses and systems, except conventional
shields, so that the target is completely undefended. The wave is a
powerful thing, and has not been used in one of our games, so it is
still an unknown.
Different ships have different odds when in combat. When you
look at the ship catalog you will see a category, offensive odds. This
determines how well your fighters do against the enemy's fighters.
There are other places where odds come in, but we will get to that
later.
THE FERRENGI
While on the subject of combat, let us speak of the Ferrengi.
They figure in two ways: one, their Homeworld is a heavily defended
sector that spells death for the unwary beginning trader, and is
impervious to invasion by all but the most powerful corporation. Not
only does the Homeworld start out the game as a powerful sector, but as
the game goes on, the number of fighters on the planet surface
increases. The second way the Ferrengi figure is with their traveling
Assault Traders.
The Ferrengi are the enemies of the humans, and they will do
everything they can to disrupt and destroy humans, and the Federation.
What does this mean to the individual trader? It means that while you
are out trading, you may at any time run into a Ferrengi ambush.
Usually you have warning, and the decision to attack, flee or surrender.
If you attack, beware, they might have corbomite, many shields, and they
usually have well over 150 fighters. Tough nuts!
If you flee, they will try to chase you, and they might
gradually wear you down as you flee until you are destroyed. To
surrender might just be the best option for you until you are quite
powerful.
Sometimes they travel in packs, and sometimes they attack with
no warning. Apparently, they will hold grudges against particular
traders. So, the wise trader tries to stick close to FedSpace until he
or she has a good complement of shields at least.
PLANETS
The building and defense of planets is a large part of the game,
and it is here that corporations have their greatest advantage over the
individual traders. It takes a great deal of work to drag colonists
from sector 1 to the planet, to make money for buying fighters to defend
the planet and the sector, to bring materials for the construction of a
citadel. Planets are targets of plunderers and invaders. Until a
citadel is well under way, a planet is defenseless except for the
defenses of the space sector it occupies.
A wise colonizer finds a sector that is a dead end, at the end
of a tunnel. Basically, it is a one-way-in and one-way-out proposition
you are looking for. If you don't understand, you'll know it when you
find it. Then you get the Genesis Torpedo from StarDock, and fire it
off in the sector. Once the planet is created, you can Land, and then
you will get the Planet Menu. Use the ? to get the menu, and if you hit
! you will get an explanation for each item (every menu is this way).
Then you have to bring colonists. Go to sector 1, Land on
Terra, grab all the colonists you can cram into your holds, and go back,
drop them on your planet. When you drop colonists, you post them on one
of the production groups, to make fuel ore, organics or equipment. For
every 3 groups of colonists on fuel ore, one unit of ore is created each
day. For every 7 groups on organics, one unit of organics is
constructed, and for every 13 groups of colonists, one unit of
equipment is produced. There is a formula based upon the production of
the commodites by which the number of fighters produced each day is
figured. Basically, add the daily production of the three, divide the
sum by ten, and that is how many fighters are produced.
In order to defend your planet, citadels are constructed. A
level one citadel is not worth much, except you can store credits in
its treasury. A level one citadel, however, provides no defenses, and
anything on the planet surface can be taken by anyone getting beyond the
sector defenses. A level two citadel has a combat control computer that
coordinates the fighters on the planet surface as a defensive force.
Once the computer is built, any prospective invader must destroy all the
fighters before they can land on the planet surface. Fighters in
defense of the citadel fight at better odds than other fighters.
A level three citadel has a quasar cannon. A quasar cannon
fires a blast based upon the amount of fuel ore on the planet. This
blast can be set to start firing when an enemy enters the sector, or to
wait until they try to land on the planet. Then, the amount of fuel ore
to consume with each blast can be set. A quasar cannon is an extremely
powerful weapon, but it is dependent upon its supply of fuel ore.
A level four citadel has a planetary transwarp drive. This
means that you can move your planet from one sector to another. Not
real useful, in my opinion.
A level five citadel has a planetary shield system. Very
useful, and the only defense against photon missiles.
Once you have a citadel, use C from the planet menu to enter the
citadel. Then you are in the Citadel Menu. Use the ? to check it out.
You can enter the Corporate Menu from the citadel menu, but to get to
the Main Menu, you have to back all the way out to the sector.
CORPORATIONS
The independent trader can achieve quite a bit in Trade Wars and
can build planets, buy ships, whatever. But there is a limit to what
one person acting alone can do. By banding together and sharing
resources, players can increase their power, and a well-coordinated and
knowledgeable corporation can dominate a universe that does not contain
an opposing corporation.
One member, the trader who originally forms the corporation, is
the Chief Executive Officer (CEO). He has a couple of special
privileges. One: he can send corporate memos to all the other members
simultaneously. Another, he can remove a member from the corporation,
and he can change the password. Finally, he is the only one who can
have the Corporate Flagship, next to the Imperial Starship, the most
powerful ship in the universe.
Corporate ships that are in the same sector can exchange
fighters, shields and credits with each other through the Corporate
Menu. The fighters and mines that are deployed in defense can be set to
recognize corporate members, so that the members of the corporation can
pass, but nobody else.
By sharing the necessary labors, a corporation can build and
trade more effectively than any independent trader. With a few traders
working together, a hated enemy can be hunted with a greater chance of
success. And if one member loses a ship, the others can help him get
into a new ship.
All members of corporations should familiarize themselves with
the Corporate Menu. Using A in this menu will provide a chart showing
the present location of all corporate members, and how many fighters,
shields, mines and credits each has on his ship. Using L will bring up
a listing of all the corporation's claimed planets, with the relevant
information on each planet. You can also display a list of all the
active corporations in the game, either by number or by ranking in terms
of corporate experience.
For a complete explanation of each option on the Corporate Menu,
read the TWINSTR1.DOC file, or hit ! from the Corporate Menu prompt.
STARDOCK
I am not going to get into the details of StarDock and
everything that you can do there, because that is all amply explained in
the docs. What is not explained very well is the significance. You
must FIND StarDock, and until you do, you cannot buy a ship or any
hardware except holds, fighters and shields. You cannot store money in
the bank or on a planet, because you have to buy your Genesis Torpedo at
StarDock. So you can see that it is important to find StarDock as soon
as possible.
Most SysOps now display the location of StarDock on the Game
Configuration and Status Screen. To view this screen, press V from the
main menu. I usually won't play a game where StarDock is not displayed,
because it is a tedious chore, and it makes no sense that a starship
pilot would not know the location of the only place in the galaxy to buy
a space ship.
YOUR SHIP'S COMPUTER
A little bit was said about the Computer Menu earlier, and in
the example you saw a couple cases where it was used. This section
explains the computer in a little more detail. The computer is how you
keep track of the universe, and is an invaluable aid in planning your
moves.
It is a good idea each time you first enter the game to go into
your computer and check out the list of traders to see what is going on.
Once in the computer, L selects the List Traders option, and V ranks the
traders by experience points. With this listing you get an idea of what
everyone is doing, and whom to watch out for. In the same way, you can
get a listing of the aliens currently in the game by hitting H from the
Computer Menu prompt.
Also in the Computer Menu is the Ships Catalog, accessed by
hitting "C" while in the computer. This function lists the 15 available
ship types and lets you look over the specifications for each. Check
these out to get an idea of what everyone else is flying and to start
figuring out what kind of ship you want to make your living with. Some
people stick with the merchant cruiser which is a good, basic ship that
you can make a pile of money in, but most prefer to go on to something
larger and more glamorous. It is a good idea to check this out when you
first start so you can see what the capabilities of the merchant cruiser
you are in are, and by comparing that to the Ship Information reading,
you see where you have to go.
Other functions in the computer that help in planning your moves
are the Port Reports (R), the Warp Reports (I), and the Course Plotter
(F). Using R will get you a current report on the trading status of any
port that you have visited. Using I will tell you what sectors you can
warp to from the sector you select for the report. The course plotter
will tell you what path you will take to get from one sector you name to
one sector you name. This feature is particularly useful when you are
getting towards the end of your turns and you need to plan how you are
going to get home. It is not a good idea to lose track of turns and run
out before getting to a safe place!
The other function of your computer is for communication. Using
A you can enter a general announcement that will be put in the daily log
and read by every player when they first enter the game. An
announcement is displayed until midnight, and on future days can be read
by entering D from the Computer Menu prompt, which displays the game's
Daily Log. You may also send a private message to a particular trader
by using S in the Computer Menu.
For a complete explanation of each option on the Computer Menu
see the TWINSTR1.DOC file, or hit ! from the Computer Menu prompt.
GETTING STARTED
Okay, now you've seen the pretty ANSI welcome screen (isn't it
some of the best ANSI artwork you've ever seen?), if you have ANSI,
you've selected the name you want to use in the game and christened your
beautiful new merchant cruiser, and you are looking at sector 1:
Sector : 1 in The Federation (unexplored).
Beacon : FedSpace, FedLaw Enforced
Ports : Sol, Class 0
Planets : Terra (M)
Warps to Sector(s) : 2 - 3 - 4 - 5 - 6 - 7
Command [TL=00:48:20] (?=Help)?
Now what? Maybe seeing that ? will get you help, that is what
you do. You get a menu of options that is utterly confusing. Well,
fret not. One good way to start a new game is to find out what the
situation is that you are walking into. First, why don't you see what
your new ship looks like. To see your information, enter I....
<Info>
Trader Name : Civilian Galactic Grunge
Rank and Exp : 0 points, Alignment=0 Neutral
Ship Name : Scrubby Sponge
Ship Info : QuadStar Merchant Cruiser Ported=0 Kills=0
Date Built : 03:05:37 PM Sun Jul 17, 2003
Current Sector : 1
Turns left : 60
Total Holds : 20 - Empty=20
Fighters : 30
Credits : 300
Command [TL=00:47:45] (?=Help)?
Well, you don't have much there, but it is a start, and with
care you can get this baby set up to where you can start making money.
The 20 holds and 300 credits are the mere beginning of your great
trading empire. The 30 fighters are a meager defense against many of
the other traders you may run into in the universe, so it is wise that
you move carefully for now. Time enough later for bold maneuvers.
Your next move when coming into a new game is to find out what
the setup is, how long the game has been running, and approximately how
established the overall competition is. To get this information, hit V.
The following screen will come up (after a short pause while the sysop's
computer searches its data banks)......
Trade Wars 2002 Game Configuration and Status
Initial Turns per day 60, fighters 30, credits 300, holds 20.
Inactive players will be deleted after 21 days.
Maximum players 150, sectors 1000, ports 400, planets 150.
The Maximum number of Planets per sector: 5, Traders on a Corp: 5,
No Ships may remain in FedSpace Overnight
Photon Missiles are disabled.
Ver# 1.00 running under COMPUTER TALK RADIO
The local display is OFF at all times.
This is a REGISTERED copy of the game.
This game has been running for 23 days.
-=-=-=- Current Stats for 03:06:39 PM Sun Jul 17, 2003 -=-=-=-
383 ports are open for business and have a net worth of 188,325.
3 planets exist in the universe, 33% have Citadels.
16 Traders (75% Good) and 23 Aliens (43% Good) are active in the game.
14,525 Fighters and 70 Mines are in use throughout the Universe.
2 Corporations are in business.
Command [TL=00:47:29] (?=Help)?
There is a lot of information here. The top part tells you how
the sysop has configured the game, while the middle gives the info on
the game version etc., and the bottom part reports the current situation.
This particular game is still small, so there is lots of room for a newcomer
like yourself to get in and find a place. A game where the ports have a
net worth of near a million credits or more, and where there are several
planets with citadels would be more difficult. Even the number of
fighters and mines, though it looks large to you as a beginner, is
small, given that the Federation has approximately 5000 fighters on
Terra, the planet in sector 1.
Now that you know what you have and what the "playing field"
looks like, it is time to check out the competition. To do that you
have to go into your computer and call up the list traders report. In
the following example, the letter after the question mark is what you
typed to get the report:
Command [TL=00:47:29] (?=Help)? C
<Computer>
<Computer activated>
Computer command (?=Help) ? L
List by rank (T)itles or by rank (V)alues (T,V or Q to quit) ? V
Ranking Traders...
Trade Wars 2002 Trader Rankings : 07/17/03 03:06:55 PM
Rank Alignment Corp Trader Name Ship Type
--- --------------------- -- ------------------------------ ------------------
1 380 60 2 Wizard Merchant Cruiser
2 104 4 ** NITEMAN Merchant Cruiser
3 99 10 ** The Voice Merchant Cruiser
4 85 -47 1 The Empire Merchant Cruiser
5 47 84 ** Alakh Inc. *** Escape Pod ***
6 44 2 ** phantasm Merchant Cruiser
7 20 3 ** Phantasm'S Bbs Merchant Cruiser
8 3 0 ** CYBERDOC Merchant Cruiser
9 1 1 ** Mad Jackson Merchant Cruiser
10 1 0 ** Drruth # Ship Destroyed #
11 1 1 ** anarchyper Merchant Cruiser
12 0 -20 ** Dale Canfield Merchant Cruiser
13 0 -5 ** X # Ship Destroyed #
14 0 -10 ** Mr. X # Ship Destroyed #
15 0 0 ** Galactic Grunge Merchant Cruiser
Computer command (?=Help) ?
That number 15, Galactic Grunge, is you. It might look from
here that Wizard with 380 experience points is way up there, but you
will find out later that 380 points are easy to come by, and in a game
this old, is an indication that the field is open. Feeling a little
better about coming into this game new, you leave the computer and are
ready to start.
Given that you have only a few fighters and holds, and no
shields, it would be wise to stick close to FedSpace, for a couple of
reasons. First: sector 1 is the only place you know of to buy holds,
fighters and shields, and you are in desperate need of all three
things. Holds would be your first priority, as they will pay for
everything else. Second: if you are to run into some mines or a
Ferrengi trader with the pitiful defenses you currently have, you would
most likely be bobbing on the currents of space in your trusty escape
pod!
So, being a prudent and patient trader you decide to investigate
FedSpace and see what ports you can find here to trade at while you get
started. So we are off....... (again, what is typed after the ? is
what you entered to perform the actions that follow.)
Command [TL=00:46:46] (?=Help)? 2
<Move>
Warping to Sector 2
Sector : 2 in The Federation (unexplored).
Beacon : FedSpace, FedLaw Enforced
Warps to Sector(s) : 9 - 10 - 3 - 1 - 7 - 8
Command [TL=00:46:39] (?=Help)? 3
<Move>
Warping to Sector 3
Sector : 3 in The Federation (unexplored).
Beacon : FedSpace, FedLaw Enforced
Warps to Sector(s) : 529 - 707 - 374 - 4 - 1 - 2
Command [TL=00:46:35] (?=Help)? 4
<Move>
Warping to Sector 4
Sector : 4 in The Federation (unexplored).
Beacon : FedSpace, FedLaw Enforced
Ports : Roget, Class 1
Warps to Sector(s) : 3 - 809 - 551 - 779 - 5 - 1
Command [TL=00:46:32] (?=Help)?
The first two sectors were empty, so you go on, and in sector 4
you get lucky. You know your holds are empty, so there is no need for a
port report. You hit P to port, then enter to trade, and commence
bargaining with the rascally rascal at the dock. That done, you blast
off and are ready to go look for a port at which to sell the produce you
just purchased. BTW: you just bought 5 holds of Equipment for 290
credits, received 2 experience points, and were promoted to Private.
Congratulations! Now, on with the game.......
Command [TL=00:46:14] (?=Help)? 5
<Move>
Warping to Sector 5
Sector : 5 in The Federation (unexplored).
Beacon : FedSpace, FedLaw Enforced
Ports : Ruie, Class 4
Aliens : Annoyance Shishu Koofom, w/ 159 ftrs,
in Aruaw Mecicut (Yokotosaki CargoTran)
Warps to Sector(s) : 1 - 4 - 580 - 6
Command [TL=00:46:11] (?=Help)? C
<Computer>
<Computer activated>
Computer command (?=Help) ? R
What sector is the port in? [5]
Commerce report for Ruie: 07/17/03 03:08:05 PM
Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Selling 2890 100% 0
Organics Selling 3270 100% 0
Equipment Buying 3230 100% 5
Computer command (?=Help) ?
What have we here?!?! "Annoyance Shishu Koofom, w/ 159 ftrs. in
Aruaw Mecicut (Yokotosaki CargoTran)"?? That means that this Shishu
Koofom character is an evil alien. He has 159 fighters, however, so you
are no match for him. Luckily this is FedSpace (aliens don't attack
anyway, but Ferrengi do). Aruaw Mecicut is the name of his ship. His
ship type is listed in the parentheses.
But that is of less interest to you right now than the fact that
there is a port here. Rather than risk wasting a turn docking at a port
that is selling what you have in your holds, you go into your computer
and get the port report. Voila! They are buying equipment, you are
selling, so you go ahead and port:
Computer command (?=Help) ? Q
<Computer deactivated>
Command [TL=00:46:00] (?=Help)? P
<A> Attack this Port
<T> Trade at this Port
<Q> Quit, nevermind
Enter your choice [T] ?
<Port>
Docking...
One turn deducted, 54 turns left.
Commerce report for Ruie: 07/17/03 03:08:11 PM
-=-=- Docking Log -=-=-
Spellcaster docked 2 day(s) ago.
Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Selling 2890 100% 0
Organics Selling 3270 100% 0
Equipment Buying 3230 100% 5
You have 10 credits and 15 empty cargo holds.
We are buying up to 3230. You have 5 in your holds.
How many holds of Equipment do you want to sell [5]?
Agreed, 5 units.
We'll buy them for 591 credits.
Your offer [591] ? 620
We'll buy them for 594 credits.
Your offer [594] ? 615
We'll buy them for 594 credits.
Your offer [594] ? 610
FINE, we'll take them, just leave!
For your great trading you receive 2 experience point(s).
You have been promoted to Lance Corporal! {Congratulations!!}
You have 620 credits and 20 empty cargo holds.
We are selling up to 2890. You have 0 in your holds.
How many holds of Fuel Ore do you want to buy [20]? 0
{You pass up the fuel ore because they are also selling organics, and
organics are more valuable.}
You have 620 credits and 20 empty cargo holds.
We are selling up to 3270. You have 0 in your holds.
How many holds of Organics do you want to buy [20]?
Agreed, 20 units.
We'll sell them for 494 credits.
Your offer [494] ? 400
We'll sell them for 472 credits.
Your offer [472] ? 420
We'll sell them for 463 credits.
Your offer [463] ? 430
We'll sell them for 460 credits.
Your offer [460] ? 440
You will put me out of business, I'll take your offer.
For your great trading you receive 2 experience point(s).
You have been promoted to Corporal!
You have 180 credits and 0 empty cargo holds.
Shishu Koofom warps out of the sector.
Command [TL=00:45:35] (?=Help)?
So, now that alien is gone and you have made a little money,
plus all your holds are full, which is an improvement over the last
time. Well, you know that sector 4 will buy these organics off you, and
sell you equipment that you can bring back here to sell, so you head
back to 4 and make the transaction. Then you head back here to 5, sell
the equipment, buy the organics, and head back to 4. After a couple
times of making this loop, you have gathered up 5,120 credits, plus your
holds full of organics, and you have been promoted to Staff Sergeant.
Sectors 4 and 5 are called "paired ports" because you can take
what you buy in the one and sell it in the other, and then bring what
you buy in the second one back to the first and sell it. Paired ports
are the best way to make money for the good, honest trader.
But back to the game. Having gathered together a little bit of
cash, you decide it is time to head to sector 1 and buy some more holds,
so you can start making even more money.....
Command [TL=00:43:18] (?=Help)? 1
<Move>
Warping to Sector 1
Sector : 1 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Ports : Sol, Class 0
Planets : Terra (M)
Warps to Sector(s) : 2 - 3 - 4 - 5 - 6 - 7
Command [TL=00:43:15] (?=Help)? P
<A> Attack this Port
<T> Trade at this Port
<Q> Quit, nevermind
Enter your choice [T] ?
<Port>
Docking...
One turn deducted, 44 turns left.
You have 5,120 credits.
Commerce report for: 07/17/03 03:10:58 PM You can buy:
A Cargo holds : 566 credits / next hold 8
B Fighters : 204 credits per fighter 24
C Shield Points : 145 credits per point 35
Which item do you wish to buy? (A,B,C,Q,?) A
You have 20 cargo holds.
Installing your next Cargo hold will cost 566 credits.
How many Cargo Holds do you want installed? 8
The cost for 8 more holds is 5,096 credits.
Are you still interested in buying them? Yes
You have 24 credits.
Commerce report for: 07/17/03 03:11:04 PM You can buy:
A Cargo holds : 726 credits / next hold 0
B Fighters : 204 credits per fighter 0
C Shield Points : 145 credits per point 0
Which item do you wish to buy? (A,B,C,Q,?) Q
You can see that a class 0 port looks very different from the
other ports. It sells the essentials you need to survive in the Trade
Wars universe. The holds you just purchased are expensive, but they
will pay for themselves many times over, and you will soon see the
effects of adding holds.
Now what? You could go back to 4 and 5 and keep looping between
them, but you decide to see what is happening in the rest of FedSpace.
So at the command prompt you enter 6.....
Command [TL=00:43:03] (?=Help)? 6
<Move>
Warping to Sector 6
Sector : 6 in The Federation (unexplored).
Beacon : FedSpace, FedLaw Enforced
Ports : Mongo, Class 5
Aliens : Annoyance Shishu Koofom, w/ 159 ftrs,
in Aruaw Mecicut (Yokotosaki CargoTran)
Warps to Sector(s) : 7 - 1 - 5 - 757 - 575 - 730
Command [TL=00:42:03] (?=Help)?
Well, well, well, look who we have here! Oh well, can't do
anything to him yet, so might as well see what is going on in port
Mongo. To do that, you go into your computer and call up the port
report for sector 6....
Command [TL=00:42:03] (?=Help)? C
<Computer>
<Computer activated>
Computer command (?=Help) ? R
What sector is the port in? [6]
Commerce report for Mongo: 07/17/03 03:12:12 PM
Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Selling 2750 100% 0
Organics Buying 3010 100% 20
Equipment Selling 2910 100% 0
Computer command (?=Help) ?
Fortune smiles upon you and you can trade here. So you drop out
of the Computer Menu and hit P for port. After this transaction is
completed, you decide to head on to sector 7 (sectors 1 through 10 are
FedSpace and you want to see all 10 before you quit)......
For your great trading you receive 2 experience point(s).
You have been promoted to Gunnery Sergeant!
You have 114 credits and 0 empty cargo holds.
Command [TL=00:41:31] (?=Help)? 7
<Move>
Warping to Sector 7
Sector : 7 in The Federation (unexplored).
Beacon : FedSpace, FedLaw Enforced
Warps to Sector(s) : 8 - 2 - 1 - 6 - 389 - 508
Command [TL=00:41:27] (?=Help)? 8
<Move>
Warping to Sector 8
Sector : 8 in The Federation (unexplored).
Beacon : FedSpace, FedLaw Enforced
Ports : Franzen, Class 6
Warps to Sector(s) : 543 - 178 - 2 - 7
Command [TL=00:41:24] (?=Help)?
In port Mongo you received enough experience points to get the
promotion to Gunnery Sergeant. Sector 7 was empty, but there is a port
in sector 8, class 6. Going into the computer for the port report, you
see that a class 6 port sells organics and equipment; you have equipment
in your holds, so Franzen won't do you any good. Time to head on to
sector 9......
Command [TL=00:41:24] (?=Help)? 9
<Move>
Warping to Sector 9
That Warp Lane is not adjacent.
Computed.
The shortest path from sector 8 to sector 9 is:
8 > 2 > 9
Engage the Autopilot? (Y/N/Single step/Express) [Y]
<Auto Pilot Engaging>
Auto Warping to sector 2
Sector : 2 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Warps to Sector(s) : 9 - 10 - 3 - 1 - 7 - 8
Auto Warping to sector 9
Sector : 9 in The Federation (unexplored).
Beacon : FedSpace, FedLaw Enforced
Warps to Sector(s) : 638 - 10 - 2
Command [TL=00:41:17] (?=Help)? 10
<Move>
Warping to Sector 10
Sector : 10 in The Federation (unexplored).
Beacon : FedSpace, FedLaw Enforced
Ports : Natoko, Class 2
Warps to Sector(s) : 51 - 37 - 18 - 2 - 9
Command [TL=00:41:14] (?=Help)?
Now we have reached the end of FedSpace. A computer check shows
that a class 2 port sells organics and buys everything else. This is
good, since you have equipment in your holds. So you port.....
Command [TL=00:41:14] (?=Help)? P
<A> Attack this Port
<T> Trade at this Port
<Q> Quit, nevermind
Enter your choice [T] ?
<Port>
Docking...
One turn deducted, 36 turns left.
Commerce report for Natoko: 07/17/03 03:13:00 PM
-=-=- Docking Log -=-=-
Spellcaster docked 2 day(s) ago.
Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Buying 3080 100% 0
Organics Selling 3170 100% 0
Equipment Buying 2710 100% 28
You have 114 credits and 0 empty cargo holds.
We are buying up to 2710. You have 28 in your holds.
How many holds of Equipment do you want to sell [28]?
Agreed, 28 units.
We'll buy them for 3,208 credits.
Your offer [3,208] ? 3500
We'll buy them for 3,260 credits.
Your offer [3,260] ? 3400
We'll buy them for 3,267 credits.
Your offer [3,267] ? 3390
We'll buy them for 3,270 credits.
Your offer [3,270] ? 3380
You drive a hard bargain, but we'll take them.
For your great trading you receive 2 experience point(s).
You have 3,494 credits and 28 empty cargo holds.
{Notice how much bigger the numbers are than the first time you traded?
Only halfway through your first day and already you have made great
progress!}
We are selling up to 3170. You have 0 in your holds.
How many holds of Organics do you want to buy [28]?
Agreed, 28 units.
We'll sell them for 583 credits.
Your offer [583] ? 500
We'll sell them for 566 credits.
Your offer [566] ? 510
We'll sell them for 558 credits.
Your offer [558] ? 520
We'll sell them for 555 credits.
Your offer [555] ? 530
I could have twice that much in the Androcan Empire, but they're yours.
For your great trading you receive 2 experience point(s).
You have 2,964 credits and 0 empty cargo holds.
Command [TL=00:40:49] (?=Help)?
Now you might be tempted to head out of FedSpace into the
universe beyond, but you remember hearing that the Ferrengi hang out
close to FedSpace, and you just aren't quite ready to risk those guys
yet. So instead, you decide to go back to sector 6 where you can sell
this stuff, and maybe come back here.....
Command [TL=00:40:49] (?=Help)? 6
<Move>
Warping to Sector 6
That Warp Lane is not adjacent.
Computed.
The shortest path from sector 10 to sector 6 is:
10 > 2 > 1 > 6
Engage the Autopilot? (Y/N/Single step/Express) [Y]
<Auto Pilot Engaging>
Auto Warping to sector 2
Sector : 2 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Warps to Sector(s) : 9 - 10 - 3 - 1 - 7 - 8
Auto Warping to sector 1
Sector : 1 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Ports : Sol, Class 0
Planets : Terra (M)
Warps to Sector(s) : 2 - 3 - 4 - 5 - 6 - 7
Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?
How about that? Sector 1 is right on the way from 10 to 6, and
vice versa. Right now, however, you don't have a lot of cash, so you
decide to go ahead on to sector 6 and make some more. Maybe on the way
back you'll stop in and pick up some more holds. So you go trade at 6,
and on the way back to 10 you stop in at 1, where your 3584 credits
purchase 4 more holds, bringing your total up to 32.
After buying the holds, you still have 556 credits left, not
enough to buy another hold, but plenty to purchase a couple shields and
fighters. You have 0 shields, so you buy 3, which is all you can afford
at the moment. Then you go on your way to 10.
After a couple more runs on the 10-6 route, you have accumulated
6,570 credits. Leaving sector 10 for sector 6, you figure now is a good
time to stop in at 1 and buy some more cargo holds.
Your credits will get you 7 more holds (the merchant cruiser you
are in will take a maximum of 75 cargo holds, so you have a ways to go!)
and three more shields. Now you have 39 holds and 6 shields, along with
the 30 fighters you started out with. Maybe not enough to take over the
galaxy, but it is a good start for a lowly new trader.
You still have 16 turns left, which is enough for a couple more
of the 6-10 runs. You think that the 4-5 run would bring in more money,
but what the hell, 6 and 10 are nice enough, adn you always have the
option of dropping in on Sol on your way through 1, so you make your two
more runs, and then you are sitting in sector 10 with two turns left for
the day. You decide to head back to sector 1, taking two turns, and hang
out there. So, with all your trading for the day completed, it is time to
see how you did for yourself and where you stand.....
Command [TL=00:36:04] (?=Help)? I
<Info>
Trader Name : 1st Sergeant Galactic Grunge
Rank and Exp : 48 points, Alignment=0 Neutral
Ship Name : Scrubby Sponge
Ship Info : QuadStar Merchant Cruiser Ported=19 Kills=0
Date Built : 03:05:37 PM Sun Jul 17, 2003
Current Sector : 10
Turns left : 0
Total Holds : 39 - Organics=39
Fighters : 30
Shield points : 6
Credits : 8,646
Command [TL=00:35:57] (?=Help)?
Hey, that's not bad! In one short day, you made it all the way
to 1st Sergeant, picked up 48 experience points, increased your holds
from 20 to 39 (almost double!), grabbed 6 shields (not much, but a
start), and best yet, your 300 credits you started out with is now
8,646, AFTER all the stuff you bought. Tomorrow when you start, you can
go ahead and buy a few more holds.
Now it's time to check out where you stand compared to the
competition.....
Command [TL=00:35:39] (?=Help)? C
<Computer>
<Computer activated>
Computer command (?=Help) ? L
List by rank (T)itles or by rank (V)alues (T,V or Q to quit) ? V
Ranking Traders...
Trade Wars 2002 Trader Rankings : 07/17/03 03:18:37 PM
Rank Alignment Corp Trader Name Ship Type
--- --------------------- -- ------------------------------ ------------------
1 380 60 2 Wizard Merchant Cruiser
2 104 4 ** NITEMAN Merchant Cruiser
3 99 10 ** The Voice Merchant Cruiser
4 85 -47 1 The Empire Merchant Cruiser
5 48 0 ** Galactic Grunge Merchant Cruiser
6 47 84 ** Alakh Inc. *** Escape Pod ***
7 44 2 ** phantasm Merchant Cruiser
8 20 3 ** Phantasm'S Bbs Merchant Cruiser
9 3 0 ** CYBERDOC Merchant Cruiser
10 1 0 ** Drruth # Ship Destroyed #
11 1 1 ** anarchyper Merchant Cruiser
12 1 1 ** Mad Jackson Merchant Cruiser
13 0 -5 ** X # Ship Destroyed #
14 0 -10 ** Mr. X # Ship Destroyed #
15 0 -20 ** Dale Canfield Merchant Cruiser
Computer command (?=Help) ?
Hey! Look at that! All of a sudden you are number 5 and a
trader to be reckoned with as far as the future goes! You chuckle as
you pour yourself a beer and kick back in the officer's lounge. Man,
these guys! Well, I am here, and I am ready.
Not much else to do. You could muck around in your computer a
little, but there is really nothing to be gained by it, so you go ahead
and decide to quit and head back to the BBS......
Computer command (?=Help) ? Q
<Computer deactivated>
Command [TL=00:35:16] (?=Help)? Q
NOTICE: If you remain in this sector you will be in violation
of U.F.P. Regulation number FS-32.4b which limits the number
of ships that may remain parked in a FedSpace sector. Violation
of this regulation will cause immediate eviction from the sector
of FedSpace as soon as a Federation Ship becomes aware of the
infraction. FS-32.4b limits squatters to 0 per sector.
<Quit>
Confirmed? (Y/N)?
What?!?!?! Oh, man! You know that sometime between now and
tomorrow when you play again, you are going to be towed out into the
wider universe. That's a bummer, since you don't have a lot in the way
of defenses, so you probably should get into the game as early as you
can the next day to get out of this situation. Hopefully, nobody will
blow you up between the time you get towed and the time you come into
the game again!
SUMMATION AND CONCLUSION (finally!! you say)
The above scenario was just one way you could decide to begin a
game. That strategy has worked for me, so it must be pretty good, but
there are certainly others, and I am sure that other experienced players
will tell you there is a better way to go about it. Whatever.....
One alternative would be to pick some random sector number from
the first sector and go on a long auto-warp out into space. While there
are advantages to such an approach, it is risky and you will not make
very much money, especially with only 20 holds. Without holds you
cannot get much of anything else, so buying holds is always my first
priority. My second priority in a new game is buying shields in case I
hit the Ferrengi homeworld by accident when I start exploring, or I run
across a Ferrengi assault trader and have to flee. After a day or two
of mucking around in FedSpace, however, you would be ready to get into
the outer universe with a good chance to survive a single encounter, and
with 75 holds you can start making some serious cash while you explore.
So once you have the holds and a few shields, then you set out
to explore the universe, and your next priority is to find StarDock.
Until you can find it you are stuck with your merchant cruiser, and if
you do happen to get blown up (it happens frequently, so don't worry if
it happens to you), you will have to try to find a way to get rid of
your escape pod and get into a scout marauder. Many people
self-destruct, and it is an option, but you lose 10 alignment points,
which could make you evil, and you have to skip a day of playing.
Generally, it is not a good idea. If mines were your end, or especially
the Ferrengi homeworld, just run your pod into the sector and it will be
history. Tomorrow you get a new Scout Marauder, and don't lose any
alignment. hehehehe, neat little trick, that one. But a scout is a real
small ship and can only have 25 holds, so you probably want to find the
StarDock fast and get into another ship.
By the time you find StarDock, you probably will have explored a
good chunk of the universe, and made some good money. Make sure that
each time you make 20-40,000 credits that you get to sector 1 or another
class 0 port and buy some fighters and shields. You also want to scout
out a little hidey-hole since you won't be able to hang out in FedSpace
forever. Look for a dead end, at the end of a three-or-four sector
tunnel.
When you find StarDock, get a density scanner. This handy device
will tell you the relative density and number of warps from each of the
adjacent sectors to your present location. From the relative density
you can generally tell if there is a port in the sector, a planet, lots
of defenses, or nothing. A reading of 0 is an empty sector, 40 usually
means a trader, 100 usually means a port, and several hundred to
thousands means you probably do NOT want to enter unless you are very
powerful (or have a holographic scanner).
I hope that you understand the game a little better now, and are
not simply MORE confused than before. I also hope that I have not
simply bored you to death, although if that were the case you would not
be reading this paragraph. The best way to learn the game is to play,
but hopefully this text will have given you enough information and
examples to get you started, to give you the confidence to get out there
and try it out. Once you have done it, you will start to feel more
confident, and might even start challenging the established players.
BEWARE! There is a great deal of subtlety to this game, and many little
tricks that experienced players learn. Many people play this game
almost religiously, and they are not to be challenged lightly. But for
the most part, you will be left alone by most of the really good players
at least until you have established yourself as competition. Some of
the top players also take pity upon new players and offer protection and
alliance (especially when that player is sysop of the board trying to
get new players involved!). It is usually the fair-to-middling players
who pick on the new people, and if you concentrate, learn, and take it
easy, you will eventually be able to get your revenge on the little
bastard who blew you up. Maybe you will come upon him in open space
some day, and even if you don't have any fighters, you can post a
general announcement (A on the Computer Menu), and some powerful trader
who has been WAITING for a chance to grease that sucker will do the
honors. Generally a scumbucket who would attack an innocent novice
trader has garnered many enemies!
Final suggestions for learning the game are to get a copy of the
player's guide (TWINSTR1.ZIP or .DOC) and print it out, and to ask
questions about anything that is confusing. Also, another good thing to
do might be to try and join an established corporation. Once on board,
the other players will be glad to help you out. Maybe you can go over
to the house of one of your teammates, and you can take turns playing
from the same computer. That way you get to watch, and get on-the-spot
guidance while you play. Beware corporations where they make you pay
money to join! Say no thanks, and ask another one. Eventually you will
find some nice people. Ask around.
So, without further ado.... GOOD LUCK AND HAPPY TRADING!!!!!!