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- Trade Wars 2002 has gathered quite a collection of addicts, casual
- players and occasional dabblers. I wrote this file for those who
- love the game and want to play it on a regular basis. I wrote it
- because there is an awful lot of bad advice out there, a lot of rumors
- and speculation, and the player who does not have a good knowledge of
- basic strategy and how the game works is going to be destroyed every
- time. Most areas have one or two people who know how to play,
- and those people routinely dominate every game. As one of those players,
- I hope that this file will increase the supply of quality Trade
- Warriors and allow for greater competitive balance.
- One introductory note: The Martins will release version
- 1.1 soon, and that release will change some of the information and
- strategy/tactics hints contained here. When they release 1.1 and I have
- had a chance to play on it for a month or so, I will update this file.
- Apparently, according to a post by Gary Martin on his WWIVNet Trade Wars
- 2002 Discussion sub, the evil side is all coded, and he is adding the
- last goodies for the Goods. According to Gary's hints, the new
- additions will be welcome to Good players. I hope so, because the way
- the game is now, competent evil players are nearly unbeatable.
- The file is divided into eleven sections:
-
- I. Getting Started
- II. Game Objectives
- III. The Choice: Good or Evil
- IV. Your Ship
- V. Survival
- VI. Corporate Life
- VII. Data Processing Wars
- VIII. The Insecurity of Planets
- IX. Making Money
- X. Strategy and Tactics
- XI. Conclusion
-
- If you only want to cruise around the universe every so often, then stay
- good, park in FedSpace every night, beware the Ferrengi and don't read
- any further. If you want to be a competitive player or even dominate
- your universe (the true goal of Trade Wars), then read on and I will
- tell you how.
-
- I. GETTING STARTED
-
- As soon as your new ship is launched in sector 1, hit `V' for the
- Game Configuration Screen. This screen has a wealth of vital
- information that you need to know in order to play the game correctly.
- You want to know the turns per day, the number of ships per FedSpace
- sector, the StarDock location, if displayed, the Photon Missile Wave
- Duration, whether the game is registered or not (don't bother playing if
- it is unregistered), the number of days running, and the information at
- the bottom of the screen (more on that in "Old Game").
- After that, hit `I' to get your personal information. Hi, there,
- Civilian Space Scum! Then, hit `C' for computer and then `L' for Trader
- Rankings and `V' to rank the traders by experience point level. See
- what you're up against.
- Now that you have an idea of what the game is like, your next move
- is to get established, start exploring, and get into your new ship.
- There will be some differences in strategy based on whether you are
- joining a fresh, young game or an old, established game. Either way,
- don't worry, because once you know what you are doing, you can be in a
- competitive, if not dominant, position in less than a week.
-
- A. New Game
-
- In a new game, the only big threat to your safety is the Ferrengi.
- The assault traders roam the non-FedSpace universe looking for the weak
- to pick on, and Ferrengal is often plopped down in the middle of a
- significant space lane near FedSpace. Many a new player discovers the
- location of Ferrengal by losing his Merchant Cruiser to Ferrengi mines.
- If you happen to encounter a Ferrengi assault trader, surrender
- and let him take your cargo. It's good to travel with holds full of
- equipment as much as possible early on, because if you have equipment
- they will not take holds from you, otherwise they take 10% of your
- holds, and that stinks because your holds are your life this early.
- So in a new game, the first thing I do is explore FedSpace. I go
- from 1 to 2 to 3... all the way until I have all ten sectors explored.
- If I find a good Paired Port (see VIII. MAKING MONEY for an explanation
- of Paired Ports) team, I work it for about 5 or 6 loops, then cruise
- back to 1 and buy more holds, then come back, work it 5 or 6 more times,
- run back to 1 and get holds then come back. Once I have 30-40 holds, my
- strategy depends on whether the sysop displays the StarDock location or
- not. (I think all sysops should since it defies logic that a space ship
- captain would not know the location of the only place in the universe to
- buy a ship!) If he does display the location, then I stop going for
- holds once I have 30-40, and work my paired port until I have about
- 30-40 k credits. Then I go to StarDock and get my StarMaster (see IV.
- YOUR SHIP for a discussion of the different ship types and why I
- always choose the StarMaster at the start).
- If the sysop does NOT display the location of StarDock, then I
- have to find it. First thing I do is post a general announcement asking
- for its location, then I check the trader listing and see if anyone is
- in a ship other than a Merchant Cruiser or Scout Marauder and send them
- mail asking for the location.
- Once sending the mail, I go back to pounding my pair, and work
- until I have maximum holds in the Cruiser. By this time the pair is
- usually exhausted, so I see if maybe a couple of ports in fedspace are
- almost paired and trade between them until I have enough credits for 400
- shields. If I cannot find a suitable couple of ports in fedspace, then
- I cautiously explore around FedSpace to see if there is a pair nearby,
- or if one of the non-paired FedSpace ports has a partner outside of
- FedSpace. Until I have max holds and shields on my cruiser, I hate to
- venture out of FedSpace, because a Scout is not a very good jumping off
- ship.
- Generally, on a board that does not display StarDock, I do not
- leave FedSpace until the second day. Once I have full shields on the
- cruiser, I can withstand mines, and should survive an encounter with
- Ferrengal, due to the peculiar way the Ferrengi offensive fighters are
- coded. Once my ship is ready, if I have not learned the location of
- StarDock from some kind soul in response to my efforts the day before, I
- venture out into the universe in search of StarDock.
- My theory of the best way to find StarDock is to go on long
- auto-warps. I start with sector 1000 as a destination, then 900, 800,
- 700 etc. etc., then back to 990, 890, 790 etc. etc. The theory is that
- StarDock is on the major space lanes, so auto-warping will eventually get
- you there. Once I have found StarDock I almost never use auto-warp because
- it is more efficient at eating turns and getting you blown up than anything
- else.
- So, once I know where StarDock is, I trade in the Cruiser on a
- StarMaster, buy a density scanner first, then buy as many holds as I
- can (saving 3-5,000 credits to buy product). Once I have my density scanner
- and my holds, then I start in on shields. I won't be attacking anything for
- a few days because it is vital for new players to conserve their resources
- so that later they can go on a wild rampage and still be able to defend
- themselves.
- The next goal is to explore the universe and find the ports. I
- single-step-scan everywhere, always looking for unexplored sectors with
- densities of 100 and more than one warp. If I find one I go there,
- otherwise I look for an unexplored sector with as many warps as
- possible, and go there. There is a good chance an adjacent sector will
- have a port.
- I trade as I go, and return at the end of the day to StarDock to
- spend my money. Until I have my bank account full I usually stash about
- 30% of the day's earnings and spend the rest. I get full shields, then
- I upgrade to a holo scanner, start accumulating cloaking devices, and
- buy ether probes. I usually do not buy fighters until I no longer want
- to park in FedSpace.
- By now you should have a well-supplied ship and a good start. If you
- density scan everywhere you go you should not run into any unpleasant
- surprises. If you get a density reading of 7500 or more this early in
- a new game, you have found Ferrengal. Mark it as an avoid.
-
- B. Old Game
-
- If I am joining an old game, my strategy is slightly different. I
- try to do the same as above, and am even more leery of leaving FedSpace
- than in a new game because the players have had time to put out mines
- and fighters, build quasar cannons, etc. etc. and the hazards are many.
- So I explore FedSpace and hope to find a couple good ports. Often in an
- old game, the FedSpace ports are whipped and I have little luck. What I
- do then is head towards StarDock, trading, until I have 2000 credits and
- cargo in my holds, and buy a density scanner for the cruiser. Now I can
- safely find ports to pound to get established like in the New Game
- above.
- If the Sysop does NOT display StarDock, I stick to FedSpace and
- environs the first day, and use the announcement and mail to try and
- find the location as above. If I do not have any mail the second day
- telling me where StarDock is, I DO NOT PLAY. In an old game, a new
- player is at enough of a disadvantage already that he is severely
- handicapped trying to find StarDock. Most sysops now display StarDock.
- In an established game, the Game Configuration Screen (the V
- Screen) offers a wealth of information on the current status of the
- game. Look for the net worth of the ports. A high number indicates
- that a lot of trading has taken place, and an evil player can make
- serious money robbing credits. How many traders and aliens are there,
- and what percentage of each are Good? The number of planets and the
- percentage with citadels also tells you how developed the game is, and
- the more citadels there are the more fun an evil player can have. Most
- important is the number of fighters and mines in use, because that tells
- you roughly how powerful the players are and how hazardous the universe
- is. Keep track of all this information as the game goes by, and
- especially the fighters in use. Compare what your corporation has to
- what is out there as an idea of how secure you are. Generally, my
- business partner and I have half or more of all the fighters in the
- universe, and the feds and Ferrengi account for most of the rest.
- The remainder of my game starting strategies depend on other
- choices, so I will leave those discussions for after the next couple
- sections.
-
- II. OBJECTIVES
-
- A player's objectives for his game will determine all the rest
- of his choices. As I said before, if you just want to fly around every
- so often, don't waste your time with the rest of this file. Trade Wars
- has a bias for the player who plays every day, and only those who want
- to play every day will be able to be top Trade Warriors. Others can
- succeed if they have different objectives, but if you do not play at
- least two-three times a week, there is not much you can do.
- Other possible objectives are to be the Roaming Marauder who warps
- around the galaxy, trading and robbing only as much as is necessary to
- obtain fighters for alien hunting and mothing players. Or, you might
- want to be a builder, a Good trader who devotes his energies to building
- and colonizing planets. Or, you might want to be a destroyer, one who
- builds nothing, keeps his assets on his ship in the form of fighters and
- shields, and roams the galaxy looking for ships to destroy (any, you
- don't care) or, the ultimate prize, planets to conquer then demolish.
- Or, like me, you might want to be Emperor of the Universe, the Dominant
- and Supreme Power of all Trade Wars! This file is directed most towards
- those who share my objective, which is to "win" as I see it.
- I will try to direct tips and hints to all of the above types of
- players. The ideal situation is to have a corporation with two or three
- of the types on it, so that each player has a job he enjoys that
- contributes to the overall team effort (see VI. CORPORATE LIFE). In
- this fashion, a corporation can become the dominant power, thus
- satisfying the goals of everyone on the team.
- The first choice dictated by the player's objectives is whether
- to be good or evil.
-
- III. THE CHOICE: GOOD OR EVIL?
-
- You cannot sit on the fence in Trade Wars. Every day you enter the
- game your alignment goes up by 1 point, so you cannot sit at zero. Each
- side of 0 has its advantages, but I, like many others, think that the
- advantages of evil FAR outweigh the advantages of good. The good trader
- must work extra hard, and if he desires to have planets he stands almost
- no chance of keeping a planet against competent evil players unless he
- is part of a large, coordinated corporation. The good trader who wants
- to stay alone and doesn't care about planets will fare better.
-
- A. Why Good? -- A Good Question
-
- Let me first catalogue the advantages of Good as they have been
- advanced by players on the two major national Trade Wars message bases
- (National Trade Wars Echo on FidoNet and National Trade Wars Discussion
- on WWIVNet, hosted by the authors of the game at Castle RavenLoft), then
- discuss each of them in depth and then go into other reasons for playing
- Good.
- First advantage that comes to mind is FedSpace protection. A Good
- player can rest in FedSpace between playing sessions, and he is immune
- from attack (see below!).
- Second advantage is the Imperial StarShip. This ship is the
- biggest money-maker and the most awesome military power available to
- traders. With its 30,000 fighter capacity, its 1.5-1 fighting odds, and
- its ability to use Photon Missiles, the StarShip is unrivalled as a
- planetary invader and the most impressive way of projecting force. Its
- 150 cargo holds and transwarp drive make it the best trading and
- colonizing ship available. Depending on the number of turns per day in
- your game, a StarShip can TransWarp colonize up to 1.5 million colonists
- per day. More about the StarShip later.
- Third advantage is... well, the ability to collect bounties. Anyone
- can post a bounty on a bad guy, but only Goods can collect.
- Unfortunately, the best bad guys are almost never blown up.
- Fourth advantage is... um... well... I can't think of any more.
- Until 1.1 is released with its hinted-at goodies for Goodies, there are
- not many advantages to playing Good.
- When you look in depth at the "advantages" they look like less than
- before. FedSpace protects you only until you have 1000 experience
- points, then your enemies may attack you in FedSpace. Also, you cannot
- have more than 50 fighters on your ship when you park there, or you will
- be towed out into the middle of space when the Extern maintenance program
- runs. Lots of traders get blown up that way. Also, only a certain number
- of ships (sysop configurable, check the Game Configuration Screen) can remain
- in any single FedSpace sector overnight, so you have to get to a sector
- without the maximum already there, or you will be towed. FedSpace,
- therefore, is of small overall value to any serious, regular player.
- The StarShip is a powerful advantage, but it is expensive to buy,
- more expensive to equip, has only a limited number of turns, and can
- lead to a false sense of security. StarShips seem to be destroyed at
- alarming rates in established games, which is not catastrophic if you're
- Good, because you can go buy another one, but it is expensive and
- disillusioning. Great care must be exercised with the TransWarp drive
- or other traders will laugh when they see "Space Scum's Imperial
- StarShip was destroyed by atomic fusion at 12:21:54 on 12/25/91" in the
- daily log. The StarShip, while a great ship and a tremendous asset, is
- not by itself a reason to stay Good.
- The bounties play a minor role in the game since most of the big
- bounties are never collected. They do, however, help the ambitious
- trader hoping for a Federation Commission and a StarShip. This trader
- can find an evil player, usually some yoyo with 5 xp and -7 alignment in
- an escape pod in some dead end, or some poor schnook with the wrong
- password for a corporation sitting in FedSpace with a -1 alignment
- because he doesn't know anything about the game, post a huge bounty on
- him (gaining 1 alignment point for each 1000 credits), get the alignment
- boost towards the 500 needed for a Commission, then go blow the dork up
- and collect the bounty he just posted.
- If you tote up the "advantages" of being Good, they do not amount to
- much. When weighed against the advantages of being Evil, it does not
- appear to make much sense to be Good. Many players, however, still
- decide to be Good for a variety of reasons. It could be for the
- challenge of trying to survive, prosper and even conquer as a Good
- player given Evil's greater ability to make money with ease. It could
- be because the player wants to play a character of honesty and integrity
- who stands as a bulwark against the evil hordes seeking to slaughter the
- innocent. Or it could be because the player is more interested in play
- balance and wants there to be Good players in the game. Each of these
- reasons is sound and respectable. I will attempt to outline what I hope
- is a winning strategy for Good players -- although I think that even
- that will fall against an Evil corporation applying my strategies for
- Evil.
-
- B. Why Evil?
-
- Just like with Good, I will begin by cataloguing the advantages of
- being Evil, then launch into a discussion of the choice and why I
- usually choose Evil (unless for one of the intangible reasons in the
- previous section I have decided to play Good for a change).
- First and most important, Evil can make far more money than Good with
- less work. A part of this advantage is that Evil players never run out
- of ports, which Good traders will. Evil can trade like Good when
- necessary, but he can also rob credits from ports that have traded a
- lot, or even steal products and sell them right back to the same port.
- This one advantage more than makes up for the advantages of Good,
- because the Evil player can buy enough fighters to overwhelm the
- StarShip, cloaking devices to render him impervious to attack, and he
- has no need of collecting bounties.
- A secondary advantage is somewhat related to the first: Evil players
- are not taxed. While a Good player who quits the game with 50,000 or
- more credits on his ship will be taxed 10% upon re-entry to the game,
- Evil players are never taxed. An Evil player can have as many credits
- as he desires on his ship without losing any of it to the stinking Feds.
- Those are all the advantages that come to mind, but they are big. A
- good Evil player can make 50-100% more money per day than a comparable
- Good player, but there are hazards to watch out for. One, when you get
- busted and lose cargo holds, that is a cost. Two, when busted you lose
- 10% of your experience and that can cut into your money-making ability
- as well as your status. Three, once busted in a port you cannot port
- there again until two weeks have passed, or someone else has been busted.
- There is a rumor flying around the national echo that a port that has busted
- someone before thereafter busts people more often, so as the game wears
- on it is possible that the Evil players will have a harder time finding
- good ports to rob or steal. There is no empirical support for the rumor
- however, other than the impressions of a few Evil players. I myself
- have my doubts.
- I almost always play Evil because of the earning power, and also
- the constant tension of "Will I get busted???" I have more fun robbing
- and stealing than I have trading. Also, I like to invade planets and be
- the chief power in any game I am in, so I need to take advantage of the
- extra money. I have macros that do the tedious work so I can
- concentrate on strategy and the fun stuff.
-
- IV. YOUR SHIP
-
- The second main choice that has to be made is what ship you will use
- for most of the game. Some players will switch ships frequently,
- jumping from task to task and choosing the ship that meets the task.
- While this method may work pretty well, one weakness of it is that you
- never get as much in the trade as you paid for the equipment on your
- ship, so the more you trade the more money you lose.
- Of the 15 different ship types in the game, there are 3 good
- general use ships, 3 good "role-players", and 9 more or less useless
- craft. I will start with the 3 general purpose, as these will form the
- backbone of a corporation, or be the most likely and effective ships for
- the solo player.
-
- A. StarMaster
-
- Version 1.00 had 5 new ship types, one of which was the StarMaster.
- The StarMaster radically changed the complexion of the game, and soon became
- the ship of choice, with good reason. The Corellian Battleship, previously
- a great favorite, has been relegated to the background by this elegant
- combination of speed, power and earnings capacity.
- No other ship has the StarMaster's combination of moves, combat
- ratio, fighter and shield capacity, and cargo capacity. While it can be
- tedious to pound paired ports with the number of turns a StarMaster
- gets, it is extremely profitable, and for the Evil trader, robbing and
- stealing are even more profitable. With 1.4-1 combat odds, 5000
- fighters and 1000 shields, the StarMaster will conquer all but the
- StarShip, Battleship and Flagship, and will give even those behemoths
- pause.
- While not the best for planetary invasions, the StarMaster will
- effectively conquer most young planets. Once a planet has a quasar
- cannon, however, the StarMaster becomes less effective, and one of the
- larger ships might be in order. Still, for most planetary invasions the
- StarMaster is plenty.
- For early game, the StarMaster is the best choice, and for most
- traders, it is also the ultimate choice. Get in a StarMaster early and
- stay in it. I usually am in a StarMaster by the end of my first day in
- a game, and I keep it until I get my StarShip (if I get a StarShip). I
- take advantage of its large number of turns for exploration, and sniff
- out numerous pairs. Generally I will loop a pair five-ten times when I
- find it, then move on. In that way I get a good compromise between
- hard-core trading and straight exploration.
- I can't really think of any drawbacks to this ship, although for
- particular jobs there might be better options. The solo player,
- however, is probably best-served by a StarMaster, accepting its
- limitations as a trade-off for its astonishing versatility. For
- corporations, the StarMaster is a necessary part of your fleet, even if
- you are a Good corporation and have StarShips. The StarShip needs the
- TransWarp to be truly efficient, and a teammate in a StarMaster can sow
- lots of toll fighters around the universe to make the TransWarp most
- effective. The StarShip needs to husband its turns, so the StarMaster
- can be the one to check things out. A Scout can do so also, but the
- StarMaster can carry the firepower with it to take advantage of most
- situations, or at least pave the way for the StarShip.
-
- B. StarShip
-
- The Imperial StarShip is the only ship I rate as a worthy competitor
- for the StarMaster as a bread-and-butter ship. The solo player can do
- quite well in a StarShip, and the Good corporation must have at least
- one of these monsters.
- Many people make the mistake of getting the StarShip prematurely,
- and of being careless with it. It costs a million credits to fully
- outfit a StarShip, and half a million just to get started. The ship
- is 128,000 credits, the additional 110 holds are about 200-250,000
- credits, the TWarp is 50,000 credits, the holo scanner 25,000, the planet
- scanner is 30,000 credits, the 2000 shields are about 300,000 credits, and
- the 30,000 fighters are about 6 million, although for 500,000 credits you
- can get about 2500 fighters on it and be in business.
- Once outfitted, though, the StarShip will make a bundle of money.
- Paired Ports go fast with 150 holds, and a good trader will make
- 100,000 credits every 25-30 turns. After a few days of serious trading,
- you will find a scarcity of good trading pairs. That's okay, because
- unlike any other ship, the StarShip can TransWarp trade profitably (see
- Flagship) by finding class 4 and 5 ports, posting fighters in them, then
- transwarping from 5 to 4 to 5 to 4 to 5 and trading organics for
- equipment along the way, buying enough fuel for the next jump at each
- stop. Everyone else is scrambling to try and squeeze a few credits out
- of worn out ports.
- A team with a StarShip would benefit from having a Scout or a
- StarMaster to roam around and post fighters all over the place so the
- StarShip pilot does not have to warp here and there, wasting valuable
- turns. If that technique is used, the StarShip's only drawback -- lack
- of turns -- is overcome. A caveat: BE CAREFUL WITH THE TRANSWARP!!!!!!
- More StarShips than you would think get blind warped into a port or
- planet, and are no more. It is a highly distressing occurrence.
- In combat, the StarShip is unparalleled. Ship-to-ship combat is
- generally in your favor, because only the Scout and the Battleship have
- higher combat odds than the StarShip's 1.5-1, and neither can carry as
- many fighters. The Scout would be more formidable if it could carry
- more than 250 fighters and 100 shields, a mere burp for the typical
- StarShip. So a StarShip can usually destroy any ship it's captain wants
- to fight.
- Planetary invasions are where the StarShip demonstrates its true
- power. Photon missiles and large numbers of fighters can overwhelm
- almost any planet. Make sure, however, to clear ALL mines and enemy
- fighters out of the sectors approaching the planet before you buy a
- photon, because a single battle point of damage will make your photon go
- off and leave you stranded with 0 turns.
- The Good player who wants to be a solo flyer should get a StarShip,
- buy cloakers every day, and keep his assets on his ship in the form of
- fighters. Doing that, he can survive and even be a force to be reckoned
- with. The Good team that wants to win should have everybody except the
- scouter in StarShips. The StarShip is the best available for trading,
- colonizing AND combat, so there is no need for anything other than
- one StarMaster or Scout Marauder.
-
- C. Corporate Flagship
-
- The Flagship used to be a far more impressive ship before the
- StarMaster came along. Yes, the Flag carries four times as many
- fighters and 500 more shields. Yes, it has 15 more cargo holds. Yes,
- it has a TransWarp drive. But the StarMaster has one-third more turns,
- higher combat odds, and very few traders ever have more than 5000
- fighters on their ship anyway.
- The Good corporation has no need for the Flagship. Its chief virtue
- is its relative proximity to most of the capabilities of the StarShip.
- Goods get StarShips, Evils can have Flagships. But the Flagship cannot
- fire photon missiles, its 85 holds make TransWarp trading of minimal
- profitability and TransWarp colonizing a tedious matter, and its combat odds
- of 1.2-1 are not great.
- Every Evil corporation should have one Flagship. The TransWarp drive
- comes in handy, and it is usually the best colonizer available to Evils.
- The Mule and other cargo carriers have many holds, but they must travel
- through regular space, thus unless you build close to sector 1, you
- cannot haul as many colonists. Planets close to 1 are usually found
- swiftly and not very secure.
- The firepower is also nice for an Evil corporation, and with 85
- holds it is good for paired port trading early on, and stealing later.
- When an Evil corporation goes on an invasion, the Flagship usually
- delivers the coup de grace.
- The solo Evil player can do well in a Flagship, but solo
- players usually cannot take advantage of the TransWarp as well as teams
- can, so the StarMaster is probably still the best option, although you
- might hit a point where you want to be able to carry more than 5000 fighters.
- The battleship carries 10,000 and has 1.6-1 odds, but less turns than the
- Flag, and no TWarp.
-
- D. Taurean Mule
-
- The Mule is another of the ships that the Martins added in the
- long-awaited Version 1. Of all the cargo carriers, it is the most
- efficient, but the Good corporation should have no need for it, since
- the StarShip has the exact same Holds/Turns ratio.
- In comparison with the CargoTrans and the Colonial Transport, the
- Mule comes out ahead. I have developed a factor for measuring
- money-making potential called the Holds-Turns Calculus. I take the
- number of turns per day, subtract it by 20 to reflect travel time to and
- from ports, then multiply that number by the number of holds.
- For an example, lets do the calculus for 100 turns/day, my favorite
- setting. The Mule gets 83 turns, so its calculus is 63 x 150 = 9450.
- The Colonial Transport gets 58 turns, so it comes out to 38 x 250 =
- 9500. The CargoTran gets 67 turns, for 47 x 125 = 4875. The Merchant
- Freighter is 130 x 60 = 7800. As a comparison, the StarMaster works out
- to be 113 x 70 = 7910.
- The Colonial Transport's calculus is slightly higher than the Mule's,
- but I believe that edge is offset by the additional investment the extra
- 100 holds represent, the extremely low number of turns, and the fact that
- often more than 20 turns will be spent in transit, so the more turns in
- transit, the more the Mule gains. The CargoTran does not even compete,
- and the Merchant Freighter's other disadvantages (including the tedium
- of trading 150 turns!) remove it from the game.
- The Mule can make good money and haul lots of colonists, but it
- cannot spend much of the money since it only holds about 300 fighters
- and does not carry mines. It really only helps the corporation that has
- a citadel for money transfers, or that wants it purely for colonizing.
- But in that role, it can be effective. Still, there are better choices
- (see above).
-
- E. Scout Marauder
-
- Excuse me, but let me first advise you of one of my stronger biases:
- I HATE the Scout Marauder. Nevertheless, it is a useful role-player for
- a corporation. The Scout's claims to fame are its turns and its utter
- expendability. Your Scout Marauder blew up. Who cares? Trade in your
- pod for a new scout and make a grand on the deal.
- The Scout is perfect for scouting, mothing, running hither and yon
- on errands like posting fighters, collecting tolls, running down the
- busiest ports list for credits to rob, and the like. For a corporation
- that has a couple of the more sensible ships, the Scout can fill a
- worthwhile role. For small corporations, the StarMaster might make more
- sense as a compromise, since it still has a lot of turns but can also
- make money and carry firepower at the same time.
- For the solo player, the only time to be in a Scout Marauder is
- when your first Merchant Cruiser hits mines and you can't buy a new ship
- yet. As soon as possible, you get out of the Scout and into a
- StarMaster.
- Some players like Scouts, and if they stay Good and keep
- their experience below 1000, they can park in FedSpace and have their
- fun as solo players. Such a player will never be a threat to a powerful
- player. Such a player, however, is a perfect corporate member who can
- do what he likes, have the power and wealth of a corporation behind him,
- and be part of a competitive if not dominant enterprise.
-
- F. Battleship
-
- Before the StarMaster came out of Markham Space Tech, the Battleship
- was my ship of choice. It has 80 holds for decent money-making, and it
- packs quite a whallop. Its 10,000 fighters and 1.6-1 combat odds make
- it a threat to nearly any ship in the universe, and for the player or
- corporation unable to get a StarShip it can be an effective planetary
- invader.
- The Battleship is no more than a bit player, but can be a
- positive factor in a corporation. Solo players can do fairly well in
- Battleships, but they will find that in the long run the StarMaster
- makes more sense because it makes more money and covers more ground.
- The combat odds on the Battleship are the best (excluding the Scout),
- but not dramatically better than the StarMaster.
- I cannot really think of any situations when I would want a
- Battleship. I would choose the StarShip or the StarMaster, or perhaps
- the Flagship if I were the CEO of an Evil corporation. But given the
- variety of tastes, I can see how some players and teams would want to
- have one. The ship is serviceable, and beats any of...
-
- G. The Rest.
-
- Don't bother buying any of these. For whatever one of these ships
- does, one of the 6 above does it better. Especially DO NOT BUY THE
- THOLIAN SENTINEL. It does not work. It only gives the 4-1 odds if the
- invader hits `L' for land before `A' for attack. Even if the invader
- does not know about the Sentinel, he is likely to say to himself, "Well,
- I have to destroy it before I can land anyway, so I might as well skip the
- L and go straight to A then L." That was how I discovered the problem with
- the Sentinel. I went to invade a planet guarded by one, attacked the ship
- first, psychologically prepared to lose 4000 fighters, then was pleasantly
- surprised when I only lost about 800 fighters.
- The Merchant Cruiser is okay -- until you trade in your first
- one on the StarMaster. The Havoc GunStar is cute, but anyone who has a
- need for and can use the TransWarp can buy a Flagship or StarShip. Some
- evil players on the Echo rave about the money they make in their
- Colonial Transports, but they are in high-turns games, and the numbers
- they throuw around are not much more than I would make in other ships
- given the same base turn rate. The others.... why waste words?
-
- V. SURVIVAL
-
- Now that you have defined your objectives, chosen the Good or the
- Evil Way, and selected your ship, you have to survive. Most Trade Wars
- players have no concept of survival, so they show up on the log time
- after time, on the wrong side of the flashing red DESTROYED.
-
- A. FedSpace
-
- When you first start the game, FedSpace is your key to survival. I
- detailed the ins and outs of FedSpace earlier, but I want to reiterate:
- when you are just starting out stay Good, keep your fighters below 50,
- and GET TO FEDSPACE EVERY NIGHT. There is no excuse for getting caught
- out in space. If you have to, come back with 10 turns to spare. You
- can always find some way to muck around FedSpace and use those turns.
- When you go Evil, or over 1000 experience, it is time to leave
- FedSpace and move on to the other survival methods below. When you just
- have to buy more fighters but still want to park in FedSpace, try to
- find a dead end sector in some deep, dark corner of the universe and
- stash your fighters there, on toll. Be advised, however, that it is
- probably just more cost-effective to buy a cloaking device.
-
- B. Cloaking Devices
-
- Unless you are parking in FedSpace, the cloaking device is your best
- bet for security. Some people can park in a planet citadel, but unless
- you have no reason to fear a sudden invasion by a more powerful entity,
- parking in your citadel is risky. The cloaking device is the most
- secure way to park for the night, and well worth the 25,000 credit per
- day investment.
- I cannot believe how many people do not cloak, and park here and
- there out in the universe. You would think they would learn after
- getting blown up for the 17th time in three months, but they don't. If
- you are using competent money-making techniques you can afford 25,000
- credits a day for security.
- The only thing to worry about with the cloaking device is the slim
- possibility that someone guessed your location, and planted 99 mines and
- 3000 offensive fighters in the sector. The only way for that to happen,
- pretty much, is if you trade a port down to your last turn and cloak
- there. Someone coming along could see your ship on the docking log and
- guess that you are cloaked there, then plant his trap. Park one or two
- sectors away.
-
- C. Citadels
-
- I will talk about citadels in greater depth in a bit, but for now it
- is enough to mention that a level two or above citadel can be a secure
- place to park. Try to stay aware of the current balance of power and
- assess your risk of invasion before deciding to park in your citadel. I
- have destroyed many players after evicting them from their own citadels.
- When you can feel secure about your citadel, it is nice not to have to
- pay the 25,000 credits every day, and it is a good feeling to wake up in
- the morning on your home planet, tend to your colonists and military
- disposition, then grab what you need and blast off for a new day. For a
- corporation, it is convenient if most of the team members stay in the
- citadel because then you can trade credits, exchange ships if necessary,
- and better coordinate your activities.
-
- D. Density Scanners
-
- You are auto-warping along from nowhere to oblivion when
-
- 50 Space Mines detonate near your ship
- Fighter Attack!
- Quasar Blast!
-
- Your Escape Pod is functioning normally.....
-
- The density scanner is the best way to avoid such inconveniences.
- Rather than auto-warping where you go, single-step and density scan
- along the way. If you get a reading of more than 180, and the sector is
- not in FedSpace, you know that there is a potential hazard in that sector.
- If you have a holo scanner you can see exactly what is in that sector, but
- if you don't you can just go around it and mark it down.
- I density scan everywhere I go, unless I am on my way from here to
- there and I KNOW that the way is clear because I have been that way
- before.
-
- E. Other
-
- Common sense. Use your common sense. If you get stuck for some
- reason and have no cloakers, cannot get back to FedSpace or home to your
- planet, use common sense. If you have 8 turns left and it takes 9 to
- get back to FedSpace do NOT make the attempt. The sectors near FedSpace
- are high traffic areas where the likelihood of getting found is great.
- Find a dead end FAR from FedSpace, hide out there, and if possible try
- to get on at midnight and get yourself moved.
- If you are part of a team and you get stuck, try to get a hold of a
- teammate who has not played yet that day and have them tow you to
- safety. Or they might be able to transfer a bunch of fighters to your
- ship to make it harder to attack, and that might deter most from making
- the attempt.
- Still, there is no excuse for getting caught like that. Yes, it
- happens to everyone on occasion, but there is no excuse.
-
- VI. CORPORATE LIFE
-
- Corporations have many benefits and one or two hazards for Trade
- Warriors. A game with two or three powerful corporations in it can be
- thrilling and highly competitive, while a game with only one powerful
- corporation swiftly degenerates into boredom. For those who want to
- "win" at Trade Wars by being the most powerful with the most planets,
- forming a corporation and working together is essential.
- Corporations can be tricky to form and run, and if you are not
- careful about who you let into your corporation, you could wind up #SHIP
- DESTROYED# with all your assets gone. A great deal of trust and
- communication are required to make a corporation work.
-
- A. Teamwork Is the Key
-
- Some corporations are nothing more than a few individual
- traders with the same number in brackets after their names. The best
- corporations have a great deal of communication, sharing of resources and
- division of labor.
- The ideal corporation has at least three people who trust each
- other, where one can, say, scout and explore, another colonizes, and
- another makes money. When an opponent is found, the different players
- fill their respective roles in the assault plan. Then, after a while,
- the members can trade off assignments if they desire, since colonizing
- is not the most fascinating part of the game, and pounding ports can be
- tiring.
- As well as a rational division of labor, communication and
- sharing of data set a good corporation apart from a poor one. (See VII.
- Data Processing Wars below). If one member finds Ferrengal, or an enemy
- planet, he warns everyone else. If the scout finds a great pair or
- great port for robbing, he informs the money-maker. This communication
- makes everyone more effective at his job, and makes the team as a whole
- more powerful.
- The building and defending of planets is where the benefits of
- corporations are most noticeable. While one guy colonizes, another
- earns money and buys fighters and mines, and another is out there
- finding more ports, finding and harassing the enemy, and increasing the
- corporation's knowledge of the universe. A solo player has a hard time
- having to go from one task to another, and often he either has a
- well-defended planet that is undeveloped, or a lightly-defended planet
- that he has spent a great deal of time putting colonists on and building
- a citadel. Either one is vulnerable and easily taken.
- Imagine a three-man Good corporation with two StarShips and a
- StarMaster. One StarShip is out pounding pairs and TransWarp trading,
- making 250,000 credits and buying 1200 fighters each day. The
- other StarShip is bringing in a million colonists a day. The StarMaster
- is feeding the moneyman new ports every day, and maybe finding enemy
- homes and harassing them with the 2000 fighters he has from his own
- travels.
- Such a team could only be beaten by an Evil corporation that
- communicated and shared labor as well as the above Good team. Evil
- teams, however, don't need more than two players to be extremely
- effective, because each player can make so much money. With one member
- in a Flagship and the other in a StarMaster, the Evil team can cover a
- lot of territory, make a lot of money, and have plenty of firepower. If
- they had a third member, say with a Mule for colonizing and stealing,
- they would be virtually unstoppable.
-
- B. A Knife in the Back
-
- Trust is a wonderful thing, but it better not be misplaced. I have
- seen good people let someone into their corporation, then within a few
- days, they are all floating in escape pods while the person they let in
- has all their fighters, shields and planets. Kind of takes the fun out
- of the game.
- The best way to avoid the knife in the back is to only form a corp.
- with people you know personally. The other way is to play in an area
- for a while until you get to know the players by how they play. Then
- you can usually figure out who is good to be a teammate with.
- I have one business partner I incorporate with on all different
- boards. We cooperate well, we plan, and we know that we will not screw
- each other over.
- If you have to form a corporation with someone you are not sure you
- can trust, keep all your assets on your ship, and cloak every night.
- Only when you cloak do you deny corporate members access to your stuff,
- and protect your back.
-
- VII. DATA PROCESSING WARS
-
- Everyone who plays Trade Wars even moderately seriously takes
- notes. Those who are quite serious organize their notes and supplement
- them with a data program of some form. Many such programs exist, but
- the consensus seems to be that one, TWVIEW88.ZIP is the best. TWVIEW is
- the one I use and it usually tells me what I need to know.
- He who best uses the data at his disposal wins. It's all about
- making money and converting that money into power. The way to make the
- most money is to know where the money is and get there in the minimum
- amount of turns.
-
- A. TWVIEW
-
- TWVIEW is a database program written by Robert Weaver, also
- affectionately known as Oob the Rhox. This program provides a list of
- the "Paired Ports" with quantity information and a factor that measures
- the pair's relative profitability, a list of the busiest ports, lists
- of the ports and sectors nearest to a sector you specify, the path
- between any two sectors you have explored, and has a transwarp menu that
- is invaluable to the StarShip or FlagShip skipper.
- The paired port listing tells the good player the best places to go
- to make money. The busiest ports list will help the evil trader find
- the best ports for robbing credits, and the nearest ports list helps
- everyone to find the certain port that will fulfill the current need,
- with the least amount of travel. The transwarp menu will tell you the
- shortest way from here-to-there using your transwarp fighters and
- regular space travel.
- TWVIEW can be confusing to use at first, but once you have
- gotten the hang of it (write a macro to make your data file, and one to
- view it online.) it will multiply your effectiveness. Update your data
- files daily and use them offline to make a plan for the next day's game
- session. That technique will allow you to use every turn effectively
- and make the most money possible. The good players do not waste turns.
- Use it online when you need to find a port to buy equipment at, or need
- to find the quickest way to get to StarDock.
- The program also has other features, such as a listing of dead end
- sectors checked for back doors. Beware, however, that this check is
- fallible because the program can only check with the sectors you have
- explored. The better way to check for back doors in tunnels is to go
- into the Crai computer, mark the opening of the tunnel as an avoid, then
- use the course plotter to try and plot a course from sector 1 to the end
- of the tunnel. If the computer cannot find a course in, you know that
- you have a true dead end.
- The dead end listing can be an effective way of finding the
- opposition. Print out the list and start shooting ether probes into all
- the dead ends, starting with the deepest and working back towards
- one-sector dead ends. When you get "Probe Destroyed" go investigate
- with your holo scanner.
-
- B. Ether Probes
-
- By themselves ether probes seem like a waste of money, but when used
- in conjunction with TWVIEW, they provide a great competitive advantage.
- Once an ether probe has been through a sector, it is as if your ship
- has been there and the data goes into your computer. Then when you use
- the Computer Interrogation Mode to make a TWVIEW data file, the data
- gathered by the ether probes goes into the data file, and you have
- access to all port information.
- Filling out a TWVIEW data file is the most obvious and powerful
- use of ether probes, but they have other uses as well. One is finding
- aliens and/or traders to blow up for experience (if evil) or alignment
- (if Good and seeking a Federation Commission). One suggestion for using
- ether probes in this way is to shoot them to unexplored sectors and
- accomplish two purposes at once.
- Another objective for ether probes is to find your enemies' home
- bases. Take the TWVIEW data file and use the OFFLINE.EXE program or the
- DECOUNT.EXE program to get a listing of dead ends. Then you fire a probe
- to each dead end, starting with the longest, and the chances are excellent
- that you will find something. Remember, if the probe self-destructs, it
- means it reached its destination, but if it says "Probe Destroyed!" that
- means it encountered hostile fighters posted in a sector. This could mean
- a defensive force, or merely one toll fighter for somebody's transwarp
- drive. You won't know until you investigate with a holo scanner.
-
- C. Holographic Scanners
-
- Like the ether probes, the holo scanner display puts the scanned
- sectors into your explored sectors list if previously unexplored. Holo
- scanning can be an effective technique for building a data file, but
- each scan costs a turn, so do not use the holo scanner profligately. My
- technique is to single step and density scan, then when I come to a
- sector with a curious density reading, or with a number of unexplored
- sectors leading off it, or with a number of adjacent ports, I use the
- holo scanner.
- If your density scanner yields a reading in the hundreds (a number
- ending in 0,1,5 or 6 -- any other ending indicates a fed), by all means
- holo scan before entering the sector. You might be saved a nasty shock!
- Furthermore, a holo scanner does not alert anyone else to its use, so if
- that density of 4521 is your enemies' front defenses, you can scout
- their setup without letting them know that you know where they are and
- what they have.
- A density of 40 or 80 usually means one or two ships, and then you
- may want to holo scan to see if it is a target worth pursuing.
-
- Data is an integral part of the game. The player who is
- sophisticated in his gathering, processing and use of data will have a
- great competitive advantage over the players who make no effort to
- collect and employ data. TWVIEW, ether probes and holo scanners find
- ports for making money, and enemy forces for destroying.
-
- VIII. THE INSECURITY OF PLANETS
-
- Planets are a large part of the game, and one way of measuring
- power is by the number of well-developed planets a trader or corporation
- owns. Planets also provide income and military power, but they
- represent a huge investment and must be defended. Planets are difficult
- to defend until they reach the level 5 citadel, when they become
- extremely tough to overwhelm.
- You do not have to build or own planets in this game, but I think
- that the player who does not involve himself with real estate is not
- really playing the game. It is easy to cloak every night, keep all your
- assets on your ship in the form of fighters, and apply all your
- resources to destroying what others build, but then you are not really a
- part of the game. You miss out on the thrill of property ownership, and
- the nagging question: "Will someone invade my planet and take everything
- I own?" I generally cloak my ship, but get into the real estate market.
- Corporations almost have to have a planet if they are to operate
- as a unit. A citadel is the best way to transfer credits and fighters,
- and the production provides products for sale. Without a citadel, a
- corporation is almost limited to using the bank for transferring
- credits, or they must make themselves vulnerable to their enemies by
- remaining uncloaked.
-
- A. Location, Location, Location
-
- As in real life, the three most important factors for real estate
- are location, location and location. Do not build a planet in the
- middle of a space lane, in a sector with six warps, and expect it to
- last. Planets should be located in out of the way corners of the
- universe.
- The ideal location is an arrangement of sectors with one way in
- and two ways out, with a long tunnel leading to a y-ending. For
- example:
-
- \ | /
- --100--
- |
- 250---125---320
- |
- 234
- |
- 400
- |
- 500
- / \
- 600 700
-
- This area has many sectors for defenses and production planets, and
- an enemy would have a long trip through mines and defensive fighters,
- maybe with a couple quasar cannons as well, before reaching your home
- planet in sector 700. It is even better if there are a number of ports
- present in the tunnel. Because it ends in a y, it shows up on the
- TWVIEW dead end list as two separate one-sector dead ends, rather than
- the 5-sector deep tunnel it really is, so your enemies are less likely
- to find it that way.
- If the start of the tunnel is relatively close to sector 1 it
- makes colonizing easier and faster, but the flip side is that it is more
- likely to be discovered earlier. Relative proximity to StarDock is also
- nice, but the space around StarDock is always heavily traveled and
- planets situated close to that magnet of traders don't stay undiscovered
- for long. At the same time, if you are at the remote end of the
- universe, colonizing will be long and slow, and it will take ten to
- twenty turns a day to get to trading areas. Find a happy medium.
- Usually you are okay if your home planet is between 10 and 15 sectors
- from 1.
- The above diagram will be used to illustrate the principles and
- strategies to follow in this section, so you may want to jot it down on
- a piece of paper and refer to the diagram as you read. The numbers will
- make more sense when you have them in spatial relation to each other.
-
- B. Sector Defenses and Sweating It Out.
-
- A planet cannot defend itself until it has a level two citadel with a
- Combat Control Computer. Until then, sector fighters and mines are the
- only forms of defense available, and they are not very efficient.
- Sector fighters fight at 1:1 odds, so an opponent with a StarMaster or
- StarShip has considerably better odds against your sector fighters.
- Figure it out: if you have 1000 fighters on defensive in a sector, a
- StarMaster can destroy those 1000 fighters at a cost of about 720, while
- a StarShip will lose about 670 fighters. Not good odds for the
- defender! Put those same 1000 fighters on a planet, and the StarMaster
- will lose about 2150, and the StarShip will lose about 2000 fighters.
- Mines do nice damage and are a pain in the butt for an invader, but
- they can be disrupted, and only about half of them go off at any one
- time.
- Offensive fighters are the worst. One, they hit shields and not
- fighters, so they leave the invasion force. Two, they don't destroy
- ships. Three, like mines, they are mothable.
- So what should you do? Before the computer, your best defense is
- not being detected. Maybe put 1000 defensive fighters in sector 125,
- hoping that other traders will pass by an empty sector 100 and not probe.
- The 1000 fighters act as a deterrence to most traders, and make a good front
- wall. Then I would put 200-500 fighters and 99 mines each in sectors
- 234, 400 and 500, and 1000 fighters in sector 700 with the fledgling planet.
- The powerful, determined invader, will penetrate these defenses, but
- they will pay a price, and if you start early enough in the game, very
- few, if any, traders will be powerful enough to get through your
- defenses.
- Make sure you have a couple thousand fighters before starting a
- planet, and don't waste time, because the earlier you start the more
- secure you will be. The evil players cannot really begin to make
- serious money until they have over 1000 experience points, so if you get
- a head start you have a good chance at having that computer by the time
- they can start taking advantage of their evil ways. The 3:1 planetary
- defense odds make up for the 2 or 3 to 1 earnings advantage of stealing
- over trading.
- So, let's use an example. After three or four days, I have found
- this tunnel, and I have 1500 fighters on my StarMaster. I put 1000
- fighters in sector 125, and launch a genesis torpedo in 700. Sector 500 has
- a class 7 port so I can buy the commodities there that I will need for the
- citadel construction. After a day or two of colonizing and moving
- product, I start the citadel. Then, I get out there and make money.
- Over the next four days I put 200 fighters in 234, 200 in 400, 500
- fighters in 500 and 500 fighters in 700. Then I put 25 mines each in
- sectors 234, 400 and 500 and 99 mines in 700.
- Then I spend another day or two getting colonists to a million and
- the produce to upgrade the citadel to level 2. Once the computer is
- started, I spend the next few days trading and buying fighters. As soon
- as the computer is done, I put those fighters on the planet surface and
- start working on the quasar cannon. Once the quasar cannon is going, I
- continue piling fighters on the planet surface, and might add a few
- mines to each sector. I usually don't add any more fighters to the
- sector defenses given the superior odds on the surface.
- Whatever you do, PLEASE PLEASE PLEASE avoid doing two things:
- 1) Do NOT NOT NOT NOT buy the Tholian Sentinel. It does not work
- and an experienced player will take advantage of you for it.
- 2) Do NOT park your ship in the sector to defend the planet. You
- will merely lose your planet AND your ship. Keep your ship cloaked out
- in space until your citadel is EXTREMELY secure.
-
- C. Colonize, Colonize, Colonize
-
- Colonists mean production, and production means money and fighters.
- If you are a solo trader, it is tough, but if you are a member of a
- corporation, have one guy colonize while the other guy makes money, and
- you can do a good job. The faster you get the colonists on board the
- faster you upgrade your citadel and the faster that quasar cannon will
- have 10,000 fuel ore to blast any foolish invaders with.
- Once we have our main planet going, my business partner and I start
- working on production planets. What are they? They are planets with a
- million colonists on fuel, and that's it. We can use the fuel ore for
- transwarping, or quasar cannons, but the main purpose is the fighters.
- One million colonists on fuel produce 33 fighters per day; two million
- on organics and equipment produce 21. So the same 3 million colonists
- on three different planets produce 99 fighters a day, as opposed to 54 a
- day on one planet.
- So, first we will get a base going in 700, then we will start two
- production planets in 700. After that, we start a citadel planet in
- sector 234 that we will upgrade to a level 3 citadel. At that time, we
- pull all the colonists off organics and equipment and put them on
- production planets. After the "bug zapper" planet is fully colonized, we
- start filling the back sectors with production planets. Within a couple
- weeks, we are building 500-1000 fighters PER DAY without doing anything.
- Add that to what we buy with the cash we make stealing or trading
- (usually I trade and he colonizes), and we build up rapidly.
- The evil player really doesn't need to do more than build his
- one planet (if that). This whole section is really directed towards the
- Good players, who cannot make as much money in the ports and need to
- supplement it with the income from planets if they want to compete. For
- goodness sake, form a corporation and colonize! Make sure somebody goes
- around to all the production planets each day, every other day at the
- least, and collects all the fighters. They are up for grabs on the
- production planets.
- It is vital to get the 3 million colonists on your home
- planet as fast as possible. If at all possible, get into a StarShip and
- "TransWarp colonize." A StarShip can move up to 1.5 million colonists
- per day. Once the home planet is colonized, you have a lot of options.
-
- D. At Last! The Computer!
-
- On that day when you land on your planet and it says "Planet has
- Level 2 Citadel" you should REJOICE! Your period of maximum
- vulnerability is over, and now you can start building defenses for real.
- As soon as the computer is completed, I get a couple thousand
- fighters there in a hurry, then get at least a half a million credits in
- the treasury to start accumulating interest. At 4% per day, it will
- double every 18 days.
- Get your quasar started. It is nice to start it right away, but
- the quasar is not as important as the computer. Without a computer, you
- are defenseless. A quasar cannon can be mothed, or disarmed by a photon
- missile. Defensive fighters on the planet MUST be destroyed before an invader
- can land. Always leave military reaction to 0% -- planetary defensive fighters
- get 3:1 and offensive get 2:1. Even when you have a shield on the planet,
- the backbone of your defenses is the planetary fighters. So if you have to
- choose between getting the colonists and produce for the quasar or a couple
- thousand fighters, get the fighters. The quasar can wait. Again, a corporation
- is at a GREAT advantage. The first time you try to develop a planet, or a
- tunnel like our example's, by yourself, you will appreciate the benefits
- of teamwork.
-
- E. Don't Waste the Quasar
-
- A quasar cannon is a powerful weapon, but if misused it will not be
- an effective part of your defenses. And remember -- the photon missile
- disarms a quasar! If your opponent has Imperial StarShips, do not rely
- on your q-cannon; rely on your defensive fighters.
- There are two settings for the Quasar cannon: Sector reaction level
- and Atmospheric reaction level. Sector shots consume three units of
- fuel ore for each unit of damage inflicted, while Atmosphere blasts
- inflict 2 units of damage for each unit of fuel consumed. You can see
- which you prefer!
- The maximum sector shot is 3333 battle points, and the maximum
- atmoshpere shot is 10,000 battle points. My business partner and I will
- put our bug zapper q-cannon in 234 on 30% sector and 100% atmosphere.
- Suppose we had 10,000 fuel ore on the planet and an invader came in
- without photon missiles. He enters the sector and BOOM! 1000 battle
- points of damage. We have 7000 units of fuel left. Then he goes to
- land and BOOOOOOOOMMMMMMMMM!!!!! 7000 battle points of damage. Anything
- smaller than a battleship, and he is space dust. We still have 3500
- units of fuel left. That's right: 100% sector uses 100% fuel, but 100%
- atmosphere uses 50% fuel. Atmosphere shots always use half the fuel of
- the percentage set. For example, a 50% atmosphere shot uses 25% of the
- fuel.
- Later in the game when we probably have two planets in 700 with
- quasar cannons, we will set the Qcannon on Home Planet to 7% sector and
- 60% atmosphere. The other planet we probably set on 100% sector.
- What's the theory? Let me explain.
- First, make Home Planet the earlier planet, so that Home Planet
- is, say, planet number 3 and the other quasar planet is planet number 8.
- That means that when an invader enters the sector, the quasar on Home
- Planet fires first, and the other quasar only fires if the invader
- survives the first blast. That way, if the invader is a moth -- a
- lightly armed scout marauder sent in for the sole purpose of getting
- blown up and draining the quasar cannons -- the first shot should get
- him and the other quasar does not waste its fuel. If it is a serious
- invader, he will be stinging from the 3333 battle point shot. If he
- survives, he is severely weakened for his invasion. Since the other
- planet has no credits, colonists only on fuel, no transwarp drive, and
- several thousand fighters, it is not worth his while to take it. And if
- he does, the planet will not have any fuel, so you won't get blasted by
- your own quasar. He will also be in poor shape to invade your more
- heavily-armed Home Planet.
- Make sure that you have at least one sector of mines and
- defensive fighters in front of any quasar cannons. That way the
- small-fry moths can't drain the fuel ore. If you have a few production
- planets stocked with fuel ore in the sector with your front quasar
- cannon, you can move fuel from the production planets to the quasar
- planet to replace what a moth might happen to drain. When he comes back
- tomorrow and gets hit as hard as he did today, he will get discouraged!
-
- F. Level 4 and Beyond
-
- After the quasar cannon, a planet gets a Planetary TransWarp Drive,
- then the last level of the citadel is the Planetary Defense Shielding
- System. The most vulnerable time of a planet's life, after the computer
- is completed, is the time between completion of the TransWarp and the
- completion of the shield system. During that time, an invader can take
- your planet and TransWarp it right out of your tunnel to his
- headquarters. Do not start the TransWarp drive unless you know you will
- be able to start the shield right away, and have several thousand
- fighters.
- What are some good ways to use the planetary transwarp? Well, one
- thing you can do is use it as a massive cargo ship. Load up with
- organics and equipment from your other planets, if they have any, and
- transwarp to a class 3 port. Sell off the org and equ, and warp home.
- If there is more than the port can handle, maybe you want to buy fuel
- from the port and go to another port to finish it off, then take it back
- home.
- Another possibility is warping your Home Planet out of the tunnel
- to another hiding place if an invader finds you and you think he will be
- able to take you out. That, however, is not likely to work for long,
- because someone with those resources will be able to find you again, and
- take you, and you will have spent the fuel for the quasar. If he has
- photon capability, however, that fuel is no loss.
- For the most part, though, the TransWarp is not a huge advantage.
- The Planetary Defense Shielding System, on the other hand, is a
- wonderful system for a planet. For one thing, as soon as the system is
- completed, even before you add any shields, enemies will not be able to
- scan your planet. Also, each planetary shield (made up of ten regular
- ship shields) has 20:1 odds. That comes out to 2:1 per purchased
- shield.
- Notice that defensive fighters get better odds. When you get the
- shield system, you will have to pay close attention to the prices of
- fighters vs. shields at the class 0 ports. If fighters are more than
- 3:2 the price of shields, buy shields. If less, buy fighters.
- One thing I do with the shield system is use it as a reservoir of
- ship shields. When I park for the night I put my ship shields in the
- planet system because they get better odds there than on my ship. When
- I leave in the morning for work, I take what I need.
- That's about it for planets.
-
- IX. MAKING MONEY
-
- The name of the game is Trade Wars. As in the real world, it is all
- about making money. Money buys fighters. Your goal is to make as much
- money as you possibly can. There are three main ways to make money:
- trading, theft, and planets.
-
- A. The Honest Way
-
- The Good player has to make the bulk of his money by trading. His
- goal is to find paired ports and pound them all day. The pairs that he
- wants to find are:
-
- Equipment for Organics -- most profitable
- 1) Class 1 or Class 5 -- Class 2 or Class 4
-
- Equipment for Fuel -- next most profitable
- 2) Class 1 or Class 6 -- Class 3 or Class 4
-
- Organics for Fuel -- least profitable
- 3) Class 2 or Class 6 -- Class 3 or Class 5
-
- As the game progresses, good pairs will get hard to find,
- especially if there is more than one corporation trading. So make the
- most of your money early, and do not blow up anything or anyone you do
- not NEED to blow up. Get as much money in your treasury when the
- computer is built as you can. It will get hard to find a living out
- there.
- When the pairs are pretty much exhausted, the Good player needs to
- turn to TransWarp trading. Get in your Imperial StarShip, and find all
- those Class 4 and Class 5 ports not paired with anything that you put
- fighters in and TWarp from one to the other, buying the fuel to get to
- the next port from this port, and trading equipment for organics as you
- go.
- For example: 100, 300 and 500 are all sectors with standalone Class 4
- ports, each with one of your fighters. Sectors 200, 400 and 600 have
- solo Class 5 ports with fighters. At 100, buy 21 fuel to make the seven
- hops to 200, and fill up with organics. TWarp to 200, and sell the
- organics, then buy the 12 holds of fuel to get to sector 300, then fill
- up with equipment. Then hop to 300 and..... you get the picture.
- TransWarp trading is not quite as good as trading a good pair next to
- each other, but it is still quite profitable.
- One more thing about trading: Always haggle with the ports. Some
- players will tell you not to haggle, but they are wrong. Haggling has
- two benefits that are vital for you: you make more money because the
- port prices do not deteriorate as rapidly as they do if you whack the
- carriage return at every transaction, and the harder you haggle the less
- cash you leave in the equipment selling port for evil traders to rob.
-
- B. The Way to Riches
-
- Evil. Rob and Steal. Sad but true, you make a lot more money
- stealing than trading in this game. I guess it's like real life
- again..
- Theft is broken down into two acts: Robbing credits and Stealing
- product. Once your alignment drops to -100, the port menu has a fourth
- option: (R)ob. Success at thievery is tied to experience. A good safe
- formula for robbing credits is rob 6 times your experience. If you want
- to push it however, you can rob ten credits for each experience point,
- but, hey let's not get too greedy. For stealing product, you can
- generally take 1 hold of equipment for every 20 experience points.
- In my experience, I have noticed that when I first turn to
- Evil ways I have no success stealing product. It is only after a day or
- so of robbing credits that I can get away with product. I don't know if
- there really is anything to it, but it seems that way, so I always spend
- two days draining credits.
- For robbing credits, TWVIEW has a wonderful tool: the Busiest Ports
- list. Look up that list and hit all the equipment selling ports on it;
- they are the ones with cash. Once you have robbed for a couple of days,
- and the net worth of the ports (the V screen) drops much below
- 1,000,000, robbing is not worth it.
- As soon as you have the experience to get away with stealing
- equipment, devote your turns and energy to running the Steal-Trade Loop.
- Robbing credits looks great in the beginning, but once those big hoards
- are gone, you spend so many turns going from port to port for a few
- thousand credits that you rarely make any more than you would trading.
- Ah, but stealing equipment, THAT is highly profitable work. With
- 1500 experience and a StarMaster, 3000 and a Mule or 5000 and a Colonial
- Transport, you can steal equipment, go to an equipment-buying port, sell
- the equipment, steal it back, sell it back, steal it back, sell it
- back.... etc etc until you get busted. At 10-30,000 credits every two
- turns, you can see how the credits pile up.
- When you get busted, you lose ten percent of your experience, and
- one hold for each experience point you would have gained had you
- succeeded in your theft. If you run the steal-trade loop for a living
- you will get busted frequently, so you will stay in a certain range of
- experience, but it is worth it for the money. When you get busted,
- avoid that port for two weeks. The port remembers you for two weeks, or
- until someone else gets busted. One player on the Fido echo, Joel
- Downer (one of the more intelligent and experienced Trade Warriors in
- the nation), claims that ports are more suspicious, and bust you faster,
- when someone has just been busted. For instance, you get busted on
- Monday. Your name stays on the port's (internal -- players don't know
- this) log for two weeks. If I come in Tuesday to steal, I am more
- likely to get busted than I would have been the Sunday before you got
- busted. Once I get busted, you can steal (or trade) again without
- automatically getting busted, but because my name is now on the log, you
- are more likely to get busted than you were three days ago.
- Now for the final plum of stealing equipment: there is a method by
- which you can earn five experience points selling back to the port
- almost every time. Each port has a best price for each transaction, and
- you earn experience points for getting close. If you get within 98% of
- the best price, you earn 1 experience point, you earn 2 experience for
- getting 99% of the best price, and you get 5 experience if you hit the
- best price exactly.
- The best price changes as you trade a port down, but if you are
- doing the steal-trade loop, every time you steal the product the
- quantity goes back to 100% and the best price stays about where it was.
- Now, some ports have more than one best price, and a few don't have any.
- The way to hit the best price follows:
- Buy a Psychic Probe at the Hardware Emporium. When you first sell
- the equipment to the port, take their first offer and see what the
- percentage is from the psychic probe. Divide the transaction price by
- the Probe result, and that is the best price. Example:
- You have a StarMaster and sell 70 holds of equipment. The port
- offers 9500 credits. You hit enter and sell, and the P Probe says
- %93.75 of best price. 9500/.9375=10133 (drop the decimal). So, 10133
- is the best price.
- Next time you come in to sell, check the port's offer. If it is
- within 10 or 20 of 9500, the best price is the same. Offer 10133. You
- should get 5 experience points. Now, if this is a port with more than
- one best price, the port's offer might be more or less than the original
- first offer of 9500. The best price always goes up or down by a
- multiple of your holds.
- Say the second time you port they offer 9550. The offer is
- almost one set of holds above their offer the first time through, so the
- best price this time is 10203. If they offer 9630, the best price is
- 10273. If they offer 9450, the best price is 10063.
- If you are not sure which price it will be, say they offer 9535
- and you can't decide whether to go with 10203 or 10133. Offer the
- higher number because if you overbid they raise the best price by 30% of
- your number of holds. Thus, if you offer 10203 and the best price was
- 10133, the best price is now 10133 + (.30 x 70) = 10133 + 21 = 10154.
- That's the basic procedure. If it sounds complicated, well, at
- first it is. Walk through it and try it out. A caveat: this works most
- of the time. If you just cannot get the 5, go to another port.
- Remember, figure the price on the first offer of the first time through,
- compare all future offers to that first one, and raise or lower the best
- price accordingly. Bid high, and if you have overbid, hit the step up.
- Try it out.
- Using the 5-point method (discovered by Eugene Hung, another
- stalwart of the Fido echo), you can minimize the effects of getting
- busted. For a while, until your experience hits about 6000 (in a
- StarMaster), you will gain experience despite getting busted. Once you
- hit about 6-8000, you will start losing experience steadily, until you
- get down to 4-5000, then you will stay close.
-
- C. Oh Yeah, Planets
-
- The last main way of making money is from your planets. One form of
- money we have already talked about: the fighters produced. The products
- can also bring money, but until you have your citadel developed to its
- fullest you should let the produce build up for that. Once you have the
- citadel fully developed (if you plan on having one on that particular
- planet), then you can start selling the produce. If you have a port in
- the same sector, you can sell to that port, or you can build one. I
- recommend not selling fuel because you want it for quasar cannons,
- although once you hit 10,000, you may as well sell the daily produce.
- It doesn't seem to be worth investing too much money in
- upgrading ports, or in spending a lot of effort on the produce from
- planets. If you have your production planets just making fuel, you may
- have some fuel buying ports and sell some, but again, I prefer to keep
- it for quasar cannons. Use the fighters and be glad.
- The best way to make money on your planet is to feed the citadel
- treasury of Home Planet. Get a million credits in early, and leave it.
- Gradually feed the treasury, maybe make a policy of half the earnings in
- the treasury and the other half into fighters for defense. Let that 4%
- interest work for you.
- Good players, by making use of the citadel interest and the
- production planets, can supplement their trading income to the point of
- being competitive with evil players. Evil players, by using the same
- techniques, can crush everyone. My business partner and I use these
- techniques to devastating effect. Hopefully, some of you will be using
- them against us in the near future. ;)
-
- D. Other Means
-
- Deserving mention, although not recommended as a major part of your
- money-making endeavors, are a couple other methods of making money. One
- is the bounty from killing Ferrengi. Yes, the feds pay bounties for
- Ferrengi fighters and ships destroyed, but rarely will the bounty cover
- the cost of the fighters.
- Then there are the bounties for Evil players. They can be nice, but
- don't stake your game on them. The competent Evil players who rack up
- the big bounties (I've had them over 2 million credits on me) almost
- NEVER get blown up by other traders. They cloak every night. If you
- hit a bad guy, go to StarDock, and count yourself lucky.
- Then there is the moth's profit: the escape pod is worth 1000 creds
- more than the scout marauder he trades it in on. This is probably the
- least recommended way of making a profit.
-
- X. STRATEGY AND TACTICS
-
- What more is there? This section will mention a few things about
- conserving and intelligently using your forces.
- The first tip is never to attack another ship unless you need to for
- some reason. Blowing up aliens, traders and Ferrengi costs fighters,
- fighters cost money, and you cannot afford to waste money or fighters.
- Who is your enemy? Save your force for your enemy.
- Always try for the best odds. It's better if you can make your
- enemy try to come for you, and use his fighters against your planetary
- defenses. Once he has weakened himself, then strike.
- Another good tactic is to watch the V screen. Let's say you find a
- planet, and you know there is no citadel on it. Remember where it is,
- and watch the V screen. When another citadel appears on the screen (the
- %age will go up), start counting days. Four days later the second level
- will probably be started and four days after that, they get the
- computer. On day 7, invade. You get the advantage of the poor odds
- their sector fighters have, and the next day you will have a computer
- for your fighters. ;) Sneaky, eh?
- Whenever possible, use photon missiles for invading planets, and
- NEVER try to land on a hostile planet without a planet scanner. For
- photons, choose the StarShip because the Missile Frigate is an extremely
- limited ship. If you're Evil.... ;)
- When dealing with mines, you can disrupt them, or go through
- them. Often I will drive through 99 mines, making half of them explode,
- then disrupt the rest. Sometimes it pays, because you can only carry 10
- disruptors at a time. Be careful of leaving mines behind you when
- penetrating your enemies' defenses. You may not have enough fighters
- left on the way out to absorb the damage. More than one invader has
- bulled his way through four sectors of 99 mines, a couple thousand
- fighters, taken a quasar shot in our home sector, then had his ship
- destroyed on the 50 mines he left behind in one sector, and his pod
- destroyed by the mines left in the next sector.
- When dealing with Ferrengi, usually the wisest course is to
- surrender. If you have full holds of equipment or organics they just take
- the product and leave. Give it to them. If you don't have equipment or
- organics, they will take 10% of your holds, so if the fighter ratio is on
- your side you may want to fight.
- One more piece of advice: when in the Hardware Emporium looking at
- the goodies, if you can't figure out any good use for one of the
- products there, think about it some more. Everything there has some
- good use. I always thought the Psychic Probe was a waste of money. Now
- I use it all the time. Same with ether probes.
-
- XI. CONCLUSION
-
- Trade Wars is an awesome game; fast, exciting, and of greater than
- expected subtlety. It is not an arcade game; it is a strategy game.
- You win with your mind, and by being willing to do some work. Conserve
- your forces and you will do better. The guys who blow up everything in
- sight in the beginning never last long. The guys who quietly rise in
- the experience charts early without showing on the daily log are doing
- it by making money. Those are the players who romp in the end.
- You may want to investigate macros for trading, stealing and the
- other "work" aspects of the game. Experiment with your comm program's
- macro language. If you have one with a script language and can figure
- it out, you may want to write some scripts for trading, etc. The BEST
- solution for macros is to download COMMO51.ZIP from a local BBS, and use
- that for your comm program. {COMMO} has a macro programming language
- that is simple, flexible and powerful.
- If you already use {COMMO} or if you take my advice and switch to
- it, you may want to use my macros. The shareware version is pretty
- good, but the registered version is better. I have macros that haggle
- at paired ports, haggle for a single transaction, automatically run the
- 5 point steal-trade loop, rob all the credits from a port,
- transwarp trade, transwarp colonize, shift materials or colonists from
- one planet to another, invade planets with photon missiles (especially
- useful on boards that set the missile wave duration for 15 seconds or
- less!), etc etc. Check out the shareware version, and if you want the
- real thing, it is $10.
- Well, happy trading, good luck, and I hope this file helps. May
- you prove worthy competition!!
-
- -- Frederick R. Polli
- The Galactic Scourge of
- Lane County, Oregon
-