Someguy's TradeWars Manual Text

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Revised - May, 1997

Someguy Enterprises Presents:

How To Play TradeWars And Stay Alive!

Written By: Fred Wehner

Email address:

Web Page:


>>> Updated for: MBBS game ver. 2.02, and DOS game ver. 2 beta 8


PART ONE: History of The Game . . . . . . . . . . . . . . . . 4

PART TWO: Beginner's Basics . . . . . . . . . . . . . . . . . 5

The First Day . . . . . . . . . . . . . . . . . . . . . . 5

Exploration . . . . . . . . . . . . . . . . . . . . . . . 6

Building a Home Base . . . . . . . . . . . . . . . . . . . 7

PART THREE: Advanced Topics . . . . . . . . . . . . . . . . . 10

Ship Types . . . . . . . . . . . . . . . . . . . . . . . . 10

Ship Specifications . . . . . . . . . . . . . . . . . . 12

Commentary on Ship Types . . . . . . . . . . . . . . . 14

Ship Summary . . . . . . . . . . . . . . . . . . . . . 18

Planet Types . . . . . . . . . . . . . . . . . . . . . . . 19

Upgrading the Citadel . . . . . . . . . . . . . . . . . 20

How to Make The Big Bucks . . . . . . . . . . . . . . . . 22

Defense Strategy . . . . . . . . . . . . . . . . . . . . . 24

Defensive Weapons . . . . . . . . . . . . . . . . . . . 24

Complete Defense Setup . . . . . . . . . . . . . . . . 26

Planetary Defenses . . . . . . . . . . . . . . . . . . 27

Invasion Strategy . . . . . . . . . . . . . . . . . . . . 30

Alignment & Experience-Point Tricks . . . . . . . . . . . 34

How to Increase Experience Points . . . . . . . . . . . 35

How to Reduce Experience Points . . . . . . . . . . . . 36

How to Move Alignment in the Positive Direction . . . . 37

How to Move Alignment in the Negative Direction . . . . 38

Alignment & Experience Points Considerations . . . . . 39

Playing Good . . . . . . . . . . . . . . . . . . . . . . . 40

Playing Evil . . . . . . . . . . . . . . . . . . . . . . . 41

PART FOUR: Miscellaneous Topics . . . . . . . . . . . . . . 44

Towing . . . . . . . . . . . . . . . . . . . . . . . . . . 44

Lost Commission . . . . . . . . . . . . . . . . . . . . . 44

Colonist Life Cycle . . . . . . . . . . . . . . . . . . . 44

Cloaks . . . . . . . . . . . . . . . . . . . . . . . . . . 45

Limpit Mines . . . . . . . . . . . . . . . . . . . . . . . 45

Capturing Ships . . . . . . . . . . . . . . . . . . . . . 45

Evil Imperial StarShip . . . . . . . . . . . . . . . . . . 45

Helper Programs . . . . . . . . . . . . . . . . . . . . . 45

Density Scanner . . . . . . . . . . . . . . . . . . . . . 46

Ship Passwords . . . . . . . . . . . . . . . . . . . . . . 46

Attacking Un-Occupied Ships . . . . . . . . . . . . . . . 47

Sysop Settings . . . . . . . . . . . . . . . . . . . . . . 47

Using Bugs . . . . . . . . . . . . . . . . . . . . . . . . 47

Revenge of The Ferrengi . . . . . . . . . . . . . . . . . 47

Capturing The Ferrengi Scorpion . . . . . . . . . . . . . 48

Changes in Bust Clearing . . . . . . . . . . . . . . . . . 48

Credits . . . . . . . . . . . . . . . . . . . . . . . . . 49

Revision History . . . . . . . . . . . . . . . . . . . . . 49

Begging For Help . . . . . . . . . . . . . . . . . . . . . 50

Page 4

PART ONE: History of The Game

Tradewars, it's a Life, not a Game. At least that's how a lot of people
see it, just ask any addict!

Tradewars was invented in the early 1980's by Chris Sherrick. Back
then, the game was a very simple affair, one type of ship, no planets,
etc. Approximately 10 years ago, Chris sold his software source code to
several individuals, one of whom was Glen Fredericks of Clifton, NJ.
Glen developed the game for several years, and invented the random
universe creation. I first learned the game on Glen's BBS, having a lot
of fun working with him (back in the mid 80's) on beta testing of early
versions. Various authors took the game in different directions, but
most of them were eventually abandoned.

About 1990, the dominant author became Gary Martin. This is the version
that has survived to this day. Gary added most of the features that are
present in the current game including: the Ferrengi, all the different
ship types, planets, and the wonderful graphics that make the game so

Today, Gary's product is available in 2 forms. There is the multi-
player game for Major BBS (MBBS) and the DOS version used by other BBS
types such as PCBoard that run it as a "door", generally as a single
player game. The DOS version can be run at home without a BBS. Most
features are identical in both games, though minor differences do exist.
Most of the development work is done on the MBBS Version, the DOS
version is lagging behind.

The MBBS Version has much greater flexibility for sysop configuration
and has all the latest tricks lacking in the DOS Version.

The DOS version is available as shareware (download it from my web-page)
and the MBBS version is obtainable only from the author at costs
starting at $ 700.- or so. (sigh)

Page 5


The following is intended to teach new players how to get started and
survive the first few days, and to remind the more experienced players
of the basics.

In order to play competitively, you really *must* get a program called
TWHELPER, and send in the registration for it. It's cheap, and worth
every cent. This program will do many many things for you
automatically: locate and plot the course to the nearest trading ports;
do the actual trading for you automatically and very profitably while
you're off raiding the fridge; move you from one sector to another
scanning every sector ahead of you; and stopping when anything nasty is
ahead! It will locate enemy forces for you, and will perform most every
function, except the basic strategy. TWHelper is available from my
webpage, or from the Author:

Just FUN Software
4790 Naniloa Drive
Salt Lake City, UT. 84117

There are other "helper" programs available, also available from my
website, but I feel TWHelper is The Best.

The First Day.

When you enter the game for the first time you will find yourself in a
ship type called the Merchant Cruiser. It seems like a good ship, but
take my word for it, it's NOT the ship to have. Sell it immediately!

Hit the V command to locate Stardock, go there immediately, and trade
the Cruiser in to purchase a Merchant Freighter.

The Freighter is a small ship, and cannot carry many armaments, but it
does move from one sector to another using only 2 turns. That's as
efficient as it gets. (The Cruiser you started with took 3 turns to
move). The Freighter is able to carry 65 holds which is pretty decent,
and best of all, can carry a Holo Scanner. The Holo Scanner is critical
for efficent exploration....more on this later.

As soon as you have sold the Cruiser and bought a Freighter, you will
need to outfit it. You *must* buy a scanner, but at the start you will
be able to afford only a Density Scanner. Get it! You should split
your remaining cash, half on fighters (don't get more than 100 now) and
spend the rest of your cash on holds to carry cargo.

Page 6

When you blast off from Stardock, you'll find that other players cannot
attack you while you are still there. You are safe in Fedspace (sectors
1 thru 10 and at Stardock) unless your experience points exceed 1,000 or
you become evil.

Now you need to make some money quickly. Go off in some random
direction and look for a trading port. Once you find a port use the
Density Scanner to see if any other port is next door, then go there.
The idea is to locate a pair of ports next door to each other, where
each one buys what the other one is selling. That way, you can just
move back and forth and be carrying a load of product both ways. That's
the way to make some quick bucks.

Every once in awhile, get the report from sector 1 (command C R 1) and
see if you can get a bunch more holds yet. Your goal is to get a total
of 65 holds on your freighter as fast as possible.

If you happen to run across another player in the game, run like [heck]!
You would waste your assets trying to kill someone and you don't want to
make an enemy on the first day.

Once you have bought some more holds and have a perhaps 50,000 credits,
go back to stardock and start thinking about some serious exploration.
This seems to be a big waste of time and credits, but over the long run
it's absolutely critical.


Sit at Stardock in safety and get TWHELPER running. Once it's up, you
then issue the /k command which sends a long list of numbers into
twhelper's database. This list includes all the map data for the
sectors you have explored so far. Then issue the /r command and all the
known ports will go into your twhelper database.

Next, issue the /U command using the sector number for stardock. For
example, if stardock is sector 934, then the command is /934U. This
command can take over an hour or two to complete, but you need not be
there watching. Go out for a beer while it's running. It will plot a
course from stardock to every sector in the game, and back. After this
is done, issue the same command using sector 1, namely /1U. You need
not be in those sectors when you do it, just be sure to include the
sector numbers. This will give twhelper a real good idea of the
physical map of the entire universe, though not the location of the

Page 7

Once you have completed the /U commands, twhelper will know where the
longest tunnels are, and you may use the /6E command to automatically
shoot E-probes into the farthest sectors. Once probed, those sectors
will be included in twhelper's database. I like to shoot off a minimum
of 25-50 E-probes as soon as possible before doing anything further.

When you've used your probes, go out and do some manual exploration with
the Holo Scanner. Again, twhelper does this automatically, using the
/2e command. This command causes your ship to travel around, trading as
it goes, and it will automatically holoscan any unexplored sector it
comes to. Those holoscanned sectors then go right into twhelper's
database. By the end of your turns for the day, you will have a good
bit of the universe explored, and have accumulated a nice chunk of cash
by trading on the way. Once you make it back to Stardock, spend most of
your cash on more probes, and shoot them at that time. It might be a
good idea to keep a little bit, say 50,000 credits, in the Bank at
StarDock for a rainey day.

The goal is to get as large a percentage explored as quickly as
possible. You can probably explore at least 75% of the universe in the
first 3 days.

At the end of each day's turns, you will want to be sure your experience
points (XP) is under 1,000 so you'll still be safe in fedspace. See the
section on XP and Alignment tricks to reduce your score. Remember, the
score is worthless to you at this point. What good is it if you get
killed and lose your ship and cash?

Building a home base:

After you have at least 75% of the universe explored, and have shot off
at least 50 E-Probes (100 would be better), you will know the location
of all the deepest tunnels. A tunnel is a string of sectors in a row
that end in a dead end. Your base will be in the dead end, and any
invader will have to get thru whatever defenses you can pile up in front
of it, sector by sector. The longer the tunnel, the more stuff you can
pile up to hide behind, and the safer you will be. I don't feel secure
unless I have at least 5-6 sectors of nasty stuff protecting me.

Even better than a tunnel, is a tunnel that spreads out in the back.
That way you can have several sectors of defense protecting a larger
number of sectors that you will then control.

You will want to have several players joining you in a corporation, so
that you will be able to raise enuff cash quickly...the way I like to do
it requires a million or two million credits to get started building.

Page 8

If you start building too soon (and you haven't earned enough credits to
buy decent defenses) another player will surely come along and raid you,
taking all your stuff nearly for free. He'll then enjoy the fruits of
your labor because you didn't wait until you could defend what you

Start by finding a ore selling port, at or near the dead end. This will
be your home sector.

Build a nice navigation hazard (NavHaz) at the mouth of the tunnel. Do
this by building planets and detonating them. The ideal way is to build
as many as 30-50 (minimum 25) planets all in 1 sector in your tunnel,
near the mouth, and blowing up 5 of them once they are all built. This
will give you a 50% navhaz, which will have a 50% chance of killing 500
fighters off of any ship that tries to enter, including yours. Then,
each night, during the bbs cleanup process, 2 of the planets will
collide, and add another 20% to the haz. In a few days, it will
approach 100%. (There is one drawback to this, in that the sector
number of and colliding Haz Planets will be noted in the News Log, so
everyone will know where you're located immediately. On the other hand,
they'll find you quickly enough regardless.) Use your judgement on this
one. Leave as many defensive fighters in this sector as possible at this
time, up to 2,000 or 3,000. The bad guys can still get through, but
they will certainly think twice before trying it, and it will definitely
discourage casual raiders from browsing your tunnel.

Buy all the mines you can afford, and put them in the next sector after
the NavHaz. Any invader could easily use mine disrupters to kill your
mines, but if they have to go into your NavHaz each time to bring more
disrupters, they won't enjoy getting hit each time. It takes 4 trips
into the haz to bring enuff disrupters to kill 250 mines. Not fun! The
reason for the 2-3000 fighters(figs) in the first sector is so that the
occasional Ferrengi doesn't blunder into your minefield and waste them.

Now, it's time to build your home planets.

There is more data later, but for now, it is best to build 4 mountainous
planets and 1 oceanic type. You cannot select which planet type to
build, it is random. Once there are 5 planets, and some of them are not
the type you want, just blow them up and replace them, one by one.

The best port to locate at is a SBS, but a SBB will do also. The SBS is
best, because you'll then have fuel ore there for twarp, and equipment
available for upgrading your planets. Btw, the only product your planets
will ever produce for sale, is organics. More on this later.

Page 9

Bring in the minimum of 400 colonists from terra, and enough product to
upgrade the planets, and start a citadel on the first planet. Then move
the colonists to the next planet, and start citadels on each. The
colonists do NOT need to remain on the planet while you wait for the
upgrade to be finished. You want your upgrades started as soon as
possible, as each level of citadel will do more for you in the way of

Once you've gotten your citadels started, get back to making money by
trading, and also continue your exploration. You will need every cent
you can scrape up, to increase your defenses.

Be sure you have at least one player in a Tholian Sentinel sitting in
the same sector as your planets, as this makes it extremely expensive
for raiders to blow you away, and it won't cost you all that much in the
first place.

Any players on your team that have under 1,000 XP points, and are
"goodies" can park overnite safely in fedspace. If they have over 100
fighters on them, they will be towed out to a random sector in space by
the Feds during the nightly cleanup.

Page 10


Ship Types:

There are 19 types of ships in the TW Universe, and all are different.
The most important concern is trading efficency, but there are various
things to consider.

There is the "gross trading capacity" which is the number of holds
divided by the number of turns it takes to move to the next sector. This
is a rough idea of how good a trader a particular ship type is, but it
does not cover several questions of overhead.

Some considerations:

1) Turns used at the beginning of each session, traveling to the first
trading port.

2) Turns used to move to a new trading pair, when you've drained a
particular pair of ports. Ships with many holds, lose some of their
efficiency because they trade out the ports in only a few round trips
and must move on to another pair much more often, thereby wasting a
greater percentage of their total turns, just moving from one area to

3) Turns used to travel back home from the last trading pair of the day.
T-warp ships gain a small advantage here.

4) The ISS and Corp.Flag have a possible advantage at certain stages of
active games, when most adjacent trading port pairs are badly traded
out, so twarp-trading can give them an advantage when other ships cannot
find decent trading pairs.

These items of overhead vary widely on various ship types, and penalize
slower ships that take more turns to move. Large ships suffer the other
penalty of draining ports quickly and having to move on more often.

My calculations show that while the Freighter wastes perhaps 14% of it's
turns this way...the Colonial transport wastes a full 59% of it's turns
like that! That's why a Freighter will earn you 2/3rds more money per
day than a Colonial Transport will!

Page 11

I spent quite a few hours constructing a spreadsheet that calculates the
efficiency of the various ship types, taking all the overhead factors
into consideration. The following chart shows general data on each ship
type, including the "T.E." factor (Trading Efficiency).

Each individual game's universe varies greatly from all others, so "your
mileage may vary". If you find yourself earning 500,000 credits a day
in the Cruiser that you started with and you think that's good...then
just take a Freighter's T.E. and divide it by your Cruiser's T.E. and
multiply by what you're earning now: 100/72*500,000 and see you could
be earning almost 700,000 credits a day...not bad eh?

Here's a chart showing all the ship types, with some handy data, and on
the far right column is my "T.E." Trading Efficiency Factor.

Page 12

Ship Specifications:

 !  ! Max  ! Max  ! Max  !Combat!  !
# Ship Type  ! Turns !Holds ! Fighters !Shields! Odds ! T.E.!
0 Escape Pod 6 5 50 50 .7 2

1 Merchant Cruiser 3 75 2,500 400 1.0 72

2 Scout Marauder 2 25 150 100 2.0 41

3 Missile Frigate 3 60 5,000 400 1.3 59

4 BattleShip 4 80 10,000 750 1.6 55

5 Corporate FlagShip 3 85 20,000 1,500 1.2 84

6 Colonial Transport 6 250 200 500 .6 61

7 CargoTran 4 125 400 1,000 .8 78

8 Merchant Freighter 2 65 300 500 .8 100

9 Imperial StarShip 4 150 50,000 2,000 1.5 93

10 Havoc Gunstar 3 50 10,000 3,000 1.2 52

11 Starmaster 3 73 5,000 2,000 1.4 71

12 Constellation 3 80 5,000 750 1.4 76

13 T'Kasi Orion 2 60 750 750 1.1 93

14 Tholian Sentinal 4 50 2,500 4,000 1.0 36

15 Taurean Mule 4 150 300 600 .5 88

16 Interdictor Cruiser 15 40 100,000 4,000 1.2 5

17 Ferrengi Assault Trader 2 50 3,000 200 1.0 79

18 Ferrengi Battle Cruiser 3 75 8,000 800 1.2 72

19 Ferrengi Dreadnought 4 100 15,000 1,000 1.4 66

Page 13

Page 2 of Ship Specs:

 ! Teleport !  ! Genesis ! Safety ! Total !
# Ship Type  ! Range  ! Mines! Torpedo ! Rating ! Cost !
0 Escape Pod - - - 70 N/A

1 Merchant Cruiser 5 50 5 2,900 131,695

2 Scout Marauder - - - 500 27,785

3 Missile Frigate 2 5 - 7,020 146,832

4 BattleShip 8 25 1 17,200 190,236

5 Corporate FlagShip 10 100 10 25,800 352,285

6 Colonial Transport 7 - 5 420 711,400

7 CargoTran 5 1 2 1,120 226,125

8 Merchant Freighter 5 2 2 640 100,015

9 Imperial StarShip 10 125 10 78,000 669,290

10 Havoc Gunstar 6 5 1 15,600 216,642

11 Starmaster 3 50 5 9,800 364,899

12 Constellation 6 25 2 8,050 171,840

13 T'Kasi Orion 3 5 1 1,650 79,420

14 Tholian Sentinal 3 50 1 26,000 106,060

15 Taurean Mule 5 - 1 450 312,500

16 Interdictor Cruiser 20 200 20 124,800 586,170

17 Ferrengi Assault Trader - 10 - 3,200 N/A

18 Ferrengi Battle Cruiser 2 25 3 10,560 N/A

19 Ferrengi Dreadnought 5 50 6 22,400 N/A

Page 14

The listing under "Safety Rating" is the total fighters plus shields,
multiplied by the ship's odds. This is the number of fighters it will
take to kill a fully loaded ship of this type, assuming an attacking
ship with 1:1 odds. Please note that the Tholian Sentinel's rating
would be only 6,500 if if it had no planet in the sector.

The Cost figures shown above include full holds, and HoloScan if
available, Density Scanner if not, and none for those ships that can't
accept them. T-warp (type 2) is included, where available. Shields and
fighters would be additional. Cost of Ferrengi ships is not shown,
because they can't be purchased, only captured.

Commentary on Ship Types:

0) Escape Pod: This is what you wind up in when your ship gets blown
-------------- up. It takes 6 turns per hop to move, and it's totally
worthless. It's only purpose is to take you to stardock and buy a real
ship. If you have no money, at least trade the pod for a Scout, as the
pod has enough resale value to buy one. Only one redeeming feature,
this ship cannot be captured at all, only destroyed, so if it's loaded
with corbomite, it makes a nasty surprise for someone. You get a maximum
of 2 pods per day, after that, you are dead until tomorrow.

1) Cruiser: TE=72, 3 turns, 75 holds. This is the ship all new
----------- players start out in. Not the best type of ship, take it
directly to stardock, and trade it for something else, preferably a

2) Scout Marauder: TE=41, 2 turns, 25 holds. Not good for trading,
------------------ but it does have 2:1 combat odds, so it can be
useful to attack other small ships. I like to use them in invasions
when the "victims" are not online at the time. If there are no Quasar
Cannons on planets in the sector, this ship's combat odds (2:1) make it
the cheapest way to mow down large quantities of sector fighters and
heavily defended ships, very cheaply! You'll need a teammate there in a
large ship to keep feeding you more fighters though, as it can carry
only 250 fighters. Density Scanner only. This ship does not have an
escape pod, so if you get killed in one of these, you're dead until

Page 15

3) Missile Frigate: TE=59, 3 turns, 60 holds. Not a good trading
------------------- ship, or anything else. Useful only in that it can
carry Photon Torpedos (max of 10). This is the only photon-capable ship
that is available to evil players until 3 months or so into the game
when the Ferrengi start building Dreadnoughts. The technique is to
shoot the P-torp from the Missile Cruiser, then teleport to a larger
ship, and drive into the sector, quickly. One big drawback, this ship
cannot carry a scanner (not even density), so you never know what's in
the next sector, and that's really dangerous when you are carrying a
Photon Torpedo! Yikes! It does come with a combat scanner which, when
you start to attack another ship, shows you how many shields the other
guy has, but this is not really a great feature as this is not an attack
ship. I see this ship only as a Photon carrier for evil players.

4) Battleship: TE=55, 4 turns, 80 holds. Not the best trading ship,
-------------- but has excellent fighting odds at 1.6 to 1. It comes
with a built-in Combat Scanner which shows how many shields your victim
has when you attack. And with it's large fighter and holds capacity,
it's probably pretty good for players who are just learning and are not
going to be using all their turns each day anyway. Due to the fighting
odds of this ship, it's hard to get killed in one! A perfect ship for
casual players.

5) Corporate FlagShip: TE=84, 3 turns, 85 holds. A decent trading
---------------------- ship, and it has t-warp capability, which makes
it OK for t-warp colonizing, if you can't get an ISS. Only the CEO of
each corporation is permitted to use one of these though. It comes with
a Combat Scanner, to tell you how many shields your victim has when you

6) Colonial Transport: TE=61, 6 turns, 250 holds. In spite of it's
---------------------- huge cargo capacity, it's high number of turns
needed to move, makes it a poor trading ship. It cannot take ANY type
of scanner, so you're always flying blind, and it's too damned expensive
to by the holds. This ship is useful only for one single purpose, planet
trading. More on this later.

7) CargoTran: TE=78, 4 turns, 125 holds. A so-so trading ship, but
------------- poor fighter capacity, and lousey combat odds, and real
expensive to buy the holds. A poor choice, unless you just wanna play
out your turns very quickly.

8) Freighter: TE=100, 2 turns, 65 holds. Reasonable holds capacity,
------------- and 2 turns to move, makes it THE BEST trading ship.
It can carry a holoscanner for exploration, and it's cheap.

Page 16

9) Imperial Starship (ISS): TE=93, 4 turns, 150 holds. A good trading
--------------------------- ship, heavily armed, great fighting odds,
can carry the Photon Torpedo (max of 5), and has T-warp capability. This
is the IDEAL ship for colonizing. A wonderful ship, but it requires an
Imperial Commission to be able to get into one of these. They're
expensive, and definitely worth every cent.

10) Havoc Gunstar: TE=52, 3 turns, 50 holds. Not a trading ship, but
------------------ good for evil players for use in robbing ports.
Nicely armed. This is the only ship with T-warp capability that is
available to players lacking an Imperial Commission and who are not CEO
of their corporation.

11) Starmaster: TE=71, 3 turns, 73 holds. A reasonable trading ship,
--------------- reasonably armed, etc. No T-warp. Get a Constellation

12) Constellation: TE=76, 3 turns, 80 holds. Reasonable trading ship,
------------------ very much like the Starmaster, but 10% extra holds
capacity. No t-warp capacity, but not a bad ship.

13) T'Kasi Orion: TE=93, 2 turns, 60 holds. Very simmilar to the
----------------- Freighter, but has density scanner only, no
holoscanner, so is not suitable for exploration. Slightly better
fighter capacity than the Freighter, but slightly less efficient trader.
Go for the Freighter instead.

14) Tholian Sentinel: TE=36, 4 turns, 50 holds. Not a trading ship,
--------------------- it's only single purpose is to sit in a sector
and protect your corp's planets, especially when you're not online.
While in a sector with your corp's planets, it defends at 4 to 1 odds,
and when loaded with 4k shields, and 2,500 fighters, it will take an
invader in an ISS about 17,333 fighters to destroy it. Not bad when
you're still poor. This defense works any time the ship is occupied by
a corp member, whether online or not. No t-warp.

15) Taurean Mule: TE=88, 4 turns, 150 holds. An OK trading ship, but
----------------- lousey combat odds, small fighter capacity, and no
holoscan or t-warp.

Page 17

16) Interdictor Cruiser: This thing takes 15 turns to move, enuff said!
------------------------ Forget trading. If the player is in the game,
the interdictor beam will hold fast any other ship that comes into it's
sector, and can then be captured at leisure, like a spider eating a fly.
But, when the player is not in the game, the interdictor feature does
NOT function. Also, the interdictor feature does not work in FedSpace.
One possible use, planetary defense, as it can hold up to 100,000
fighters. The huge fighter capacity makes it ideal for large-scale
invasions, as it can probably withstand the brunt of shielded Q-Cannons
and survive.

17) Ferrengi Assault Trader: TE=79, 2 turns, 50 holds. Much like a
---------------------------- Freighter or T'Kasi Orion, but not as many
holds for trading, and no scanner at all, yikes! Sell this thing quick!

18) Ferrengi Battle Cruiser: TE=72, 3 turns, 75 holds. Sort of like a
---------------------------- Starmaster or Constellation, but not as
good. They do have a nice resale value at Star Dock. Sell em!

19) Ferrengi Dreadnought: TE=66, 4 turns, 100 holds. Poor trader.
------------------------- No t-warp. Sell it. However, evil players
may wish to consider it as an invasion ship, as it *CAN* carry a single
Photon Torpedo! If only it had T-Warp!

Note on Ferrengi ships: These cannot be bought at Stardock, they can
only be captured from a Ferrengi. This is easily done, but the Ferrengi
carry Grudges! Which means that this particular Ferrengi will come and
find you later in the game. Also, this alerts the Ferrengi Overlord who
will raid the [heck] outta you after the game is about 2 months along.
NEVER molest a Ferrengi ship!

20) Ferrengi Scorpion: ACK! This ship is piloted by the Ferrengi
---------------------- Overlord, a game generated character, much like
Captain Zyrain, and you cannot harm or capture it in any way. If you
fire a Photon Torpedo at it, your torpedo will come right back at you,
and YOU will get hit, and lose all your turns! The Ferrengi Overlord
character first appears in the game at around Day 45 or so. It's main
function so far appears to be raids on player's sectors, in a totally
random fashion. The Overlord T-Warps into any random sector, and if
player's fighters or mines are there, they are immediately converted to
Ferrengi fighters and mines. You receive a message from your fighters
stating that they have been disrupted. This ship type is a very recent
addition to the game, and is not affected by Level 6 Planets, fighter
attacks, mines, etc.

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21) Federation Starship: These cannot be owned by a player, they are
------------------------ only used by the 3 Federals. They are
indestructable, and trying to attack them will get you killed, no matter
what you are driving, or what armaments you may have.

The best trader is the Merchant FREIGHTER. It has every capacity except
t-warp or photon torpedos, and is the trading ship of choice,
especially for small players. Nothing, but nothing can out-earn this
type of ship in trading. It's also great for evil players doing
sell/steal, or robbing.

A great ship is the ISS, but it's expensive and requires a commission,
and is therefore not available for evil players. Nothing beats this
ship for colonizing, or for invasions.

The CorpFlag is available to the CEO of any corp, either good or evil,
and makes a decent trader, and can be used for colonizing, and by evil
players for various crimes. Nice ship if ya cannot get an ISS.

The Havoc Gunstar is good for Evil players for robbing.

The Ferrengi Dreadnought is a good photon attack ship for evil players.

Another choice is the Constellation, a decent trading ship, reasonably
armed with nice cargo capacity. It's only flaw is the lack of T-Warp.

New players might consider the Battleship, a so-so trader, but has large
cargo capacity, and heavily armed. It is really hard to kill this
thing. If you're tired of getting killed everyday, go for one of
these, it's got 1.6 to 1 combat odds...nice. It lacks T-warp capacity.

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Planet Types

There are several types of planets available, but some are worthless,
and the good ones should be used for certain purposes only. Here is
some info on the useful types:

Mountainous Type: This type builds citadels and upgrades them faster
----------------- than any other planet type, and is useful for making
large amounts of fighters, and fuel ore which fuels the cannons. All
colonists should be working on fuel ore. Most efficent production is
with 20,000 colonists per product. This is the best type of planet to
start with in the MBBS Version of Tradewars. But, in the DOS version
only, landing frequently on this planet type causes colonists to die,
and landings must be kept to an absolute minimum. In the MBBS Version
this is not a problem, and makes a perfect home planet.

Oceanic Type: This type produces organics just as fast as mountainous
------------- types produce fuel ore, and is the only planet type
suitable for producing product intended for sale. All colonists should
be working on organics, and maximum production is with 100,000 colonists
per product. Fighter production is nearly as good as on a mountainous

Volcanic Type: This type produces basically fuel ore and nothing else.
-------------- Not much on fighter production either. It's main value
is as a quasar-cannon. Colonists on it produce twice the fuel ore that
mountains do, and it can store up to 1 million units of fuel ore. This
makes it just about impossible to invade. It does have 1 serious
drawback, its colonists tend to die each time one lands on the planet,
and also when one does a Corporate Planet Scan (command T L). Keep
landing down to an absolute bare minimum, AND put 25% of the colonists
on equipment production (where they do nearly nothing), and the other
75% on fuel ore. This reduces colonist deaths very nicely. Maximum
efficiency is with 50,000 colonists on fuel ore, but don't forget an
extra 12,500 colonists on equipment. And don't be tempted to pick-up
the bit of equipment they produce, as this will kill more colonists!
They are extremely slow to upgrade, but worth it.

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Earth Type: Pretty much worthless in the MBBS Version of Tradewars,
----------- they produce product slowly, and can produce nothing that
cannot be produced much better on another type of planet. It's
capacities are rather low. Some folks use them to produce equipment,
but that same number of colonists could make double the money working on
organics on an oceanic planet type. However, in the DOS Version of
Tradewars, you don't want to use a Mountainous Planet as a home base
because of colonist die-off, so an Earth Type is the planet of choice
for a home base for sleeping in the citadel and for the treasury funds.
The fact that colonists don't die on this type makes it fine for landing
on. Just don't try producing equipment on this planet. Any equipment
needed for upgrades is best bought at a port and brought in. The
optimal number of colonists is 15,000 and all should be on fuel ore.

Vaporous/Gaseous Type: There are rumours that this type produces
---------------------- planetary shields, or other unusual products,
but my personal experience shows that nothing at all is produced on this
type. However, it will upgrade to a very small interdictor planet 3
days sooner than the mountainous type which is a possible consideration.

Desert Wasteland: Same Q-Cannon capabilities, ore production and
----------------- colonist capacity as a Mountainous type, but upgrades
much slower. Worthless.

Glacial Type: Nothing much produced, small capacities, worthless.

Upgrading The Planet's Citadel:

To upgrade a planet to various levels of citadel defense requires
colonists and products. Please note that it is not necessary to leave
the colonists on the planet while waiting for the construction to be
completed. You can trigger the construction, and immediately move the
colonists to another planet. One handy thing to know about the MBBS
version of TW, is that even though it takes 1 turn to move a load of
colonists from one planet to another, but if you are already out of
turns you can still move them at no turns! Neat eh?

Here's a chart of the products and colonists needed for each of the
useful planet types:

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Mountainous Type:

Level Cols Ore Org Equip Days Total Days
1 400 150 100 150 2 2
2 1400 200 50 250 5 7
3 3600 600 250 700 5 12
4 5600 1000 1200 1000 8 20
5 7000 300 400 1000 5 25
6 5600 1000 1200 2000 12 37

Oceanic Type:

Level Cols Ore Org Equip Days Total Days
1 1400 500 200 400 6 6
2 2400 200 50 300 6 11
3 4400 600 400 650 8 19
4 7000 700 900 800 5 24
5 8000 300 400 1000 4 28
6 7000 700 900 1600 8 36

Volcanic Type:

Level Cols Ore Org Equip Days Total Days
1 800 500 300 600 4 4
2 1600 300 100 400 5 9
3 4400 1200 400 1500 8 17
4 7000 2000 2000 2500 12 29
5 10000 3000 1200 2000 5 34
6 7000 2000 2000 5000 18 52

Earth Type:

Level Cols Ore Org Equip Days Total Days
1 1000 300 200 250 4 4
2 2000 200 50 250 4 8
3 4000 500 250 500 5 13
4 6000 1000 1200 1000 10 23
5 6000 300 400 1000 5 28
6 6000 1000 1200 2000 15 43

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The usual way to make money is by trading, or if you are evil then thru
various crimes. But, there are better ways that require much less work.

1) The Veggie Business. Have an Oceanics Planet located in a sector
------------------------ with a port that buys organics. When the port
is at 100%, port and use the (N) Negotiate command, and sell all the
organics in one shot. You get the 100% price in the MBBS Version, and
it takes only a single turn to sell the whole lot. (In the DOS version,
it's best to port and sell the organics one shipload at a time). After
doing this a few times, you will have enough cash to upgrade the port to
it's full capacity, namely 32,000 organics. Then, you can sell 32k at a
time, which comes to over 2.5 million credits. Not bad for 1 turn, eh?
You will need quite a few colonists to do this. Home-built ports offer
better prices than natural ones.

2) Planet trading. Take a planet with Twarp capability, and move it to
------------------- the nearest port. Using a ship with large holds
capacity, buy everything that port sells, regardless of price, right
down to the last unit. It's good to start at a port that sells both
organics and equipment, so that you will have a nice inventory on the
planet for sale later. Then, move the planet to any other port, and buy
up everything it has, and (N)egotiate everything off the planet that the
port buys. Just keep doing this until you run out of turns. Trading the
ports right down to zero would normally not be profitable, but remember,
a round trip trade this way takes only ONE turn, instead of the usual 8
or 10 turns for normal ship trading. It's easy to make 4-5 million a
day like this. Be sure to NEVER sell fuel ore, and buy more whenever
possible, because it does take 400 units of fuel to move a planet one
sector. Oh, and the best ship to use for this is the Colonial Transport
with 250 holds. Nothing else can even come close. It takes a long time
to use up your turns this way, but it will quickly bring in enough money
to upgrade ports for method 3, below.

3) Super-Port Planet Trading. Have a pair of ports in your tunnel,
------------------------------ preferably home-built. One buys
equipment, the other sells it. Both should buy organics if possible.
Upgrade the equipment to the max 32,000 units. Once the port is at
100%, bring a twarping planet to the equipment seller, and buy half of
it's 32k units of equipment, and (N)egotiate sell it next door. Also

Page 23

dump all the organics at the same time there! Upgrading ports this way
is a large investment because it takes about 2.7 million to fully
upgrade the equipment at each port, and another 1.5 million to fully
upgrade the organics, but the payback is huge! Buying 16k units of
equipment costs about one million, and 64 turns in a ColTran, you will
make about 1.2 million clean profit when you sell it. And 128
experience points (XP) in 64 turns, which isn't bad either. Very little
fuel ore is used with this technique. The reason that home-built ports
are best is becuse they usually have much better prices than existing
ones. I usually blow up the existing ports and build new ones. And,
the reason for buying only half the equipment available, is that the
price is better on the first half, so take it now, and wait a few days
for the port to regenerate, then come back again.

4) Good & Evil Alliance: While I always play "good", I always either
------------------------ play a second character, or have a friend that
is playing "evil" with me. Actually, for best efficiency (aka: greed),
you need two evil guys. Once my sector & tunnel defenses are very very
secure, and I control a large number of sectors, say a dozen or more,
and have filled the area with fully upgraded SBB and SBS pairs of ports,
I start my co-operative robbing venture. I do the super-port planet
trading exactly like this: When all my ports are at 100%, I take an
Oceanic Planet, bulging with 100k colonists, all producing organics, and
take it to the first port-pair, and sell them both 32k of organics.
Then, I buy 16k equipment, and sell it next door, then move on and do
the same at all the other port-pairs. A few days later, the equipment
is back up to 100%, though the organics is still only up to 50%, so I
make a second trip around, buying and selling equipment, but NOT selling
organics. Once this second trip is done, the evil guys do their work.
They go to each equipment selling port, and rob it blind. Fastest way
is to port and rob slightly less than 90% of the total credits. Oddly
enough, in spite of the average 2 million credits available to rob, the
often manage a successful steal, if it's done before they do any other
robbing elsewhere. XP points don't seem to matter and I have managed to
rob 12 million credits in one shot, with only 100 xp, sitting in a pod!
Go to each of the ports in turn, and clean them all out. You'll get
busted at 2/3rds of them, but make HUGE amounts of credits at the
successful ones. Once the evil guy has been to each of the ports, then
it's time for the other evil guy to come in, and do the same thing at
all the ports where the first guy got busted, thereby cleaning 1/3rd of
them out. I find that one cycle for each guy is all their luck will
allow, but I do try it again one cycle per day, until it's time for the
good guy to start planet trading again when the ports are all 100%
again. This procedure requires careful record keeping for each port as
to who is busted there, etc., but the rewards are astonishing, and it
takes only 10 minutes a day!

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It's important that you follow the exact order as described above for
these reasons: Buying the equipment increases the amount available to
be robbed. Selling organics to that port, greatly reduces the amount
available for robbing. So, build the amounts up by buying equipment,
and get it all robbed out first, before you start dumping organics
there. Better yet, if your supply of organics is limited, sell it ONLY
at the SBB ports, where the evil guys aren't gonna be robbing anyway.
It's fine to sell organics at SBS ports, where the credits have already
been robbed out.

How do the evil guys travel around my tunnel, and not get killed by my
cannons, mines, etc? They live in my tunnel, and only one sector, way
in the back is safe for them. This sector contains only a single Level
One planet, where they can dump the cash they made, so I can go pick it
up later. The planet is owned by the good guys, but being only Level
One, the evil guys can land on it. The evil guys have a corp-owned ship
with good transporter range, located in each sector that has a robbing
port, and they simply transport from ship to ship. No ship ever
actually moves anywhere, so the cannons never do shoot at them. They
can even enter a 100% Haz this way, unarmed, and never be harmed.

Neat, eh? Heh!


There are many ways to defend your home sectors, and the best way to do
it is a combination of all of them. Here are some of the available
tools at your disposal:

1) Mines. These cost 1,000 credits each, and you can leave them in
---------- your sector, up to a maximum of 250 mines per sector. When
an invader enters the sector, approximately 1/2 of the mines present
will explode, and cause about 15 damage points for each mine that
exploded. If an invader enters your sector wher you have placed 250
mines, half will explode, causing the invader about 1,875 damage points.
Please note, however, a Photon Torpedo fired by an invader will prevent
the mines from exploding. Also, Ferrengi ships tend to stumble into the
mines randomly, and set them off, wasting your mines, and angering the
Ferrengi into seeking revenge!

Page 25

2) Sector Fighters. You can leave fighters in the sector in one of
-------------------- three different modes. Toll fighters will permit
invaders to pay the toll, and drive right thru, not a good idea!
Offensive fighters will automatically launch themselves at any intruder,
after which they will be gone. This can waste your fighters on a
Ferrengi stumbling into the sector, which angers that Ferrengi into
seeking revenge later. The best way to deploy fighters in the sector is
to make them Defensive. This will harmlessly keep the Ferrengi out at
no cost you to, and if another player stumbles into the sector, he will
have the option of retreating, thereby leaving your defenses intact!
Therefore, sector fighters should ALWAYS be deployed as DEFENSIVE! If
there is a planet in the sector, you are limited to 50,000 fighters,
but if no planets are present you can leave a seemingly infinite number.

3) Navigational Hazard. Also known as NavHaz, or just Haz, this is
------------------------ asteroids and debris left over from a planet
that exploded or a ship that was destroyed. Haz is measured in %. A
50% Haz means anyone entering that sector has a 50% chance of hitting
it, and if he does hit, he will suffer 500 damage. A 97% Haz produces a
97% chance of suffering 970 points of damage. (A point of damage is 1
shield or 1 fighter). Any ship that is destroyed by the Haz, will add an
additional 1% to the existing Haz. Each night, during the "BBS Cleanup"
or "BBS Event" some of the Haz will disperse, generally it'll be reduced
by 3%. The best way to build a nice large Haz that will remain large
for a few weeks, is to build 30 or 50 planets in a single sector, and
then use atomic detonators on 3-5 of them. This will get the Haz
started, as each planet destroyed produces 10% Haz. Then, each night
during the "BBS Cleanup", 2 of the planets will collide (as long as
there are more than 5 planets left), and add 20% to the Haz. If there
are only 6-12 planets in the sector, it is not definite that a collision
will happen, but the probability goes up with the number of planets.
Over about 12 planets, and a collision is pretty definite. A nice large
Haz will definitely keep nosey competitors from snooping around, as they
will lose 970 fighters just for the privlege of entering the sector.
And, Haz is not used up by additional ships entering. "NavHaz, the gift
that keeps on giving!" I find this to be an excellent way of keeping
the competition out.

4) Tunnels: Locating your home base at the end of a string of sectors
------------ that has only 1 entrance, forces any invader to have to
wade thru and face several sectors of all the nasty stuff you can afford
to put in his way. The longer the tunnel, the better it is. I like to
have tunnels be at least 5-6 sectors deep.

Page 26

5) Corbomite Traps: An excellent "dirty trick". A Scout Maurader or a
------------------- Pod can NOT ever be captured, only destroyed.
Naturally, if the ship is loaded with Corbomite, it will explode, and
seriously damage or kill the attacker! Maximum Corbomite is 1,500
units, which costs 1.5 million credits, and will blow 30,000 fighters
off of the attacker! Neat, eh? The Scout or Pod need not be occupied
for this, an abandoned ship works as well. You can increase the chances
by giving the ship a nasty name, perhaps something about your expected
invader's Mom works real well! <grin>

6) Quasar Cannons: These are the biggest & nastiest weapon there is.
------------------ They use fuel ore on the planet, and shoot it at
invading ships. See the section below on "Planetary Defenses" for some
important considerations in setting these cannons up properly.

7) Photon Torpedos: These make an excellent defensive weapon, if you
------------------- happen to be on-line when the bad guys start
crashing thru the walls. If a bad guy has no turns, then he's not going
to be doing much of anything for awhile! So, if you see him, shoot the
bugger, then laugh! You'll have until the top of the hour to do nasty
things to him, before he can do anything much about it. His only safe
option is if he has a planet of his own in the same sector, then he can
land on it and the planet will take him out safely, even without turns.
Of course, that also means the invasion is over for today. One neat
thing, did ya know it's possible to shoot a P-Torp from inside the
citadel? Yep....anyplace where you can get a "Computer" prompt, and it
works quite nicely from total safety inside your citadel. You can shoot
at them, and they can't shoot at you....which is how I much prefer it!

Complete Defense Setup:

The best defense is a combination of the above weapons. Here is the way
I suggest you do it:

1) Location: You really must select your home sector FAR FAR AWAY from
either Sector 1 or Stardock. Most beginners feel that it's good to be
near the source of colonists, but this is an extremely heavily travelled
area, and everyone will know you're there and whenever they get bored
they will take a few pot shots at your defenses. This can get to be
pretty expensive, and it always will doom you to failure. Best to be
far away...out of sight, out of mind.

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2) The first sector the invador sees should have a 97% NavHaz, and
nothing else. He can see it's there, but he has no clue who it belongs

3) The next sector in should again have a 97% NavHaz, plus 2,000
defensive sector fighters. The sector fighters will keep any stumbling
Ferrengi from entering, and accidentally wasting any mines you have
farther in. No mines in this sector.

4) The 3rd Sector should have 2,000 defensive sector fighters, plus 250
mines. And eventually you should also build a large Haz there. If you
can afford it, and have the room, you can duplicate this sector in the
next few also.

5) Your home sectors and citadel planets should be behind all the above
mentioned weapons.

Planetary Defenses:

If you are sitting in the same sector as your planets, no one else can
land on any of them, unless they destroy you first. So, the more
fighters and shields you have on you, the better. Note: only occupied
ships defend planets. One type of ship, the Tholian Sentinel, is very
special in this function. It's fighters and shields will defend planets
at 4 to 1 odds! It can carry 4,000 shields, plus 2,500 fighters, which
is a relatively small investment, but it will take an invader in an ISS
about 17,333 fighters to destroy! This is an excellent way to defend
your planets at the beginning weeks of the game.

Planets can be upgraded, and each higher level of citadel provides a new

Level 1 Citadel: Provides really no defense. Any invader, or casual
---------------- visitor can land on this planet at will, and simply
take away anything you leave on the planet. They can steal your
fighters, products, colonists, and any money you leave in the citadel!
Just don't do it!

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Level 2 Citadel: Fighters left on this planet will try to prevent
---------------- anyone else from landing on it. These fighters can be
offensive or defensive or some of each, as controlled by the "Military
Reaction Level". Defensive fighters resist invaders at the best odds
and give the invader the option of retreating, thereby leaving your
fighters intact. ALWAYS set Military Reaction Level to ZERO! This
makes the fighters totally defensive and produces the best odds.

Level 3 Citadel: Quasar Cannon. A neat gadget that will automatically
---------------- shoot at invaders entering the sector, or trying to
land. Shots use up fuel ore from the planet, so be sure you have LOTS
of it. NEVER sell fuel ore for any reason! There are 2 type of cannon
shots. Shots into the sector will use up 3 units of fuel ore for each
point of damage to the invader. Shots at ships landing on the planet
will deal two points of damage for each unit of fuel ore expended, which
is 6 times as efficent on fuel usage as a shot into the sector.

It is best to have several cannons together in the sector, so they can
defend each other. I always have 5 cannons per sector, which is the
maximum. When an invader enters the sector, the cannon on the lowest
numbered planet shoots first. If the invader survives the shot, then
the next higher numbered planet fires, and so on. If the invader's ship
is destroyed, then any cannon that has not yet fired, will NOT fire at
all, thereby saving it's fuel ore. This brings up a strategy point, of
how large the shots should be. I like to set the sector level for the
first planet very low, perhaps 5% or so, which will destroy small ships,
and conserve fuel that way. The next planet is usually set to 15%, and
the later ones at 30%. This way, the first planet takes care of little
ships, and later planets don't even fire, thereby saving fuel. When
larger ships enter, several or all of the cannons fire, each with
succesively larger shots. After all, it's pointless to blow away all
your fuel ore on a tiny little scout ship, when a fully loaded ISS will
follow right behind it, and destroy the now unloaded cannons.

Upon entering the sector, the cannons will fire, then you get a prompt
for attacking the sector fighters. Cannons will shoot again, every time
you shoot at the sector fighters, so try to nail them all in one shot.

Please note that for reasons unknown, an atmosphere shot will be exactly
half the percentage you set it to. Ask Gary why he did that!

Level 4 Citadel: This is a planet you can move to another sector.
---------------- Doing this permits planet trading and many other
useful options. It takes 400 units of fuel ore for every sector of
distance moved.

Page 29

Level 5 Citadel: Planetary Shields. These shields will prevent photon
---------------- torpedos from disabling your quasar cannons. Planetary
Shields are actually the same as ship shields, and you must buy them and
dump them in the citadel. An invader must destroy all the shields
before he can even SEE how many fighters are on the planet, which he
will have to destroy next! Planetary shields defend at 22.5:1 odds
divided by the attacking ship's combat odds. For example, an ISS needs
about 15,000 fighters to destroy 1,000 planetary shields.

Level 6 Citadel: Planetary Interdictor. This prevents any invader's
---------------- ship from ever leaving the sector! Any attempt to
leave sends the victim a message "You are being held fast by the
Interdictor" and you just don't move. No cannon shots happen, but you
cannot leave. Nasty, isn't it? Think of it as a "Roach Motel, roaches
check in, they don't check out!"

Page 30


No two invasions are ever the same, they vary greatly, depending on what
your objective is, and whatever goodies the defender has left for you.
Invading minor defenses is no problem, just load up on fighters, and
drive in and shoot everything in sight!

When invading sectors containing shielded planets and interdictor
planets, you must plan very carefully in advance, and it's almost
required to have confederates going in with you.

Major Invasions always include the likelihood of ketting your ship blown
up. In fact, it's just about guaranteed! So, plan for this to happen.
In such cases, it is critical to properly deal with every single
defensive weapon in turn, and remove ALL of them, sector by sector, as
you advance. This way, when you get blown up and your Pod bounces out,
you won't get killed in NavHaz or mines left laying around.

Here are a few things to consider when you invade someone:

1) Enemy Players: NEVER invade someone that is online while you're
----------------- doing it! It nearly always guarantees failure.
Always remember, "it's hard to drain the swamp while you're up to your
butt in alligators!"

2) Space Mines (Armid): Mine disrupters cost 6,00 credits each, and you
----------------------- can carry 10 at a time. Each disrupter will
destroy an average of 6 or 7 enemy mines. This means 4 loads of them
are needed to destroy a sector with 250 mines in it. But do it. Never
leave enemy mines laying around. Firing a P-Torp will disable mines for
the duration of the Torp.

3) Navigational Hazard: Building new planets will [stink] up the navhaz
----------------------- nicely, at 10% for each planet built.

4) Limpit Mines: You can pretty much ignore these, but be sure to have
---------------- them removed at stardock as soon as possible.

Page 31

5) Sector fighters: It's best to kill these, but a P-Torp will disable
------------------- them. The sector fighters do not fight well, so
it's economical to kill them, preferably with a high-combat-odds ship.
One consideration though, Q-Cannons will shoot at you every time you
shoot at enemy sector fighters, so you may wish to use a Photon Torpedo
to bypass them instead, and kill them later after the enemy planets are

6) Quasar-Cannons (Level 3): When about to enter a sector with planets
---------------------------- in it, you should assume the presence of a
quasar-cannon on a planet. So, it's best to fire a P-Torp first and jump
in, and use your planet scanner to tell what's on the planets. The
cannon will not fire while the P-Torp field is still active, even if you
land. After the P-Torp field is gone, the cannon will not fire until
you attempt to land on it. If you exit the game, and re-enter, the
cannon will fire.

7) Shielded Quasar-Cannons (Level 5): P-Torps have no effect on these,
------------------------------------- and if you enter the sector, they
will definitely fire, so you will need a well armed ship so as to
survive the damage. Having survived the cannon shots in the sector, you
can attempt a landing. As you land, the cannon on the particular planet
you are landing on, will shoot instantly at you, and if you survive, you
will see the number of shields to be destroyed. You may take several
shots at the shields and the cannon will not shoot while you destroying
the shields, unless you leave the planet and re-land. During this
landing, you have no information at all about what's on the planet,
except for the number of shields to be destroyed. Once you have
destroyed the very last shield, the cannon will fire again, and you will
then see how many fighters you must kill to land. And, the cannon will
fire again, with each volley you fire at the planet's cannons, so it's
best to fire large volleys. If you are expecting a large number of
fighters to be on the planet, it might be good to leave the last few
shields intact, and leave the planet and reload your fighters, to be
sure you survive another cannon shot. Then land again, survive the
q-cannon shot, kill the last few shields, and then take the next cannon
shot, and then start mowing the planet's fighters. It's a lengthy
process, and takes a huge bunch of fighters to survive it!

8) Planetary Fighters: P-Torps do not affect these, regardless. You
---------------------- must kill them using your own fighters.
Defensive planetary fighters fight at 3 to 1 odds divided by the
attacking ship's odds, so it's an expensive prospect. Planetary
Offensive fighters fight less hard, at 2:1 divided by ship's odds.

Page 32

9) Planetary Shields: Shields defend at 22.5:1 odds, divided by the
--------------------- attacking ship's odds. For example, an ISS needs
15,000 fighters to destroy 1,000 planetary shields.

9) Interdictor Planets (Level 6): These are really nasty, because once
--------------------------------- you're in the sector, your ship will
never leave unless you manage to take over the planet. But you still
have options. P-Torps have no effect here. A major priority here is to
clear away all sector fighters, and place one or many of your own. This
way, your team mate can bring in your own T-Warping planet, and you can
land, and you, him and your planet can leave inspite of the enemy
interdictor planet. If the quasar-cannons manage to blow up your ship,
then your escape Pod will bounce out of the sector as long as the sector
next door is empty of fighters. Naturally, if your Pod hits mines or
haz, you're dead for the day. A third way to leave is to beam over to
another nearby ship, and abandon your invasion ship. Then you can bring
in another heavily armed ship and have another crack at it.

10) Missile Cruiser: Perhaps you have decided not to remove all the
-------------------- defenses sector by sector, and feel you can drive
thru. But, you cannot carry any P-Torps into sectors containing navhaz
or mines, as the P-torps will explode inside your own ship! So, you tow
an unarmed Missile Frigate into the haz and then beam into it. Fire the
torp, then beam back into the larger ship and move to the next sector.

11) Imperial StarShips (ISS): The ISS can carry up to 5 P-Torps, and
----------------------------- 50,000 fighters and has 1.5 to 1 fighting
odds..nice! Also, it has T-Warp, and a 15 hop transporter beam range.
Lastly, its capacity to carry 10 genesis torpedo is just enough to clear
away 1 sector of it's maximum navhaz. All this makes it the ship of
choice for invasions. Better yet, have a fully loaded ISS, towing a
team-mate in a 2nd fully loaded ISS. The one being towed never gets hit
by cannons, NavHaz, mines or anything else, so he can carry a nice load
of P-Torps safely!

10) Interdictor Cruiser: These make a nice invasion ship, as they can
------------------------ carry up to 100,000 fighters, and so can
withstand a lot of damage. This is the ship most likely to withstand the
shots from Q-Cannons. However, they cannot land on any planet, so you
can't actually invade a planet with them. Drive the interdictor in, and
take the cannon hit, while towing a teammate, or smaller ship,
preferably a StarShip (ISS) or Corp Flagship, and then continue the

Page 33

invasion in the smaller ship. The neat part here, is that the ship
being towed does NOT get shot at by the Q-Cannons! (See the section on
towing, very important here). Or, the Interdictor Cruiser can bring
several loads of fighters into the sector and dump them, and leave them
for your team mates to load up on. If you are attacking a planet with a
HUGE Q-Cannon, you could try to land the Interdictor Cruiser on the
planet. It won't actually land, but it will trigger an atmospheric
Q-Cannon blast, thereby draining the cannon so that future shots are
that much smaller. Expensive, but it works.

11) Moths in Invasions: Quasar-Cannons use a large amount of fuel ore
----------------------- for every shot. They are set to a percentage,
so the 2nd time they fire will be a smaller shot. If the cannon was set
to 50%, then the 2nd shot will be 50% smaller, so then it will be safer
to bring in a ship carrying expensive armaments. It is critical to
remove any enemy mines and all NavHaz before entering, so as to avoid
getting your Pod blown up and being dead for the entire day. Driving in
a junk ship as a sacrificial lamb is called "Mothing".

12) Spare Ships: It's a good idea to have a spare ship nearby, so if
---------------- you do get blown up and lose your attack ship, you
will be able to beam into the spare, and continue on, or escape!

13) Bring a Twarp Planet: Once you have removed all sector fighters and
------------------------- put down one of your own, you can bring in
one of your own defended planets, which will provide an excellent base
for the operation. It will protect you from an enemy counter-attack,
and you can reload on fighters from it.

14) Cleanup Afterwards: When you have managed to survive a landing on
----------------------- an enemy planet, you must Claim Ownership of it
immediately. Best to make it Corporate, so it won't shoot at your team-
mates! Any captured planets with T-Warp capability should be moved back
to your home area, and added to your own defenses. Strip and destroy
any planet that cannot be moved. The easiest way to do this is to bring
in your own T-Warping planet and haul all product and colonists to your
planet, and fly home. Never detonate a planet that has colonists on it,
they will fiddle with the detonator and YOU will be destroyed along with
the planet! If you are low on turns, haul all the fuel ore off the
enemy planets, as much as turns allow, then haul colonists, which can be
done using zero turns. This way you can steal as much fuel ore as your
remaining turns allow, plus ALL the colonists.

Page 34


Each player has 2 scores, as shown on the scoreboard. The first number
is your Experience Points (XP) and the 2nd number is your Alignment
which shows how "good" or "evil" you are. There are some reasons you
may wish to have either of these 2 numbers high or low. Here's a few:

1) FedSpace T-Warp: If you have an Imperial Commission, you can T-warp
------------------- your ship to any FedSpace sector, in one jump.
This includes sector 1-10 plus Stardock. Players that have at least
+500 alignment, may "apply" for the Commission at the stardock police

2) Imperial Starship: You need the Commission to purchase an ISS ship.
--------------------- This means that Evil Players cannot purchase one.

3) FedSpace Safety: If you have a positive alignment AND you have LESS
------------------- than 1,000 xp points, then you cannot be attacked
while you are in FedSpace, and you may safely park there at night
without cloaking.

4) Crime: If you have a negative alignment greater than -100, then you
--------- will be able to rob credits from ports and steal cargo from
ports. Crime pays much better than trading!

5) Experience Points (XP) for good guys. This is totally worthless!
---------------------------------------- There is NO reason for a
player with positive alignment to try to get high XP points. These
points do you no good at all, and serve no purpose. The only
consideration might be for "bragging rights", but it really means

6) Experience Points (XP) for evil players: This is critical for evil
------------------------------------------- players! Your XP controls
how much product you may safely steal or how many credits you may safely
rob from a port. See the section on "Playing Evil" later on.

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How to Increase Experience Points:

1) Trading: When you get within 99% of the best price, you will get 2
----------- XP. For 98% you get 1 XP point. If you manage to get
100.00% some ports will award you 5 XP points. This method of increase
costs nothing, and produces a nice amount of cash in the process.

2) Triple Trading: Find a pair of trading ports where you can sell 2
------------------ products and buy a 3rd, you can easily obtain 6 XP
points each time you port. Best port pair is BBS-SSB, but any combo is
ok, such as SBS-BSB or even SBB-BSS. Triple Trading generates somewhat
less money than normal trading, but the XP points grow 50% faster.

3) Buy & Jettison Products: Port at a SSS port and buy a small quantity
--------------------------- of each of the 3 products, then jettison
them, and repeat. You need to buy just enough of each product so that
each "best price" is at least 500 credits. Try for about 550 credits to
be safe. This generates 6 XP for each cycle, and costs about 275
credits per XP point, but it does use a small amount of turns.

4) Planet building: This costs 20,000 credits each, and generates 25
------------------- XP points. The cost is 800 credits per XP point.

5) Planet Busting: Build a planet at stardock, and detonate it. This
------------------ costs a total of 35,000 credits each and generates
75 XP points. The cost is 467 credits per XP point.

6) Port Upgrading: Use the "O" command to upgrade the quantity a port
------------------ produces. The cost is 3,000 credits per XP point if
the upgrade is on Equipment, and costs 2,500 credits when the upgrade is
Fuel Ore or Organics. The cost is very high, but you do get a lovely
boost in XP when you build a Super-Port!

7) Killing other Players: You receive 10% of the victim's XP points
------------------------- when you capture or destroy them. You may
also get whatever credits they are carrying, and if you capture their
ship, you can sell it at stardock or keep it. BUT, this will leave you
with an enemy, and it will generally cost you more in fighters than the
value of the ship you capture. I don't recommend it. The victim must
have at least 25 XP points for this to work.

Page 36

8) Killing Aliens: Again, you receive the same benefits as when killing
------------------ other players, but you don't make an enemy.
However, the Aliens generally have very little XP points, so the benefit
is small.

9) Killing Ferrengi: DON'T DO IT! Yes, you can make some nice money
-------------------- and points this way, but Ferrengi have long memory
and they remember grudges! Later in the game, they will raid you!
Also, they will notify the Ferrengi Overlord, who appears after the game
is running about 6 weeks, and he will cause massive destruction in your

10) Kill Ferrengi sector fighters: This generates 15 XP points for each
---------------------------------- fighter you shoot at them.

How to Reduce Experience Points:

This is good to maintain your safety in FedSpace sectors. In the first
weeks of the game, try to keep your XP points under 1,000.

1) Get killed: If your ship is captured or destroyed, and you eject to
-------------- an Escape Pod ship, you lose 10% of your XP points. If
you have already lost 2 ships today, and get killed a 3rd time, or if
you happen to get killed in a Scout Marauder or in a Pod, you are Dead
for the day, and lose 50% of your XP points.

2) Self-Destruct: costs you 50% of your XP Points, plus your ship.

3) Get Mugged at Stardock: If your alignment is not above +100, you can
-------------------------- try to enter The Underground at Stardock.
First stash ALL of your money in the bank, then use the undocumented "U"
command at stardock and guess the password WRONG on purpose. Guess
wrong about 5 times in a row. The 4th time, you are mugged and all your
money is stolen (you have none anyway), and the time after this, you
lose 50% of your XP points. Repeating it after that will get you
"Murdered at Stardock" and you lose your ship! This method is the best
way to keep your XP Points under 1,000 to maintain FedSpace safety.

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How to Move Alignment in the Positive Direction:

1) Pay Taxes: If you enter the game, and happen to have over 100,000
------------- credits on you, then you will be taxed 5% of the total.
You will receive positive alignment in return for this, at the rate of
one alignment point for every 1,500 credits of taxes paid. It's
expensive, and this is not available to evil players. Only good guys
pay taxes.

2) Kill Bad Guys: A "good" player will receive 50% of the alignment of
----------------- any evil alien or evil player he kills or captures.
In order to earn alignment, the victim must have a minimum of at least
10 (maybe more) XP Points.

3) Post Federation Rewards at Stardock Police Station: You must be a
------------------------------------------------------ "good" player,
or be evil with not more than -50 alignment in order to enter the police
station. Once in, you may post a federation reward on any player that
is already listed there, and you will receive 1 positive alighnment
point for each 1,000 credits you post. This is the most economical way
to do it.

4) Apply for commission: If you already have at least +500 alignment,
------------------------ you may apply for the commission at the police
station, and you will automatically be approved and your alignment will
be instantly boosted to +1,000 points. Each player may "apply" only ONE
TIME, ever.

5) Port Upgrades: Upgrading a port moves your alignment upwards. The
----------------- cost is 6,000 credits per alignment point when
Equipment is upgraded, and 5,000 credits per point when upgrading Fuel
Ore or Organics. This is expensive, but it is available to evil

6) Build Planets: "Good" players receive 10 points of positive align
----------------- for each planet built. Very high ranking goodies
receive 10 negative alignment points for building planets, not sure yet
what score is needed for this to happen.

Page 38

How to Move Alignment in the Negative Direction:

1) Jettison Colonists: Fill your holds with colonists and jettison them
---------------------- into outer space. They scream nicely when you
do this, and your alignment will drop 1 point for each colonist
jettisoned. Try to separate out the cute earth-girl colonists, don't
waste them, heh! If a "good" player continues to jettison colonists
repeatedly, he will continue to lose alignment, until he turns evil, at
which point he will no longer lose alignment. An "evil" player will
have his alignment reduced this way only one time per day. It costs

2) Post Underground Hit Contracts: You may post an Underground Hit
---------------------------------- Contract and receive 1 point of
minus align for each 250 credits. Very economical. However, to enter
the Underground, you must either be "evil", or be "good" with less than
+100 alignment. The "Underground" is completely undocumented, so here's
the technique to enter it. Land on the StarDock, and type T for Tavern,
then T for 'talk to the Grimy Trader'. Type the word "underground" and
he'll say "I'll tell ye something about it, will ya pay?", and you say
"No". Then he'll offer to sell you the password, and you buy it from
him. Then say "bye" and exit the tavern. Type U for the Underground,
and give the password, and you're in.

3) Kill Good Guys: When an evil player kills a good player or alien,
------------------ then the evil player will receive minus alignment,
50% of whatever positive alignment the victim had. The victim needs to
have at least 10 XP points (maybe more) for this to work.

4) Build Planets: When evil players build planets, their alignment
----------------- moves 10 points in the negative direction.

5) Repeated Busts: If you already have at least -100 alignment, and can
------------------ rob & steal, go to any port, and rob or steal there.
Then do it again at the same port, and you'll get busted for robbing the
same place twice in a row. Continue porting there, and each time you
do, your alignment will go another 5 points negative.

Page 39

Special Alignment and Experience Points Considerations:

1) How To "Turn Evil". If your alignment is positive or slightly evil,
---------------------- and you need -100 to begin robbing & stealing,
you may load your holds with colonists and jettison them. Repeat until
your alignment is below 0, then go to the Underground and post enough
credits (at 250 credits per point) to bring your align down to -100 or
below. This is most economical way, and has NO effect on XP Points.

2) How to Obtain the Commission: Go to the police station and post
federation rewards (at 1,000 credits per point) to reach +500 alignment.
Then "apply" for the commission, also at the police station.

3) Obtain A Commission, Method Two: Get another player to "go evil", as
----------------------------------- described above. Once -100 evil,
he can go to any port, and rob or steal from it. Then, repeat the crime
at the same port, and get busted. Each bust results in -5 alignment
points for this player. It uses 1 turn for each -5 align points, and in
a game with 500 turns per day, this player can reach -2,500 alignment
the first day. It's best done by running a script. Once the desired
minus align is reached, the evil player should raise his XP points about
10, building/detonating a planet. Then disarm the "very evil" player
and kill him. If he had -2,500 alignment, then you will get +1,250, and
poof, you're commissioned without even applying, and no cost.

4) How To Turn Good Again: If you became evil accidentally, you want
-------------------------- to become good again. If you are massively
evil, the best way is to play your turns each day, and then before
midnite, you can get killed in a Scout or Pod or self-destruct. This
cuts your evil alignment in half. Port upgrades work too. When you've
reached -50 alignment or above, then you may enter the police station,
and cheaply post enough rewards to reach a zero or positive alignment.

5) How To Turn Good Again, Method Two: You can turn good again by
-------------------------------------- killing another player that is
MUCH more evil than you are.

Page 40

6) Massive Positive Alignment: This is one of my favority "dirty"
------------------------------ tricks. Two players, one good, one
evil, can make a deal, and they can kill each other 2 times every day
for a coupla weeks. Each kill greatly boosts the alignment of the
killer. After some time, the good guy will have +4,500,000 align, and
the evil guy will have -4,500,00 alignment. This benefits the evil
player, as he will get some of the good guy's XP Points. And it
benefits the good player, who gets a huge positive alignment. Once the
good guy has a very high + alignment, he is pretty much immune from
attack by other good players, especially the real dangerous ones in an
ISS with 50,000 fighters. I love to sit at stardock and goad goodie
players in ISS's into attacking me. Every time they shoot at me, their
alignment drops dramatically. As soon as their align has dropped enough
to become evil, they will be KILLED by Captain Zyrain, and no cost to
me! It is amusing to see how often this works!

7) Federation Rewards: One neat way to get a big positive alignment
---------------------- boost is to find an Evil player. First, go to
the police station at Stardock, and be sure there is already a reward
posted for this player, and that the reward is in the top 10. This
makes it possible to add your own bounty to the existing one. If the
Evil player's reward is listed in the top 10, you can post ALL your
money on that player, and then go and kill him! This produces a lovely
alignment boost, and you can claim all your money back after the kill.


1) The Benefits of Playing Good: "Good" players have the option of
-------------------------------- buying an ISS ship, which is the
absolute best for colonizing and everything else. Staying good is
your best option for staying alive, and building a massive empire.

2) Efficient, Profitable Trading: For trading port-pairs, the most
--------------------------------- profit is available on ports where
you deal only in equipment and organics. Some pairs are better than
others and you should record the best ones, and return to them often as
part of a regular trade route. It is most profitable to trade only
until the available product percentage is high, and trade it down until
one of the products is down to maybe 30% and no further.

Page 41

3) Colonizing: Best done in an ISS ship using it's T-Warp capability.
-------------- Load just enough fuel ore for the round trip, and T-Warp
directly to Terra and back. This way, it takes only 10 turns for a
round trip. Better yet, if you have a planet with a lot of fuel ore on
it, you can build a planetary ship transporter. Using this option, load
up only enough fuel for the return trip and not the trip out, and your
round turn will cost you only 7 turns in an ISS..not bad!

4) T-Warp Trading: If no trading pair of adjacent ports is available,
------------------ then you can trade non-adjacent ports, using T-Warp,
as long as fuel ore is available to be bought at at least one of the 2
ports, preferably both. Get enuff fuel ore for the trip and then fill
your holds with product to be sold, and then T-Warp to the other port
and repeat. This isn't as profitable as normal adjacent pairs trading,
but it works nicely. Only the ISS ship is suitable for this.

5) Invasion Options For Good Players: "Good" players have the option of
------------------------------------- owning an ISS, the best invasion
ship there is. It has the capability of carrying Photon Torpedos
(P-Torps), and 50,000 fighters. No other ship is quite like this!


1) The Benefits of Playing Evil: Evil players are denied the option of
-------------------------------- owning an ISS ship, but they have the
capability of committing crimes. And, like in real life, crime does pay
if you do it right! An evil player can easily rob three times the
profits as a good player can earn through trading.

2) Robbing Credits: Most ports have credits in them, available to be
------------------- robbed. For a player that wishes to do crimes
pretty much continuously, you should never rob credits in an amount more
than 6-7 times your XP Points. For example, if you have 3,000 XP, then
you should rob no more than 21,000 credits each time. Never rob the
same port twice in a row, always rob another one in between. Best is
when you can locate two adjacent equipment selling ports...this is a
great robbing pair. However, it is rare to find adjacent ports that both
have available credits in them. Your have the option of T-Warping to a
distant port and robbing there, instead of at an adjacent port. Crime
varies throughout the week, it's difficult on Mondays and Tuesdays
because you do get busted easier on those days. For Mondays I limit my
robbing to 3 times my XP, and for Tuesdays I limit it to 5 times XP.

Page 42

3) Stealing cargo: Another crime to make money is the sell/steal
------------------ routine. Find a pair of adjacent ports that both
buy equipment. Bring a load of equipment in, and sell it at the first
port. Then, port again and steal it back! Go to the other port and
repeat. Twhelper will optimise this, and you will eventually get 5 XP
Points each time you sell. Do not attempt to steal more holds of cargo
than 1/50th of your XP points. If you have 3,000 XP, you may steal 60
holds of equipment, not more. Again, crime doesn't pay as well at the
start of the week, you get busted more often.

4) Transporter Crime: Both crimes listed above use up a certain amount
--------------------- of turns, just like trading does. For example in
a Freighter, doing sell/steal loops uses up 8 turns round trip. Robbing
uses up 6 turns. Most of this is used in moving from one sector to
another. Instead of moving your ship to another sector after each
crime, you can use the ship's transporter beam and go to another ship in
the other sector and do the crime and beam back! This works great, and
saves a ton of turns. Sell/steal uses 6 turns this way instead of 8, and
robbing uses 4 turns instead of 6. The advantage is even greater if you
are using a larger ship that needs 3 turns to move. Also, you won't
need an adjacent pair of ports for this, you can be several hops apart,
limited only by your ships' transporter ranges.

5) Getting Busted: If you do the crime, you'll have to do the time. You
------------------ will definitely get busted sooner or later, and
probably you'll get busted regularly. When it happens, you will lose
10% of your XP Points (which is your safety level) plus some of your
holds. If you rob no more than 6-7 times your XP, and steal cargo no
more than 1/50th your XP, your XP will remain reasonably constant.
Doing larger crimes is easy to do, but not in the long run. I have
personally several times robbed 10 or 12 million credits in one crime,
while sitting in an escape pod with only about 100 XP Points! But,
don't plan on doing it regularly. There is quite a difference of
opinion on how much to rob, and how many holds of cargo to steal, but I
have done the math and kept records, and find that the levels mentioned
above are the best ones to use for repeated crimes. Once a port has
busted you, you can never go back there, even to trade, until the bust
is cancelled. On Game Day 14, and multiples of 14, all busts are
cancelled for everyone. The other way to clear a bust is if someone
else gets busted there. This suggests that your friend can steal there
until he gets busted, and then you can come back immediately. However,
he clears the bust only if he gets busted fair and square. If he had
simply done a crime there twice in a row, he will still get busted, but
not clear your bust. Always record the sector of your last crime, so
you don't go there next. Nothing wipes out this record, and you'll get
busted if you do a crime at the same place twice in a row.

Page 43

6) Triple Trading & Planet Busting: Evil players keep losing XP points
----------------------------------- each time they get busted, and this
reduces their earning capacity. When you have gotten busted too much,
it'll be time to boost your XP again. Triple Trading and Planet Busting
are the best ways. Both techniques are described in the section under
Raising Your XP.

7) The Effect of Minus Alignment: There's been some discussion on this,
--------------------------------- and again, I've kept records. My
conclusion is that having a really large negative alignment has utterly
no effect at all. Once it's greater than the -100 needed to do crimes,
it doesn't matter in the slightest, one way or the other. Having a
large negative alignment does allow you to kill other evil players of
less-evil alignment, and you will stay evil.

8) Invasion Options For Evil Players: Evil players lack the option of
------------------------------------- the ISS, but there are other
ships available. The CorpFlagship isn't bad. One possibility is to use
a CorpFlag and a Missile Cruiser carrying P-Torps. Once in position,
fire the torp and jump into the larger ship and go in. The Ferrengi
Dreadnought has a medium fighter capacity and can carry a Photon
Torpedo, though these are not available until the Ferrengi decide to
start building them. Lastly, the Interdictor Cruisor isn't bad here, as
it can carry 100,000 fighters and therefore can most likely take
whatever quasar-cannons can shoot at it and still survive.

Page 44


Here's a few things that didn't fit in elsewhere, check em out:

1) Towing: You can tow other player or an unoccupied ship from one
---------- sector to another sector, and with the new "Type 2" Twarp
available, you can even do it via Twarp! However, there are towing
restrictions. You cannot tow an player if he is in FedSpace. And, you
cannot tow a player at all, if he has fighters on his ship. But, there's
a way around this. Have the player put all his figs down in the sector,
then lock your tow-beam on him. He then picks his fighters up again,
and then you enter the sector number you're going to, and poof! The
other player comes along with you, with all his fighters!

Towing is handy during invasions, as the ship being towed is not damaged
as it enters the sector. If the tow-truck ship is destroyed entering a
sector, then the tow does not happen, and the ship or player being towed
remains behind. The tow-truck must survive entering the sector.

2) Lost Comission: If you somehow lost your Imperial Comission, perhaps
------------------ by attacking a player of higher alignment, then you
have a problem. This happens when your alignment dropped below +1,000.
If you got your original Comission at the Police Station by (A)pplying,
then you cannot do this again. You will have to raise your alignment
back up to +1,000 by yourself (see above for techniques), but, we've
found a loophole. If you still have over +500 alignment, just go to the
Police Station and post a reward of 1,000 credits per point needed to
bring you back up to +1,000 align. But, if you now have under +500
alignment, there's a cheaper way. Jettison Colonists, until you drop to
-1 (very slightly evil), then go to the Police and post 501,000 credits
and (A)pply again, and it works! Having your align hit evil seems to
wipe out the fact that you were ever comissioned, so you can do it
again. If you are stuck under +500 alignment, this method is cheaper.

3) Colonist Life Cycle: Colonists die from moving them around, loading
----------------------- and unloading products, landing on planets,
etc. But there is also a Life Cycle for them. They breed and increase
numbers every day for about a month, then the next month they tend to
die off every day. It seems to be about a 2 month cycle.

Page 45

4) Cloaks: You use these to be completely hidden from other players,
---------- when you are offline, however there are several flaws. A
density scanner will detect them by showing a "Yes" in the "Anom" column
at the far right. The anomoly is either a cloaked ship, or limpet
mines. It's easy to tell the difference, as limpets scan a value of 2
per mine, whereas a cloaked ship scans zero. If you really wanna know
who it is, shoot a Photon Torpedo into his sector, and see what pops up!
The torpedo disrupts cloaks very nicely.

5) Limpit Mines: Somewhat handy little buggers, they stick to the hull
---------------- of any passing ship, and allow you to track their
location. Limpets are automatically removed when one ports at stardock
for a small fee.

6) Capturing Ships: When you want to capture an alien ship, or a player
------------------- who happens to be offline, you can simply just
shoot them. But, each time you do, their ship automatically flees to
the next sector, and this can use up a lot of turns chasing them. So,
just put a single toll fighter in each adjacent sector, and you can wail
away at the victim and he will never move, so you can shoot small shots
and capture his ship instead of destroying it. When the victim is down
to about 5 fighters, shoot only ONE at a time at him, and be patient.
When capturing a Ferrengi, a single toll fighter is no enough, there
must be a larger amount, generally equal to whatever the Ferrengi is
carrying. Ferrengi ships tend to blow up very easily, and many carry
corbomite, so a caution is needed here.

7) Evil Imperial StarShip: Evil players cannot have an ISS, and if a
-------------------------- goodie is in one and turns evil, Captain
Zyrain will destroy him. BUT, Zyrain does not enter a sector where
there is a fighter, so as long as the Evil player stays strictly in
sectors where his fighters are, he will remain safe forever. If the
evil player happens to teleport to another ship, then he will not be
able to get back into the ISS.

8) Helper Programs: Downloads & Links to Author's home pages are
------------------- included on my web page at:

Page 46

9) Density Scanner: All it does is give you a density number. Exactly
------------------- what does that number mean? It gives you a total
of the density of everything in the sector being scanned. Here's a list
of densities:

0 = Cloaked ship ('Anom' will show 'yes')
1 = Beacon
2 = Limpit Mine ('Anom' will show 'yes')
5 = One fighter
10 = Armid Mine
21 = Navigational Hazard of 1%
38 = Un-occupied ship
40 = Ship - either a player, alien or Ferrengi Assault Trader
50 = Blown up port
100 = Port, or Ferrengi Battle Cruiser or Ferrengi Dreadnought
500 = Planet
489 = Captain Zyrain, Federal
462 = Admiral Nelson, Federal
512 = Admiral Clausewitz, Federal
 ? = Ferrengi Overlord

This is one way to tell how many invisible Limpit Mines are in a sector.
For example, if the density scanner shows "Anom" = "yes" and a total
density of 1046, and your holo-scan shows one planet (500) and one player
(40) and 100 fighters (500), making a total density of 1040, which
leaves 6 points unaccounted for. Those 6 points would be 3 Limpit
Mines. There is always a possibility of a cloaked ship also, but you
cannot tell for sure. A second example, take the same holoscan, but the
density is 1040, as it should be, but the 'anom' is still set to 'yes'.
That means a cloaked ship, for sure. It's time to go get a P-Torp!

A cloaked ship shows zero density, but the other players may still find
you by noticing the 'anom', and leave you a nasty surprise. But, what
if you had left one Limpit Mine before cloaking? The other player would
notice the density of 2, indicating the Limpit, and avoid going thru the
sector, and not realize the possibility that you might be cloaked there!
I'm willing to bet it'll work.

10) Ship Passwords: These passwords protect your ship from anyone
------------------- transporting into them. But, the only players that
could do that anyway are your own Corp Members, so passwords protect you
only from your own corp. But, if you need to be protected from
them...what are they doing on your corp in the first place?

Page 47

11) Attacking Un-Occupied Ships: Ships seem to have very low odds
-------------------------------- against an attacker when they're not
occupied. I haven't done enough testing to be sure on this, but it
looks like even an un-occupied ISS has only 0.8 combat odds.

12) Sysop Settings: The default setup of the game provides a cramped
------------------- game where most of the resources will be completely
used up in the first week, and many players will just drop out then.
Here's a list of suggested settings for the Sysop to use:

Sectors = 5,000
Port Density = double the default
Port Regeneration = 4 days
Turns per day = 800-1,000
Terran Colonists = 20,000 per day
Initial Fighters = 101
Initial Credits = 30,000
Photon Torpedo = disabled until Day 30, then set to 20 seconds.

These settings will provide a game where the resources might last
indefinitely, and where players that get raided can start up from
scratch again and not have to drop out. Such a game can last for many

13) Using Bugs: Due to it's complexity, the program has a history of
---------------- bizarre "features" that were never intended by the
author, and there are many players who who do nothing but search for
new bugs to use. It is never apparent that a bug has been found until
the lowest ranking player in the game suddenly appears with a zillion
fighters and blows away everything you worked months to build! This is
just about the same thing as walking up to chess players and kicking
their board over! If you discover a bug, please email details to this

14) Revenge of The Ferrengi: Does it exist? Will they get revenge on
---------------------------- you, if you kill them? Much has been said
and thought about this, and everyone has a story to tell of how the
Ferrengi Overlord took over 50,000 of his fighters and 250 mines, and I
have noticed that in the DOS version, the TEDitor does allow one to see
the listings of Ferrengi grudges.

Page 48

For years, I heeded the conventional wisdom, left the Ferrengi alone,
and still got raided, even though I had not touched a single one of
their ships. Conversely, in a recent game, I blocked Planet Ferrengal
off with sector fighters, and all Ferrengi ships had to go thru the one
avenue I'd left open for them, where they were promptly trapped by my
Interdictor Planet. Several times a day, I would log on, and go murder
them all. I was killing Ferrengi ships at the rate of 50 or 60 a day.
and I never did get raided at all, though I did manage to get huge
points for it!

After much thought, my conclusion is that Ferrengi attacks are totally
random, and that the Ferrengi don't really do anything in revenge.
Can't tell what the future holds, but for now, ignore it.

15) Capturing The Ferrengi Scorpion: Rumour has it that you *CAN*
------------------------------------ capture the Ferrengi Overlord's
ship, the Scorpion! Here is the capture method as it was described to
me: Lay out a large field of single toll fighters, and wait until the
Overlord disrupts one of them. Rush to the location, and bring a fully-
loaded Interdictor Cruiser. Use the Interdicter Cruiser to prevent the
Overlord's escape from the sector. While he is held there, your team-
mate in a Ferrengi Dreadnought shoots fighters at the Overlord until the
Scorpion is captured. It takes a very large number of fighters to
accomplish this. The key is to attack in a Ferrengi Dreadnought which
is the only ship capable of harming the Overlord. I have never seen
this done, so I cannot swear that this works, but I have heard it from
several sources, so I am itching to try it! I want a Scorpion! Watch
my web-page for an update on this as soon as I know for sure.

16) Changes in Bust Clearing: In the MBBS version of the game only, in
----------------------------- versions 2.02 and 2.03, busts no longer
stay around until the next multiple of Day 14. Now all but your very
last bust are automatically cancelled each night at cleanup. Now you
need only keep track of today's busts, and tomorrow morning toss your
record, and keep track only of yesterday's "last robbed" sector, and
"last bust" sector.


Page 49


>>> A Big Hug to Linda, for her many suggestions and additions and
information she provided, and for being a great Corp-Mate!

>>> A Big Hug to Marcy, for proof-reading, editing and additions, and
especially for being an excellent opponent!

>>> A Big Hug to Karen, for the constant abuse she gave me, dragging me
back to my real job, so I didn't go bankrupt while writing this.

>>> Thanks to all the players that emailed me their suggestions!

Revision History:

January, 1996: Original version.

May, 1997: This version. Major rewrite, greatly expanded, numerous
errors corrected.

Page 50

Begging For Help!

This Player's Manual has taken me about a zillion hours of work to
research and produce, and it is provided to you free of charge.

But alas, my girlfriends are very expensive to own & operate, and I
wonder how I'll be able to afford the medical bills when they all find
out about each other, so I am taking this opportunity to beg you for
some help.

If you enjoyed this Manual, and found it informative and useful, you
might consider stuffing one dollar or even five dollars into an
envelope and mailing it to me at:

> Fred Wehner
> P.O. Box 2275
> Clifton, NJ. 07015

Once you've done this, your conscience will no longer bother you, and
you'll sleep easy, secure in the knowledge that you have returned the
favor, and encouraged me to keep up work on the Manual and expand it

If you enclose your email address with the donation, I'll be more than
pleased to notify you directly of any revisions to the manual, and of
any new up-to-the-minute information that I've posted to my web-page.
This way, you'll be the first one on the block to get the latest word!

For a 10 dollar donation, I'll even be happy to respond to your email
requests for additional info and I'll email you detailed answers and
explanations to whatever questions you may have. Is that a deal or

Suggestions for additional topics are requested...please email me!
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