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TRADE WARS 2002
Version 2.00
(C) Copyright 1990, 1991, 1993 by Martech Software, Inc.
A quality on-line game brought to you by
Martech Software, Inc.
Trade Wars Support BBS
Lawrence, KS
(913) 832-2888
Fido 1:299/110
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 wil 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". TransWarp drives were not made to be used in
conjunction with tractor beams, so if you use your
TransWarp, the tractor beam will automatically shut down.
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.
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)
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.
AUTOPILOT MENU
<Y> Yes, stop here. This will disengage the Autopilot and
will stop you in the current sector.
<N> No, continue on. Continues on the pre-defined route.
<E> Express Non-stop. This will speed you through the
sectors without pausing to ask if you want to stop in the
sectors with planets or ports. Hitting the space bar
while in Express mode will put you into warp speed. If
you encounter enemy forces you will have to react. If
you retreat, the computer will re-plot your course
avoiding that sector from which you retreated.
<I> Ship Information. This displays all your current
statistics. The display is the same as option <I> from
the Main Menu.
<R> Port Report. This will display the port report
information as if you chose <R> from your on-board
computer.
<S> Long Range Scan. If you have purchased a Long Range
Scanner from the Hardware Emporium, you can use it during
your AutoPilot voyage without having to stop in the
sector.
<D> Re-Display Sector. This is the same sector display that
can be accessed by choosing option <D> from the Main
Menu.
<P> Port and Trade. This will allow you to dock at a Trading
Port and conduct your business without having to
recalculate your Autopilot course when you're done. You
will be selecting the same options as you would if you
chose the <P> selection from the Main Menu.
<!> Autopilot Help. Displays this file.
COMPUTER MENU
Navigation
<F> Course Plotter. This will show the number of turns and hops
it will take to get from any sector in the universe to
another. You can use this tool to avoid any surprise as
you travel between sectors. You know the universe is
full of unexplained phenomenon and just because you got
from your home sector to this sector with a great port in
five moves doesn't mean you'll get back in five moves.
<I> Inter-Sector Warps. This selection will show you the
warps lanes connected to any sector in the universe that
you have explored. You just enter the sector number and
the computer will show you every sector directly linked
to that sector. The computer will not have data to
display for those sectors you have yet to explore.
<K> Your Known Universe. As you travel through space, you
will be creating your personal travelogue. This will
store information about the sectors you've explored.
Your computer will use this information to give you your
Port Reports and Inter-Sector Warps. You may wish to see
what sectors you have (or don't have) in your travelogue.
This option will tell you. You will see what percentage
of the universe you have visited and the computer will
ask if you want the list of Explored or Unexplored
sectors. When you reply, you will get a list of sector
numbers.
<R> Port Report. This report gives you relatively up-to-date
information about any port located in a sector which you
have explored. All you have to do is enter the sector
number in which the port is located. You will see items
being traded at the port, the status of each of those
items (whether the port is buying them or selling them),
the number of units the port is willing to trade (and
what percentage of maximum that number represents) and
how many of each of the commodities you have in your
holds. If for some reason you get the message that the
computer has no information on that port and you are sure
there is a port in the sector you indicated, there may be
enemy forces in that sector interfering with your
computer's scan.
<U> T-Warp Preference. Once you have a TransWarp drive, this
option will let you chose whether or not you want to have
the prompt to use this feature each time you try to move to
a non-adjacent sector. If you say "Yes", you will get the
prompt. If you say "No", you will simply get the autopilot
prompt. The next time you want to use the TWarp drive, you
will have to go into this option to restart it.
<V> Avoid Sectors. You will sometimes find sectors
containing things that are detrimental to your success in
the game. This function will avoid those sectors when
doing any course plotting. You just have to enter the
sector or sectors to be by-passed before you use the
computer to plot a course or to establish a route for
your AutoPilot. If the computer encounters a situation
where there is not possible route between the sectors you
requested, then all voids will be cleared and will have
to be re-entered before any future course calculations.
<X> List Current Avoids. When you want to see just what
sectors are being avoided when the computer charts your
course, use this selection. You can use this information
to determine if you want to make any changes. Due to the
limited functionality of this module of the computer, if
you want to remove one or more avoided sectors from the
list, you must clear the entire list and re-enter the
sector numbers you still want to bypass.
<!> Computer Help. Display the portion of the documentation
describing the Computer functions.
<Q> Exit Computer. This option will return you to the bridge
of your ship.
Miscellaneous
<A> Make Announcement. Do you have something you want to
tell everyone in the game? If so, prepare your
proclamation and enter it. You will have 160 characters
for your announcement and it will be displayed in the
Daily Log for everyone to read as they enter the game.
<B> Begin Self-destruct Sequence. If you have managed to
make a real mess of things and the only way to continue
is to start from scratch, then go ahead and use this
command. You will escape from your ship moments before
it self-destructs. Think it over carefully before you
hit the button. This will not only destroy your ship and
all its inventory, but it will also affect your rank and
alignment. Your spirit takes two days to migrate back to
Sector 1, so you won't have any turns the day after you
self-destruct.
<N> Toggle ANSI On/Off. Use this option to set your personal
preferences for the display. You can have ANSI on with full
animation, just ANSI with no animation, or you can turn the
ANSI off.
<O> Change Ship Settings. This option offers you an additional
level of protection for all the ships you own. This lets
you establish a password that players will need to know to
be able to use your ship.
<P> Fire Photon Missile. You can fire your Photon Missile
into the adjacent sector and run in to do your damage.
Remember that the timer is running as soon as the missile
is launched so be quick!
<M> Re-Read Your Mail. This gives you a chance to review the
messages that were sent to you since the last time you
were in the game.
<S> Send Mail. When you need to get a message to one of the
other players, this will serve your need. Keep entering the
lines of your message until you are done. To complete your
message, simply press the enter key on a blank line. You do
not need to know the player's entire name. If you have part
of it, your computer will search the player file and
prompt you when it finds a match.
<T> Current Ship Time. This will display the time and date
stored in your ship's computer. (Remember, the game
began in the year 2002.)
<W> Use Mine Disrupter. You are exploring a new region of
the universe and as you single-step your way along, your
scanner shows a number of mines in the next sector. Send
one of the Mine Disrupters you purchased at the Hardware
Emporium into this mined sector so you don't have to take
the damage to your ship. The disrupters will also disarm
any Limpet mines that may be in the sector. If the first
Disrupter doesn't disarm all the mines, you can send in
another.
Displays
<C> View Ship Catalog. This tool lets you view the
specifications for all the available ships in the game.
You can get a list of the ships and choose which ever one
strikes your fancy. The display will show the following
information -
Basic Hold Cost
Main Drive Cost
Computer Cost
Ship Hull Cost
Base Cost
Minimum and Maximum Holds
Maximum Fighters
Maximum Shields
Number of Moves per Day
Maximum Number of Mines
Maximum Number of Genesis Torpedoes
Offensive Odds for Combat
Maximum Number of Marker Beacons
TransWarp Drive Capability
Long Range Scanner Capability
Planet Scanner Capability
In addition to all this information, there is a brief
narrative about the capabilities and shortcomings of each
model.
<D> Scan Daily Log. This will re-display the Daily Journal
that you see when you enter the game.
<E> Evil Trader Class. This is a display of the titles to
which you can aspire if you are of negative alignment.
It shows the levels, titles and the number of experience
points needed to attain that level.
<G> Good Trader Class. This is a display of the titles to
which you can aspire if you are of positive alignment.
It shows the levels, titles and the number of experience
points needed to attain that level.
<H> Alien Trader Ranks. You will encounter traders from other
galaxies as you make your way through the universe. You
can interact with these creatures the same as you do with
the Traders native to your 1000 sectors. Of course,
aliens are either good or bad. Their alignment (good or
evil) can make a big difference in how you want to
associate (or not associate) with them. When you use
this selection, your computer will tell you everything
you need to know.
<J> Planetary Specs. The use of this display is very similar to
that of the Ship Catalog. A ? will show you a list of all
the planet types. Choose the one you would like to know
more about and the display will produce a picture and a
brief description of the planet. It will also detail some
of the pros and cons of that planet type.
<L> List Trader Rank. This choice will show you all the players
in the game in order of experience. Your prompt will ask
if you would like the list to show the Titles of the
players or their Values in Experience points. Each
trader will be displayed with his or her title or value,
the number of the Corporation to which he/she belongs,
and the type of ship currently being used.
<Y> Personal Planets. If you have planets that you want to
keep as personal, you can view them using this option just
as you can view Corporate Planets using the <L> option in
the Corporation Menu.
<Z> Active Ship Scan. This display will show a list of all your
ships, the ship number, location, ship type, fighters &
shields and the number of hops to get to it.
PLANET MENU
<A> Take All Products. This will load your empty holds with
the products available on the planet. The dock workers
will load your ship to the brim with as much of each of
the products that is available beginning with the cargo
of greatest value (Equipment) to the least value (Fuel
Ore).
<C> Enter Citadel. You enter the Citadel (and display the
Citadel Menu). If there is no citadel on this planet,
you will have the option to build one. The necessary
products and labor force needed in the construction will
display. You will not be issued a building permit if you
don't have the necessary people and commodities.
<D> Display Planet. This will show the planet number, type,
name and the alias of the player who created it. There
is also an informative chart showing how many colonists
are working in each production area, how many units of
each product are being produced daily, the quantity of
each product currently available on the planet, and how
many of each you have on your ship. Citadel information
including level, construction underway and credits in the
vault is also available.
<M> Change Military Levels. You will want to move your
fighters around to protect your territory. This option
will allow you to take fighters currently on the planet
or to leave fighters you have escorting you. The
fighters on the planet are controlled by the Combat
Control Computer (level 2) in the Citadel. If there is
no Combat Control Computer there, the fighters would
better serve you patrolling the sector outside the
planet. Leaving fighters on a planet will designate the
planet as yours.
<O> Claim Ownership. Let the entire universe know who
controls the planet. Use this option to set the planet
as either Personal or Corporate. This is a must when
you've gone to all the trouble to capture one of your
opponent's planets.
<P> Change Population Levels. Throughout the course of the
game you may wish to change the distribution of your
workforce among the commodities. This selection provides
you with an easy, efficient way to order your workers to
the job you need done.
<S> Load/Unload Colonists. Colonizing your planets can
contribute greatly to your trading profits. This will
enable you to leave the colonists you've brought from
Terra or pack everyone up and move them to another
planet. Keep a close watch on your planet's population
because many planets experience a growth/death cycle. If
your planet has too many people to support, the raw
materials needed to produce your commodities will be used
up by the surplus population and your production rates
will be adversely affected.
<T> Take or Leave Product. This will let you specify to the
dock workers which type of products you want to leave and
which ones you want loaded on your ship.
<Z> Try to Destroy Planet. First you purchase Atomic
Detonators from the Hardware Emporium. That is the easy
part. You then have to fight your way into the sector
containing the planet. After battling the fighters,
Quasar Cannons, and any other military defenses that may
be there, you have the ability to lay your Atomic
Detonators. Colonists have been trained in the disarming
of detonators. Most of the training was rushed and
provided by inexperienced teachers, so they aren't very
good at it. Most of their attempts literally go up in
smoke, and if you are still on the planet when their
attempt goes awry, you go awry with it. You have the
option of suing your conventional weapons to kill off the
colonists before you lay the detonators so you don't run
the risk of getting killed by their lack of skill. If
you're willing to risk the bad Karma to be a little
safer, this might be the correct option for you.
<Q> Leave This Planet. Take off from the planet.
<!> Planetary Help. Display the portion of the documentation
describing the Planetary functions.
CITADEL MENU
<B> Transporter Control. Here is where you go to beam you and
your ship to another sector. The transporter range is
limited, but with enough credits, you can also use this
option to upgrade it's range.
<C> Engage Ship's Computer. Use this function to use all
your Crai's power just as you would by choosing <C> from
the Main Menu.
<D> Display Traders Here. This will show you the guest
register of the other players who are parked in the
Citadel. The register gives you the name of the player,
their ship type and how many fighters, shields and holds
they have. This information could prove very useful if
you have just captured the planet from one of your
opponents.
<E> Exchange Trader Ships. If the other players parked in
the Citadel have specified their vehicle as available for
trade, then you have the option of exchanging your ship
for theirs. Be sure to coordinate this carefully with
the other members of your corporation. Only C.E.O.'s can
use Corporate Flagships so they are not available for
trade. If you have seized this planet from an opponent
still parked in the Citadel, you may want to commandeer
his ship for your own use.
<G> Shield Generator Control. If you have your level 5
Citadel completed, you can use this option to store your
shields. You transfer your Ship's shields to the
Planetary Shielding System using this option (10 ship
shields = 1 planetary shield). Stored shields will be
used in the defense of your planet. The Planetary
Shielding System will protect your planet from your
enemies. You will thwart your rivals' attempts to
incapacitate your defenses with Photon Missiles. Your
opponents will be unable to scan your planet.
<I> Personal Info. This selection will enable you to see all
of your current statistics. The information will display
same as it does when you choose option <I> from the Main
Menu.
<L> Quasar Cannon R-level. Use this option to set both the
Atmospheric and Sector reaction levels. The Quasar
Cannon in your Level Three Citadel uses massive amounts
of Fuel Ore. Use this option to adjust the percentage of
Ore on the planet used in this weapon's capability.
PLEASE NOTE: The Quasar Cannon will use the entered
percentage of Fuel Ore remaining on the planet for EACH
SHOT it fires. If you set the Sector value to 100% and
a Scout Marauder with 5 fighters wanders into your
sector, the Cannon will use all the Fuel Ore on your
planet to blow the intruder into space dust. If another
player later tramps into your sector in a well-armed
BattleShip your Cannon will sit idle due to lack of
ammunition. Another consideration when setting your
percentages is that the accuracy of the Cannon is much
better and the damage caused by the blast is greater when
the target is in the planet's atmosphere.
<M> Military Reaction Level. Another method of customizing
your protection, this will let you set the percentage of
fighters stationed there to be used as offensive or
defensive in case of an attack on the planet. You must
have a Combat Control Computer (Level Two Citadel or
higher) to use this option. The value you enter will be
the percentage of fighters that will attack offensively
as someone attempts to land on your planet. The balance
of your fighters will fall back for defense of the planet
and Citadel.
<N> Interdictor Control. If you have upgraded your citadel to
level 6, this will allow you to control the Interdictor
generator on the planet. You will want to use this in
conjunction with a Quasar Cannon. If the generator is on,
an enemy ship cannot leave the sector. This generator
consumes a lot of fuel ore when used. Make sure your Q-
cannon is set most carefully. Otherwise, the enemy can try
to escape and deplete all the fuel ore on your planet.
<P> Planetary TransWarp. The instructions for this feature
are in your Level Four Citadel. Provided you have enough
Fuel Ore to power the mammoth engine, you can move your
planet to any sector where you currently have fighters
stationed.
<R> Remain Here Overnight. You can sleep feeling safe and
secure if you bed down inside the Citadel, out of the rat
race. You will have the protection of your planetary
forces to guard you. When you leave your ship, the valet
will ask if you want others who enter the Citadel to have
the privilege of exchanging ships with you. It's
perfectly within your rights to keep your ship for
personal use only.
<S> Scan This Sector. This option will let you see
everything in the sector around this planet. The display
will be the same as you get from option <D> in the Main
Menu.
<T> Treasury Fund Transfers. If you don't like to carry a
lot of credits on you when you're out exploring the
universe, you can deposit your excess in the Citadel.
You can withdraw the credits whenever you need them. Be
advised that the Treasury workers are quite lax in their
security measures and anyone who enters the Citadel can
withdraw any and all of the credits.
<U> Upgrade Citadel. Once your Citadel construction is
complete, you may find you wish to upgrade. Very few
people are content with a Level One Citadel. You will
need more colonists and materials for each level of
improvements. Level Two has a Combat Control System
which enables you to set the fighters deployed on the
planet as offensive or defensive. Level Three contains
a Quasar Cannon which is a very powerful weapon, but uses
a considerable amount of Fuel Ore to operate. Level Four
encloses the massive engine used for the TransWarp Drive.
Level Five provides the power for the Planetary Shielding
System. The PSS will provide a sturdy shield for your
planet which your enemies will have a hard time
penetrating with fighters or photon missiles. Level 6
equips the planet with an Interdictor Generator. If turned
on, this generator will make it impossible for your enemy to
escape from your Quasar Cannon.
<V> Evict Other Traders. Now that you've survived all the
defenses your opponent placed to keep you out, you should
be able to come in and take over, right? Occasionally
you go into a newly captured Citadel only to find the
trader (or traders) who previously controlled the planet.
No need to have them in your way. Simply select this
option to activate the Emergency Warning System in the
Citadel. It will alert these unwanted guests to some
impending doom and their ships will blast off into orbit
around the planet. The system will list the traders as
they escape. You then may either stay in the Citadel out
of harm's way or you can go out into the sector to
inflict more damage on your enemy.
<X> Corporation Menu. This option is the same as option <T>
from the Main Menu.
<!> Citadel Help. Display the portion of the documentation
describing the Citadel functions.
<Q> Leave the Citadel. Exit the Citadel and return to the
planet.
CORPORATION MENU
<D> Display Corporations. If you want to see how you and
your corporation compare with others in the game or if
you want to see who the members are of a specific
corporation, use this selection. You will asked if you
want to List Corporations or Rank Corporations. L will
give you a listing of all corporations registered at
Federation Hall showing the corporation's registration
number and the date of incorporation and all corporate
members with the C.E.O. labeled. R will display a list
of all corporations ranked by experience. The list shows
the rank, the corporate registration number and name, the
C.E.O.'s name, the corporate alignment and the corporate
experience.
<J> Join a Corporation. When you want to join forces with a
corporation of the other traders, you will need to make
arrangements to get your corporate security pass. When
a member of that corporation has approved your
membership, use this option to join. You will need to be
of the same alignment as the C.E.O. If at any time
during your tenure with the corporation, your alignment
is opposite that of the Chairman, you will be
automatically ousted from the Corporation.
<M> Make a New Corporation. When you are prepared to make to
move from independent trader to Corporate C.E.O., this
option will file your Corporate Charter in the
Federation's Hall of Records. As C.E.O. you will have
privileges that other players don't have such as owning
an Corporate Flagship and sending Corporate Memos to all
members of your Corporation. You will be the one to
determine whether your Corporation is good or evil. As
you go, so goes the Corporation. A prospective member
will have to be of the same alignment as you to join.
<!> Corporation Help. Display the portion of the
documentation describing the Corporation functions.
<Q> Quit Corporation Menu. Return to the game.
Corporations Only
<C> Credit Transfer. Use this option to transfer credits to
or from your corporate associate. You have to be in the
same sector as the corporation member with whom you want
to exchange credits.
<F> Fighter Transfer. Use this option to transfer fighters
to or from your corporate associate. You have to be in
the same sector as the corporation member with whom you
want to exchange fighters.
<H> Mines Transfer. Use this option to transfer mines to or
from your corporate associate. You have to be in the
same sector as the corporation member with whom you want
to exchange mines.
<S> Shields Transfer. Use this option to transfer shields to
or from your corporate associate. You have to be in the
same sector as the corporation member with whom you want
to exchange shields.
<X> Leave Your Corporation. There may come a time when you
feel you have to make a break with your current
corporation. You may want to form your own new
corporation. You may want to play the game with an
alignment different from that of your corporation's
members. This will allow you to vacate your position in
your corporation. Remember that you will no longer have
access to any of the corporation's assets. If you are
the C.E.O. the corporation will be dissolved and all
corporate fighters will become rogue mercenaries.
<L> List Corporate Planets. This will display a detailed
graph of your corporation's planets. The information
includes
-the sector where the planet is located
-the planet's name
-the current population
-the production rate for Fuel Ore, Organics and Equipment
-the current inventories of the commodities
-the number of fighters stationed there
-the level of the Citadel (if any)
-the amount of credits in the Citadel (if any)
<A> Show corporate Assets and Member Locations. This is a
very handy tool to use in organizing your strategy with
that of the others in your Corporation. The information
shown on this display is
-the Corporation member's name
-the sector where that member is located
-whether or not the member is on a planet in that sector
-the number of fighters, shields, mines and credits on
him/her
C.E.O.'s Only
<T> Send Corporate Memo. When you want to give information
to all those in your organization, use this option.
Whether it is instructions on where you want to establish
a new colony or a congratulatory dispatch for a job well
done, you can send your message quickly and efficiently.
<P> Corporate Security. In a world where instances of
computer crime run rampant, a C.E.O. can never be too
careful. Be sure you trust a player before you let him
or her in your organization. And just as with your BBS
account, you can better maintain security if you change
passwords occasionally.
<R> Drop Corporate Member. Do you have a problem with a
member of your Corporation? Is that member showing signs
of insubordination? You don't have to put up with the
stress. Simply drop this trouble maker. Remember that
the member can take any corporate assets on his/her ship
when kicked out.
STARDOCK MENU
<C> The CinePlex Videon Theatres. You can smell the popcorn
from the Hardware Emporium. Come right in to see the
latest releases from HollyWorld. You can choose from
several first-run offerings or you can opt for one of the
classics. Don't take too long to make up your mind
because there are others waiting in line behind you.
<G> The 2nd National Galactic Bank. Here is the place to
engage in matters of high finance. You will be able to
put credits into your or another trader's account. You
can take credits out of your account. You can examine
the balance in your account. The bank allows only
personal accounts. Corporate funds should be stored in
secured Citadels.
<H> The Stellar Hardware Emporium. This is the General Store
of the Trade Wars Universe. If you want it, they have it
and if you have enough money, they'll sell it to you.
<P> The Federal Space Police HQ. The home of law enforcement
in the galaxy. Here you can register complaints against
other players, collect rewards or see the wanted posters.
<S> The Federation Shipyards. This is the place where you
can trade your ship in for a newer model or sell off some of
those junk ships you've gathered as spoils from your
victories. You can see all the models available and all the
specifications for each style.
<T> The Lost Trader's Tavern. Traders come here for more
than just a drink and a meal. Some of the more
interesting features of this game can be found here if
you ask the right questions.
<!> StarDock Help. Display the portion of the documentation
describing the StarDock functions.
<Q> Return to Your Ship and Leave. Leave the Stardock and
return to the sector.
HARDWARE MENU
<A> Atomic Detonators. These detonators are used in the
destruction of planets. If you don't have enough
military to take out a planet, you can set Atomic
Detonators and run like hell. Warning: colonists have
been trained to disarm these detonators. These units are
as unstable as they are powerful. They can react like
Corbomite Devices when an enemy attacks your ship, and
they can also detonate by hitting mines or offensive
fighters as you journey through the galaxy.
<B> Marker Beacons. Marker Beacons are the billboards of the
Trade Wars universe. They are an inexpensive way to make
a statement. They stay in the sector where they are
launched until they are destroyed. They have absolutely
no defensive capability. They are so fragile that if two
are launched in the same sector, they both explode.
<C> Corbomite Devices. Corbomite devices are weapons to
avenge the destruction of your ship. If one of your
opponents succeeds in obliterating your craft, that
person may suffer substantial damage as well when your
ship is equipped with one or more of these. Corbomite
devices can also be viewed as protection. Your enemies
may think twice about attacking you if you are armed with
these. With each additional device you add to your
vessel, you increase your protection level. You can have
up to a Level 1500 Corbomite Device on some ships and the
nice part is, your foe has no way to detect the device's
presence on your ship.
<D> Cloaking Device. Cloaking devices can hide you from your
rivals when you are away from your home sector. If you
feel you will be vulnerable, use your Cloaking Device to
conceal your ship. Your location will be unknown to even
your Corporate associates who view the Member Location
display. Remember that the Cloaking Device will use a
lot of your energy reserves and its effectiveness
decreases the longer it's used. A well-known consumer
group has tested these devices and found that on the
average, after 24 hours of use, you stand a good chance of
being detected. Cloaking Devices are relatively
inexpensive, but because some of the components decompose
quickly, they are a one-time use item.
<E> SubSpace Ether Probes. Ethereal Probes are quite useful
when you want to know what wonders lie on the other side
of the universe, but you don't want to use up your turns
to explore. You can launch the unmanned probes with a
preset destination. As they maneuver their way across
the cosmos, they report back sector by sector. They are
quite inexpensive for the amount of information that can
be obtained, but they are not sturdy. They contain a
self-destruct mechanism that is triggered when the probe
reaches its destination. The designers of the probe
thought this would provide anonymity for anyone using the
gadget. This mechanism is so sensitive that it detonates
when the probe encounters any enemy fighters. Since it
has no shielding capabilities, any ship it passes will be
able to detect its presence.
<F> Planet Scanners. If you are planning an invasion of
another player's planet, this scanner can show you the
military system on the planet without landing. Once you
are in the sector, scan the planet. You can see who
created the planet, who currently controls the planet,
and the military defenses installed there. You won't
find out the hard way that you don't have enough weapons
to take over the enemy forces.
<M> Space Mines. New technology has been developed to provide
traders with two types of mines. The Aramid mines can be a
very effective way of establishing your territory. Space
mines can cause serious damage to smaller craft and can be a
real nuisance to larger vessels. The Limpet mines are a
clever development of the Donnelly Underground Development
Group. They simply sit almost invisible in a sector until
an enemy ship passes by. Once the enemy is close enough,
they attach themselves to the ship. The activated mines
will report their whereabouts to you when you do scan for
deployed mines. This is a clever way to find out where your
enemy is. The Limpets can be removed by crews at the
Stardock. The latest technology has provided mines with
sensors capable of recognizing the Federal I.D. codes. This
will keep the mines from detonating by your ship or your
Corporation's ships (most of the time).
<P> Photon Missiles. Only owners of Missile Frigates or
Imperial Starships can use these powerful weapons.
Shields, both Ship and Planetary, are excellent
protection from the impact of this weapon. However,
once shields have been destroyed, Photon Missiles can be
used to disable all Combat Control Computers (Level 2
Citadels) and Quasar Cannons (Level 3 Citadels) and
Interdictor Generators (Level 6 Citadels) on planets. It
neutralizes all mines and fighters stationed in a sector.
Be advised that the effect of these missiles is short-lived.
Get in, take care of your business and get out before the
effect wears off. You don't want to still be in the sector
when the Quasar Cannons regain their strength. Great care
should be used in transporting these volatile weapons of
destruction.
<R> Long Range Scanners. These scanners can provide the
explorer with multi-sector vision. Your two options are
a Density Scanner or a Holographic Scanner. The Density
Scanner is the cheaper and it provides the user with the
relative density of the surrounding sectors. It will also
indicate a warning if there is a non-standard undefinalble
mass. You can use that information to determine what may be
in the neighborhood. If you have sufficient funds, you can
purchase a Holographic Scanner which has both Density and
Holographic capabilities. Using the Holographic mode,
you can see what and who is in the sectors adjacent to
the one you are currently occupying. The scanner in
Holographic mode uses a small amount of your ship's fuel
(one turn's worth) but that is a small price to pay when
you consider the information and security it can provide.
<S> Mine Disrupters. If you run across a heavily mined
sector but you really need to go in there, send in a Mine
Sweeper to clear your path. They can absorb the damage
so you don't have to or they can deactivate the limpets.
<T> Genesis Torpedoes. Much improved since the first models,
these torpedoes can provide the foundation for the
production of your trading commodities. Depending on the
planet type created by the torpedo, planet will be able to
support a varying number of colonists. The colonists can
provide the labor needed to mine the Fuel Ore, grow the
Organics and manufacture the Equipment and Fighters you
will use in your trading company. Some planet types
are better than others at producing the commodities. You
might want to check the Planetary Specs in your Onboard
Computer. You have no control over what planet type results
from the Torpedo's explosion. That is determined by
conditions in the sector.
<W> TransWarp Drives. Only Imperial Starships, Corporate
Flagships and Havoc Gunstars have hulls sturdy enough to
withstand TransWarp flight. These drives use a massive
amount of Fuel Ore so make sure you have a source of Ore
for your return trip, too. The TransWarp Drive uses a
homing device, so you should have at least one fighter in
your destination sector.
<Y> Psychic Probes. Bartering at the ports is one of the
main elements of this game. You get experience points
for making a good deal. The better the deal, the more
points you get. Psychic Probes are the next best thing
to insider trading, and they're legal. If you want to
see exactly where your offer is compared to what they
would have accepted, you need one of these probes. It
will not only show you where you went wrong, but it will
also help you improve your trading skills.
<!> Hardware Emporium Help. Display the portion of the
documentation describing the Hardware Emporium functions.
<Q> Leave the Emporium. Return to the main area of the
StarDock.
SHIPYARDS MENU
<B> Buy a New Ship. When you are ready to upgrade, or if you
need a specialized ship, come to the Shipyards and talk
to Cal Worthington XXI about a trade-in. You will be
offered a fair price for your current ship. They will
take anything in your trade such as fighters,
accessories, mines, etc. so if you're trying to get a lot
on your trade-in, load your ship up before you talk to
them. If you don't want to use all your extras in the
trade, you might want to leave as much as you can in a
secure place and pick it up after you purchase your new
ship. New ships are very basic models. The extras are
available at the Hardware Emporium and the Class 0 ports.
<S> Sell Extra Ships. A display with all your ships in orbit
will appear. Choose which ones to sell off. You will be
able to see the ship number, name, type, location and how
many fighters and shields are on each ship.
<E> Examine Ship Specs. This is the same information
available to you from your ship's on-board computer, but
in includes (for ANSI users only) a picture of each ship,
both top and front view. You may want to review the ship
specifications one last time before you make your
purchase.
<P> Buy Class 0 Items. After you purchase your ship, you may
need to equip it with a few of the items normally
purchased at the Class 0 ports. You wouldn't want to
take that brand new beauty out unprotected, would you?
The merchants in the shipyards have obtained fighters,
shields and holds from "trade-ins" so they are offering
them right here where you buy your ship as a convenience
to you. Be forewarned that you will be paying a premium
price for this convenience.
<R> Change Ship Registration. It's not paranoia when they're
really out to get you. If your foes are tracking you
down by reading the logs at the StarPorts or they've
received information on your ship from a loose-tongued
fool at the tavern, go to this back room in the offices
of the Shipyards. For a hefty fee, you can get revised
registration papers on your ship and christen it with a
new, untraceable name.
<!> Shipyards Help. Display the portion of the documentation
describing the Shipyards functions.
<Q> Leave the Shipyards. Return to the main area of the
StarDock.
TAVERN MENU
<A> Make an Announcement. Do you have something of interest
for all the patrons of the tavern? If so, pay the fee
and post your announcement. It will stay there until the
next announcement is posted.
<B> Buy Something from the Bar. Had a trying day? Want a
little something to soothe your nerves? Order up
whatever your heart desires. You might even get it in a
clean glass. Remember FedLaw says, don't drink and fly.
<C> Eavesdrop on Conversations. See that group of
individuals gathered at the table in the darkest corner
of the tavern? They seem to be engaged in some very
engrossing dialogue. If you would care to listen in and
maybe even add some remarks of your own, use this option.
<E> Order Some Food. You really need to keep your strength
up so you can take on the challenges of the cosmos.
Order up the Blue Plate Special (the food is blue, not
the plate) and nourish yourself with some of the most
memorable edibles this side of Barlaam.
<G> Try Your Hand at Tri-Cron. Do you feel lucky, Punk? Put
your money down and see if you can beat the odds. A
simple game of chance might relax you and you never know,
you might come away a big winner. The game is easy - the
detailed instructions are available in the Tavern. The
cost of playing is based on the size of the Top Winner's
Jackpot. You'll have 10 rounds against the house. If
you win, the payback is 2 to 1. If you're the top
winner, you receive the accumulated jackpot.
<T> Talk to the Grimy Trader in Back. Not much to look at,
but he can be a wealth of information. Depending on how
many drinks he's had, his facts may be a bit suspect.
Just ask him about a specific topic, give him a little
inducement and he'll tell you what he knows. If you
speak to him respectfully, he'll be fair to you.
Otherwise he might try to take advantage of your need for
information. You'll have to pay dearly for it, but he
can sometimes get you information on specific Traders.
<U> Use the Facilities. When Mother Nature calls, this
option will allow you to answer. Feel free to read the
graffiti to keep yourself entertained. You can even add
some of your own prose or poetry but beware of what may
be lurking in the next stall.
<!> Tavern Help. Display the portion of the documentation
describing the Tavern functions.
<Q> Leave the Tavern. Exit back to the main area of the
Stardock.
FEDPOLICE HEADQUARTERS MENU
<A> Apply for a Federal Commission. The Federation awards
commissions to those individuals who have shown
themselves to be highly experienced and law abiding. If
you believe yourself to qualify, apply at the Police
Headquarters. If the Feds grant you a commission, you
will be able to procure an Imperial Starship. This is a
very powerful ship but with it comes a lot of
responsibility. The Federation may call upon you to aid
their cause of maintaining law and order throughout the
universe. There are a limited number of Starships
available, so apply for your commission as soon as you
can.
<C> Claim a Federation Reward. After you have done your duty
as a good FedLaw abiding citizen, you will want to claim
the reward that is rightfully yours. March right into
the Police HQ and tell the sergeant that he no longer has
to worry about the scumbag you terminated. Be sure to
put the reward money to good use.
<E> Examine the Ten Most Wanted List. There is a listing
available in the FedPolice building of the most corrupt
players in the game. This list shows the level of evil
the player has achieved, the corporation to which he/she
belongs, the number of bounties posted on that player and
the total reward for that player's demise.
<P> Post a Reward on Someone. Would you like to make it a
little more rewarding for someone to get one of the
players on the Most Wanted list? You can offer as small
or as large a payment as you would like. Just see the
officer on duty and tell him you want to post a reward.
You will be shown the list of the Most Wanted criminals.
Tell the nice officer which one you would most like to
see brought to justice and how much you want to give to
help in the cause.
<!> FedPolice Help. Display the portion of the documentation
describing the FedPolice functions.
<Q> Leave the Police Station. Exit the building and return
to the main area of the StarDock.
BANK MENU
<D> Make a Deposit. You can inform the TellBorg that you
wish to deposit some or all of the credits you have with
you. The transaction is recorded instantly so you don't
have to wait three days for your deposit to be reflected
in your account.
<E> Examine Balance. You might want to see if that other
trader who promised you a reward for helping out with the
Ferrengi has come through with the credits. You might
only want to check your funds to see if you can go on a
spending spree at the Hardware Emporium. This selection
can put the answer at your fingertips.
<T> Transfer Funds. If you need to get funds to a Trader who
is not in your corporation, this option will authorize
you to make a deposit in that other Trader's account.
Naturally, you must have the credits to be able to
transfer them.
<W> Withdraw Funds. Saving can really pay off. If your ship
has been destroyed and you don't want to start from
scratch in a Scout, a nest egg in the Galactic Bank can
allow you to come right back with the ship of your
choice. Use this option to take your savings and spend
them any way you choose. You and only you have the
authorization to withdraw credits from your account.
<!> Bank Help. Display the portion of the documentation
describing the Bank functions.
<Q> Leave the Bank. Return to the main area of the StarDock.