The TradeWars
2002 Bible!

Quoted from Justin Curry - in the Tradewars echo on Fidonet
Excerpts from the on-line BBS game Tradewars
Comments from Blackfist
Captured October 21,1993 - updated (103d only!) March 1994

Edited/Updated (for TWGS) by Clme (clme@PenIsMightier.com) July, 2007 

Table of Contents

Table of Contents
An Introduction to This Whole Bible!
What is TradeWars 2002?
Basic Game Play
The Universe
People in the Trade Wars Universe
Advanced Playing Techniques
1. Destroying Heavily Defended Planets
2. Using Photon Missiles
3. Federal Commissions
4. The Tholian Sentinel
5. The CIM Mode in the Computer
Being Considered a 'Good' Player
Using the bugs in TradeWars -- A Dilemma
Choosing Between Good and Evil…
Being a Good 'N Legal Trader
Being an Evil Trader
Bounties, Good and Evil
Keeping an Evil Imperial StarShip
Trapping Federals and Freeing Federals
Running a Corporation
Running a Piratical Corporation
Anti-Backstabbing Yourself as a CEO
Backstabbing your CEO
Secret Alliances and Treaties
The Worth of Planets and Citadels
The Worth of Aliens
The Worth of Ferrengi
The Worth of Other Traders
Using the StarDock to its fullest
The CinePlex Videon Theatres
The 2nd National Galactic Bank
The Stellar Hardware Emporium
Long Range Scanners:
The Federal Space Police HQ
The Federation Shipyards
The Lost Trader's Tavern
The Underground
The Library
Destroying Class 0 Ports
Appendices.
Planet Charts for ‘Default’ Game Setup:
Ship Charts for ‘Default’ Game Setup:
Other Sources of Trade Wars information

Please Note:  Most first-person comments in this bible are Blackfists or Justin Curry’s.  I have added facts and charts where I saw fit, and updated to reflect bug fixes, etc.  I’ve also made some changes that (in my opinion) improve readability but most of the initial work remains theirs.

An Introduction to This Whole Bible!
The first thing that I wanted to say about this whole file was that I have worked long and hard on it, and done much research for it.  It is for the good of all the current and prospective TradeWars 2002 players out there. This is no ordinary text file on TradeWars 2002.  This is because I have tried to make it as error-free and as clear and concise as possible.  In this file I have used my opinions and experiences to try and help you become a better TradeWars 2002 player faster, and to give you ideas on what to do once you get going.  I have not told you EXACTLY how to play as some of the text-files that I have read have done.  I supply you with the ideas, and you do the rest.  I'm not holding you by the hand but helping you along the way to finding the way that you best play.  Good luck!  I guess we'll just have to find out together if it worked!  

DON'T FORGET: you'll find what works best for you, not me.  Try EVERYTHING.  There's a LOT to TradeWars 2002!  If you have any comments, questions, find errors, or have something to add, please feel free to contact me (BBS numbers removed).  

	You can contact Clme via email at clme@PenIsMightier.com subject: TradeWars

I would also like to thank very much the following people: 
Jonathan Levy, for all of his help on teaching me to play!
Gary A. Martin, for writing TradeWars 2002!	
And all you experts out there who helped make so much of this possible. 
And a special mention goes out to: 
Jac Lahav, for teaching me about colonization! <g>
Jason Mahoney, for teaching me about the 'free' Holds Bug! ;) [bug fixed]

PRINT ME!  I'm UNDER 30 PAGES!
What is TradeWars 2002?
TradeWars 2002 is an interactive Online game in which you are placed in a galaxy as a 'Trader' and your objective is to become as successful as possible. In TradeWars 2002, you try to begin by trading commodities, which in this game are: Fuel Ore, Organics and Equipment.  Fuel Ore is the cheapest, and Equipment is the most expensive.  Organics is always somewhere in between. 

You are allocated a certain number of turns each time you play (each day hopefully) to which you can explore and trade and so forth in the galaxy.  Moving from one sector to another takes one turn, and do not expect for sector 10 to lead to sector 11 to lead to sector 12 and so forth.  The galaxy is very random.  Sector 5 may lead to many sectors including sector 730 for example.  There are some sectors that have one warp in and one warp out.  Some sectors may be warped into by one sector, and out by another, as to have a different entrance and exit sector. Example: you could warp from sector 221 to sector 73, and then find that the only way out of 73 is through sector 596, and not sector 221.  You will see when you logon for the first time what I am talking about. You should of course understand that TradeWars 2002 is a long term and time consuming endeavor if you wish to be at all a worthwhile player.  

Once you get into the game, type 'V' at the main menu prompt.  Look to see how many days the Game has been in effect.  This value will affect greatly how you play the game.  Also look to see if the Version you are playing is registered.  If it isn't, then exit the program by typing 'Q' and ask your SysOp to register.  TradeWars 2002 is not worth playing if it isn't registered. 
Basic Game Play
 
This opening intro is by Gary and Mary Ann Martin, the creator of TradeWars 2002.  Read it if you have not done so before.  I will break in periodically with comments, and tell you things at the end that they do not.  

Some of the introduction makes assumptions on the game setup based on the ‘typical’ trade-wars game.  The sysop can change things like what ship you start with, wether or not you start with a planet, and how many fighters your ship has initially.  You can find out a lot of this information by typing ‘V’ at the main menu prompt as well.  The changeable items that are most likely to affect your game-play are listed there.

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. 

 [Periodically you will see me break in to this narrative.  I would like to say that the Merchant Cruiser is fine for a start, but if you want to be even a slightly good trader you should use the StarMaster. It has a VERY good turn rate, and it has good armament and holds capacity.  You should have about 70,000 credits in your bank account (and say 2,000 or so on you) before you buy one.  It IS worth it.]

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.  

The equipment in your initial ship will include 20 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. 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.
  
 [This is a good catch here.  When they say 'are experienced enough to protect themselves', what they mean is when your Experience Point level is at or above 1000 or you have more than 50 fighters, you can 'protect yourself'.  By that time anyway, you should still be parking in FedSpace if possible, but you should be cloaking.  Cloaking devices can be found in the StarDock Hardware Emporium for 25,000 credits each.  This expense is well worth it once you become an experienced trader and part of a Corporation.]

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 [sysop configurable] sector universe.  Sectors may have planets, ports, other players, 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. 
 
[No way.  Many SysOps will raise this number to 50 fighters initially. The SysOps are god here.  Don't forget though, that even if you are safe overnight in FedSpace, if you have over 50 fighters, then you will be towed from FedSpace to a random sector in the galaxy.  This is many a time annoying, especially if you forget and then get destroyed because somebody happened to come across you out in the middle of the galaxy.  And anyway, if you're evil, don't expect to be protected in FedSpace, not for one second.]

  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.  

[This is true, but not until you have enough resources to start a planet, and to put it in a sector with one warp in and one out (the same sector!!) and so forth.  You can explore the universe and look for dead end sectors to use as a hiding place.  Corporate bases built in traffic lanes don't fare too well and those in the major thoroughfares (in the paths between the class 0 and class 9 ports) just don't stand much of a chance.

If your alignment is positive (you are a GOOD trader so far) then if you have over 50,000 credits on you, you will be taxed, and even if your alignment goes up, you lose 10% of the money you have at the moment. If you are good, when you quit for the day, have no more than 49,999 credits on you.  Evil traders are not taxed.  Taxable credit levels and tax rates may be different depending on the TW2002 setup]   
 
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.  The other planets in the game will, if inhabited, produce Fuel Ore, Organics, Equipment and Fighters.  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. 

 [This is also true.  DO NOT forget, do not leave Fighters on the planet until you have at least a Level 2 citadel, or else anybody can land and take the fighters for their own.  Not good for you.]

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). 

 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.

[Now that’s over with, I must say, it doesn't tell you tons.  You should attempt to get those 50 fighters by trading in FedSpace if there are sufficient ports, and making money, and buying 50 fighters and maybe some shields, especially if the game is over a week or two old.]  

You can check the age of the game by pressing 'V' on the main menu to see how many planets there are, how many mines, and how many fighters there are in the Galaxy.  If there are two planets, then those are Terra, in sector 1, where you can get colonists to colonize your planets from, and the other is Ferrengal.  It's not good to run into Ferrengal if you are relatively unguarded.  If there are 50 mines, those are in the Ferrengal sector.  If you hit mines in a new game, and there were only 50 to begin with, then that's Ferrengal.  WRITE THE SECTOR DOWN!! If you come across a class 0 port (Alpha Centauri or Rylos), write the sector # down where you will not lose it.  Same goes with any planets you come across.  Do not lose your notes on the game, they will become important later, especially if you decide to become evil. 

You should always try to find a good pair of ports.  What I mean by that is that is a pair of ports where you can buy a commodity a one port, and go to an adjacent sector and sell that commodity. Then buy another one that you can sell at the port in the sector that you just came from.  A good loop is a good way to make money early in the game.  Be warned that a while into the game, someone else may have found that pair and used it.  Look at the percentages beside the amounts in the port.  

Here is an example of the ideal port if it is able to be used for a port pair, because nobody has docked before:

Docking...One turn deducted, 57 turns left.
Commerce Report for Tarsus: 07/31/05 03:08:12 PM

-=-=-Docking Log -=-=-
No current ship docking log on file.
For finding this unused port you receive 1 experience point(s).

Items		Status	Trading	% of max 	OnBoard
-----		------	-------	-------- 	-------
Fuel Ore	Buying	2720		100%			0
Organics	Buying	2020		100%       		0
Equipment	Selling	1470		100%       		0

NOW, what you don't want to see is the same port, later:

Docking... One turn deducted, 14 turns left.
Commerce Report for Tarsus: 08/19/05 02:01:48 PM
 -=-=-Docking Log -=-=-
USS Enterprise NCC-1701-D docked 1 day(s) ago.

Items		Status	Trading	% of max 	OnBoard
-----     	------  	------- 	-------- 	-------
Fuel Ore   	Buying	23		4%			0
Organics   	Buying     	193	 	17%			0
Equipment  	Selling    	741		42%			0

Not good.  The prices are going to be higher, and when you try to haggle the price down slightly, the Port is not going to be as flexible.  Forget it. Just write down on your notes that the pair is dead.  Maybe in a while it might be ready once again, when the ports are restocked. One more thing, keep doing this, and making money, and so forth.  Soon you might have the resources to make a planet and colonize (and make a Citadel)! 
Advanced Playing Techniques

Ok, so this section really isn't THAT advanced, but enough so that you don't want to try this stuff until you have your foot in the door and have the basics of TradeWars 2002 down VERY well.  You don't want to try this stuff until you have your own style of playing, and until you have the resources to fund major assaults and expeditions.

1. Destroying Heavily Defended Planets

You need a LOT of money for this one, and a lot of time. This requires that you do not mind losing a Level 4 or higher citadel (a minimum of 20 days work, depending on sysop config).  I would suggest approaching this as an extremely violent and expensive way of eradicating the competition.  

Requirements
First:  You must have a Level 4 citadel.  
Second:  You must have enough credits to buy a few Genesis Torpedoes. 
Third:  You must know the location of one of your enemies planets. (One or more.. in the same sector that is)  
Fourth:  You must be up late.  

Buy enough genesis torpedoes so that you can fill the sector of your enemy with planets to the maximum allowed by the game (the usual value for this is 5 planets per sector).  Fill it up until TradeWars gives you a message telling you no more planets can be put in the sector.  Then place one fighter in your enemy's home sector (that means you must destroy all the fighters there first). 

Then, go to your Level 4 or higher Citadel planet and TransWarp the planet to the sector where you just put the fighter.  The sector is now OVERLOADED with planets.  When the External Maintenance is run, it will either say 'An Unstable Planetary Mass was detected in sector XXX'.  Or, if you're lucky, it will say 'DeathLand Alpha collided with planet Enemy's-HomePlanet One' or something to that extent.  Sometimes the planets that are bare (that you created with Genesis Torpedoes) will get destroyed or destroy another planet.  Sometimes you may be lucky enough to have one of the useless, barren planets you created collide with your enemy's planet, so your Level 4 or higher planet is saved. 

The reason I say be up late is because most of the time, the External Maintenance program is run at midnight, so you have a MUCH lower chance of your enemy assaulting your Level 4 planet or destroying one of the barren planets.

 2. Using Photon Missiles

To use a Photon Missile, you must have either an Imperial StarShip (the best out there), or else a Missile Frigate (probably THE WORST ship I've ever seen).  Sysops frequently disable the use of photon torpedoes in a game, so check this setting by pressing ‘V’ from the main menu.

Photons take care of such unruly hazards as Mines, Fighters, Quasar Cannons, and fighters on planets. They don't destroy them, but they DO make them completely useless.  The mines will not hit you, the fighters will not attack, and the Quasar Cannons will not fire.  Beware that they do have limits.  Such as, if you decide to stay too long in the sector, they hazards will become active again (It will tell you how long you have.. up to 1 minute depending upon what the SysOp has set the 'Photon Wave Duration' to)  DO NOT carry Photon Missiles around with you.  If you do, and run into ONE fighter that is on offensive mode, or a few mines, or a quasar, or a Ferrengi, then the photon will detonate, and you will have no turns left.  Hope you have a cloaking device!  It is ABSOLUTELY necessary to carry a cloak around with you so if this does happen to you, you can cloak and then resume the next day. Before you buy one, make sure that the sectors to the destination sector are clear of all hazards (from the StarDock to the destination sector) before you begin.
3. Federal Commissions

To get a Federal Commission, you must have an alignment of 500 or higher. You must go to the StarDock and then to the Police HQ.  Choose 'A' for Apply for a Federal Commission.  You will then be eligible (when you have enough credits) to go to the Shipyards and purchase an Imperial StarShip, the BEST ship in the galaxy.

Not only does it have 150 holds, it has the ability, to without bugs, hold 30,000 fighters and 2,000 shields, as well as a TransWarp drive system and ability to use Photon Torpedoes.  It can carry EVERYTHING. An Imperial StarShip is even more dangerous when in the hands of a trader who was commissioned but then went evil.
4. The Tholian Sentinel

DO NOT BUY ONE!  The tempting odds of 4 to 1 if defending a Corporate planet are all very nice, but if you decide that you want to attack, all you do is attack the ship first.  Then it only has 1 to 1 fighting odds.  It's not worth it.  Only the most newbie-ish of the newbies would use one. 
5. The CIM Mode in the Computer

The CIM stands for Computer Interrogation Mode.  What this mode does is access some data that most users can't get to.  To effectively use this info, you should have an off-line data converter and compiler such as TWVIEW, or an online helper program such as ATTAC or SWATH.

To access the CIM, go to the computer menu.  Then turn ON your capture function on your communications software (if applicable) and type ^.  Pressing ‘?’ at that the prompt should give you a small menu to pick which information you wish to retrieve.  Most helper programs will have a menu option for automatically doing these steps, so this may only be applicable if you have an offline converter.
Being Considered a 'Good' Player

It is good to be considered a good/experienced player.  This is ESPECIALLY true if you want to start a good corporation.  Start early in a TradeWars 2002 game, and show the other players that you can be a very successful player.  This can be accomplished by raising (or lowering) your alignment quickly, and accumulating experience points, and a LOT of them.  Plus of course, making money, money, money.  

One good way to go evil quick that takes one turn, and only one turn, and should be done only if you have little to no experience.  This method is easy.  Go to the StarDock, and go to the Lost Trader's Tavern.  Talk to the 'Grimy Trader in back', and say an expletive to him.  The F-word suffices.  Your alignment and experience will both go down by one.  If you're a newbie in the game, and have no experience, you can't lose any.  Only your alignment will go negative. Make a macro in your terminal emulator (you may have to have ANSI off for this if it interferes with the macro) to do this process over and over again.  Instant alignment lowering!  In one day you could put your alignment down all the way to -32000!!  (It DOES get boring though...)  Try it sometime. 

One good way to go good quick is to find an evil alien with a nice LARGE negative alignment and destroy him.  The only problem is that this requires resources, while the Evil-Quick method does not.  Another one is to destroy a Ferrengi or Ferrengi Fighters (like in the Ferrengal Home Sector), but that could cause problems, as when you attack a Ferrengi that has 39 fighters, you will most likely run into a Ferrengi later that has 29822 fighters and hates you.  Too bad.
Using the bugs in TradeWars -- A Dilemma

I’m not aware of any bugs in the TWGS version of Trade Wars.  Please let me know if you’re aware of any that I can put here.  Quite a few bugs exist in previous versions, but most sysops still running TW should be running the most recent version.
Choosing Between Good and Evil…

Here is another fine dilemma:  Choosing good or evil.  

If you decide to be good, then you are protected in FedSpace until you have 1000 experience points, and you can own an Imperial StarShip without having to worry about it being destroyed and not being able to get another one.  

If you are evil, many of the bugs are available to you, and you can attack anything and anyone without much worry.  However, if you are using an Imperial StarShip and run into a Federal while you are evil, good-bye.

Personally, I like Evil.  But I don't go evil immediately.  The reason is that I get a Federal Comission (see 'Advanced Playing Techniques'), get an Imperial StarShip, after I have Trapped both Fleet Admiral Clausewitz, and also Admiral Nelson.  Don't bother trapping Captain Zyrain.  (See 'Trapping Federals and Freeing Federals' as well as 'Keeping an Imperial StarShip'.)  Then I go evil.  I have the best of everything. 
Being a Good 'N Legal Trader
	
 In essence, to be the ideal trader, your alignment should be positive. You must be willing, at times (when the Ferrengi are around) to help the Federation in its futile cause.  Someday, I hope there will be a Ferrengi in each sector of the Galaxy!!! <evil grin>  -- no, seriously though, if you wish to not have to worry about Federals and the like, and Imperial StarShips getting destroyed and non-replaceable, then stay good.  You must understand, though, that being a 'good' (positive alignment) can be MUCH harder than being an Evil one.  The reason for this is that when you are evil, there are SO MANY tactics available to you. 

To start, find out where the StarDock is (Its normally listed on the ‘V’ screen, but you may have to search) and go to it.  As long as you have at least 5,000 credits initially, go to the hardware emporium 'H' and buy a DENSITY scanner.  This is important if you want to find ports quickly and efficiently, without losing needless turns. Then go exploring.  Find yourself 'safe routes' on which you can travel. Such examples of this are the Major Space Lanes.  They vary with each game. The Major Space Lanes are comprised of the sectors from sector 1 to the StarDock, from the StarDock to sector 1 (they can be different!), and from sector 1 and the StarDock to the two other Class 0 ports in the galaxy, which are Alpha Centauri and Rylos.  Do not expect these to be totally clean of fighters and mines and the like though.  Each night they are cleared, but somebody could have put mines or fighters there if they wanted to (that day)! 

Find port pairs.  Port pairs are pairs of ports in which you can buy one commodity and sell it at a port in an adjacent sector, but THEN at that same port that you just sold that commodity at, buy a different commodity and sell it at the port that you started the loop from.  Here are the port pairs. 

Class Port	<*>	Class Port
Class 1		Class 2
Class 1		Class 3
Class 1		Class 4
Class 2		Class 3
Class 2		Class 5
Class 3		Class 6
Class 4		Class 6
Class 5		Class 6

What this table tells you is that if you find a sector with a Class 1 port (for example) and there is a Class 4 port in an adjacent sector, then it's a port pair!  Just buy and sell and buy and sell, at each port, in a loop. Simple!  Haggle as much as you can, to make as much as you can.  SAVE ENOUGH TURNS TO GET BACK TO FEDSPACE!! -- And to the StarDock if you have over 50,000 credits, or you'll be taxed and lose 10% [depending on game setup] of your money!! Trade, Trade, Trade!  Money, money, money!  Once you have 500,000 credits in the Galactic Bank (see 'Using the StarDock to its fullest'), which is the maximum [depending n game setup], go to the section on starting a planet and a citadel! Easy! Maybe you'd like to start a Corporation (if so, see 'Running a Corporation')! 

Good luck!  It's not much, but you get the idea, and remember those port pairs (or do a PrintScreen)!
Being an Evil Trader
 
Ah, yes.  Evil traders.  Very nice.  Yup.  For sure.  Hehehehe. <evil grin> I LOVE being evil, but that's just me.  In order to steal from ports, you must have -100 alignment (or lower).

One good tactic that I have seen used by some of the best players  in 617 is that they will stay at 0 alignment (by jettisoning 1 hold of  colonists per day) but work their experience points level up to 900 or so.  Then they go evil.  This way, while they still have no planets with citadels, and not much money, they are protected in FedSpace every night.  Good tactic.  

A good tactic is to have a partner (perfect in a Corporation) that will alternate getting caught at ports.  

You should set up an explorer (maybe you) to find good Traders and their planet hideaways.  You should set up organized assaults on their HQ's. Put bounties on their heads, and lower your alignment GREATLY.  Just recently, via the underground, in one of my TradeWars games, I lowered my alignment by 20000 points by putting 5,000,000 credits on some no-name trader I found un-defended in a one-warp sector.  Nice way to lower the alignment!  

Good luck, as the 'normal' trading with port pairs isn't fun anymore.  Find a port that buys Equipment and steal full holds of it.  Then sell it back to the port again and repeat.  It's the
Steal-Sell method of making money, and it’s the most profitable in the universe.  Use it day in and day out.  

Store your money on you or in a Citadel if no-one has found the planet yet (an easy way to make sure is to put even just ONE fighter outside and in the sector, so nobody can get close to it without getting seen by your fighter(s) in your daily log. 

Put fighters everywhere (1 in a sector all over the place) and people won't think a thing of it.  Since you don't get taxed as an evil person, you can have over 49,999 credits on you at once.  If your CLOAKED ship is the safest place (yes, you should cloak until you have a SAFE planet!) then store your money there. 

To make sure you can steal all you want to, use these ROUGH calculations to help you make sure you don't get caught in the act. 

Commodity	Exp Points Per Hold
--------- 	-------------------
Fuel Ore		3
Organics		7
Equipment		13
CREDITS	1/10th - (multiply your experience by 10)

These are rough values, and can be stretched.  Sometimes it's wrong. Chance is a BIG part of being evil.  Experience is the other.  

I would suggest that if you do want to become a successful player, that you download a copy of TradeWars 2002 and play it in 'Local' mode. Test what you can do.  Remember, since the version you're going to have isn't registered, you can't buy a new ship, but try what you can.  It's most-of-the-time worth the effort.
Bounties, Good and Evil

Bounties, in the Underground and the Fed Police HQ (see 'Using the StarDock to its fullest') can raise or lower your alignment VERY quickly.  If you wish to go evil, and you find a trader in the galaxy... all alone... <evilgrin> then all you must do is go to the StarDock, enter the Underground (you might have to find out the password by paying the Grimy Trader -- see 'Using the StarDock to its fullest') and use all the money you can muster, including that from a citadel in your Corp (or personally owned if possible) and place it on that person's head.  Then go and destroy them.  Collect the bounty back.  When you put the bounty on that person's head via the Underground, your alignment went down, and you didn't lose a credit. The same goes for finding an Evil player ALL alone out there... <grin>.  Get all the money you can muster and if he's on the Fed Police 10 most wanted list, post all the money you have on his head.  Your alignment will go up immensely.  Then go kill him/her and collect the reward.  Nice alignment increase without losing a credit. Bounties CAN be useful, but only in these two situations, never otherwise.  If it's just somebody you hate but can't find, don't place a Bounty on their head. 
Keeping an Evil Imperial StarShip

I LOVE Imperial StarShips, don't you!!???  I LOVE being Evil, don't you!?! Well, you can have the best of both worlds.  Get a Federal Commission (see 'Advanced Playing Techniques') and an Imperial StarShip, commonly known as an ISS.  You must have first TRAPPED the Federals Fleet Admiral Clausewitz and Admiral Nelson, by getting them in a one warp sector (one warp in, one out) and putting a fighter in the sector that leads in and out of the sector they're in. It's very dangerous to do this while you're in an Evil ISS, so you should do it while you're still good.  Just one fighter will stop them, but I would suggest more, on DEFENSIVE (so they don't slam into somebody else's shields and get all destroyed, freeing the Fed).  It's a good idea, if not a necessity to drop fighters on OFFENSIVE wherever you go (except FedSpace of course). 
This is a good tracking system to get a good glimpse of where your enemies are coming and going, and also makes TransWarping a snap.  But more importantly, it helps because Feds can't pass through a sector with a fighter in it.  Same with Aliens.  When you DO decide to go anywhere near FedSpace, you should density scan every sector that you go to.  If the number is over 400, then Holographically Scan the sector.  If it's a Fed, do as King Arthur (Monty Python of course!) and 'Run away!  Run away!'  Deploy fighters as you go.  You're safe in a sector as long as it has a fighter in it.
Trapping Federals and Freeing Federals

One good way to ensure the security of your Evil ISS is to trap Federals. Don't bother trapping Captain Zyrain, as whenever some idiot tries to deploy a fighter in FedSpace or attack a Trader or Alien with a positive alignment and Experience Point value of under 1000 in FedSpace, he is called away magically to help.  However, trapping Fleet Admiral Clausewitz and Admiral Nelson does work.  They just show up at bad times and destroy your ISS if you're evil.  Too bad.  If you are good, and don't have to worry about Federals killing you if you're in an ISS, and you find one, free it.  Make it hard for those who have Evil ISSes, because they might get destroyed by them. Not funny for your enemy! What I suggest is if you have an Evil ISS, and you have trapped a Fed with your fighters, then you should put a distinctive number of fighters in the sector, and tell your Corporate members (if you have any) what that number is and what it means, so they can try and trap the Fed again if the Fighters are destroyed by somebody.  My favorite is 333, because it spells F-E-D on a phone.  But that's just me -- Hey! The number 3 is DEF - Fed Backwards! <g>. 
Running a Corporation
 
A Corporation is a POWERFUL way to do VERY well in TradeWars 2002. You can make a LOT more money with a combined effort in a Corporation then by yourself.  You also have fewer enemies that will attack you.  To start a Corporation, I suggest that any members you want to recruit (or want to recruit themselves) you should find out EXACTLY who they are (their handle...) and find whether or not they have a history of being un-trustworthy. If so, say sorry, not this time.

{BLACKFIST'S LAW - NEVER FORM A CORPORATION WITH PEOPLE YOU DON'T KNOW… People are flakes, they blow with the wind.  When things begin to look grim for the cor. Your members will turn on you and have the full support of everyone else on the board.  I only form corps with people I know personally and see often.  This keeps all of us together and working towards a common goal.  When there are grievances, we discuss them and they are worked out.  This type of corp. is the strongest one there is.  The ongoing strategic talk is the most effective corp. strategy.  This is the tested opinion of one corp.} 

Once you get some corporate members, say three, have one be the make-the-planet's-Citadels-Upgrade-guy.  He is the one who colonizes the planets until they have 1000 groups of colonists in each Commodity type. [max number varies by game setup and planet type]  He is the one who uses the money the other two make to buy goods and stock the planets.  He is the one that takes away colonists from the planets if there is over the maximum in each category (the external maintenance will do this...) or puts yet MORE colonists on the planet if need be.  He is the one that puts the shields on the planet.  The other two make money, money, money.  If you get more people, have some be explorers.  These are the ones who re-explore the galaxy a LOT so they find the opposition's planets and hideaways. They are the ones who find good port pairs so the people making the money can do so well (if they use port pairs). Some others can be the attackers.

They are the ones who have the Imperial StarShips.  They are the ones who are LOADED with fighters and shields.  

Here is a list of the jobs and what they should have to do that job well:

Type				ShipType		Fighters	Shields   
-----------------  	--------------	--------	------- 
The Planet Person  	StarMaster		500		500   
The Money Maker		StarMaster		500		1000      
The Explorer		Scout Marauder	250		100   
The Attacker       	ISS			30,000	200    

Every person on this list should have a Holo-Scanner for their own good.  Remember, this is only my suggestion.  Try it and see what works well for you.  

If you can get all of your Corporate members in Imperial StarShips, great!  (Except for maybe the explorer because s/he needs the high turn rate and is really not going to be using the rest of the starships features) 

The 'Planet Person' does not need much in terms of Offensive capabilities, and this is because their routine is daily, pretty much the same thing.  The only place they should be going is Terra (for colonists) and a port that sells the commodities that they need to  stock the planets, like a close Class 7 port, which sells ALL the commodities.  They should never stray from these, 'safer' paths. 

The 'Money Maker' needs some protection because s/he is traveling around to the places that the 'Explorer' told them to go to, and making money, methodically.  Money Maker is a repetitive and easy job, good for the inexperienced player (same as the 'Planet Person'). 

The 'Explorer' is for the intermediate player, as they don't know what they could be running into.  They go everywhere, all the time, and should find a good way to methodically go over the galaxy every few weeks.  They should also have the port pairs memorized, and write them all down, and then send it to the 'Money Maker'.  If they use a helper app they should be sharing their CIM downloads with the Money Maker, since you can only get port reports on ports in sectors you have explored.

If the explorer finds an enemy's planet (or something of that importance) then they tell the 'Attacker'. The 'Attacker' is the one who assaults the planets.  They are also the one who attacks the opponents and Ferrengi and so forth.  This person should have maxed shields, for Corbomite and Quasar Cannon protection.  This player should also have 150 (full holds for an ISS) of Fuel Ore so that they may TransWarp anywhere when need be.  They should always have at least 10,000 credits to BUY Fuel Ore with in case they need more.  This should be an experienced player and most likely the CEO of the corporation.

Remember, the more people the better! That above outline of a Corporation is just a model, and is VERY flexible. Find what works best for you, and use that technique.  If you have improvements or more ideas, then contact me on (BBS numbers removed)

Running a Piratical Corporation

Running a Piratical Corporation is mostly the same as running a good corporation.  The difference is that you can Steal from ports, and tell your corporate members at the end of your 'playing' day in one list to write the sector number of those ports down and then get them to be busted, and do the same at the end of each 'day'.  This way you never lose experience or holds that you don't have to because you tried to rob a port you got caught at before.  Makes life easier.  Two members can do this JUST fine. 
Anti-Backstabbing Yourself as a CEO

This is in other words, a way of making sure that if one of your Corporate Members decides to take all your assets and planets (and so forth) and make them his own that you're not completely helpless.  The only defense against this is really preparation, not some secret command in TradeWars.  You can start, secretly your own planet, and have it progress by using SOME of the resources of your Corporation with the rest being your own.  

You should of course, always know exactly who is in your Corporation and make sure that they are trustworthy.  It is best if these people are your friends, personally, but since most of  the time, that is not possible, then you want to make sure that they have not backstabbed before, unless it was for a VERY good reason. There isn't much else that you can do.  All CEO's should CLOAK and not use planets to protect themselves.  This is important for your own safety.
Backstabbing your CEO

 If you decide to backstab your CEO, you will lose credibility. Unless ALL of the corporate members decide its okay, and they want to be in on it too because they think your CEO is an IDIOT, then do so.  However it may not be good next time you want to join or start a Corp on another game, because you may be labeled as a 'backstabber'. It's up to you.  

If so, the best way to go about it is to jettison the people from the planets (the Traders parked in the citadels!) and then claim them for yourself.  You must also create your own corporation, and tell the people that you decided to backstab with what the password is.  Then, make the planets your corporation's planets, and there you go!  If, your CEO is at all smart, he'll cloak every day so you won't be able to destroy him. If he's not, you may want to even more graphically put the point across by transferring everything he has on him, off him, and either destroying him or else putting him in a sector with 99 mines.  Too bad.  

If you're a CEO and want to backstab your Corporate members… well that's not advisable.  Possibly, if your betrayed members spread enough propaganda, you might have to expect never to run a Corporation with any members again, though this may not be true depending upon whether or not your Corp Members were inept or not...  Use the same outline as  above if you decide to do it, and offer the password to any of the 'former' members who were any good, unless you just want to make everything Personally owned. 

If you, by chance are a CEO who has heard that a member is going to backstab you, and you DO believe (NOT well, er, I THINK he's gonna...) that s/he is going to backstab your
corporation, take all the shields and fighters off of him and move him  to a random sector and eject him from the corp. If you are a member of a corporation, and another member approaches you in a message and  asks you if you want to backstab, say "possibly.. who's in on it?" and  wait for a reply.  When the backstabber tells you, tell your CEO, and be rewarded with the trust of that CEO GREATLY.  Also, expect to have an enemy also… so it's a two-sided victory.

{BLACKFIST'S LAW - THE CORPORATION NAME IS THE POWER....  I use the same corp. name in every game that I play.  Yes this can make it harder for you if you have already built a strong rep, but the other players have learned game after game in the past that the corporation has strict guidelines.  If a player backstabs then my corp. hunts will hunt them down in game after game (and even from board to board).  If we find a backstabber we join the game and devote all of our energies to destroying that player… at all costs! 

Backstab with care.  If you are the C.E.O. of a corp. and a player backstabs you then you need to do the same.  Next time people will consider what the consequences are before they act.}
Secret Alliances and Treaties

 At some point in your TradeWars-ing career, you may find that a Corporation offers to not attack your possessions if you don't do the same.  These are by no means binding and are not enforced unless the corporate member wishes to follow your 'gentleman's agreement'.  These can be helpful, and will help both your and the other team's Corporation grow, especially their planets.  They could of course, always 'hire' somebody NOT on their corporation in the game to assault you and give them the resources to do it...  Trust.  It's up to you. 

The Worth of Planets and Citadels

Planets alone are mostly useless.
Citadels are not.  

{BLACKFIST'S LAW – Planets have a variety of uses:  

•	They can be used as Cannon Fodder (See destroying a level Five planet later on).  

•	They can be used as bait (leave a partially upgraded planet somewhere fairly safe and don’t go back for awhile.  Check on the planets periodically and see if a new player has resumed the upgrade process.  All you have to do is keep track of the days, and take the planet right at a key point.  If it turns out that it’s not as far along as you thought it was then sell off the materials and let them take it back.  Keep a more accurate count and repeat, until you are taking the planet right as the planetary drives come online and you can relocate it.  

Newbies: build up defenses rather than write them off.  Bait your traps!} 

Here are the BASIC rules to follow when making a planet: 

1.	Pick a spot where no-one will find it.  Do NOT choose a sector that has more than ONE warp out of it

2.	Make sure the warp in is the same warp out!

3.	Make sure there are no one-way-warps into the sector, as that can be used as a backdoor by your enemies.  Here is a way to check for one way warps into the sector (s) you've chosen:
a.	Go to the computer and Avoid the gateway to the sector you have chosen!
b.	Try to warp to it from MORE THAN ONE SECTOR AWAY!
c.	If it says *NO* warps found, then type (Y)es to clear avoids and you're all set.  If not, don't use that sector!

4.	Pick a spot where there were no enemy fighters.  This is because if that sector you might have chosen was a tunnel, then your enemy might have had his/her eye upon it.

5.	Buy a Genesis Torpedo and use it! (25,000 credits)

6.	COLONIZE! -- Bring people from Terra in sector 1 to your planet.

7.	Put most of them in Fuel Ore.  Every day before a Level 2 Citadel, take the fighters off the planet and use them or put them somewhere else (i.e. either on your ship or in another 1 warp sector / or guarding the planet)

8.	Go to ports and buy commodities.  Get enough to start a Level 1 Citadel and do so.  Stock each day.  Colonize.  Make sure to keep the MAX num. of colonists (in each category) at NO MORE than the max.

9.	Once you're on a Level 2, put your fighters on the planet.  They have 4 to 1 odds against the enemy attacking.  Put only 1 in the sector, as to get the fighter reports if a person finds your planet, you'll know.

10.	If a person finds your planet and it can't yet be moved, either destroy the planet (after killing off the colonists!) or if the enemy is weak, keep it's development going, and MOVE IT to a safe sector as soon as possible! (Level 4 citadel). Once your planet reaches a Level 5 Citadel, put shields on it!  If you KNOW FOR CERTAIN that your enemies have not found your planet, you can start this process BEFORE you have a Level 5 Citadel.  You can stick shields on your planet before a Level 5, they just won't be active until the Level 5 is complete

{BLACKFIST'S LAW - SCAN THE SECTOR FROM THE CITADEL BEFORE YOU LEAVE!  If your level 4+ planet has been discovered then move it, don’t keep it in the same place.  

If it is less than a level 4 and is found by a strong force then sell everything on it and move all the colonists to one area.  Then leave it or destroy it.  If you leave it, then give your enemy a reason to keep it well defended (small attacks designed to fail) while you spend all your time making money.  Count the days and go back after it turns to level four and steal it.  If you’re unable to steal it… destroy it!}
The Worth of Aliens
Aliens are important for the aspiring EVIL or GOOD trader.  This is because when you destroy them <grin> you gain experience points and raise or lower your alignment.  If you come across an Alien of an opposite alignment than you, then trap him.  The way you do this is by getting that alien into a one warp sector and put a fighter in the sector that leads out of that sector.  This works the same as trapping a Federal, but much less dangerous, especially if you're in an Evil Imperial StarShip.  

If you have a POSITIVE alignment, and you destroy an alien with a NEGATIVE alignment, your alignment will go up (depending on their alignment) and your experience will go up (depending on their experience).  If you kill an alien of an opposite alignment, you will get one half of their experience added to yours.  If you kill an alien of the SAME alignment, you will receive one quarter of their experience points. 

Aliens are a good way to quickly get a Federal Commission (evil ones...) because they can raise your alignment and experience so quickly. 

{BLACKFIST'S LAW – Try to trap all of the aliens and then defend the trapped areas.  This keeps both your good competitors killing off your enemy competitors for enough experience to get an ISS.}

The Worth of Ferrengi

Ferrengi scum is fun for all!  The Ferrengi will attack you, board you, and take your commodities onboard and some of your holds.  Sometimes they'll settle for your credits.  ALWAYS: They show up at the times when you have MANY less fighters than them.  But hey!  That's the Ferrengi's way.  Their Assault Traders don't have very good fighting odds, so they're easy to attack. The only problem is that once you attack one, others will have grudges against you.  
Some will possibly go on a Blood Hunt against you.  Not good. Not only will attacking Ferrengi fighters and Ferrengi themselves give you a BIG alignment raise, you will also receive bounty credits for killing the Ferrengi (whether you have a negative OR positive alignment) but the credits given to you by the Federation NEVER outweigh or even compensate for the cost of the fighters used.  You mostly attack Ferrengi for alignment purposes. 

When a Ferrengi finds you and gives you it’s annoying message: 

** Ferrengi Fighter Attack! **
Combat computer reports damages of 27 battle points!
27 K3-A Fighters destroyed by the attack!

Received from The Ferrengi at 08:27:49 PM S.D. 07/27/05:
Greetings HooMan!  This is Daihmon <unpronounceable> commanding the <unpronounceable>.  Lower your shields and prepare to be boarded.

We will exact tribute from you and then be on our way, otherwise we will turn your excuse for a ship into so many pieces of space junk.

Your fighters: 4 vs. theirs: 259
Choose your action, Captain: (F)lee, (A)ttack, (S)urrender, (I)nfo
>? 
 
Usually the best way of escape is to surrender.  Hope you have something in your holds!  If not, flee might be the preferable option, but not if you have 29 fighters left and no shields... you'll most likely get destroyed. The Ferrengi are a good and annoying opponent. Use them to your advantage or steer clear of them!
The Worth of Other Traders
 
Yes!  Not only are Traders SUCH GOOD opponents, they're fun to destroy too! If you find one, use the lower or raise your alignment tactic (see 'Bounties, good and evil').  To use other traders constantly to your advantage, have them on your corporation.  Or else destroy them as much as you can.  

Just recently I found a newbie that parked in FedSpace that was evil (-1 alignment..) and he had a 1,320 credits bounty on his head (in the FedSpace Police HQ), so I posted ALL the money I had on him (minus 2,000 or so, just in case I couldn't destroy him… to trade with...) and killed him.  My alignment was up and I earned a few thousand credits off the Federation bounty and the holds and credits off him.  Of course those few thousand never make up for the fighters you lose... unless of course the guy only had about 5 on him, which doesn't happen too often.

 Traders are fun to find (especially with NO fighters) and to tow to a sector and put 99 mines around, although it's not very constructive.  Leave a colorful marker beacon too. 

Using the StarDock to its fullest 
 In the stardock there are some rather useful places.  Here is a list taken from Levy's TradMenu Program:

    	** Stardock **
       *****************************************
       *     Obvious places to go are: 		*
       *       						*
       * <C> The CinePlex Videon Theaters      	*
       * <G> The 2nd National Galactic Bank    	*
       * <H> The Stellar Hardware Emporium     	*
       * <P> The Federal Space Police HQ       	*
       * <S> The Federation Shipyards  		*
       * <T> The Lost Trader's Tavern  		*
       *       						*
       * <!> Stardock Help     			*
       * <L> Return to your ship and leave     	*
       ****************************************	*
       *  Undisplayed Options: 			*
       *       						*
       *  <+> The Library console      		*
       *  <U> Contact the Underground  		*
       ****************************************	*
The CinePlex Videon Theatres 
These are useless to everybody.  There are no secrets here.  You, for a nominal amount of credits get to watch an ANSI.  If you want to see them, it's probably easier just to download TradeWars 2002 and install it locally!
The 2nd National Galactic Bank 
This is useful for those good traders who do not want to be taxed because they have over 49,999 credits at the beginning of the day.
 
Unfortunately, you can only deposit 500,000 credits in your account, total.  The nice thing is that if you want to help someone out, you can transfer credits from your account to theirs.  It can make for good alliances.  No secrets here either.
The Stellar Hardware Emporium 
This is useful indeed!  EVERYBODY uses it! It's where you get your Genesis Torpedoes, Mines, Marker Beacons, Scanners, TransWarp Drive Systems, and so forth.  Here is a list of the products, with what they do below:

•	Atomic Detonator:  This device is SAFE to carry, no matter what the description says.  It destroys planets.  Remember, if you want to destroy a planet that it takes your alignment down (50 points down).  However, if you don't attack and kill ALL the colonists before you use this device, you WILL get destroyed.  The maximum any ship can carry is five.

•	Marker Beacons:  These are cheap and useless, but at the same time they are also dangerous.  They are fun to put in your Home Sector or in a sector with an enemy that you have towed and surrounded with mines, but if you blind TransWarp and even one of these are in the sector, good-bye ship!
•	Corbomite Devices:  These serve practically no purpose.  The maximum any ship can carry is 1,500.  These hurt even more the person that destroyed you. Not useful because they are expensive when added up (150,000 creds) and do not do a  whole lot to your enemy.

•	Cloaking Devices:  EVERYONE should have at LEAST one at all times after the first two weeks of game play!  In case you run out of turns outside of a safe area (your home sector or FedSpace -- if you're good) they protect you from being seen by enemies.  All competent CEO's should use them.  The maximum any ship can carry is five.

•	SubSpace Ether Probes:  These are handy.  Want to know what's in sector 1,000 and have no turns left?  Use one.  It's like a moving Holo Scanner that goes multiple sectors and takes one turn.  The only thing is, a mine, one fighter, or just about anything will destroy them, and if caught by a fighter, the owner of that fighter will be told who owns the Ether Probe. The maximum any ship can carry is 25.

•	Planet Scanners: Planet scanners do just that, scan planets.  If the planet is NOT shielded, then you will be told who owns it, and how  many fighters are on the planet, as well as other information.  A wise investment after you have a couple million credits in the citadel and a safe ship (so you don't put 30,000 credits down the drain needlessly).

•	Space Mines:  Self explanatory.  When a person enters a sector half of them will blow up, causing 20 points of damage per mine.  A sector can hold up to [Sysop Configurable]

•	Photon Missiles:  Not available to many.  See 'Advanced Playing Techniques' for more info.  When used, they disable ALL mines, fighters and Quasar Cannons in the sector that you fire them into for a SysOp specified amount of time.  They will blow up at the slightest attack of any sort.  Even ONE offensive fighter will do it.  If they do, you lose all your turns for the rest of that day (Hope you have a cloak).  I always get a Photon Missile ONLY when I need one.  These must be shot from an adjacent sector to the one you want to invade, and the sector you shot it from will show up in the daily log, by number, so people will know EXACTLY where you have been.

•	Mine Disrupters:  Mine disrupters are simple.  Any ship can carry a maximum of 10.  They can disrupt up to 12 mines (if you're lucky) in a sector.  They MUST be fired from a sector adjacent to the one with the mines, same as Photon Torpedoes.  A good investment of 40,000 credits when one has a SECURE ship.

•	Genesis Torpedoes:  Genesis Torpedoes are IMPORTANT!  You make planets with these.  It is well worth the 25,000 credits if you have found a secure sector (see 'The Worth of Planets and Citadels') to place it in (so it will not be found and destroyed).  Then you colonize and stock the planet, and tada! Citadel time!

•	TransWarp Drives:  These systems are available only to those with a Havoc GunStar, a Corporate FlagShip, or an Imperial StarShip.  TransWarp drives require Fuel Ore to run, and are worth the 50,000 credits later in the game. Especially if you have an Evil Imperial StarShip.  They  will 'hop' you from one sector to another safely, as long as you have a fighter in the destination sector in one turn.  A good addition.

•	Psychic Probes:  These are not much help.  Sometimes they are worth it. They simply tell you (AFTER you have bought or sold a product) what percent of the highest that the port would have taken you got by trading there.  You'll just have to get one some time and try it.
Long Range Scanners:
•	Density Scanner:  This scanner tells you how many warps lead out of the sectors around you, and what is in the sector, roughly. A Density scan doesn't take a turn, as a holographic scan does.  Below are some common densities. 

0 = Empty Sector, Anomaly YES = Cloaked Ship
1 = Marker Beacon
2 = Limpet Mine, Anomaly YES
5 = Single Fighter
10 = Single Armid Mine
21 = Navigational Hazard (per 1 percent)
38 = Unmanned Ship
40 = Manned Ship - Trader, Alien, or Ferrengi Assault Trader
50 = Destroyed Starport
77 = Ferrengi Scorpion Ship
100 = Starport, Ferrengi Battle Cruiser or Ferrengi Dreadnaught
462 = Federation Starship under Admiral Nelson
489 = Federation Starship under Captain Zyrain
500 = Planet
512 = Federation Starship under Admiral Clausewitz

Remember that Densities are cumulative.  For example: a manned ship in a sector with a planet will show up as 600 density.  An unmanned ship in a sector with a port will show up as 138 density, etc.

•	Holographic Scanner: This scanner is a density scanner, but it also can be a scanner that graphically shows you exactly what's in the adjacent sectors.  Using this scanner requires a turn.
The Federal Space Police HQ 
This is important for those who want to get a Federal Commission (see 'Advanced Playing Techniques').  This is where you do so.  The Police HQ is also the place at which you place and collect bounties that can raise and lower your alignment (see 'Bounties, good and evil').  Not much else here.
The Federation Shipyards 
These are VERY important to EVERYBODY. This is where you sell your old ship and buy a new one.  Here are the available ship types.

       Ship 	Class		  	Cost
	<1>	Merchant Cruiser	26,300 - Starting Ship. Not-so-good
    	<2>	Scout Marauder		13,200 - Fast & Small-Not for trading
    	<3>	Missile Frigate	28,800 - AWFUL!  Photons though…
    	<4>	BattleShip  		40,500 - Not worth it
    	<5>	Corporate FlagShip	71,000 - 2nd best ship - worth it!
    	<6>	Colonial Transport	54,400 - Too Slow - for port pairs
    	<7>	CargoTran		59,400 - Not worth it - StarMaster!
    	<8>	Merchant Freighter	36,200 - Not worth it - StarMaster!
    	<9>	Imperial StarShip	128,600 - BEST Ship! - Fed. Comiss.!
   	<10>	Havoc GunStar 		29,500 - Not good.  Get an ISS or CFS
   	<11>	StarMaster		48,000 - VERY worth it! GET ONE!!
   	<12>	Constellation		40,500 - Nah.
   	<13>	T'Khasi Orion		36,000 - Nah.
   	<14>	Tholian Sentinel	27,000 - See 'Advanced Playing Tech.'
   	<15>	Taurean Mule		53,600 - Faster than Col. Tra! /150 holds
For a complete list of ships and specs, see appendices.

The only ships that I believe are TRULY worth it are the Corporate FlagShip, the Imperial StarShip (you need a Federal Commission to BUY one), and the StarMaster.
 
•	The Colonial Transport lets you have 250 holds, but the expense is ENORMOUS.  Use a Taurean Mule, as you have a higher turn rate, but only 150 holds.  Still enough.
  	
•	The CargoTran is NOT a good buy.  Get a StarMaster if you want a REAL ship.
   	
•	The BattleShip is too constraining, and not worth the expense.  

•	The Scout Marauder has 2 to 1 fighting odds (that means, theoretically you should be able to kill 500 fighters with its 250 [maximum]).  It's too bad the 'fighters per attack' is so low, or it would be much better.
The Lost Trader's Tavern 
This is a good place to go to get information.  

You can write things to people in a public conversation, or anonymously in the bathroom on the walls.  

You can post an announcement to all that enter the tavern for 100 credits.  

You can play Tri-Cron and TRY to make money.  To tell you the truth, it's not worth it.  The best combination is 2-3-1, as the Grimy Trader in back will tell you.  I tell you it's not worth it. 

The trader in back is probably the most important feature of the tavern. He sells you information.  You can ask him just about ANYTHING.  Even about ships or things in the hardware emporium individually.  Here are some of the most-used commands:  

		TRADER   -- Trace a person to a port (a few thousand credits)
		MAFIA    -- Get the password to the underground
		TRI CRON -- Get tips on Tri-Cron
The Underground 
The underground is important.  Here you post bounties on ANYBODY (positive and negative alignment traders) and get your alignment lowered.  The ratio is that your alignment will go down by 4 points for every 1,000 credits of bounty that you post.  Do this to some trader you found in an Escape Pod or something. This way you get your money back!  The underground also lets you change your name, which can confuse your opponents.  Don't try to break in too much, or your credits will get taken, and finally you will get killed.
The Library 
The library is not important, just interesting the first time you go. It tells you about 'Alien Derelicts' which have nothing to do with the game, and also gives you a glimpse at the ship specifications on the Ferrengi vessel(s).

Destroying Class 0 Ports 

It just takes a little imagination!  Most methods of destroying the Class 0 ports rely on bugs that don’t exist in the TWGS version, but it should still be possible.

Attack.  Attack.  Attack.  Get people from your corp. to help.  Try it on a local copy of TradeWars first.  Then try it on-line and freeze the game if you have the resources.  You can do this by shutting off the StarDock (surrounding it with fighters and mines or else Planets with a good amount of Quasar Sector level power.  The fighters and mines will get destroyed nightly, but hey! 

Then go and destroy the other three class 0 ports in the universe.  Fun! Maybe you could even go for the StarDock, but I haven't done it yet!  Time for Big Bang if you do!!

Appendices.

I’ve included some charts on the following pages that list some useful information on the default settings for Planets, Ships, and whatever else I felt like adding.
Planet Charts for ‘Default’ Game Setup:

Planet Type	Colonists to Produce	Fighter Production	Max Colonists / Optimal Colos per production.	Max Compacity	Planet best suited for..	
Earth	   Fuel - 3	Total Production	Max - 30k per production	  Fuel - 100k	Produces Equip fastest.	
Class M	   Org - 7	/ 10	Optimal - 15k per production	  Org - 100k		
 	   Equ - 13	 	 	  Equ - 100k		
 	 	 	 	  Figs - 1 Mil		
Desert	   Fuel - 2	Total Production	Max - 40k per production	  Fuel - 200k	  Good Fuel Production	
Class K	  Org - 100	/15	Optimal - 20k per production	  Org -  50k		
 	   Equ - 500	 	 	  Equ -  10k		
 	 	 	 	  Figs - 1 Mil		
Oceanic	  Fuel - 20	Total Production	Max - 200k per production	  Fuel - 100k	Excellent Organic Production	
Class O	  Org - 2	/15	Optimal - 100k per production	  Org - 1 Mil		
 	  Equ - 100	 	 	  Equ -  50k		
 	 	 	 	  Figs - 1 Mil		
Mountain	  Fuel - 2	Total Production	Max - 40k per production	  Fuel - 200k	Best producer of Fighters per Colonists	
Class L	  Org - 5	/ 12	Optimal - 20k per production	  Org - 200k	First to Level 4 Citadel - 20 days	
 	  Equ - 20	 	 	  Equ - 100k	 	
 	 	 	 	  Figs - 1 Mil	 	
Glacial	   Fuel - 50	Total Production	Max - 100k per production	  Fuel - 20k	Level 6 Citadel	
Class C	  Org - 100	/ 25	Optimal - 50k per production	  Org - 50k	34 days	
 	  Equ - 500	 	 	  Equ - 10k	 	
 	 	 	 	  Figs - 1 Mil	 	
Volcanic	  Fuel - 1	Total Production	Max - 100k per production	  Fuel - 1 Mil	Excellent Fuel production	
Class H	  Org - N/A	/ 50	Optimal - 50k per production	  Org - 10k	Largest Fuel Compacity	
 	  Equ - 50	 	 	  Equ - 100k	 	
 	 	 	 	  Figs - 1 Mil	 	
Vaporous / Gaseous	  Fuel - N/A	Total Production	Max - 3k per production	  Fuel - 10k	Level 6 Citalel	
Class U	  Org - N/A	0	Produces Nothing	  Org - 10k	34 days	
 	  Equ - N/A	 	 	  Equ - 10k	 	

Chart adapted from:  http://tradewars.fament.com/Cruncher/Advice.htm

Ship Charts for ‘Default’ Game Setup:
Ship Type	Ship Cost / Cost to Max Holds	Turns Per Warp	Battle Odds	Fig Max / Fig Per Attack	Max # Holds	Max Shields	Mine Cap.	T-Warp / Range	Scanners Supported	Photon	Transporter Range	Beacons	Genesis Torpedoes	
Escape Pod	0 / NA	6	0.6:1	50 / 10	50	50	0	N	None	N	0	0	0	
Merchant Cruiser	41,300 / 61,215	3	1:01	2,500 / 750	75	400	50	N	Both	N	5	50	5	
Scout Marauder	15,950 / 7,695	2	2:01	250 / 250	25	100	0	N	Both	N	0	50	0	
Missile Frigate	100,800 / 42,384	3	1.3:1	5,000 / 3,000	60	400	5	N	None	10	2	50	0	
Battle Ship	88,500 / 71,872	4	1.6:1	10,000 / 3,000	80	750	25	N	Both	N	8	50	1	
Corporate Flageship	163,500 / 78,845	3	1.2:1	20,000 / 6,000	85	1,000	100	Y / 28	Both	N	10	50	10	
Colonial Transport	63,600 / 632,000	6	0.6:1	200 / 100	250	500	0	N	Planetary	N	7	50	5	
Cargo Tran	51,950 / 143,475	4	0.8:1	400 / 125	125	1,000	1	N	Both	N	5	20	2	
Merchant Freighter	33,400 / 38,955	2	0.8:1	300 / 100	65	500	2	N	Both	N	5	50	2	

Chart adapted from:  http://tradewars.fament.com/Cruncher/Advice.htm
Constilation	Ship Cost / Cost to Max Holds	Turns Per Warp	Battle Odds	Fig Max / Fig Per Attack	Max # Holds	Max Shields	Mine Cap.	T-Warp / Range	Scanners Supported	Photon	Transporter Range	Beacons	Genesis Torpedoes	
Imperial Startship	339,000 / 226,930	4	1.5:1	50,000 / 10,000	150	2,000	125	Y / 50	Both	5	10	150	10	
Havoc Gunstar	79,000 / 29,754	3	1.2:1	10,000 / 1,000	50	3,000	5	Y / 16	Holographic	N	6	5	1	
Star Master	61,300 / 57,929	3	1.4:1	5,000 / 1,000	73	2,000	50	N	Both	N	3	50	5	
Constilation	72,500 / 69,780	3	1.4:1	5,000 / 2,000	80	750	25	N	Both	N	6	50	2	
T'Khasi Orion	42,500 / 31,890	2	1.1:1	750 / 250	60	750	5	N	Both	N	3	20	1	
Tholian Sentinal	47,500 / 30,520	4	1:1 / 4:1	2,500 / 800	50	4,000	50	N	Both	N	3	10	1	
Taurean Mule	63,600 / 216,300	4	0.5:1	300 / 150	150	600	0	N	Both	N	5	20	1	
Interdictor Cruiser	539,000 / 4,630	15	1.2:1	100,000 / 15,000	40	4,000	200	N	Both	N	20	100	20	
Ferrengi Assault Trader	NA / 28,170	2	1.2:1	3,000 / 2,000	50	200	10	N	Both	N	0	5	0	
Ferrengi Battle Cruiser	NA / 65,385	3	1.4:1	8,000 / 2,000	75	800	25	N	Holographic	N	2	15	3	
Ferrengi Dreadnaught	NA / 107,730	4	1.4:1	15,000 / 5,000	100	1,000	50	N	Both	1	5	25	6	

Chart adapted from:  http://tradewars.fament.com/Cruncher/Advice.htm
Other Sources of Trade Wars information

These are current as of 11 July, 2007.  

Please don’t email me if they fail to work… TradeWars sites tend to either stagnate or get really popular and then disappear.  A lot of these links could stop working at any time… but that’s why I updated the bible, right?

http://www.thestardock.com/ 
TW Information, lists of current games, and forums.  Check out the Library section for more in depth information and guides written by others.  Not all of it is up to date, but it’s been the best collection of current stuff I’ve seen so far.

http://tradewars.fament.com/cruncher/tradewar.htm
Hasn’t been updated in years, but still has information current as of the release of TWGS.

http://www.grimytrader.com/
Home of several script libraries, some very interesting web tools, and TWXProxy 2.04

http://www.twxproxy.com/download.php
The official download page for TWXProxy.  Latest listed version is 2.03  

This page hasn’t been updated since 2005 and active development has ceased on it.   However, the author released his code under the GPL license at that time so this helper should be freely available and possibly updated by others.  Yes, that is correct…  TWXProxy is now freeware.

http://www.outpost-4.com/tradewars/
Nice looking site with lots of help documents and some information on helpers.

http://www.tw-attac.com/
This website is for the ATTAC helper program.  It’s not free, but may have trial versions.

http://www.swath.net/
This website is for the SWATH helper program.  SWATH has been my personal favorite for years now, but it isn’t free.  Trial versions are available.

http://www.classictw.com/
This is the ‘current’ and ‘official’ TW forum, run by EIS Interactive (current license holders to the TW property).  A forum login is now required in order to look at any of the information on the site, but it does have an active user base and some recent news.