Trade Wars 2002 v3 Documentation Text

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TRADE WARS 2002
Version 3

(C) Copyright 1990 - 2000 by Epic Interactive Strategy
Written by Gary Martin, Mary Ann Martin, and John Pritchett
Created by Gary and Mary Ann Martin

Trade Wars Support

http://www.eisonline.com

---------

Trade Wars 2002 combines adventure and exploration with strategy
and cooperative play in an entertaining and exciting on-line
game. You compete against other BBSers to be the most powerful
trader (or corporation of traders) in the universe. Independent
traders can compete quite effectively against large corporations.
Corporate members can perform specific duties (as directed by
their C.E.O.) in specialized ships. Traders can be "good guys" or
"bad guys" with different avenues for advancement. The universe
can be different with each new game. There is no right or wrong
way to play and the possible strategies are limited only by one's
imagination.


PLAYING THE GAME

When you enter the game, you will be piloting a Merchant Cruiser.
This is considered the most versatile ship in the Trade Wars
armada. In it, new players have a chance to try out all aspects
of the game.

Upon entering, you will be asked what alias you would like to use
in the game and what name you would like to christen your ship.
The alias you choose will display in the player and corporate
rankings and in several corporate listings. Your ship name will
be used in the docking logs at the ports. You can use these
names to be as conspicuous or as inconspicuous as you want.
If your sysop has it configured this way, you will also be
given a personal planet when you enter the game. You will
be asked to name the planet here. You can then use option
<Y> Your Personal Planets from the Computer Menu to locate
the planet.

The equipment in your initial ship will include some holds to
store the cargo that you can trade at the ports found throughout
the universe. Trading is the basic way to advance in the game.
By good trading, you can gain experience as well as gain credits.
The credits you earn can fund your military and can provide the
capital you will need to expand your trading expeditions. You
will have some credits with which you can purchase some
commodities for trading. You will additionally have some
fighters to offer some protection as you begin your voyage.

The game will differ with each different group of players.
Individual traders are ranked by their experience. You gain
experience simply by playing the game. The more things you do,
the more experience you will get. Good and Evil are represented
by the titles each player receives. Your experience combined
with your alignment will determine whether you are a Lieutenant
or a Dread Pirate. When you do something that affects your
alignment, you will get a message saying your alignment went up
or down and by how much.

There are benefits and drawbacks whether you choose to play the
game as a good trader or an evil trader. Traders who follow the
FedLaws are offered protection in FedSpace until they are
experienced enough to protect themselves. Traders who aspire to
be very good can be awarded a Federal Commission. This allows
them to purchase an Imperial Starship. This is one of the most
powerful ships in the universe. On the other hand, the evil
traders are offered some options in the Underground. Traders who
have proved that they are truly evil can steal product or money
from the ports.

THE UNIVERSE

You will be traveling in a universe, whose size was determined by
your SysOp. Sectors may have planets, ports, other players,
empty ships, aliens, Ferrengi, Federation Starships, mines,
message beacons, fighters (belonging to you, other players, rogue
mercenaries, or the Ferrengi) or the sectors may contain nothing
at all. If in your travels you come across something
undesirable, your initial ship comes equipped with 30
fighters with which you can defend yourself.

Many players find it useful to have a home sector or group of
sectors. Players, especially those just joining a game, need an
out-of-the-way place to stay so they can build up their assets.
You can explore the universe and look for dead end sectors to use
as a hiding place. Corporate bases built in traffic lanes do not
fare too well and those in the major thoroughfares (in the paths
between the class 0 and class 9 ports) just do not stand much of
a chance.

Planets play a key part in your success as a trader. Terra, the
first planet you encounter as you enter the game, is where the
people can be found to colonize all other planets. Remember, the
environment on some planet types may be hazardous to humans. The
other planets in the game will, if inhabited, produce Fuel Ore,
Organics, Equipment and Fighters. The amounts of these
commodities produced will be affected by the type of planet. For
example, a Mountainous planet will provide more Fuel Ore than an
Oceanic planet. You and the other traders decide where the
planets will be. You can purchase a Genesis Torpedo and use it
in almost any sector in the galaxy. If the planet has enough of
the required commodities and enough people to supply the labor to
build it, you can begin construction of a Citadel. The Citadel
can provide you and the other members of your corporation with a
secure place to dock your ships and deposit the credits you've
earned. As you progress in the game, your Citadel can be
upgraded to provide additional protection to you and your
corporation. If you decide to build a planet in your home
sector, be sure you can defend it. A planet is very vulnerable
until it has a Combat Control Computer (level 2 Citadel) to
safeguard it.

There are ten different types of ports scattered about the
universe. The ports are classified by the products they buy
and/or sell. Port classes 1 through 8 trade the three basic
commodities: Fuel Ore, Organics and Equipment. The universe also
contains specialty ports for the other items you will need to
advance in the game. There are three Class 0 ports where you can
purchase holds (beneficial for moving colonists to your planets
as well as transporting goods for trade), fighters (to help
protect your territory), or shields (to protect your ship from
the traps laid by your enemies).  %GMK%There is one Class 9 port
that contains not only a Trading Port, but also a StarDock. The
StarDock houses the Stellar Hardware Emporium, the Federation
Shipyards, the Lost Trader's Tavern, the 2nd National Galactic
Bank, the Videon Cineplex and the Interstellar Space Police
Headquarters. There are other places of interest located in the
StarDock. These places you will have to discover on your own.
Some are not advertised because they are establishments of
questionable repute. Others are Federation buildings that house
top secret government information.


PEOPLE IN THE TRADE WARS UNIVERSE

A large part of playing is interacting with others in the game.
You can mingle with other players in the Lost Traders Tavern,
gambling against them, conversing with them, leaving
announcements at the door or writing a message on the bathroom
wall. You can combine your assets with other players of the same
alignment to form a Corporation. Just be aware that more than
one Corporation has been brought down by a con man who wormed his
way into the Corporate structure. You can have a chance
encounter with other creatures of the universe, both real (other
users) and Non-Player Characters (the Federals, Alien traders and
the Ferrengi). Chance encounters offer many possibilities and
can advance you in your chosen career path. Your alignment and
experience and the alignment and experience of the creature you
encounter will determine just how that advancement if affected.

Other traders are users just like you. They have alignment and
experience points. You can see all the others by Listing Traders
from your ships computer. By using the listing, you can see
which players are good and which are evil. You can estimate
whether the other player would better serve your needs as an ally
or adversary.

The Federation is the main governing body of the cosmos. You
will meet the Feds if you go to the Police Station. You might
run into them as you roam around space. The Feds don't look
kindly on players who break FedLaws, so if you're not careful,
they might visit you when you least want their company.

Alien traders are visitors from another universe who are looking
for better ports. You can get a listing of the Aliens similar to
the one you get for other traders. Aliens also have experience
and alignment, but you cannot form a Corporation with them.

The Ferrengi are a greedy, cowardly group. Their primary purpose
is the speedy acquisition of money. They will steal from anyone
no matter what the person's or corporation's alignment. They
seldom engage in face-to-face combat because they prefer the
advantage of surprise when ambushing their opponent. They often
travel in groups and will spy on promising territory. After
targeting an area, they will raid the sector when it is least
defended. If they are attacked, that group will hold a grudge
against the attacker and they will not rest until they feel the
score has been settled.

Explore the universe and take part in the adventure. You can
just look around or you can become a dominant factor. Most of
the displays are fully explained. When you are asked to make a
selection, anything displayed in brackets [], will be the
default.

Most displays can be aborted by hitting the space bar.

Good Trading and Good Luck.


MENU OPTIONS

MAIN MENU

Navigation

<D> Re-display Sector. This will re-display the information
about the sector where you are currently located.
Information includes sector number and nebulae name,
marker beacons, port name and class, mines, fighters,
planets and any other ships. Next to the class you will see
three letters signifying how the port trades in the
commodities. For example a SSB would indicate that the port
sells Fuel Ore, sells Organics and buys Equipment. The
adjacent sectors will also be shown. With a color display,
the sectors you have not yet visited will show up in red.

<P> Port and Trade. This will allow you to dock at the port
in your current sector. This is the only way to trade
your commodities. You will have some choices for what
action you would like to take at the port. Most of the
choices are self-explanatory. If you are playing the game
as an evil trader, the choices you see will be different than
they would be if you were playing the game as a lawful Player.
When you dock at the port, you will be able to see the docking
log. This will show you the name of the last ship to do business
there. If there is a planet in the sector with this port, you
will be able to negotiate a Planetary Trade Agreement. This is a
trade contract that will allow you to trade off all your excess
commodities to the port without wasting your turns hauling one
shipload at a time. If you want to build a new Starport and the
universe is full or if you decide that your adversaries have too
big an advantage and you need to get rid of that port they have
been using, you can attack and destroy a starport. This is never
an easy task. The starports are very heavily armed and will
retaliate, so you will need to have plenty of military forces
with you if you decide to proceed with this selection.

<M> Move to a Sector. The sectors adjacent to your current
location will be listed as warp lanes in the sector
display. You can move to one of them, or you can choose
any other sector in the universe. If you designate a
sector that doesn't have a direct warp lane, your ship's
computer will plot your course, show the path and the number
of hops (and turns) the trip will use, and ask you if you
want to engage your AutoPilot. You will be able to use the
Autopilot in three different modes. The default is Alert
mode. This will suspend your travel in any sector where
there is a planet, port, navagational hazard or other
trader. Once alerted to one of these items, you will be
given several options. It is up to you to make the decision
that will best serve you or your corporation. The second
mode is Express. This speeds you to your destination
provided there are no enemy forces in your path. The third
mode is Single Step. This was developed by an enterprising
group of pioneers. Their group was getting smaller due to
bold exploration of sectors filled with mines, so the
survivors manufactured an Autopilot that would stop in each
sector. This allowed them to scan the next sector for
hazards before proceeding into it. Select this option if
you feel the need for caution.

<L> Land on a Planet. This option will enable you to colonize
your planets, build a Citadel and do business there, pick up
the fighters built by your colonists or pick up the
production of Fuel Ore, Organics and/or Equipment. You will
see a list of all the planets. Simply enter the number for
the one you want to visit. If you have purchased a Planet
Scanner at the Hardware Emporium, it will automatically
provide you with additional information about the planet.
The Planet Scanner will also allow you to abort the landing
procedure if, after looking at the defenses, you feel you
may not be able to land successfully. The display, once you
have landed, shows the planet number, location, name, class
and a chart detailing the commodities, production
requirements and current inventories. You will also see the
citadel information and any planetary defenses.

<S> Long Range Scan. If you have purchased a scanner from the
Hardware Emporium, you can use it to view adjacent sectors.
All things in the Trade Wars universe have a density value
and you can use your Density Scanner to display the relative
density of the neighboring sectors and determine if there
are any Navagational Hazards. You will also be warned of
any non-standard, undefinable mass. You can then use that
information to determine what's next door. If you have a
Holographic Scanner, you will be able to see ports, planets,
hazards and other players all for just the cost of one turn.

<R> Release Beacon. Choose this when you want to launch one
of the Marker Beacons you purchased at the Hardware
Emporium. You will need to decide what message your
beacon will send when you launch it. (Limit 41 characters)

<W> Tow SpaceCraft. This option lets you toggle your tractor
beam on and off. The computer will ask you which trader in
your current sector you wish to tow. You can tow an
unmanned ship only if you own the ship and know the ship's
password. The computer will then calculate (using the size
difference between the two ships) the number of turns you
will use for each sector you tow this trader and his/her
ship. You can then use the Move option to go to an adjacent
sector or you can engage your AutoPilot to move you and your
"passenger". Type 1 TransWarp drives were not made to be used
in conjunction with tractor beams, so if you use your Type 1
TransWarp, the tractor beam will automatically shut down.
Type 2 TransWarp drives can be used with a ship in tow.
The person you are towing will not enter a sector until you
have safely entered. The tractor beam will act as a
protective shield and will safeguard the towee from any
damage from mines, offensive fighters or Quasar cannons. If
your ship is destroyed, the tractor beam will also be
destroyed and the person you are towing will be left
stranded. To disengage the beam at any point, use this
option again.

<N> Move to NavPoint. Navigation Points are sectors of particular
relevance to you or your corporation. They are assigned from
the main menu with the "<Y> Set NavPoints" option. All Nav units
are pre-programmed with info on Sector 1 (Terra), and (if the
sysop wishes) StarDock Sector, and there are four other definable
points. Navigation info is available on any sector in FedSpace,
or any sector containing one or more of your fighters. This info
includes any planet or port details for that sector.

Computer and Information

<C> Onboard Computer. This command will activate your on-board
computer.

<X> Transporter Pad. The display will show the transport range
of your ship and a list of ships and their locations to
which you can beam yourself. Make sure you know the
password!

<I> Ship Information. This will display your statistics.

Trader Name......Your alias in the game
Rank and Exp.....The experience points you have
accumulated, the number of alignment
points you have accumulated and the
title you have received
Times Blown Up...The number of times your ship has been
destroyed
Ship Name........The name of the ship you are now using
Ship Info........Manufacturer and model
Ported = The number of times this ship
has docked at a Trading Port
Kills = Number of other player's ships
destroyed by this ship
Turns to Warp....How many turns used to move this ship
one sector
Date Built.......The date this ship was purchased
Current Sector...Your current location
Turns to Warp....The number of turns you will use
moving this ship to an adjacent sector
Turns Left.......Number of turns remaining for this
ship
Total Holds......Number of holds this ship is carrying
(This display also shows the breakdown
of the cargo in the holds)
Additional information includes all the special equipment
your ship has and the number of credits you have on your
ship.

<T> Corporate Menu. This will give you information about all
the corporations in the game.

<U> Use Genesis Torpedo. If you are carrying a Genesis
Torpedo, you will be able to detonate it and create one of
the several types of planets using this command. These will
create your new world quickly. You will be advised of the
planet type before you have to name it so you can assign an
appropriate name.

<J> Jettison Cargo. If your holds are full of some cargo you
just can't unload on any nearby port or planet, you may
use this selection to unceremoniously dump your holds
into space. Remember that FedLaw prohibits littering in
FedSpace. Dumping holds filled with colonists will leave
a negative impression on your alignment.

<B> Interdict Control. If you are piloting an Interdictor
Cruiser, use this option to set the generator powering the
Interdictor on or off. If it is on, an enemy will not be
able to warp out of the sector during an attack.

Tactical

<A> Attack Enemy SpaceCraft. When you encounter an opponent,
other creature or unmanned ship in a sector you have the
option of going on the offense and attacking. The
controller will ask you how many of your fighters you want
to use in the attack. When you are much stronger than your
opponent, there is a chance that the opponent will warp out
of the sector. If you are very careful with the amount of
firepower you use in your attack, there may be significant
salvage available after you win. Attacking others can (and
probably will) affect your alignment. If you attack a
pirate or known terror you will get good points. On the
other hand, if you decide to pick on some good soul you will
go down the ladder of righteousness.

<E> Use Subspace Ether Probe. Launch the Probe you purchased at
the Hardware Emporium. Send the unmanned spy off to its
destination sending information back to you from every
sector it passes through. Remember that this device has
no defensive capabilities so if it encounters any enemy
fighters, it will be destroyed.

<F> Take or Leave Fighters. This enables you to deploy your
fighters. You will have several options so you can
customize your defenses. You can leave fighters as
either Personal so they recognize only you as an ally or
you can leave them as Corporate so any member of your
corporation will be treated with respect. Fighters can
be Offensive, Defensive or Toll. Defensive fighters
defend your territory. They bar opponents from entering
a sector and will fight when attacked. Offensive
fighters will send out an attack group on any poor soul
who happens into their sector. The size of the attack
group depends on the fighter support escorting the
intruder. After the initial attack, offensive fighters
fall back to defend their territory. Toll fighters
simply stop the casual passers-by and ask them for money
to help with your cause. The number of Toll Fighters
deployed will determine the amount of the toll charged.
Toll fighters, as all other fighters, will fight back if
attacked.

<G> Show Deployed Fighters. This display can be a very
useful tool as you plan your military strategies. The
information shown contains the sector number where the
fighters are located, the quantity of fighters there,
whether the fighters are Personal or Corporate, the
strategic mode they are in (Offensive, Defensive or Toll)
and any tolls they have collected.

<H> Handle Space Mines. Mines can be a very convincing way
of marking your territory. This selection will let place
both Limpet and Armid mines and allows you place or pick up
the mines. You will be able to choose whether to set the
mines as Personal or Corporate. Personal mines will
recognize only you and Corporate mines will recognize any
member of your corporation. Mines don't always work, but it
stands to reason that the more mines there are in a sector,
the more likely one is to detonate (or attach in the case of
Limpet mines).

<K> Show Deployed Mines. This display is similar to the Show
Deployed Fighters. You get information about the sectors
containing your Personal and/or Corporate Limpet and Aramid
mines and how many mines are located in each of those
sectors. In the case of Limpet mines, you will get two
displays. One will show the deployed mines just waiting for
your unsuspecting enemy. The other display is Activated
mines - it shows those mines which have attached to ships
and where they are.

<O> Starport Construction. If there is not a Starport in the
sector, this menu selection will display the Starport
Construction Menu. Starports are available throughout
the universe. You may decide that you want your own
customized commerce center in a place you specify instead
of using the ones built by others. You will see a
detailed graph of the different port classes, the
products they can import/export and the initial
construction costs. The license bureau will check to see
that there is a planet in the sector to provide materials
for the construction. They will also check for
sufficient funding to support the undertaking. Be sure
to leave the specified amount of materials on the planet
every day during the construction phase or the building
will not progress. If there is already a Starport in the
sector, the Upgrade Starport Menu will be displayed.
This allows you to increase the trading levels of any or
all of the commodities. The universe can support only so
many ports. If the Starport Construction request tells
you that the universe is full, then you have to destroy
an existing port before you can begin construction on
your new one. (See PORT AND TRADE)

<Y> Set NavPoints. Use this option to log important sectors to
your navigation unit. You can then plot a course to one of
these sectors at any time from the NavPoint menu (<N> from
main menu).

Global Commands

These features can be accessed from any prompt in the game. The
command must be the first character on any prompt line, and
a given command cannot be accessed from within itself.

<`> Fed. Comm-Link. This enables you to send a message to all
other players in the game over the global Federation comm-link.
Players can turn off the Fed. comm-link in the computer menu
(Personal Settings), and will no longer receive global messages.

You use this feature in either of two ways:

1) Type ` and press <ENTER>. You will be prompted to type in
your message, pressing <ENTER> to send each line. Sending
a blank line will terminate the transmission. In this way,
you can send any number of lines, each 155 characters or
less.

2) Type ` followed immediately by your one line message.

Example: `Is anyone listening?

Upon pressing <ENTER>, this one line message will be sent,
and the transmission will be terminated, returning you to the
previously active prompt. As before, this line can be up to
155 characters in length.

<'> Sub-space Radio. This enables you to send a message to all
other players in the game who are tuned to your radio channel. By
default, everyone starts on radio channel zero until changed
in the computer menu (Personal Settings).

You use this feature in either of two ways:

1) Type ' and press <ENTER>. You will be prompted to type in
your message, pressing <ENTER> to send each line. Sending
a blank line will terminate the transmission. In this way,
you can send any number of lines, each 155 characters or
less.

2) Type ' followed immediately by your one line message.

Example: 'Is anyone listening?

Upon pressing <ENTER>, this one line message will be sent,
and the transmission will be terminated. As before, this
line can be up to 155 characters in length.

<=> Hailing Frequencies. This enables you to send a message over a
secured channel to another trader. This is not to be confused with
private mail. Messages sent here are not stored in the traders
mail log.

You use this feature in any of three ways:

1) Type = and press <ENTER>. You will be prompted to type in
the name of the trader you are contacting. Assuming this trader
is valid, your computer will send a hailing message. If the
user is online, a private channel will be opened. You will then
be prompted to type in your message, pressing <ENTER> to send each
line. Sending a blank line will terminate the transmission. In
this way, you can send any number of lines, each 155 characters or
less.

2) Type = followed immediately by the trader you are contacting.

Example: =Kal Durak

Upon pressing <ENTER>, assuming this trader is valid, your computer
will send a hailing message. If the user is online, a private
channel will be opened. You will then be prompted to type your
message, pressing <ENTER> to send each line. As before, sending a
blank line will terminate the transmission, and you can send any
number of lines, each 155 characters or less.

3) Type = followed immediately by the trader you are contacting,
followed then by a comma, and the one line message to be sent.

Example: =Kal Durak, Meet me at Stardock!

Upon pressing <ENTER>, your computer will attempt to contact
this trader. If this is a valid trader name, the one line
message will be transmitted, and the transmission will end.
This line, including trader name, is limited to 155 characters.
If that trader is not available at the moment, the message will not
be received.

In all of the above cases, if the trader is not online, the message
will be routed to the Galactic M.A.I.L. Service.

Establishing a two-way secured comm-link:

Once the computer establishes the identity of the trader you are
contacting, a "hailing" message is sent. If that trader wishes,
he or she may then contact you with the "Hailing Frequencies"
command. In this way, a secured two-way comm-link can be
established between two traders. The transmission works just as
before, accept that the incoming message banner for this trader
will be shortened to the trader's name and a colon. For example,

Kal Durak:
I'm already at Stardock...

This is meant to facilitate lengthy chat sessions between traders.

<#> Who's playing. This displays a list of other all users in the
game at this time.

</> Quick-stats. Displays a compact overview of your stats, including
turns, credits, alignment, experience, and info about your ship.

Miscellaneous

<Q> Quit and Exit. This exits you from the game and returns
you to the BBS.

<!> Main Menu Help. Display the portion of the documentation
describing the Main Menu functions.

<Z> Trade Wars Docs. Display this entire document. Useful
menus are available anytime a ? appears in the prompt.
Specific help files are available wherever an ! appears
in the menus.

<V> View Game Status. Trade Wars 2002 can be configured in
a variety of ways by your SysOp. This display will show
you the static information about the game as well as the
current information. Static information includes the
version number, maximum number of sectors, players, etc.,
whether or not the local display is on, and if this is a
registered version of the game. The StarDock location
may also appear on this screen if the SysOp has configured
the game that way. The current information will show how
many players are now in the game with the percentage of
good, how many planets have been built, how many
corporations are registered, the amount of credits
accumulated at the ports, the total fighters and mines in
the universe and how long the game has been running.

Hidden Keys (Not on menu)

<<> Return to Previous Sector. This function can be used to quickly
return to the sector from which you just came. Particularly
useful in port-pair situations, where you can effortlessly
move between two adjacent paired ports.

NOTE: Use of <,> (no shift) has been discontinued as of v3.05.

<@> Game Details. Sysop only. See TWSYSOP.DOC for details.

<
Personal tools
current TWGS Activity
Servers:
currently active: 159
since 2011: 11,969
Players:
this month: 183
this year: 2,326
last year: 2,983
since 2011: 64,055