215 lines
12 KiB
Plaintext
215 lines
12 KiB
Plaintext
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GALACTIC TRADER
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by Douglas G. Cariston
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Peace has finally come to the war-torn Central Galactic System, united into a
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single federation by the Imperial Forces of Galactica (see Galactic Empire -
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from BRODERBUND SOFTWARE). The end to the fighting has cost you your job as
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Commander of Galactica's Imperial Forces, but it has simultaneously opened up
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new opportunities in trade for the person with the vision and ambition to
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exploit them.
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You once commanded a fleet of hundreds of ships. Today you have only one. You
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led armies of millions a short year ago. Now you pilot your single ship alone,
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aided only by two loyal comrades who remember what you were and have faith in
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what you may become. Navigator Kirman of your old starship refused an
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opportunity to join Galaco, the interplanetary rocket fuels cartel, and
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elected to come with you. Even more surprising, Computer Central, the heart of
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your starship, stuck by you. Perhaps its judgment has been clouded by emotions
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after all, as Major Bayliss alleged.
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The principles of trade are not difficult. The farther a product is from its
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world of origin, the greater its value. All one has to do is buy or trade for
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cargo, take them farther from their home world, and trade them for other
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commodities. In practice it is not that simple, of course. You don't know the
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place of origin of the products, at least at first, nor is anyone likely to
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tell you. Until you develop experience on each planet, you don't know the
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rates of barter there, and the locals will try to exploit your ignorance by
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fleecing you if they can. All your experience can be worthless, too, if you
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are so incautious as to ply one route too often, for the largest trading firms
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keep their ears open, and they have the economic muscle to deal you out of any
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route that appears too attractive.
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There are other problems as well. You will find that no trader will accept the
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coin of the realm except on Galactica. On every other planet, barter is the
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medium of exchange. Your credits are only good at the fuel depot, and even the
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cartel will barter for commodities if you are short of cash (they are
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particularly extortionate when they feel they have you over a barrel, however,
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so it is generally better to buy fuel with cash). Local rates of barter can be
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hard to discern, too. If a local trader thinks you are asking too much for
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part of your cargo, he may refuse to discuss barter of that item any further.
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That can be expensive, when one considers the cost of bringing those goods to
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his doorstep.
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Your most important cost consideration is fuel. The ship is powered by
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microscopic fusion modules, sold across the galaxy at the fixed price of 2
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credits per millit. The amount of fuel you need for a journey depends both
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upon the total mass of ship and cargo and upon the distance to be traveled.
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Fortunately, Computer Central is an old hand at these calculations and can be
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relied upon to do much of the brain work. The formula, for those interested in
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the precise details, is as follows:
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(LIFT OFF THRUST + DISTANCE/2) X (CARGO MASS + SHIP MASS)
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Lift off from most systems requires 3 millits/mkg, from Galactica 5
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millits/mkg. The ship weighs 10 mkg and each item on the cargo manifest weighs
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1 mkg. (As mentioned before, Computer Central will make these computations for
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you. For more details, see the ship's manual below.)
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Your goal, as always, is power. In time of peace, power is most easily gained
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through personal wealth, which enables you to buy the services of men whose
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abilities you can no longer demand as servant of the Imperial Purple. In your
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darker moments, you believe that in the near future you may need a personal
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army. The Emperor is a young man, full of passion and spit, and you are
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understandably uneasy over the future of the empire you worked so devotedly to
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create. Prince Tawala does not like or trust you, either. You were too popular
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among the enlisted men, too renowned for your military prowess. It is not
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inconceivable that Tawala might mask his own incompetence by claims of treason
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which, coincidentally, eliminated those most qualified to succeed him.
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So you are a trader. It gives you the freedom of outer space, whether to flee
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an Emperor's assassin or to maintain contacts throughout the galaxy. Without a
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power base of your own, however, the contacts will mean nothing<6E>except another
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job under another ambitious peer, perhaps no more competent than the present
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one. You want more than that. A billion credits will give you the power you
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need to command attention to your vision of a nobler future.
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For those unfamiliar with GALACTIC EMPIRE, the following manual will guide you
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through the capabilities of your vessel. Read it carefully. You have many
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useful tools at your disposal. Your ability to use them to their fullest
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advantage will greatly improve your success at this new venture. Because space
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travel severely stretches the average life span, you will have 1000 Stardates
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to ply the skies with your wares. During this time you will age no more than 8
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physical years. By the end of that time, developments on Galactica will
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certainly have progressed to a critical point. Your part in the inevitable
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GALACTIC REVOLUTION may depend upon your success during the next few years.
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Good luck, bwana. May you find your new profession an enriching and eye-
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opening experience.
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SHIP'S MANUAL
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1. THE COMMAND CONSOLE
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A) Viewport - in upper left portion of console
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permits visual orientation in space
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displays name of current location
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B) Calendar - in upper right portion of console
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displays current Stardate
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C) CRT - in lower left part of console
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displays messages from Computer Central
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D) Cargo
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Manifest - on right side of console
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keeps track of all goods in the hold,
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as well as fuel and cash on hand.
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2. CONTROLS
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A) =C= Computer Central
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When called, Computer Central will offer a choice of the following
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categories:
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=A= Star maps
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=B= Trading records
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=C= Fuel use computations
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The purpose and function of each is as follows:
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STAR MAPS: You are given a choice of Galaxy map or a range finder. The map
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displays a view of the galaxy from above. (The galaxy is 3-dimensional, of
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course, although it is only about half as deep as it is wide.) A blinking
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control bit may be found at the top of the display. There are 2 ways to
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identify star systems. First, if you know the name of the system, merely type
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in the first letter of the name. The full name and coordinates will be
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displayed at the bottom of the screen, and the appropriate star on the map
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will flash repeatedly. A second method is to move the blinking control bit by
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use of the keyboard arrows until it is superimposed upon one of the stars on
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the map. The system is then identified at the bottom of the screen. In the
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Applesoft version of Galactic Trader, the blinking cursor dot on the star
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maps is moved by means of four keys (the two arrows, plus the = Return =
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button to move up, and the "/" to move down). The = Repeat = key may be used
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in combination with any of the above. Typing"?" will identify the name of the
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star system closest to the current position of the cursor. To use the range
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finder, just enter the first initials of 2 systems. Computer Central will then
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calculate the distance between them.
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TRADING RECORDS: Computer Central keeps track of all your trade dealings on
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systems throughout the galaxy, as well as a list of current prices on
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Galactica.
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FUEL USE COMPUTATIONS: Computer Central will calculate the fuel requirements
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for any trip you plan. You enter your destination when requested and the cargo
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weight. CC shows you the entire computation and then allows you to try various
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alternatives by varying the destination and cargo weight figures.
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B) =E= Embark
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This command calls Navigator Kirman to the bridge. He will take your order as
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to destination and immediately execute it. It is vital that you assure your
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fuel requirements before setting destination or you may end up lost in space.
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C) =T= Invitation to Trade
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This command is generated automatically when you first land on any planet (and
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at the beginning of your trading career). Your negotiations with local traders
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can be accomplished by single letter responses (eg. Y for yes, N for no or
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nothing), except where responses involve numerical entries. Although you need
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never use the = ENTER = or = RETURN button, its use will speed the computer's
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responses. At any point during the negotiations, you may call for assistance
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from Computer Central by pressing =C=. In this manner you may negotiate while
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keeping the current price lists of commodities on Galactica before you, for
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example, or review the course of your bargainings to date. You will find that
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it is possible to carry on a trading session and consult with CC
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simultaneously.
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D) =F= Fuel Cartel Offices
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You may buy fuel at the price of 2 credits per millit. If you do not have
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enough money for the amount of fuel you have requested, the cartel will accept
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in kind payments. However, the cartel gives only about 50% of the local value
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for such payments.
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E) Non-visible Controls
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You have two additional controls not mentioned elsewhere. R stands for
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"return" and is used to exit from any mode and return you to the previous
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mode. =Q= stands for "quit" and functions only when you are in the command
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mode (i.e., when your 4 major controls are listed on the CRT). =Q= is used to
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interrupt the game and determine your score, which is based upon the value of
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goods and credits you have accumulated to that time.
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3. STRATEGY & TACTICS
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If you do not make a profit on your first few trade runs, you will almost
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certainly end up out of money, farming fungibles on some backworld system. It
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is vitally important, therefore, to get off on the right foot. Take a look at
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the commodities for sale on Galactica and purchase a variety of low cost
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items. Do not buy as many as you can afford, because you won't be able to pay
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the cost of transporting them any great distance-thirty or forty items are
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probably sufficient. Then turn to the galaxy map in Computer Central. Find
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Galactica and then find a region of the galaxy twenty to twenty-five light
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years away. Record the names of systems of varying distances from your current
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location and then turn to the fuel use program in the computer banks.
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Determine which system is near enough to enable you to reach it with the fuel
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and money you have (and to return) and far enough away to make the items you
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have purchased rare and valuable. (Do not cut your fuel needs too close, by
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the way. CC's computations are only approximate, and it is a terrible thing to
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be lost in the void of space, drifting helplessly, out of fuel.)
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When you reach the system you have selected, keep CC's chart of Galactica's
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prices before you and try to obtain the most valuable commodities in exchange
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for your wares. Often tremendous bargains are available which you will not be
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able to take advantage of because of the limitations of your fuel supply. You
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may have to dump much of your cargo at the fuel cartel offices, merely because
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you haven't the fuel to carry it all.
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Use your trading experience on various worlds to figure out which regions the
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eight commodities come from. Remember, the closer you are to its home world,
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the cheaper each will be.
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Two final caveats: Be careful to vary your routes to an area. Any route
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traveled more than once, in either direction, is likely to be taken away by
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one of the large trading firms. And finally, once you have a little money to
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work with, stay away from Galactica as much as you possibly can. Galactica is
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the Emperor's stronghold-even if he does not order you liquidated, there are
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many on that planet eager to ingratiate themselves with him, and it is well
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known there that he dislikes and fears you.
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