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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!!!!!!
-
-