TradeWars 1000 v9 (Davenport) Player Instructions

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Copyright 1986 Chris Sherrick

RBBS version brought to you by
The Reno RBBS and
Sysop John Morris / 702-746-1364 & 1365

Enhanced 1000 Sector, AUTOPILOT
and QuickBBS version
brought to you by
Alan Davenport
Al's Cabin QBBS
(201) 827-7815

*--> These instructions are downloadable under the file name TW.DOC <--*
(If missing, yell at your sysop! ;-)

This is a multi-player game that is a cross between a war game and a
space trading game. Players compete against one another and are even able to
attack and kill each other. You have a ship that can roam the universe, from
space port to space port trading metals, organics and equipment to earn
credits (money.) Once you've earned some credits, you can buy fighters or
cargo holds. With more cargo holds, you can carry more merchandise and earn
more credits. With fighters, you can attack and destroy other players' ships
and steal cargo holds from them. You can also defend a space port (or a
series of sectors and space ports) which will give you exclusive trading and
make even more credits. The goal of this game is simple: to control the


All you have to do to play this game is to log on. The computer will
automatically recognize you and enter you in the game if there is room for
you. If there isn't room for you, don't worry. Old players are often
deleted and room should open up in several days. You should also leave a
message for the sysop telling him you want to play because he might be able
to delete an old player before his time to make room for you. When you
start, the computer will give you a ship along with some cargo holds and some
fighters and you will be on your way to becoming the most powerful person in
the universe.


Once you're in, the computer will remember everything you do. If you
exit the game in the middle, or even hang up on the game, it will remember
what you did and and allow you to continue the next time you decide to play.
You are allowed so many turns a day, and each time you move from sector to
sector or land at a space port, you lose one turn. Unfortunately, how many
turns you've used up is remembered. If someone has left some fighters to
protect the sector, you have to fight off his fighters before you you are
allowed to do anything in that sector. You can also retreat BUT the defense
force MAY attack you!

However, once you're in a sector, you can trade at space ports, take or
leave fighters within the sector to defend it, and even attack other peoples'
ships. Every time you attack someone's ship, they will know who did it.
This also goes for you; if someone kills your fighters, you will know who did
it. So experiment! Feel free to wipe someone out... they might even return
the favor. Start a war!


You're not alone in the universe. The evil Cabal, a race of warring
creatures, wander around seeking whom they can devour. These evil warriors
dwell in a portion of the known universe and if you are mighty enough, you
can conquer them. The Cabal exist for the sole purpose to annoy players, but
an outstanding Trade Wars player can actually defeat the Cabal and invade
their Headquarters and win a reward! Also, there is a bounty on the Cabal:
For every Cabal fighter you destroy, you will receive 5 credits. If you
clean OUT a sector occupied by the Cabal, you will recieve 50 credits per
fighter! But beware, these guys are tough!


Mercenaries also roam the galaxy. These guys are tough and unpredictable
but can USUALLY be BRIBED to join up with you. CAREFUL however, if you INSULT
them with your offer they will turn and attack you! If you sucessfully bribe
them, they will remain forever loyal to you and will fight for you to the


Once you're in a sector, there are several things you can do. The
following is a list of available commands:


This will give you info about the sector you are in. It will tell you
the sector you are in, the name and class of any ports in the sector, planets
in the sector, other players' ships and the the number of fighters protecting
them, the number of fighters protecting the sector and who they belong to,
and what sectors the warps lead to. Note the difference between fighters
protecting the sector and the fighters accompanying ships. The fighters
protecting the sector are the ones you have to fight in order to get into the
sector. The fighters accompanying the ships are the ones you have to destroy
to get to the other players' ships (using the 'A' command.)


This command allows your fighters to attack another player's ship in the
same sector. When you attack another's ship, the computer will ask you the
number of fighters you want to use. Then the computer will do the fighting
for you. On every attack, someone will lose a fighter, and there is a chance
it will be yours. If you don't lose one, the other guy will. The computer
will keep fighting until either you lose that many fighters, or you wipe out
all the other persons fighters. Then it will give you a total telling you how
good (or bad) you did. It is possible to lose 5,000 fighters in one stroke,
so be careful with this one! If you kill off all the fighters protecting
another player's ship, you can attack the ship and salvage whatever holds and
cargo that is not destroyed with the ship.


Each ship has an on-board computer. The computer has 10 functions, a
port report, a sector finder (AUTOPILOT!), a ranking routine, a radio message
routine, a radio message log, a galactic economy report, and galactic
newspaper, a planet report and a path checker. The port report will give the
quantity of any unprotected port so you can immediately know where there is
some good trading. The computer will ask you for what sector the port is in.
Just enter the sector number. For example, for Sol, enter a '1'. If there
isn't a port in that sector, or someone is protecting that port with
fighters, the computer will respond with "No information available."

The sector finder will tell you how to get to any sector you specify. If
you want to know how to get to another sector, run this program. It will
tell you which sectors to take to get to the sector you want. Once the
course prints out, you will have the option of entering it into your
AUTOPILOT. This will take you there AUTOMATICALLY! This will be very useful
until you get a map made.

The ranking routine ranks all the teams and players playing the game.
Along side the player is his or her value in credits. This includes
everything, including fighters dropped in sectors. Note that a person who
has been killed has a value of zero.

Another function is the Send message function. You will be asked for a
'search string'.. For instance if you wanted to send a message to Chris
Sherrick, you could input Sherr for the search string. Or you can simply
enter the persons full name. (You can also send BROADCAST messages to "ALL"
that everyone will get for a day or so.) Once you have located the proper
player to send the message to, you can send as many lines as you wish. Up to
74 characters are allowed on each line.

The Radio Log will give you a list of all messages sent or recieved by

The economy report, will list ALL undefended ports (Or a range of
ports), what they are buying and selling, and how much!

The newspaper will give you a listing of what has happened recently in
the game. Who attacked who. What the cabal are up to, what planets are made
(and DESTROYED!), etc.

The Planet Report will tell you what is available on what planet for the
taking. The planet must be in an undefended sector and you must know its
location to use this option.

Sector finder (ANY) will allow you to check the amount of moves between
ANY 2 points in the galaxy, NOT just from your current location. This is
useful for finding good trading paths.


This will allow you to mine a sector with sector mines (assuming you
have one!) The mine will NOT be armed until you LEAVE THE SECTOR. Once you
leave, it will go off when ANYONE (INCLUDING YOU!) enters the sector doing
great damage, So mines are great passive weapons, but you better not step on
them by mistake! Also, any mines you are carrying will go off if you are
killed. Sector mines can be bought at "Sol". (Sector 1)


This lets you leave fighters to defend a sector or take the ones already
there. If there are fighters protecting a sector, no one can enter that
sector without defeating them. The computer will ask you how many fighters
you want defending the sector. Note: this is DEFENDING THE SECTOR. If you
have some there already, and you enter a number less than the number there,
you will take the remaining fighters. If you want to leave three fighters in
an empty sector, enter '3'. If you have seven fighters in a sector and want
to take them all, enter '0'. (None will be left defending the sector.) If
you have four fighters in a sector and want to take three and leave one,
enter '1' and the remaining three will go with you. You are not allowed to
leave fighters in sectors 1-7. Sectors 1-7 is the Union (the local
government) and they don't like having fighters in their presence. IMPORTANT
note, if your defense force it attacked by overwhelming odds, the fighters
may surrended to the attacking force and switch sides! So do NOT attempt to
hold a sector until you are strong enough!


You can send out part or ALL of your fighters attached to your ship in a
battle group. You will be asked for a destination for them. They will attack
anything and anyone in their path until they either reach their destination
or are wiped out.

If you send only 1 [one] fighter, it will act as a scout and report on
any ports, planets or players that it encounters in its path.

Both Battle Groups and Fighters will return to the mother ship IF they
have not been destroyed while on thier trip. Sending a battle Group or Scout
costs 1 turn.


This command will give you information about your ship. It will tell
you the sector you are in, the number of turns and minutes left, the number
of fighters in your fleet, the number of cargo holds on your ship and what
they contain, how many sector mines you have and how many credits you have.
It will also tell you if your cloaking device is Drained, Charged, or Active.


If your cloaking device is charged, you can activate it with this
command. If it is not charged, it will simply say "Not charged". If already
active, it will return Cloaking Device Status. Once activated, the energy
will last until you log on the NEXT time. (Unless you don't log of for over a
week. The energy won't last forever!) If active, you will be invisible to
everyone's scanners and will be safe from attack! (Including the Cabal!) It
also will improve your odds when attacking.


Planets are similar to ports, only they produce everything, and give
their merchandise away instead of bartering with you. If you <L>and in a
sector containing no planets you will be able to Create a planet. But you
will need 10,000 credits to do so. Sounds nice doesn't it? One thing you
should know about planets is what productivity is. Productivity is how many
units that planet produces per 24 hours. You can increase the productivity
by transfering cargo into a planet until the amount in its wharehouses is
greater than 10 times the daily production. Planets start with an initial
productivity of 1 in ore, organics, and equipment. They start out with 0
production of fighters but will start producing them when you build the
planet up. I highly recommend leaving fighters in a sector with a planet in
it. If you wish to destroy a planet, you must attack it with fighters. You
will wear down its production on about 1 unit of production for every fighter
used in the attack. So if the planet has a total production of all items of
about 50, it would take at LEAST 50 fighters to kill it. Be warned, if you
don't destroy the planet on your first shot, the planet will attack with a
force equal to its remaining production! There is one planet allowed per
sector. You can MOVE planets by using the planet thrusters to any sector but
the cost in turns is high. 10 turns per sector. Also, there is a small chance
a planet will EXPLODE from the stress when moved.


This allows you to move from sector to sector. The Union has
established a web of warps from sector to sector that you can travel through.
Each move takes up one turn and you have a limited number of turns a day. If
you move into a sector with fighters protecting it, you will have to fight
them before you can enter. You can attack or retreat. If you retreat, you
will return to the sector from which you came from, but you won't use up
another turn. If you retreat and dont have any fighters left, there is a 50%
chance you will make it. If you go into a sector with a MINE it in, it will
go off!


This command allows you to land and trade with space ports, providing
there is one in your sector. Docking at a space port uses up one turn When
you trade, you trade in units. One unit is enough to fill one cargo hold
aboard your ship. There are three types of merchandise: ore, organics
(org.), and equipment (eqp.) When you dock, you will haggle over the prices.
They will give you an offer, and you will counter offer. This will continue
until either they take your offer, or decide to go elsewhere to do business.
The prices depend on how much they have or need. The more they have or need,
the better the bargain. Ports produce a limited amount of merchandise a day.
If you can capture one with fighters, don't trade with it for several days
and let the prices get better and better. How much of a bargain varies from
port to port. Sol (in sector 1) is a special port. It sells fighters, cargo
holds, sector mines, cloaking device re-charges and turns. When you buy
turns, they are a temporary one shot deal (until used up); you buy turns, not
the number of turns allotted per day. The prices of fighters and cargo holds
vary depending on what day of the week it is; you don't haggle over these


This command allows you to quit the game and return to the BBS. You can
also hang up, but I would rather have you simply Quit. It makes sure that
nothing is going to go wrong. If you quit and you haven't used up all your
turns, you can come back later on and continue with your remaining turns
assuming you haven't used up all your sessions allowed per day. Also, if your
cloaking device energy packs are charged, you will be given the opportunity
to activate it at this time.


This command will allow you to scan all sectors surrounding yours. Will
show ports, planets, players, sector mines and fighters. Can be very useful
when hunting other players, or while making a map.


Entering T will get you the Team menu. This menu consists of 7 separate
functions. If you don't belong to a team, only three options are visible. At
the team menu prompt you can enter '2' to create a Team, you will be asked
for a Team password (which will be needed by other players to join your
team). That is basically it to creating a Team. Note: when you create a team,
you do not need to join it afterwards. The next function, '3', is Join a
Team. You will be asked for the Team number you wish to join, and if a spot
is open on that team, you will be asked for the team password. If you enter
the correct password, you are then recorded as a member of that Team. Command
'4' is the Quit a team command. You will need to quit a team if you want to
create a new team or join another one.

If you are a member of a team, you will have 4 more functions. '5' is
the Transfer credits command. You can transfer your credits to a Team member.
(as long as they are in the same sector as yourself) Note: you cannot
transfer credits FROM a team mate to yourself. Entering '6' will give you the
Fighter Transfer option. This works in the exact same manner as the credit
transfer function, only with fighters. Team function 7 is the Locate team
mates command, '7'. This will give you a list of Team mates and the sector
they are located in, if any. The last option will allow you to transfer
fighters to another team member's defense force. (Useful if it is getting
thin from being attacked!)

? - HELP!

This command will give you a list of the commands you can use.


This will reprint these instructions.


If you are using a long string of commands over and over again, you can
store it for re-use by placing a "/" as the LAST character of the command.
Then, any time you want to re-use it just hit Control-R and it will be
auto-executed for you again!

EXAMPLE: C;3;444;Y;L;A;L;C;3;555;Y;P;/

That is to move to sector 444 under autopilot, land on planet, take all, then
go back to sector 555 with the autopilot and dock at the port there. This
would get tedious re-entering it over and over but since you put the "/" at
the end, all you have to do to re-use the command string is to hit Control-R!


There are a few special features and techniques to the game that you will
discover as you play. Have fun, and don't be afraid to experiment!
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