1399 lines
66 KiB
Plaintext
1399 lines
66 KiB
Plaintext
TRADE WARS 2002
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(C) Copyright 1990, 1991 by Martech Software, Inc.
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Another quality on-line game brought to you by
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Martech Software, Inc.
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and the game development team at
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Castle RavenLoft
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Lawrence, KS
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(913) 842-0300
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WWIVnet @9354
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You peer out the window of your private quarters onto the
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vast unknown. You ponder the possibilities of expanding
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your one-ship trading company. You've become comfortable
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with your regular route; the familiar ports, the familiar
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traders, no hassles, no dangers. Maybe you've become too
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comfortable. Lately you've been hearing a nagging voice
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in the back of your mind urging you to be more, do more
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and experience more. You feel there has to be more to
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life than this easy, peaceful yet unfulfilling existence
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your life has become.
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You put your feet up, sip your drink and resolve to
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become the best trader the universe will allow you to be.
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Trade Wars 2002 combines adventure and exploration with strategy
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and cooperative play in an entertaining and exciting on-line game.
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You compete against other BBSers to be the most powerful trader (or
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corporation of traders) in the universe. Independent traders can
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compete quite effectively against large corporations. Corporate
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members can perform specific duties (as directed by their C.E.O.)
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in specialized ships. Traders can be "good guys" or "bad guys"
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with different avenues for advancement. The universe can be
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different with each new game. There is no right or wrong way to
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play and the possible strategies are limited only by one's
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imagination.
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PLAYING THE GAME
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When you enter the game, you will be piloting a Merchant Cruiser.
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This is considered the most versatile ship in the Trade Wars
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armada. In it, new players have a chance to try out all aspects of
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the game.
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Upon entering, you will be asked what alias you would like to use
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in the game and what name you would like to christen your ship.
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The alias you choose will display in the player and corporate
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rankings and in several corporate listings. Your ship name will be
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used in the docking logs at the ports. You can use these names to
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be as conspicuous or as inconspicuous as you want.
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The equipment in your initial ship will include 20 holds to store
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the cargo that you can trade at the ports found throughout the
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universe. Trading is the basic way to advance in the game. By
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good trading, you can gain experience as well as gain credits. The
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credits you earn can fund your military and can provide the capital
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you will need to expand your trading expeditions.
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The game will differ with each different group of players.
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Individual traders are ranked by their experience. You gain
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experience simply by playing the game. The more things you do, the
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more experience you will get. Good and Evil are represented by the
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titles each player receives. Your experience combined with your
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alignment will determine whether you are a Lieutenant or a Dread
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Pirate. When you do something that affects your alignment, you
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will get a message saying your alignment went up or down and by how
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much.
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There are benefits and drawbacks whether you choose to play the
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game as a good trader or an evil trader. Traders who follow the
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FedLaws are offered protection in FedSpace until they are
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experienced enough to protect themselves. Traders who aspire to be
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very good can be awarded a Federal Commission. This allows them to
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purchase an Imperial Starship. This is one of the most powerful
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ships in the universe. On the other hand, the evil traders are
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offered some options in the Underground. Traders who have proved
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that they are truly evil can steal product or money from the ports.
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THE UNIVERSE
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You will be traveling in a 1000 sector universe. Sectors may have
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planets, ports, other players, aliens, Ferrengi, Federation
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Starships, mines, message beacons, fighters (belonging to you,
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other players, rogue mercenaries, or the Ferrengi) or the sectors
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may contain nothing at all. If in your travels you come across
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something undesirable, your initial ship comes equipped with 30
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fighters with which you can defend yourself.
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Many players find it useful to have a home sector or group of
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sectors. Players, especially those just joining a game, need an
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out-of-the-way place to stay so they can build up their assets.
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You can explore the universe and look for dead end sectors to use
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as a hiding place. Corporate bases built in traffic lanes don't
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fare too well and those in the major thoroughfares (in the paths
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between the class 0 and class 9 ports) just don't stand much of a
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chance.
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Planets play a key part in your success as a trader. Terra, the
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first planet you encounter as you enter the game, is where the
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people can be found to colonize all other planets. The other
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planets in the game will, if inhabited, produce Fuel Ore, Organics,
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Equipment and Fighters. You and the other traders decide where the
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planets will be. You can purchase a Genesis Torpedo and use it in
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almost any sector in the galaxy. If the planet has enough of the
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required commodities and enough people to supply the labor to build
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it, you can begin construction of a Citadel. The Citadel can
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provide you and the other members of your corporation with a secure
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place to dock your ships and deposit the credits you've earned. As
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you progress in the game, your Citadel can be upgraded to provide
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additional protection to you and your corporation. If you decide
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to build a planet in your home sector, be sure you can defend it.
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A planets is very vulnerable until it has a Combat Control Computer
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(level 2 Citadel) to safeguard it.
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There are ten different types of ports scattered about the
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universe. The ports are classified by the products they buy and/or
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sell. Port classes 1 through 8 trade the three basic commodities:
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Fuel Ore, Organics and Equipment. The universe also contains
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specialty ports for the other items you will need to advance in the
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game. There are three Class 0 ports where you can purchase holds
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(beneficial for moving colonists to your planets as well as
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transporting goods for trade), fighters (to help protect your
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territory), or shields (to protect your ship from the traps laid by
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your enemies). There is one Class 9 port that contains not only a
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Trading Port, but also a StarDock. The StarDock houses the Stellar
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Hardware Emporium, the Federation Shipyards, the Lost Trader's
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Tavern, the 2nd National Galactic Bank, the Videon Cineplex and the
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Interstellar Space Police Headquarters. There are other places of
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interest located in the StarDock. These places you will have to
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discover on your own. Some are not advertised because they are
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establishments of questionable repute. Others are Federation
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buildings that house top secret government information.
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PEOPLE IN THE TRADE WARS UNIVERSE
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A large part of playing is interacting with others in the game.
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You can mingle with other players in the Lost Traders Tavern,
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gambling against them, conversing with them, leaving announcements
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at the door or writing a message on the bathroom wall. You can
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combine your assets with other players of the same alignment to
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form a Corporation. Just be aware that more than one Corporation
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has been brought down by a con man who wormed his way into the
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Corporate structure. You can have a chance encounter with other
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creatures of the universe, both real (other users) and Non-Player
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Characters (the Federals, Alien traders and the Ferrengi). Chance
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encounters offer many possibilities and can advance you in your
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chosen career path. Your alignment and experience and the
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alignment and experience of the creature you encounter will
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determine just how that advancement if affected.
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Other traders are users just like you. They have alignment and
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experience points. You can see all the others by Listing Traders
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from your ships computer. By using the listing, you can see which
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players are good and which are evil. You can estimate whether the
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other player would better serve your needs as an ally or adversary.
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The Federation is the main governing body of the cosmos. You will
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meet the Feds if you go to the Police Station. You might run into
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them as you roam around space. The Feds don't look kindly on
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players who break FedLaws, so if you're not careful, they might
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visit you when you least want their company.
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Alien traders are visitors from another universe who are looking
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for better ports. You can get a listing of the Aliens similar to
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the one you get for other traders. Aliens also have experience and
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alignment, but you cannot form a Corporation with them.
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The Ferrengi are a greedy, cowardly group. Their primary purpose
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is the speedy acquisition of money. They will steal from anyone no
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matter what the person's or corporation's alignment. They seldom
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engage in face-to-face combat because they prefer the advantage of
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surprise when ambushing their opponent. They often travel in
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groups and will spy on promising territory. After targeting an
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area, they will raid the sector when it is least defended. If they
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are attacked, that group will hold a grudge against the attacker
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and they will not rest until they feel the score has been settled.
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Explore the universe and take part in the adventure. You can just
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look around or you can become a dominant factor. Most of the
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displays are fully explained. When you are asked to make a
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selection, anything displayed in brackets [], will be the default.
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Most displays can be aborted by hitting the space bar.
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Good Trading and Good Luck.
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MENU OPTIONS
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MAIN MENU
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Navigation
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<D> Re-display Sector. This will re-display the information
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about the sector where you are currently located.
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Information includes sector number and nebulae name,
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marker beacons, port name and class, mines, fighters,
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planets and any other ships.
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<P> Port and Trade. This will allow you to dock at the port
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in your current sector. This is the only way to trade
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your commodities. You will have some choices for what
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action you would like to take at the port. Most of the
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choices are self-explanatory. When you dock at the port,
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you will be able to see the docking log. This will show
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you the name of the last ship to do business there. If
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there is a planet in the sector with this port, you will
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be able to negotiate a Planetary Trade Agreement. This
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is a trade contract that will allow you to trade off all
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your excess commodities to the port without wasting your
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turns hauling one shipload at a time. If you want to
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build a new Starport and the universe is full or if you
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decide that your adversaries have too big an advantage
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and you need to get rid of that port they have been
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using, you can attack and destroy a starport. This is
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never an easy task. The starports are very heavily armed
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and will retaliate, so you will need to have plenty of
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military forces with you if you decide to proceed with
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this selection.
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<M> Move to a Sector. The sectors adjacent to your current
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location will be listed as warp lanes in the sector
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display. You can move to one of them, or you can choose
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any other sector in the universe. If you designate a
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sector that doesn't have a direct warp lane, your ship's
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computer will plot your course and ask you if you want to
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engage your AutoPilot. You will be able to use the
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Autopilot in three different modes. The default is Alert
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mode. This will suspend your travel in any sector where
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there is a planet, port or other trader. The second mode
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is Express. This speeds you to your destination provided
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there are no enemy forces in your path. The third mode
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is Single Step. This was developed by an enterprising
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group of pioneers. Their group was getting smaller due
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to bold exploration of sectors filled with mines, so the
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survivors manufactured an Autopilot that would stop in
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each sector. This allowed them to scan the next sector
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for hazards before proceeding into it. Select this
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option if you feel the need for caution. To move through
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the AutoPilot course after choosing this option, you will
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need to select M, then re-confirm your destination and
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mode.
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<L> Land on a Planet. This option will enable you to
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colonize your planets, build a Citadel and do business
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there, pick up the fighters built by your colonists or
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pick up the production of Fuel Ore, Organics and/or
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Equipment. If you have purchased a Planet Scanner at the
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Hardware Emporium, it will automatically provide you with
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additional information about the planet. The Planet
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Scanner will also allow you to abort the landing
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procedure if, after looking at the defenses, you feel you
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may not be able to land successfully.
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<S> Long Range Scan. If you have purchased a scanner from
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the Hardware Emporium, you can use it to view adjacent
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sectors. All things in the Trade Wars universe have a
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density value and you can use your Density Scanner to
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display the relative density of the neighboring sectors.
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You can then use that information to determine what's
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next door. If you have a Holographic Scanner, you will
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be able to see ports, planets, hazards and other players
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all for just the cost of one turn.
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<R> Release Beacon. Choose this when you want to launch one
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of the Marker Beacons you purchased at the Hardware
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Emporium. You will need to decide what message your
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beacon will send when you launch it.
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<W> Tow SpaceCraft. This option lets you toggle your tractor
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beam on and off. The computer will ask you which trader
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in your current sector you wish to tow. The computer
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will then calculate (using the size difference between
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the two ships) the number of turns you will use for each
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sector you tow this trader and his/her ship. You can
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then use the Move option to go to an adjacent sector or
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you can engage your AutoPilot to move you and your
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"passenger". TransWarp drives were not made to be used
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in conjunction with tractor beams, so if you use your
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TransWarp, the tractor beam will automatically shut down.
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The person you are towing will not enter a sector until
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you have safely entered. The tractor beam will act as a
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protective shield and will safeguard the towee from any
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damage from mines, offensive fighters or Quasar cannons.
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If your ship is destroyed, the tractor beam will also be
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destroyed and the person you are towing will be left
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stranded. To disengage the beam at any point, use this
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option again.
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Computer and Information
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<C> Engage Crai XXV. This command will activate your on-
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board computer.
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<I> Ship Info. This will display all your current
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statistics.
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Trader Name......Your alias in the game
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Rank and Exp.....The number of experience points you have
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accumulated, the number of alignment
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points you have accumulated and the
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title you have received
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Times Blown Up...The number of times your ship has been
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destroyed
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Ship Name........The name of the ship you are now using
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Ship Info........Manufacturer and model
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Ported = The number of times this ship
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has docked at a Trading Port
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Kills = Number of other player's ships
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destroyed by this ship
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Date Built.......The date this ship was purchased
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Current Sector...Your current location
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Turns Left.......Number of turns remaining for this ship
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Total Holds......Number of holds this ship is carrying
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(This display also shows the breakdown
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of the cargo in the holds)
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Additional information includes all the special equipment
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your ship has and the number of credits you have on your
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ship.
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<T> Corporate Menu. This will give you information about all
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the corporations in the game.
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<U> Use Genesis Torpedo. If you are carrying a Genesis
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Torpedo, you will be able to detonate it using this
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command. Have your planet name ready because these will
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create your new world quickly.
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<J> Jettison Cargo. If your holds are full of some cargo you
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just can't unload on any nearby port or planet, you may
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use this selection to unceremoniously dump your holds
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into space. Remember that FedLaw prohibits littering in
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FedSpace. Dumping holds filled with colonists will leave
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a negative impression on your alignment.
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Tactical
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<A> Attack Enemy Spacecraft. When you encounter an opponent
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(or other creature) in a sector you have the option of
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going on the offense and attacking. The controller will
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ask you how many of your fighters you want to use in the
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attack. Attacking others can (and probably will) affect
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your alignment. If you attack a pirate or known terror
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you will get good points. On the other hand, if you
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decide to pick on some good soul you will go down the
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ladder of righteousness.
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<E> Ethereal Probe. Launch the Probe you purchased at the
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Hardware Emporium. Send the unmanned spy off to its
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destination sending information back to you from every
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sector it passes through. Remember that this device has
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no defensive capabilities so if it encounters any enemy
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fighters, it will be destroyed.
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<F> Take or Leave Fighters. This enables you to deploy your
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fighters. You will have several options so you can
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customize your defenses. You can leave fighters as
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either Personal so they recognize only you as an ally or
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you can leave them as Corporate so any member of your
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corporation will be treated with respect. Fighters can
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be Offensive, Defensive or Toll. Defensive fighters
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defend your territory. They bar opponents from entering
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a sector and will fight when attacked. Offensive
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fighters will send out an attack group on any poor soul
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who happens into their sector. The size of the attack
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group depends on the fighter support escorting the
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intruder. After the initial attack, offensive fighters
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fall back to defend their territory. Toll fighters
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simply stop the casual passers-by and ask them for money
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to help with your cause. The number of Toll Fighters
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deployed will determine the amount of the toll charged.
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Toll fighters, as all other fighters, will fight back if
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attacked.
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<G> Show Deployed Fighters. This display can be a very
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useful tool as you plan your military strategies. The
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information shown contains the sector number where the
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fighters are located, the quantity of fighters there,
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whether the fighters are Personal or Corporate, the
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strategic mode they are in (Offensive, Defensive or Toll)
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and any tolls they have collected.
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<H> Handle Space Mines. Mines can be a very convincing way
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of marking your territory. This selection will let you
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place or pick up the mines. You will be able to choose
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whether to set the mines as Personal or Corporate.
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Personal mines will recognize only you and Corporate
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mines will recognize any member of your corporation.
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Mines don't always go off, but it stands to reason that
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the more mines there are in a sector, the more likely one
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is to detonate.
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<K> Show Deployed Mines. This display is similar to the Show
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Deployed Fighters. You get information about the sectors
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containing your Personal and/or Corporate mines and how
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many mines are located in each of those sectors.
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<O> Starport Construction. If there is not a Starport in the
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sector, this menu selection will display the Starport
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Construction Menu. Starports are available throughout
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the universe. You may decide that you want your own
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customized commerce center in a place you specify instead
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of using the ones built by others. You will see a
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detailed graph of the different port classes, the
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products they can import/export and the initial
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construction costs. The license bureau will check to see
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that there is a planet in the sector to provide materials
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for the construction. They will also check for
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sufficient funding to support the undertaking. Be sure
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to leave the specified amount of materials on the planet
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every day during the construction phase or the building
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will not progress. If there is already a Starport in the
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sector, the Upgrade Starport Menu will be displayed.
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This allows you to increase the trading levels of any or
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all of the commodities. The universe can support only so
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many ports. If the Starport Construction request tells
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you that the universe is full, then you have to destroy
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an existing port before you can begin construction on
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your new one. (See PORT AND TRADE)
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Miscellaneous
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<Q> Quit and Exit. This exits you from the game and returns
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you to the BBS.
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<!> Main Menu Help. Display the portion of the documentation
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describing the Main Menu functions.
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<Z> Trade Wars Docs. Display this entire document. Useful
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menus are available anytime a ? appears in the prompt.
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Specific help files are available wherever an ! appears
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in the menus.
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<V> View Game Status. Trade Wars 2002 can be configured in
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a variety of ways by your SysOp. This display will show
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you the static information about the game as well as the
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current information. Static information includes the
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version number, maximum number of sector, players, etc.,
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whether or not the local display is on, and if this is a
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registered version of the game. The StarDock location
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may also appear on this screen (SysOp option). The
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current information will show how many players are now in
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the game with the percentage of good, how many planets
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have been built, how many corporations are registered,
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the amount of credits accumulated at the ports, the total
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fighters and mines in the universe and how long the game
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has been running.
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AUTOPILOT MENU
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<Y> Yes, stop here. This will disengage the Autopilot and
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will stop you in the current sector.
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<N> No, continue on. Continues on the pre-defined route.
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<E> Express Non-stop. This will speed you through the
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sectors without pausing to ask if you want to stop in the
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sectors with planets or ports. Hitting the space bar
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while in Express mode will put you into warp speed. If
|
|
you encounter enemy forces you will have to react. If
|
|
you retreat, the computer will re-plot your course
|
|
avoiding that sector from which you retreated.
|
|
|
|
<I> Ship Information. This displays all your current
|
|
statistics. The display is the same as option <I> from
|
|
the Main Menu.
|
|
|
|
<R> Port Report. This will display the port report
|
|
information as if you chose <R> from your on-board
|
|
computer.
|
|
|
|
<S> Long Range Scan. If you have purchased a Long Range
|
|
Scanner from the Hardware Emporium, you can use it during
|
|
your AutoPilot voyage without having to stop in the
|
|
sector.
|
|
|
|
<D> Re-Display Sector. This is the same sector display that
|
|
can be accessed by choosing option <D> from the Main
|
|
Menu.
|
|
|
|
<P> Port and Trade. This will allow you to dock at a Trading
|
|
Port and conduct your business without having to
|
|
recalculate your Autopilot course when you're done. You
|
|
will be selecting the same options as you would if you
|
|
chose the <P> selection from the Main Menu.
|
|
|
|
<!> Autopilot Help. Displays this file.
|
|
|
|
|
|
COMPUTER MENU
|
|
|
|
Navigation
|
|
|
|
<F> Course Plotter. This will show the number of moves it
|
|
will take to get from any sector in the universe to
|
|
another. You can use this tool to avoid any surprise as
|
|
you travel between sectors. You know the universe is
|
|
full of unexplained phenomenon and just because you got
|
|
from your home sector to this sector with a great port in
|
|
five moves doesn't mean you'll get back in five moves.
|
|
|
|
<I> Inter-Sector Warps. This selection will show you the
|
|
warps lanes connected to any sector in the universe that
|
|
you have explored. You just enter the sector number and
|
|
the computer will show you every sector directly linked
|
|
to that sector. The computer will not have data to
|
|
display for those sectors you have yet to explore.
|
|
|
|
<K> Your Known Universe. As you travel through space, you
|
|
will be creating your personal travelogue. This will
|
|
store information about the sectors you've explored.
|
|
Your computer will use this information to give you your
|
|
Port Reports and Inter-Sector Warps. You may wish to see
|
|
what sectors you have (or don't have) in your travelogue.
|
|
This option will tell you. You will see what percentage
|
|
of the universe you have visited and the computer will
|
|
ask if you want the list of Explored or Unexplored
|
|
sectors. When you reply, you will get a list of sector
|
|
numbers.
|
|
|
|
<R> Port Report. This report gives you relatively up-to-date
|
|
information about any port located in a sector which you
|
|
have explored. All you have to do is enter the sector
|
|
number in which the port is located. You will see items
|
|
being traded at the port, the status of each of those
|
|
items (whether the port is buying them or selling them),
|
|
the number of units the port is willing to trade (and
|
|
what percentage of maximum that number represents) and
|
|
how many of each of the commodities you have in your
|
|
holds. If for some reason you get the message that the
|
|
computer has no information on that port and you are sure
|
|
there is a port in the sector you indicated, there may be
|
|
enemy forces in that sector interfering with your
|
|
computer's scan.
|
|
|
|
<V> Avoid Sectors. You will sometimes find sectors
|
|
containing things that are detrimental to your success in
|
|
the game. This function will avoid those sectors when
|
|
doing any course plotting. You just have to enter the
|
|
sector or sectors to be by-passed before you use the
|
|
computer to plot a course or to establish a route for
|
|
your AutoPilot. If the computer encounters a situation
|
|
where there is not possible route between the sectors you
|
|
requested, then all voids will be cleared and will have
|
|
to be re-entered before any future course calculations.
|
|
|
|
<W> Use Mine Disrupter. You are exploring a new region of
|
|
the universe and as you single-step your way along, your
|
|
scanner shows a number of mines in the next sector. Send
|
|
one of the Mine Disrupters you purchased at the Hardware
|
|
Emporium into this mined sector so you don't have to take
|
|
the damage to your ship. If the first Disrupter doesn't
|
|
disarm all the mines, you can send in another.
|
|
|
|
<X> List Current Avoids. When you want to see just what
|
|
sectors are being avoided when the computer charts your
|
|
course, use this selection. You can use this information
|
|
to determine if you want to make any changes. Due to the
|
|
limited functionality of this module of the computer, if
|
|
you want to remove one or more avoided sectors from the
|
|
list, you must clear the entire list and re-enter the
|
|
sector numbers you still want to bypass.
|
|
|
|
<P> Fire Photon Missile. You can fire your Photon Missile
|
|
into the adjacent sector and run in to do your damage.
|
|
Remember that the timer is running as soon as the missile
|
|
is launched so be quick!
|
|
|
|
<B> Begin Self-destruct Sequence. If you have managed to
|
|
make a real mess of things and the only way to continue
|
|
is to start from scratch, then go ahead and use this
|
|
command. You will escape from your ship moments before
|
|
it self-destructs. Think it over carefully before you
|
|
hit the button. This will not only destroy your ship and
|
|
all its inventory, but it will also affect your rank and
|
|
alignment. Your spirit takes two days to migrate back to
|
|
Sector 1, so you won't have any turns the day after you
|
|
self-destruct.
|
|
|
|
<!> Computer Help. Display the portion of the documentation
|
|
describing the Computer functions.
|
|
|
|
<Q> Exit Computer. This option will return you to the bridge
|
|
of your ship.
|
|
|
|
Miscellaneous
|
|
|
|
<A> Make Announcement. Do you have something you want to
|
|
tell everyone in the game? If so, prepare your
|
|
proclamation and enter it. You will have 160 characters
|
|
for your announcement and it will be displayed in the
|
|
Daily Log for everyone to read as they enter the game.
|
|
|
|
<C> View Ship Catalog. This tool lets you view the
|
|
specifications for all the available ships in the game.
|
|
You can get a list of the ships and choose which ever one
|
|
strikes your fancy. The display will show the following
|
|
information -
|
|
|
|
Basic Hold Cost
|
|
Main Drive Cost
|
|
Computer Cost
|
|
Ship Hull Cost
|
|
Base Cost
|
|
Minimum and Maximum Holds
|
|
Maximum Fighters
|
|
Maximum Shields
|
|
Number of Moves per Day
|
|
Maximum Number of Mines
|
|
Maximum Number of Genesis Torpedoes
|
|
Offensive Odds for Combat
|
|
Maximum Number of Marker Beacons
|
|
TransWarp Drive Capability
|
|
Long Range Scanner Capability
|
|
Planet Scanner Capability
|
|
|
|
In addition to all this information, there is a brief
|
|
narrative about the capabilities and shortcomings of each
|
|
model.
|
|
|
|
<D> Read Daily Log. This will re-display the Daily Journal
|
|
that you see when you enter the game.
|
|
|
|
<E> Display Evil Ranks. This is a display of the titles to
|
|
which you can aspire if you are of negative alignment.
|
|
It shows the levels, titles and the number of experience
|
|
points needed to attain that level.
|
|
|
|
<G> Display Good Ranks. This is a display of the titles to
|
|
which you can aspire if you are of positive alignment.
|
|
It shows the levels, titles and the number of experience
|
|
points needed to attain that level.
|
|
|
|
<H> List Aliens. You will encounter traders from other
|
|
galaxies as you make your way through the universe. You
|
|
can interact with these creatures the same as you do with
|
|
the Traders native to your 1000 sectors. Of course,
|
|
aliens are either good or bad. Their alignment (good or
|
|
evil) can make a big difference in how you want to
|
|
associate (or not associate) with them. When you use
|
|
this selection, your computer will tell you everything
|
|
you need to know.
|
|
|
|
<L> List Traders. This choice will show you all the players
|
|
in the game in order of experience. Your prompt will ask
|
|
if you would like the list to show the Titles of the
|
|
players or their Values in Experience points. Each
|
|
trader will be displayed with his or her title or value,
|
|
the number of the Corporation to which he/she belongs,
|
|
and the type of ship currently being used.
|
|
|
|
<M> Re-Read Your Mail. This gives you a chance to review the
|
|
messages that were sent to you since the last time you
|
|
were in the game.
|
|
|
|
<N> Toggle ANSI On/Off. That just about says it all.
|
|
|
|
<S> Send Mail. When you need to get a message to one of the
|
|
other players, this will serve your need. You will have
|
|
160 characters to get your message through. You do not
|
|
need to know the player's entire name. If you have part
|
|
of it, your computer will search the player file and
|
|
prompt you when it finds a match.
|
|
|
|
<T> Current Ship Time. This will display the time and date
|
|
stored in your ship's computer. (Remember, the game
|
|
began in the year 2002.)
|
|
|
|
<Y> List Your Planets. If you have planets that you want to
|
|
keep as personal, you can view them using this option just
|
|
as you can view Corporate Planets using the <L> option in
|
|
the Corporation Menu.
|
|
|
|
|
|
PLANET MENU
|
|
|
|
<A> Take All Products. This will load your empty holds with
|
|
the products available on the planet. The dock workers
|
|
will load your ship to the brim with as much of each of
|
|
the products that is available beginning with the cargo
|
|
of greatest value (Equipment) to the least value (Fuel
|
|
Ore).
|
|
|
|
<E> Enter Citadel. You enter the Citadel (and display the
|
|
Citadel Menu). If there is no citadel on this planet,
|
|
you will have the option to build one. The necessary
|
|
products and labor force needed in the construction will
|
|
display. You will not be issued a building permit if you
|
|
don't have the necessary people and commodities.
|
|
|
|
<D> Display Planet. This will show the planet number, type,
|
|
name and the alias of the player who created it. There
|
|
is also an informative chart showing how many colonists
|
|
are working in each production area, how many units of
|
|
each product are being produced daily, the quantity of
|
|
each product currently available on the planet, and how
|
|
many of each you have on your ship. Citadel information
|
|
including level, construction underway and credits in the
|
|
vault is also available.
|
|
|
|
<M> Change Military Levels. You will want to move your
|
|
fighters around to protect your territory. This option
|
|
will allow you to take fighters currently on the planet
|
|
or to leave fighters you have escorting you. The
|
|
fighters on the planet are controlled by the Combat
|
|
Control Computer (level 2) in the Citadel. If there is
|
|
no Combat Control Computer there, the fighters would
|
|
better serve you patrolling the sector outside the
|
|
planet. Leaving fighters on a planet will designate the
|
|
planet as yours.
|
|
|
|
<O> Claim Ownership. Let the entire universe know who
|
|
controls the planet. Use this option to set the planet
|
|
as either Personal or Corporate. This is a must when
|
|
you've gone to all the trouble to capture one of your
|
|
opponent's planets.
|
|
|
|
<P> Change Population Levels. Throughout the course of the
|
|
game you may wish to change the distribution of your
|
|
workforce among the commodities. This selection provides
|
|
you with an easy, efficient way to order your workers to
|
|
the job you need done.
|
|
|
|
<S> Load/Unload Colonists. Colonizing your planets can
|
|
contribute greatly to your trading profits. This will
|
|
enable you to leave the colonists you've brought from
|
|
Terra or pack everyone up and move them to another
|
|
planet. Keep a close watch on your planet's population
|
|
because many planets experience a growth/death cycle. If
|
|
your planet has too many people to support, the raw
|
|
materials needed to produce your commodities will be used
|
|
up by the surplus population and your production rates
|
|
will be adversely affected.
|
|
|
|
<T> Take or Leave Product. This will let you specify to the
|
|
dock workers which type of products you want to leave and
|
|
which ones you want loaded on your ship.
|
|
|
|
<Z> Try to Destroy Planet. First you purchase Atomic
|
|
Detonators from the Hardware Emporium. That is the easy
|
|
part. You then have to fight your way into the sector
|
|
containing the planet. After battling the fighters,
|
|
Quasar Cannons, and any other military defenses that may
|
|
be there, you have the ability to lay your Atomic
|
|
Detonators. Colonists have been trained in the disarming
|
|
of detonators. Most of the training was rushed and
|
|
provided by inexperienced teachers, so they aren't very
|
|
good at it. Most of their attempts literally go up in
|
|
smoke, and if you are still on the planet when their
|
|
attempt goes awry, you go awry with it. You have the
|
|
option of suing your conventional weapons to kill off the
|
|
colonists before you lay the detonators so you don't run
|
|
the risk of getting killed by their lack of skill. If
|
|
you're willing to risk the bad Karma to be a little
|
|
safer, this might be the correct option for you.
|
|
|
|
<L> Leave This Planet. Take off from the planet.
|
|
|
|
<!> Planetary Help. Display the portion of the documentation
|
|
describing the Planetary functions.
|
|
|
|
|
|
CITADEL MENU
|
|
|
|
<C> Engage Ship's Computer. Use this function to use all
|
|
your Crai's power just as you would by choosing <C> from
|
|
the Main Menu.
|
|
|
|
<D> Display Traders Here. This will show you the guest
|
|
register of the other players who are parked in the
|
|
Citadel. The register gives you the name of the player,
|
|
their ship type and how many fighters, shields and holds
|
|
they have. This information could prove very useful if
|
|
you have just captured the planet from one of your
|
|
opponents.
|
|
|
|
<E> Exchange Trader Ships. If the other players parked in
|
|
the Citadel have specified their vehicle as available for
|
|
trade, then you have the option of exchanging your ship
|
|
for theirs. Be sure to coordinate this carefully with
|
|
the other members of your corporation. Only C.E.O.'s can
|
|
use Corporate Flagships so they are not available for
|
|
trade. If you have seized this planet from an opponent
|
|
still parked in the Citadel, you may want to commandeer
|
|
his ship for your own use.
|
|
|
|
<G> Shield Generator Control. If you have your level 5
|
|
Citadel completed, you can use this option to store your
|
|
shields. You transfer your Ship's shields to the
|
|
Planetary Shielding System using this option (10 ship
|
|
shields = 1 planetary shield). Stored shields will be
|
|
used in the defense of your planet. The Planetary
|
|
Shielding System will protect your planet from your
|
|
enemies. You will thwart your rivals' attempts to
|
|
incapacitate your defenses with Photon Missiles. Your
|
|
opponents will even be unable to scan your planet.
|
|
|
|
<I> Personal Info. This selection will enable you to see all
|
|
of your current statistics. The information will display
|
|
same as it does when you choose option <I> from the Main
|
|
Menu.
|
|
|
|
<M> Military Reaction Level. Another method of customizing
|
|
your protection, this will let you set the percentage of
|
|
fighters stationed there to be used as offensive or
|
|
defensive in case of an attack on the planet. You must
|
|
have a Combat Control Computer (Level Two Citadel or
|
|
higher) to use this option. The value you enter will be
|
|
the percentage of fighters that will attack offensively
|
|
as someone attempts to land on your planet. The balance
|
|
of your fighters will fall back for defense of the planet
|
|
and Citadel.
|
|
|
|
<P> Planetary TransWarp. The instructions for this feature
|
|
are in your Level Four Citadel. Provided you have enough
|
|
Fuel Ore to power the mammoth engine, you can move your
|
|
planet to any sector where you currently have fighters
|
|
stationed.
|
|
|
|
<Q> Quasar Cannon R-level. Use this option to set both the
|
|
Atmospheric and Sector reaction levels. The Quasar
|
|
Cannon in your Level Three Citadel uses massive amounts
|
|
of Fuel Ore. Use this option to adjust the percentage of
|
|
Ore on the planet used in this weapon's capability.
|
|
PLEASE NOTE: The Quasar Cannon will use the entered
|
|
percentage of Fuel Ore remaining on the planet for EACH
|
|
SHOT it fires. If you set the Sector value to 100% and
|
|
a Scout Marauder with 5 fighters wanders into your
|
|
sector, the Cannon will use all the Fuel Ore on your
|
|
planet to blow the intruder into space dust. If another
|
|
player later tramps into your sector in a well-armed
|
|
BattleShip your Cannon will sit idle due to lack of
|
|
ammunition. Another consideration when setting your
|
|
percentages is that the accuracy of the Cannon is much
|
|
better and the damage caused by the blast is greater when
|
|
the target is in the planet's atmosphere.
|
|
|
|
<R> Remain Here Overnight. You can sleep feeling safe and
|
|
secure if you bed down inside the Citadel, out of the rat
|
|
race. You will have the protection of your planetary
|
|
forces to guard you. When you leave your ship, the valet
|
|
will ask if you want others who enter the Citadel to have
|
|
the privilege of exchanging ships with you. It's
|
|
perfectly within your rights to keep your ship for
|
|
personal use only.
|
|
|
|
<S> Scan This Sector. This option will let you see
|
|
everything in the sector around this planet. The display
|
|
will be the same as you get from option <D> in the Main
|
|
Menu.
|
|
|
|
<T> Treasury Fund Transfers. If you don't like to carry a
|
|
lot of credits on you when you're out exploring the
|
|
universe, you can deposit your excess in the Citadel.
|
|
You can withdraw the credits whenever you need them. Be
|
|
advised that the Treasury workers are quite lax in their
|
|
security measures and anyone who enters the Citadel can
|
|
withdraw any and all of the credits.
|
|
|
|
<U> Upgrade Citadel. Once your Citadel construction is
|
|
complete, you may find you wish to upgrade. Very few
|
|
people are content with a Level One Citadel. You will
|
|
need more colonists and materials for each level of
|
|
improvements. Level Two has a Combat Control System
|
|
which enables you to set the fighters deployed on the
|
|
planet as offensive or defensive. Level Three contains
|
|
a Quasar Cannon which is a very powerful weapon, but uses
|
|
a considerable amount of Fuel Ore to operate. Level Four
|
|
encloses the massive engine used for the TransWarp Drive.
|
|
Level Five provides the power for the Planetary Shielding
|
|
System. The PSS will provide a sturdy shield for your
|
|
planet which your enemies will have a hard time
|
|
penetrating with fighters or photon missiles.
|
|
|
|
<V> Evict Other Traders. Now that you've survived all the
|
|
defenses your opponent placed to keep you out, you should
|
|
be able to come in and take over, right? Occasionally
|
|
you go into a newly captured Citadel only to find the
|
|
trader (or traders) who previously controlled the planet.
|
|
No need to have them in your way. Simply select this
|
|
option to activate the Emergency Warning System in the
|
|
Citadel. It will alert these unwanted guests to some
|
|
impending doom and their ships will blast off into orbit
|
|
around the planet. The system will list the traders as
|
|
they escape. You then may either stay in the Citadel out
|
|
of harm's way or you can go out into the sector to
|
|
inflict more damage on your enemy.
|
|
|
|
<X> Corporation Menu. This option is the same as option <T>
|
|
from the Main Menu.
|
|
|
|
<!> Citadel Help. Display the portion of the documentation
|
|
describing the Citadel functions.
|
|
|
|
<L> Leave the Citadel. Exit the Citadel and return to the
|
|
planet.
|
|
|
|
|
|
CORPORATION MENU
|
|
|
|
<D> Display Corporations. If you want to see how you and
|
|
your corporation compare with others in the game or if
|
|
you want to see who the members are of a specific
|
|
corporation, use this selection. You will asked if you
|
|
want to List Corporations or Rank Corporations. L will
|
|
give you a listing of all corporations registered at
|
|
Federation Hall showing the corporation's registration
|
|
number and the date of incorporation and all corporate
|
|
members with the C.E.O. labeled. R will display a list
|
|
of all corporations ranked by experience. The list shows
|
|
the rank, the corporate registration number and name, the
|
|
C.E.O.'s name, the corporate alignment and the corporate
|
|
experience.
|
|
|
|
<J> Join a Corporation. When you want to join forces with a
|
|
corporation of the other traders, you will need to make
|
|
arrangements to get your corporate security pass. When
|
|
a member of that corporation has approved your
|
|
membership, use this option to join. You will need to be
|
|
of the same alignment as the C.E.O. If at any time
|
|
during your tenure with the corporation, your alignment
|
|
is opposite that of the Chairman, you will be
|
|
automatically ousted from the Corporation.
|
|
|
|
<M> Make a New Corporation. When you are prepared to make to
|
|
move from independent trader to Corporate C.E.O., this
|
|
option will file your Corporate Charter in the
|
|
Federation's Hall of Records. As C.E.O. you will have
|
|
privileges that other players don't have such as owning
|
|
an Corporate Flagship and sending Corporate Memos to all
|
|
members of your Corporation. You will be the one to
|
|
determine whether your Corporation is good or evil. As
|
|
you go, so goes the Corporation. A prospective member
|
|
will have to be of the same alignment as you to join.
|
|
|
|
<!> Corporation Help. Display the portion of the
|
|
documentation describing the Corporation functions.
|
|
|
|
<Q> Quit Corporation Menu. Return to the game.
|
|
|
|
Corporations Only
|
|
|
|
<C> Credit Transfer. Use this option to transfer credits to
|
|
or from your corporate associate. You have to be in the
|
|
same sector as the corporation member with whom you want
|
|
to exchange credits.
|
|
|
|
<F> Fighter Transfer. Use this option to transfer fighters
|
|
to or from your corporate associate. You have to be in
|
|
the same sector as the corporation member with whom you
|
|
want to exchange fighters.
|
|
|
|
<H> Mines Transfer. Use this option to transfer mines to or
|
|
from your corporate associate. You have to be in the
|
|
same sector as the corporation member with whom you want
|
|
to exchange mines.
|
|
|
|
<S> Shields Transfer. Use this option to transfer shields to
|
|
or from your corporate associate. You have to be in the
|
|
same sector as the corporation member with whom you want
|
|
to exchange shields.
|
|
|
|
<X> Leave Your Corporation. There may come a time when you
|
|
feel you have to make a break with your current
|
|
corporation. You may want to form your own new
|
|
corporation. You may want to play the game with an
|
|
alignment different from that of your corporation's
|
|
members. This will allow you to vacate your position in
|
|
your corporation. Remember that you will no longer have
|
|
access to any of the corporation's assets. If you are
|
|
the C.E.O. the corporation will be dissolved and all
|
|
corporate fighters will become rogue mercenaries.
|
|
|
|
<L> List Corporate Planets. This will display a detailed
|
|
graph of your corporation's planets. The information
|
|
includes
|
|
-the sector where the planet is located
|
|
-the planet's name
|
|
-the current population
|
|
-the production rate for Fuel Ore, Organics and Equipment
|
|
-the current inventories of the commodities
|
|
-the number of fighters stationed there
|
|
-the level of the Citadel (if any)
|
|
-the amount of credits in the Citadel (if any)
|
|
|
|
<A> Show corporate Assets and Member Locations. This is a
|
|
very handy tool to use in organizing your strategy with
|
|
that of the others in your Corporation. The information
|
|
shown on this display is
|
|
-the Corporation member's name
|
|
-the sector where that member is located
|
|
-whether or not the member is on a planet in that sector
|
|
-the number of fighters, shields, mines and credits on him/her
|
|
|
|
C.E.O.'s Only
|
|
|
|
<T> Send Corporate Memo. When you want to give information
|
|
to all those in your organization, use this option.
|
|
Whether it is instructions on where you want to establish
|
|
a new colony or a congratulatory dispatch for a job well
|
|
done, you can send your message quickly and efficiently.
|
|
|
|
<P> Corporate Security. In a world where instances of
|
|
computer crime run rampant, a C.E.O. can never be too
|
|
careful. Be sure you trust a player before you let him
|
|
or her in your organization. And just as with your BBS
|
|
account, you can better maintain security if you change
|
|
passwords occasionally.
|
|
|
|
<R> Drop Corporate Member. Do you have a problem with a
|
|
member of your Corporation? Is that member showing signs
|
|
of insubordination? You don't have to put up with the
|
|
stress. Simply drop this trouble maker. Remember that
|
|
the member can take any corporate assets on his/her ship
|
|
when kicked out.
|
|
|
|
|
|
STARDOCK MENU
|
|
|
|
<C> The CinePlex Videon Theatres. You can smell the popcorn
|
|
from the Hardware Emporium. Come right in to see the
|
|
latest releases from HollyWorld. You can choose from
|
|
several first-run offerings or you can opt for one of the
|
|
classics. Don't take too long to make up your mind
|
|
because there are others waiting in line behind you.
|
|
|
|
<G> The 2nd National Galactic Bank. Here is the place to
|
|
engage in matters of high finance. You will be able to
|
|
put credits into your or another trader's account. You
|
|
can take credits out of your account. You can examine
|
|
the balance in your account. The bank allows only
|
|
personal accounts. Corporate funds should be stored in
|
|
secured Citadels.
|
|
|
|
<H> The Stellar Hardware Emporium. This is the General Store
|
|
of the Trade Wars Universe. If you want it, they have it
|
|
and if you have enough money, they'll sell it to you.
|
|
|
|
<P> The Federal Space Police HQ. The home of law enforcement
|
|
in the galaxy. Here you can register complaints against
|
|
other players, collect rewards or see the wanted posters.
|
|
|
|
<S> The Federation Shipyards. This is the place where you
|
|
can trade your ship in for a newer model. You can see
|
|
all the models available and all the specifications for
|
|
each style.
|
|
|
|
<T> The Lost Trader's Tavern. Traders come here for more
|
|
than just a drink and a meal. Some of the more
|
|
interesting features of this game can be found here if
|
|
you ask the right questions.
|
|
|
|
<!> StarDock Help. Display the portion of the documentation
|
|
describing the StarDock functions.
|
|
|
|
<L> Return to Your Ship and Leave. Leave the Stardock and
|
|
return to the sector.
|
|
|
|
|
|
HARDWARE MENU
|
|
|
|
<A> Atomic Detonators. These detonators are used in the
|
|
destruction of planets. If you don't have enough
|
|
military to take out a planet, you can set Atomic
|
|
Detonators and run like hell. Warning: colonists have
|
|
been trained to disarm these detonators. These units are
|
|
as unstable as they are powerful. They can react like
|
|
Corbomite Devices when an enemy attacks your ship, and
|
|
they can also detonate by hitting mines or offensive
|
|
fighters as you journey through the galaxy.
|
|
|
|
<B> Marker Beacons. Marker Beacons are the billboards of the
|
|
Trade Wars universe. They are an inexpensive way to make
|
|
a statement. They stay in the sector where they are
|
|
launched until they are destroyed. They have absolutely
|
|
no defensive capability. They are so fragile that if two
|
|
are launched in the same sector, they both explode.
|
|
|
|
<C> Corbomite Devices. Corbomite devices are weapons to
|
|
avenge the destruction of your ship. If one of your
|
|
opponents succeeds in obliterating your craft, that
|
|
person may suffer substantial damage as well when your
|
|
ship is equipped with one or more of these. Corbomite
|
|
devices can also be viewed as protection. Your enemies
|
|
may think twice about attacking you if you are armed with
|
|
these. With each additional device you add to your
|
|
vessel, you increase your protection level. You can have
|
|
up to a Level 1500 Corbomite Device on some ships and the
|
|
nice part is, your foe has no way to detect the device's
|
|
presence on your ship.
|
|
|
|
<D> Cloaking Device. Cloaking devices can hide you from your
|
|
rivals when you are away from your home sector. If you
|
|
feel you will be vulnerable, use your Cloaking Device to
|
|
conceal your ship. Your location will be unknown to even
|
|
your Corporate associates who view the Member Location
|
|
display. Remember that the Cloaking Device will use a
|
|
lot of your energy reserves and its effectiveness
|
|
decreases the longer it's used. A well-known consumer
|
|
group has tested these devices and found that on the
|
|
average, after 72 hours of use, you stand a 50% chance of
|
|
being detected. Cloaking Devices are relatively
|
|
inexpensive, but because some of the components decompose
|
|
quickly, they are a one-time use item.
|
|
|
|
<E> SubSpace Ether Probes. Ethereal Probes are quite useful
|
|
when you want to know what wonders lie on the other side
|
|
of the universe, but you don't want to use up your turns
|
|
to explore. You can launch the unmanned probes with a
|
|
preset destination. As they maneuver their way across
|
|
the cosmos, they report back sector by sector. They are
|
|
quite inexpensive for the amount of information that can
|
|
be obtained, but they are not sturdy. They contain a
|
|
self-destruct mechanism that is triggered when the probe
|
|
reaches its destination. The designers of the probe
|
|
thought this would provide anonymity for anyone using the
|
|
gadget. This mechanism is so sensitive that it detonates
|
|
when the probe encounters any enemy fighters. Since it
|
|
has no shielding capabilities, any ship it passes will be
|
|
able to detect its presence.
|
|
|
|
<F> Planet Scanners. If you are planning an invasion of
|
|
another player's planet, this scanner can show you the
|
|
military system on the planet without landing. Once you
|
|
are in the sector, scan the planet. You can see who
|
|
created the planet, who currently controls the planet,
|
|
and the military defenses installed there. You won't
|
|
find out the hard way that you don't have enough weapons
|
|
to take over the enemy forces.
|
|
|
|
<M> Space Mines. This weapon can be a very effective way of
|
|
establishing your territory. Space mines can cause
|
|
serious damage to smaller craft and can be a real
|
|
nuisance to larger vessels. The latest technology has
|
|
provided mines with sensors capable of recognizing the
|
|
Federal I.D. codes. This will keep the mines from
|
|
detonating by your ship or your Corporation's ships (most
|
|
of the time).
|
|
|
|
<P> Photon Missiles. Only owners of Missile Frigates or
|
|
Imperial Starships can use these powerful weapons.
|
|
Shields, both Ship and Planetary, are excellent
|
|
protection from the impact of this weapon. However,
|
|
once shields have been destroyed, Photon Missiles can be
|
|
used to disable all Combat Control Computers (Level 2
|
|
Citadels) and Quasar Cannons (Level 3 Citadels) on
|
|
planets. It neutralizes all mines and fighters stationed
|
|
in a sector. Be advised that the effect of these
|
|
missiles is short-lived. Get in, take care of your
|
|
business and get out before the effect wears off. You
|
|
don't want to still be in the sector when the Quasar
|
|
Cannons regain their strength. Great care should be used
|
|
in transporting these volatile weapons of destruction.
|
|
|
|
<R> Long Range Scanners. These scanners can provide the
|
|
explorer with multi-sector vision. Your two options are
|
|
a Density Scanner or a Holographic Scanner. The Density
|
|
Scanner is the cheaper and it provides the user with the
|
|
relative density of the surrounding sectors. You can use
|
|
that information to determine what may be in the
|
|
neighborhood. If you have sufficient funds, you can
|
|
purchase a Holographic Scanner which has both Density and
|
|
Holographic capabilities. Using the Holographic mode,
|
|
you can see what and who is in the sectors adjacent to
|
|
the one you are currently occupying. The scanner in
|
|
Holographic mode uses a small amount of your ship's fuel
|
|
(one turn's worth) but that is a small price to pay when
|
|
you consider the information and security it can provide.
|
|
|
|
<S> Mine Disrupters. If you run across a heavily mined
|
|
sector but you really need to go in there, send in a Mine
|
|
Sweeper to clear your path. They can absorb the damage
|
|
so you don't have to.
|
|
|
|
<T> Genesis Torpedoes. Much improved since the first models,
|
|
these torpedoes can provide the foundation for the
|
|
production of your trading commodities. The planets
|
|
generated from the torpedo's explosion will be able to
|
|
support a large number of colonists. The colonists can
|
|
provide the labor needed to mine the Fuel Ore, grow the
|
|
Organics and manufacture the Equipment and Fighters you
|
|
will use in your trading company.
|
|
|
|
<W> TransWarp Drives. Only Imperial Starships, Corporate
|
|
Flagships and Havoc Gunstars have hulls sturdy enough to
|
|
withstand TransWarp flight. These drives use a massive
|
|
amount of Fuel Ore so make sure you have a source of Ore
|
|
for your return trip, too. The TransWarp Drive uses a
|
|
homing device, so you should have at least one fighter in
|
|
your destination sector.
|
|
|
|
<Y> Psychic Probes. Bartering at the ports is one of the
|
|
main elements of this game. You get experience points
|
|
for making a good deal. The better the deal, the more
|
|
points you get. Psychic Probes are the next best thing
|
|
to insider trading, and they're legal. If you want to
|
|
see exactly where your offer is compared to what they
|
|
would have accepted, you need one of these probes. It
|
|
will not only show you where you went wrong, but it will
|
|
also help you improve your trading skills.
|
|
|
|
<!> Hardware Emporium Help. Display the portion of the
|
|
documentation describing the Hardware Emporium functions.
|
|
|
|
<L> Leave the Emporium. Return to the main area of the
|
|
StarDock.
|
|
|
|
|
|
SHIPYARDS MENU
|
|
|
|
<B> Buy a New Ship. When you are ready to upgrade, or if you
|
|
need a specialized ship, come to the Shipyards and talk
|
|
to Cal Worthington XXI about a trade-in. You will be
|
|
offered a fair price for your current ship. They will
|
|
take anything in your trade such as fighters,
|
|
accessories, mines, etc. so if you're trying to get a lot
|
|
on your trade-in, load your ship up before you talk to
|
|
them. If you don't want to use all your extras in the
|
|
trade, you might want to leave as much as you can in a
|
|
secure place and pick it up after you purchase your new
|
|
ship. New ships are very basic models. The extras are
|
|
available at the Hardware Emporium and the Class 0 ports.
|
|
|
|
<E> Examine Ship Specs. This is the same information
|
|
available to you from your ship's on-board computer, but
|
|
in includes (for ANSI users only) a picture of each ship,
|
|
both top and front view. You may want to review the ship
|
|
specifications one last time before you make your
|
|
purchase.
|
|
|
|
<P> Buy Class 0 Items. After you purchase your ship, you may
|
|
need to equip it with a few of the items normally
|
|
purchased at the Class 0 ports. You wouldn't want to
|
|
take that brand new beauty out unprotected, would you?
|
|
The merchants in the shipyards have obtained fighters,
|
|
shields and holds from "trade-ins" so they are offering
|
|
them right here where you buy your ship as a convenience
|
|
to you. Be forewarned that you will be paying a premium
|
|
price for this convenience.
|
|
|
|
<R> Change Ship Registration. It's not paranoia when they're
|
|
really out to get you. If your foes are tracking you
|
|
down by reading the logs at the StarPorts or they've
|
|
received information on your ship from a loose-tongued
|
|
fool at the tavern, go to this back room in the offices
|
|
of the Shipyards. For a hefty fee, you can get revised
|
|
registration papers on your ship and christen it with a
|
|
new, untraceable name.
|
|
|
|
<!> Shipyards Help. Display the portion of the documentation
|
|
describing the Shipyards functions.
|
|
|
|
<L> Leave the Shipyards. Return to the main area of the
|
|
StarDock.
|
|
|
|
|
|
TAVERN MENU
|
|
|
|
<A> Make an Announcement. Do you have something of interest
|
|
for all the patrons of the tavern? If so, pay the fee
|
|
and post your announcement. It will stay there until the
|
|
next announcement is posted.
|
|
|
|
<B> Buy Something from the Bar. Had a trying day? Want a
|
|
little something to soothe your nerves? Order up
|
|
whatever your heart desires. You might even get it in a
|
|
clean glass. Remember FedLaw says, don't drink and fly.
|
|
|
|
<C> Eavesdrop on Conversations. See that group of
|
|
individuals gathered at the table in the darkest corner
|
|
of the tavern? They seem to be engaged in some very
|
|
engrossing dialogue. If you would care to listen in and
|
|
maybe even add some remarks of your own, use this option.
|
|
|
|
<E> Order Some Food. You really need to keep your strength
|
|
up so you can take on the challenges of the cosmos.
|
|
Order up the Blue Plate Special (the food is blue, not
|
|
the plate) and nourish yourself with some of the most
|
|
memorable edibles this side of Barlaam.
|
|
|
|
<G> Try Your Hand at Tri-Cron. Do you feel lucky, Punk? Put
|
|
your money down and see if you can beat the odds. A
|
|
simple game of chance might relax you and you never know,
|
|
you might come away a big winner. The game is easy - the
|
|
detailed instructions are available in the Tavern. The
|
|
cost of playing is based on the size of the Top Winner's
|
|
Jackpot. You'll have 10 rounds against the house. If
|
|
you win, the payback is 2 to 1. If you're the top
|
|
winner, you receive the accumulated jackpot.
|
|
|
|
<T> Talk to the Grimy Trader in Back. Not much to look at,
|
|
but he can be a wealth of information. Depending on how
|
|
many drinks he's had, his facts may be a bit suspect.
|
|
Just ask him about a specific topic, give him a little
|
|
inducement and he'll tell you what he knows. If you
|
|
speak to him respectfully, he'll be fair to you.
|
|
Otherwise he might try to take advantage of your need for
|
|
information. You'll have to pay dearly for it, but he
|
|
can sometimes get you information on specific Traders.
|
|
|
|
<U> Use the Facilities. When Mother Nature calls, this
|
|
option will allow you to answer. Feel free to read the
|
|
graffiti to keep yourself entertained. You can even add
|
|
some of your own prose or poetry but beware of what may
|
|
be lurking in the next stall.
|
|
|
|
<!> Tavern Help. Display the portion of the documentation
|
|
describing the Tavern functions.
|
|
|
|
<L> Leave the Tavern. Exit back to the main area of the
|
|
Stardock.
|
|
|
|
|
|
FEDPOLICE HEADQUARTERS MENU
|
|
|
|
<A> Apply for a Federal Commission. The Federation awards
|
|
commissions to those individuals who have shown
|
|
themselves to be highly experienced and law abiding. If
|
|
you believe yourself to qualify, apply at the Police
|
|
Headquarters. If the Feds grant you a commission, you
|
|
will be able to procure an Imperial Starship. This is a
|
|
very powerful ship but with it comes a lot of
|
|
responsibility. The Federation may call upon you to aid
|
|
their cause of maintaining law and order throughout the
|
|
universe. There are a limited number of Starships
|
|
available, so apply for your commission as soon as you
|
|
can.
|
|
|
|
<C> Claim a Federation Reward. After you have done your duty
|
|
as a good FedLaw abiding citizen, you will want to claim
|
|
the reward that is rightfully yours. March right into
|
|
the Police HQ and tell the sergeant that he no longer has
|
|
to worry about the scumbag you terminated. Be sure to
|
|
put the reward money to good use.
|
|
|
|
<E> Examine the Ten Most Wanted List. There is a listing
|
|
available in the FedPolice building of the most corrupt
|
|
players in the game. This list shows the level of evil
|
|
the player has achieved, the corporation to which he/she
|
|
belongs, the number of bounties posted on that player and
|
|
the total reward for that player's demise.
|
|
|
|
<P> Post a Reward on Someone. Would you like to make it a
|
|
little more rewarding for someone to get one of the
|
|
players on the Most Wanted list? You can offer as small
|
|
or as large a payment as you would like. Just see the
|
|
officer on duty and tell him you want to post a reward.
|
|
You will be shown the list of the Most Wanted criminals.
|
|
Tell the nice officer which one you would most like to
|
|
see brought to justice and how much you want to give to
|
|
help in the cause.
|
|
|
|
<!> FedPolice Help. Display the portion of the documentation
|
|
describing the FedPolice functions.
|
|
|
|
<L> Leave the Police Station. Exit the building and return
|
|
to the main area of the StarDock.
|
|
|
|
|
|
BANK MENU
|
|
|
|
<D> Make a Deposit. You can inform the TellBorg that you
|
|
wish to deposit some or all of the credits you have with
|
|
you. The transaction is recorded instantly so you don't
|
|
have to wait three days for your deposit to be reflected
|
|
in your account.
|
|
|
|
<E> Examine Balance. You might want to see if that other
|
|
trader who promised you a reward for helping out with the
|
|
Ferrengi has come through with the credits. You might
|
|
only want to check your funds to see if you can go on a
|
|
spending spree at the Hardware Emporium. This selection
|
|
can put the answer at your fingertips.
|
|
|
|
<T> Transfer Funds. If you need to get funds to a Trader who
|
|
is not in your corporation, this option will authorize
|
|
you to make a deposit in that other Trader's account.
|
|
Naturally, you must have the credits to be able to
|
|
transfer them.
|
|
|
|
<W> Withdraw Funds. Saving can really pay off. If your ship
|
|
has been destroyed and you don't want to start from
|
|
scratch in a Scout, a nest egg in the Galactic Bank can
|
|
allow you to come right back with the ship of your
|
|
choice. Use this option to take your savings and spend
|
|
them any way you choose. You and only you have the
|
|
authorization to withdraw credits from your account.
|
|
|
|
<!> Bank Help. Display the portion of the documentation
|
|
describing the Bank functions.
|
|
|
|
<L> Leave the Bank. Return to the main area of the StarDock. |