TRADE WARS 2002

 

Version 3

 

(C) Copyright 1990 - 2000 by Epic Interactive Strategy

 

Written by Gary Martin, Mary Ann Martin, and John Pritchett

 

Created by Gary and Mary Ann Martin

 

Trade Wars Support

 

http://www.eisonline.com

 

 

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Trade Wars 2002 combines adventure and exploration with strategy

 

and cooperative play in an entertaining and exciting on-line

 

game.  You compete against other gamers to be the most powerful

 

trader (or corporation of traders) in the universe.  Independent

 

traders can compete quite effectively against large corporations.

 

Corporate members can perform specific duties (as directed by

 

their C.E.O.) in specialized ships.  Traders can be "good guys" or

 

"bad guys" with different avenues for advancement.  The universe

 

can be different with each new game.  There is no right or wrong

 

way to play and the possible strategies are limited only by one's

 

imagination.

 

 

 

PLAYING THE GAME

 

 

When you enter the game, you will be piloting a Merchant Cruiser.

 

This is considered the most versatile ship in the Trade Wars

 

armada.  In it, new players have a chance to try out all aspects

 

of the game.

 

 

 

Upon entering, you will be asked what alias you would like to use

 

in the game and what name you would like to christen your ship.

 

The alias you choose will display in the player and corporate

 

rankings and in several corporate listings.  Your ship name will

 

be used in the docking logs at the ports.  You can use these

 

names to be as conspicuous or as inconspicuous as you want.

 

If your sysop has it configured this way, you will also be

 

given a personal planet when you enter the game.  You will

 

be asked to name the planet here.  You can then use option

 

<Y> Your Personal Planets from the Computer Menu to locate

 

the planet.

 

 

 

The equipment in your initial ship will include some holds to

 

store the cargo that you can trade at the ports found throughout

 

the universe.  Trading is the basic way to advance in the game.

 

By good trading, you can gain experience as well as gain credits.

 

The credits you earn can fund your military and can provide the

 

capital you will need to expand your trading expeditions.  You

 

will have some credits with which you can purchase some

 

commodities for trading.  You will additionally have some

 

fighters to offer some protection as you begin your voyage.

 

 

 

The game will differ with each different group of players.

 

Individual traders are ranked by their experience.  You gain

 

experience simply by playing the game.  The more things you do,

 

the more experience you will get.  Good and Evil are represented

 

by the titles each player receives.  Your experience combined

 

with your alignment will determine whether you are a Lieutenant

 

or a Dread Pirate.  When you do something that affects your

 

alignment, you will get a message saying your alignment went up

 

or down and by how much.

 

 

 

There are benefits and drawbacks whether you choose to play the

 

game as a good trader or an evil trader.  Traders who follow the

 

FedLaws are offered protection in FedSpace until they are

 

experienced enough to protect themselves.  Traders who aspire to

 

be very good can be awarded a Federal Commission.  This allows

 

them to purchase an Imperial Starship.  This is one of the most

 

powerful ships in the universe.  On the other hand, the evil

 

traders are offered some options in the Underground.  Traders who

 

have proved that they are truly evil can steal product or money

 

from the ports.

 

 

 

THE UNIVERSE

 

 

 

You will be traveling in a universe, whose size was determined by

 

your SysOp.  Sectors may have planets, ports, other players,

 

empty ships, aliens, Ferrengi, Federation Starships, mines,

 

message beacons, fighters (belonging to you, other players, rogue

 

mercenaries, or the Ferrengi) or the sectors may contain nothing

 

at all.  If in your travels you come across something

 

undesirable, your initial ship comes equipped with 30

 

fighters with which you can defend yourself.

 

 

 

Many players find it useful to have a home sector or group of

 

sectors.  Players, especially those just joining a game, need an

 

out-of-the-way place to stay so they can build up their assets.

 

You can explore the universe and look for dead end sectors to use

 

as a hiding place.  Corporate bases built in traffic lanes do not

 

fare too well and those in the major thoroughfares (in the paths

 

between the class 0 and class 9 ports) just do not stand much of

 

a chance.

 

 

 

Planets play a key part in your success as a trader.  Terra, the

 

first planet you encounter as you enter the game, is where the

 

people can be found to colonize all other planets.  Remember, the

 

environment on some planet types may be hazardous to humans.  The

 

other planets in the game will, if inhabited, produce Fuel Ore,

 

Organics, Equipment and Fighters.  The amounts of these

 

commodities produced will be affected by the type of planet.  For

 

example, a Mountainous planet will provide more Fuel Ore than an

 

Oceanic planet.  You and the other traders decide where the

 

planets will be.  You can purchase a Genesis Torpedo and use it

 

in almost any sector in the galaxy.  If the planet has enough of

 

the required commodities and enough people to supply the labor to

 

build it, you can begin construction of a Citadel.  The Citadel

 

can provide you and the other members of your corporation with a

 

secure place to dock your ships and deposit the credits you've

 

earned.  As you progress in the game, your Citadel can be

 

upgraded to provide additional protection to you and your

 

corporation.  If you decide to build a planet in your home

 

sector, be sure you can defend it.  A planet is very vulnerable

 

until it has a Combat Control Computer (level 2 Citadel) to

 

safeguard it.

 

 

 

There are ten different types of ports scattered about the

 

universe.  The ports are classified by the products they buy

 

and/or sell.  Port classes 1 through 8 trade the three basic

 

commodities: Fuel Ore, Organics and Equipment.  The universe also

 

contains specialty ports for the other items you will need to

 

advance in the game.  There are three Class 0 ports where you can

 

purchase holds (beneficial for moving colonists to your planets

 

as well as transporting goods for trade), fighters (to help

 

protect your territory), or shields (to protect your ship from

 

the traps laid by your enemies).  There is one Class 9 port

 

that contains not only a Trading Port, but also a StarDock.  The

 

StarDock houses the Stellar Hardware Emporium, the Federation

 

Shipyards, the Lost Trader's Tavern, the 2nd National Galactic

 

Bank, the Videon Cineplex and the Interstellar Space Police

 

Headquarters.  There are other places of interest located in the

 

StarDock.  These places you will have to discover on your own.

 

Some are not advertised because they are establishments of

 

questionable repute.  Others are Federation buildings that house

 

top secret government information.

 

 

 

PEOPLE IN THE TRADE WARS UNIVERSE

 

 

 

A large part of playing is interacting with others in the game.

 

You can mingle with other players in the Lost Traders Tavern,

 

gambling against them, conversing with them, leaving

 

announcements at the door or writing a message on the bathroom

 

wall.  You can combine your assets with other players of the same

 

alignment to form a Corporation.  Just be aware that more than

 

one Corporation has been brought down by a con man who wormed his

 

way into the Corporate structure.  You can have a chance

 

encounter with other creatures of the universe, both real (other

 

users) and Non-Player Characters (the Federals, Alien traders and

 

the Ferrengi).  Chance encounters offer many possibilities and

 

can advance you in your chosen career path.  Your alignment and

 

experience and the alignment and experience of the creature you

 

encounter will determine just how that advancement if affected.

 

 

 

Other traders are users just like you.  They have alignment and

 

experience points.  You can see all the others by Listing Traders

 

from your ships computer.  By using the listing, you can see

 

which players are good and which are evil.  You can estimate

 

whether the other player would better serve your needs as an ally

 

or adversary.

 

 

 

The Federation is the main governing body of the cosmos.  You

 

will meet the Feds if you go to the Police Station.  You might

 

run into them as you roam around space.  The Feds don't look

 

kindly on players who break FedLaws, so if you're not careful,

 

they might visit you when you least want their company.

 

 

 

Alien traders are visitors from another universe who are looking

 

for better ports.  You can get a listing of the Aliens similar to

 

the one you get for other traders.  Aliens also have experience

 

and alignment, but you cannot form a Corporation with them.

 

 

 

The Ferrengi are a greedy, cowardly group.  Their primary purpose

 

is the speedy acquisition of money.  They will steal from anyone

 

no matter what the person's or corporation's alignment.  They

 

seldom engage in face-to-face combat because they prefer the

 

advantage of surprise when ambushing their opponent.  They often

 

travel in groups and will spy on promising territory.  After

 

targeting an area, they will raid the sector when it is least

 

defended.  If they are attacked, that group will hold a grudge

 

against the attacker and they will not rest until they feel the

 

score has been settled.

 

 

 

Explore the universe and take part in the adventure.  You can

 

just look around or you can become a dominant factor.  Most of

 

the displays are fully explained.  When you are asked to make a

 

selection, anything displayed in brackets [], will be the

 

default.

 

 

Most displays can be aborted by hitting the space bar.

 

 

Good Trading and Good Luck.

 

 

 

MENU OPTIONS - MAIN MENU

 

 

Navigation

 

 

 

<D>  Re-display Sector.  This will re-display the information

 

about the sector where you are currently located.

 

Information includes sector number and nebulae name,

 

marker beacons, port name and class, mines, fighters,

 

planets and any other ships.  Next to the class you will see

 

three letters signifying how the port trades in the

 

commodities.  For example a SSB would indicate that the port

 

sells Fuel Ore, sells Organics and buys Equipment.  The

 

adjacent sectors will also be shown.  With a color display,

 

the sectors you have not yet visited will show up in red.

 

 

 

<P>  Port and Trade.  This will allow you to dock at the port

 

in your current sector.  This is the only way to trade

 

your commodities.  You will have some choices for what

 

action you would like to take at the port.  Most of the

 

choices are self-explanatory.  If you are playing the game

 

as an evil trader, the choices you see will be different than

 

they would be if you were playing the game as a lawful Player.

 

When you dock at the port, you will be able to see the docking

 

log.  This will show you the name of the last ship to do business

 

there.  If there is a planet in the sector with this port, you

 

will be able to negotiate a Planetary Trade Agreement.  This is a

 

trade contract that will allow you to trade off all your excess

 

commodities to the port without wasting your turns hauling one

 

shipload at a time.  If you want to build a new Starport and the

 

universe is full or if you decide that your adversaries have too

 

big an advantage and you need to get rid of that port they have

 

been using, you can attack and destroy a starport.  This is never

 

an easy task.  The starports are very heavily armed and will

 

retaliate, so you will need to have plenty of military forces

 

with you if you decide to proceed with this selection.

 

 

 

<M>  Move to a Sector.  The sectors adjacent to your current

 

location will be listed as warp lanes in the sector

 

display.  You can move to one of them, or you can choose

 

any other sector in the universe.  If you designate a

 

sector that doesn't have a direct warp lane, your ship's

 

computer will plot your course, show the path and the number

 

of hops (and turns) the trip will use, and ask you if you

 

want to engage your AutoPilot.  You will be able to use the

 

Autopilot in three different modes.  The default is Alert

 

mode.  This will suspend your travel in any sector where

 

there is a planet, port, navigational hazard or other

 

trader.  Once alerted to one of these items, you will be

 

given several options.  It is up to you to make the decision

 

that will best serve you or your corporation.  The second

 

mode is Express.  This speeds you to your destination

 

provided there are no enemy forces in your path.  The third

 

mode is Single Step.  This was developed by an enterprising

 

group of pioneers.  Their group was getting smaller due to

 

bold exploration of sectors filled with mines, so the

 

survivors manufactured an Autopilot that would stop in each

 

sector.  This allowed them to scan the next sector for

 

hazards before proceeding into it.  Select this option if

 

you feel the need for caution.

 

 

 

<L>  Land on a Planet.  This option will enable you to colonize

 

your planets, build a Citadel and do business there, pick up

 

the fighters built by your colonists or pick up the

 

production of Fuel Ore, Organics and/or Equipment.  You will

 

see a list of all the planets.  Simply enter the number for

 

the one you want to visit.  If you have purchased a Planet

 

Scanner at the Hardware Emporium, it will automatically

 

provide you with additional information about the planet.

 

The Planet Scanner will also allow you to abort the landing

 

procedure if, after looking at the defenses, you feel you

 

may not be able to land successfully.  The display, once you

 

have landed, shows the planet number, location, name, class

 

and a chart detailing the commodities, production

 

requirements and current inventories.  You will also see the

 

citadel information and any planetary defenses.

 

 

 

<S>  Long Range Scan.  If you have purchased a scanner from the

 

Hardware Emporium, you can use it to view adjacent sectors.

 

All things in the Trade Wars universe have a density value

 

and you can use your Density Scanner to display the relative

 

density of the neighboring sectors and determine if there

 

are any Navigational Hazards.  You will also be warned of

 

any non-standard, indefinable mass.  You can then use that

 

information to determine what's next door.  If you have a

 

Holographic Scanner, you will be able to see ports, planets,

 

hazards and other players all for just the cost of one turn.

 

 

 

<R>  Release Beacon.  Choose this when you want to launch one

 

of the Marker Beacons you purchased at the Hardware

 

Emporium.  You will need to decide what message your

 

beacon will send when you launch it. (Limit 41 characters)

 

 

 

<W>  Tow Spacecraft.  This option lets you toggle your tractor

 

beam on and off.  The computer will ask you which trader in

 

your current sector you wish to tow.  You can tow an

 

unmanned ship only if you own the ship and know the ship's

 

password.  The computer will then calculate (using the size

 

difference between the two ships) the number of turns you

 

will use for each sector you tow this trader and his/her

 

ship.  You can then use the Move option to go to an adjacent

 

sector or you can engage your AutoPilot to move you and your

 

"passenger".  Type 1 TransWarp drives were not made to be used

 

in conjunction with tractor beams, so if you use your Type 1

 

TransWarp, the tractor beam will automatically shut down.

 

Type 2 TransWarp drives can be used with a ship in tow.

 

The person you are towing will not enter a sector until you

 

have safely entered.  The tractor beam will act as a

 

protective shield and will safeguard the towee from any

 

damage from mines, offensive fighters or Quasar cannons.  If

 

your ship is destroyed, the tractor beam will also be

 

destroyed and the person you are towing will be left

 

stranded.  To disengage the beam at any point, use this

 

option again.

 

 

 

<N>  Move to NavPoint.  Navigation Points are sectors of particular

 

relevance to you or your corporation.  They are assigned from

 

the main menu with the "<Y> Set NavPoints" option.  All Nav units

 

are pre-programmed with info on Sector 1 (Terra), and (if the

 

sysop wishes) StarDock Sector, and there are four other definable

 

points.  Navigation info is available on any sector in FedSpace,

 

or any sector containing one or more of your fighters.  This info

 

includes any planet or port details for that sector.

 

 

 

Computer and Information

 

 

 

<C>  Onboard Computer.  This command will activate your on-board

 

computer.

 

 

 

<X>  Transporter Pad.  The display will show the transport range

 

of your ship and a list of ships and their locations to

 

which you can beam yourself.  Make sure you know the

 

password!

 

 

 

<I>  Ship Information.  This will display your statistics.

 

 

 

Trader Name......Your alias in the game

 

Rank and Exp.....The experience points you have

 

accumulated, the number of alignment

 

points you have accumulated and the

 

title you have received

 

Times Blown Up...The number of times your ship has been

 

destroyed

 

Ship Name........The name of the ship you are now using

 

Ship Info........Manufacturer and model

 

Ported = The number of times this ship

 

has docked at a Trading Port

 

Kills = Number of other player's ships

 

destroyed by this ship

 

Turns to Warp....How many turns used to move this ship

 

one sector

 

Date Built.......The date this ship was purchased

 

Current Sector...Your current location

 

Turns to Warp....The number of turns you will use

 

moving this ship to an adjacent sector

 

Turns Left.......Number of turns remaining for this

 

ship

 

Total Holds......Number of holds this ship is carrying

 

(This display also shows the breakdown

 

of the cargo in the holds)

 

Additional information includes all the special equipment

 

your ship has and the number of credits you have on your

 

ship.

 

 

 

<T>  Corporate Menu.  This will give you information about all

 

the corporations in the game.

 

 

 

<U>  Use Genesis Torpedo.  If you are carrying a Genesis

 

Torpedo, you will be able to detonate it and create one of

 

the several types of planets using this command.  These will

 

create your new world quickly.  You will be advised of the

 

planet type before you have to name it so you can assign an

 

appropriate name.

 

 

 

<J>  Jettison Cargo.  If your holds are full of some cargo you

 

just can't unload on any nearby port or planet, you may

 

use this selection to unceremoniously dump your holds

 

into space.  Remember that FedLaw prohibits littering in

 

FedSpace.  Dumping holds filled with colonists will leave

 

a negative impression on your alignment.

 

 

 

<B>  Interdict Control.  If you are piloting an Interdictor

 

Cruiser, use this option to set the generator powering the

 

Interdictor on or off.  If it is on, an enemy will not be

 

able to warp out of the sector during an attack.

 

 

 

Tactical

 

 

 

<A>  Attack Enemy SpaceCraft.  When you encounter an opponent,

 

other creature or unmanned ship in a sector you have the

 

option of going on the offense and attacking.  The

 

controller will ask you how many of your fighters you want

 

to use in the attack.  When you are much stronger than your

 

opponent, there is a chance that the opponent will warp out

 

of the sector.  If you are very careful with the amount of

 

firepower you use in your attack, there may be significant

 

salvage available after you win.  Attacking others can (and

 

probably will) affect your alignment.  If you attack a

 

pirate or known terror you will get good points.  On the

 

other hand, if you decide to pick on some good soul you will

 

go down the ladder of righteousness.

 

 

 

<E>  Use Subspace Ether Probe.  Launch the Probe you purchased at

 

the Hardware Emporium.  Send the unmanned spy off to its

 

destination sending information back to you from every

 

sector it passes through.  Remember that this device has

 

no defensive capabilities so if it encounters any enemy

 

fighters, it will be destroyed.

 

 

 

<F>  Take or Leave Fighters.  This enables you to deploy your

 

fighters.  You will have several options so you can

 

customize your defenses.  You can leave fighters as

 

either Personal so they recognize only you as an ally or

 

you can leave them as Corporate so any member of your

 

corporation will be treated with respect.  Fighters can

 

be Offensive, Defensive or Toll.  Defensive fighters

 

defend your territory.  They bar opponents from entering

 

a sector and will fight when attacked.  Offensive

 

fighters will send out an attack group on any poor soul

 

who happens into their sector.  The size of the attack

 

group depends on the fighter support escorting the

 

intruder.  After the initial attack, offensive fighters

 

fall back to defend their territory.  Toll fighters

 

simply stop the casual passers-by and ask them for money

 

to help with your cause.  The number of Toll Fighters

 

deployed will determine the amount of the toll charged.

 

Toll fighters, as all other fighters, will fight back if

 

attacked.

 

 

 

<G>  Show Deployed Fighters.  This display can be a very

 

useful tool as you plan your military strategies.  The

 

information shown contains the sector number where the

 

fighters are located, the quantity of fighters there,

 

whether the fighters are Personal or Corporate, the

 

strategic mode they are in (Offensive, Defensive or Toll)

 

and any tolls they have collected.

 

 

 

<H>  Handle Space Mines.  Mines can be a very convincing way

 

of marking your territory.  This selection will let place

 

both Limpet and Armid mines and allows you place or pick up

 

the mines.  You will be able to choose whether to set the

 

mines as Personal or Corporate. Personal mines will

 

recognize only you and Corporate mines will recognize any

 

member of your corporation. Mines don't always work, but it

 

stands to reason that the more mines there are in a sector,

 

the more likely one is to detonate (or attach in the case of

 

Limpet mines).

 

 

 

<K>  Show Deployed Mines.  This display is similar to the Show

 

Deployed Fighters.  You get information about the sectors

 

containing your Personal and/or Corporate Limpet and Aramid

 

mines and how many mines are located in each of those

 

sectors.  In the case of Limpet mines, you will get two

 

displays.  One will show the deployed mines just waiting for

 

your unsuspecting enemy.  The other display is Activated

 

mines - it shows those mines which have attached to ships

 

and where they are.

 

 

 

<O>  Starport Construction.  If there is not a Starport in the

 

sector, this menu selection will display the Starport

 

Construction Menu.  Starports are available throughout

 

the universe.  You may decide that you want your own

 

customized commerce center in a place you specify instead

 

of using the ones built by others.  You will see a

 

detailed graph of the different port classes, the

 

products they can import/export and the initial

 

construction costs.  The license bureau will check to see

 

that there is a planet in the sector to provide materials

 

for the construction.  They will also check for

 

sufficient funding to support the undertaking.  Be sure

 

to leave the specified amount of materials on the planet

 

every day during the construction phase or the building

 

will not progress.  If there is already a Starport in the

 

sector, the Upgrade Starport Menu will be displayed.

 

This allows you to increase the trading levels of any or

 

all of the commodities.  The universe can support only so

 

many ports.  If the Starport Construction request tells

 

you that the universe is full, then you have to destroy

 

an existing port before you can begin construction on

 

your new one.  (See PORT AND TRADE)

 

 

 

<Y>  Set NavPoints.  Use this option to log important sectors to

 

your navigation unit.  You can then plot a course to one of

 

these sectors at any time from the NavPoint menu (<N> from

 

main menu).

 

 

 

Global Commands

 

 

 

These features can be accessed from any prompt in the game.  The

 

command must be the first character on any prompt line, and

 

a given command cannot be accessed from within itself.

 

 

 

<`>  Fed. Comm-Link.  This enables you to send a message to all

 

other players in the game over the global Federation comm-link.

 

Players can turn off the Fed. comm-link in the computer menu

 

(Personal Settings), and will no longer receive global messages.

 

 

 

You use this feature in either of two ways:

 

 

 

1) Type ` and press <ENTER>.  You will be prompted to type in

 

your message, pressing <ENTER> to send each line.  Sending

 

a blank line will terminate the transmission.  In this way,

 

you can send any number of lines, each 155 characters or

 

less.

 

 

 

2) Type ` followed immediately by your one line message.

 

 

 

Example: `Is anyone listening?

 

 

 

Upon pressing <ENTER>, this one line message will be sent,

 

and the transmission will be terminated, returning you to the

 

previously active prompt.  As before, this line can be up to

 

155 characters in length.

 

 

 

<'>  Sub-space Radio.  This enables you to send a message to all

 

other players in the game who are tuned to your radio channel.  By

 

default, everyone starts on radio channel zero until changed

 

in the computer menu (Personal Settings).

 

 

 

You use this feature in either of two ways:

 

 

 

1) Type ' and press <ENTER>.  You will be prompted to type in

 

your message, pressing <ENTER> to send each line.  Sending

 

a blank line will terminate the transmission.  In this way,

 

you can send any number of lines, each 155 characters or

 

less.

 

 

 

2) Type ' followed immediately by your one line message.

 

 

Example: 'Is anyone listening?

 

 

Upon pressing <ENTER>, this one line message will be sent,

 

and the transmission will be terminated.  As before, this

 

line can be up to 155 characters in length.

 

 

 

<=>  Hailing Frequencies.  This enables you to send a message over a

 

secured channel to another trader.  This is not to be confused with

 

private mail.  Messages sent here are not stored in the traders

 

mail log.

 

 

 

You use this feature in any of three ways:

 

 

 

1) Type = and press <ENTER>.  You will be prompted to type in

 

the name of the trader you are contacting.  Assuming this trader

 

is valid, your computer will send a hailing message.  If the

 

user is online, a private channel will be opened.  You will then

 

be prompted to type in your message, pressing <ENTER> to send each

 

line.  Sending a blank line will terminate the transmission.  In

 

this way, you can send any number of lines, each 155 characters or

 

less.

 

 

 

2) Type = followed immediately by the trader you are contacting.

 

 

Example: =Kal Durak

 

 

Upon pressing <ENTER>, assuming this trader is valid, your computer

 

will send a hailing message.  If the user is online, a private

 

channel will be opened.  You will then be prompted to type your

 

message, pressing <ENTER> to send each line.  As before, sending a

 

blank line will terminate the transmission, and you can send any

 

number of lines, each 155 characters or less.

 

 

 

3) Type = followed immediately by the trader you are contacting,

 

followed then by a comma, and the one line message to be sent.

 

 

Example: =Kal Durak, Meet me at Stardock!

 

 

Upon pressing <ENTER>, your computer will attempt to contact

 

this trader.  If this is a valid trader name, the one line

 

message will be transmitted, and the transmission will end.

 

This line, including trader name, is limited to 155 characters.

 

If that trader is not available at the moment, the message will not

 

be received.

 

 

 

In all of the above cases, if the trader is not online, the message

 

will be routed to the Galactic M.A.I.L. Service.

 

 

 

Establishing a two-way secured comm-link:

 

 

 

Once the computer establishes the identity of the trader you are

 

contacting, a "hailing" message is sent.  If that trader wishes,

 

he or she may then contact you with the "Hailing Frequencies"

 

command.  In this way, a secured two-way comm-link can be

 

established between two traders.  The transmission works just as

 

before, accept that the incoming message banner for this trader

 

will be shortened to the trader's name and a colon.  For example,

 

 

 

Kal Durak:

 

I'm already at Stardock...

 

 

This is meant to facilitate lengthy chat sessions between traders.

 

 

 

<#>  Who's playing.  This displays a list of other all users in the

 

game at this time.

 

 

 

</>  Quick-stats.  Displays a compact overview of your stats, including

 

turns, credits, alignment, experience, and info about your ship.

 

 

 

Miscellaneous

 

 

 

<Q>  Quit and Exit.  This exits you from the game and returns

 

you to the BBS.

 

 

 

<!>  Main Menu Help.  Display the portion of the documentation

 

describing the Main Menu functions.

 

 

 

<Z>  Trade Wars Docs.  Display this entire document.  Useful

 

menus are available anytime a ? appears in the prompt.

 

Specific help files are available wherever an ! appears

 

in the menus.

 

 

 

<V>  View Game Status.  Trade Wars 2002 can be configured in

 

a variety of ways by your SysOp.  This display will show

 

you the static information about the game as well as the

 

current information.  Static information includes the

 

version number, maximum number of sectors, players, etc.,

 

whether or not the local display is on, and if this is a

 

registered version of the game.  The StarDock location

 

may also appear on this screen if the SysOp has configured

 

the game that way.  The current information will show how

 

many players are now in the game with the percentage of

 

good, how many planets have been built, how many

 

corporations are registered, the amount of credits

 

accumulated at the ports, the total fighters and mines in

 

the universe and how long the game has been running.

 

 

 

Hidden Keys (Not on menu)

 

 

 

<<>  Return to Previous Sector.  This function can be used to quickly

 

return to the sector from which you just came.  Particularly

 

useful in port-pair situations, where you can effortlessly

 

move between two adjacent paired ports.

 

 

 

NOTE:  Use of <,> (no shift) has been discontinued as of v3.05.

 

 

 

<@>  Game Details.  Sysop only.  See TWSYSOP.DOC for details.

 

 

 

<|>  Global to toggle silence mode.  Same as Computer/Personal Settings/

 

Silence ALL Messages.

 

 

 

AUTOPILOT MENU

 

 

 

<Y>  Yes, stop here.  This will disengage the Autopilot and

 

will stop you in the current sector.

 

 

 

<N>  No, continue on.  Continues on the pre-defined route.

 

 

 

<E>  Express Non-stop.  This will speed you through the

 

sectors without pausing to ask if you want to stop in the

 

sectors with planets or ports.  Hitting the space bar

 

while in Express mode will put you into warp speed.  If

 

you encounter enemy forces you will have to react.  If

 

you retreat, the computer will re-plot your course

 

avoiding that sector from which you retreated.

 

 

 

<I>  Ship Information.  This displays all your current

 

statistics.  The display is the same as option <I> from

 

the Main Menu.

 

 

 

<R>  Port Report.  This will display the port report

 

information as if you chose <R> from your on-board

 

computer.

 

 

 

<S>  Long Range Scan.  If you have purchased a Long Range

 

Scanner from the Hardware Emporium, you can use it during

 

your AutoPilot voyage without having to stop in the

 

sector.

 

 

 

<D>  Re-Display Sector.  This is the same sector display that

 

can be accessed by choosing option <D> from the Main

 

Menu.

 

 

<P>  Port and Trade.  This will allow you to dock at a Trading

 

Port and conduct your business without having to

 

recalculate your Autopilot course when you're done.  You

 

will be selecting the same options as you would if you

 

chose the <P> selection from the Main Menu.

 

 

 

<!>  Autopilot Help.  Displays this file.

 

 

 

 

COMPUTER MENU

 

 

Navigation

 

 

 

<F>  Course Plotter.  This will show the number of turns and hops

 

it  will take to get from any sector in the universe to

 

another.  You can use this tool to avoid any surprise as

 

you travel between sectors.  You know the universe is

 

full of unexplained phenomenon and just because you got

 

from your home sector to this sector with a great port in

 

five moves doesn't mean you'll get back in five moves.

 

 

 

<I>  Inter-Sector Warps.  This selection will show you the

 

warps lanes connected to any sector in the universe that

 

you have explored.  You just enter the sector number and

 

the computer will show you every sector directly linked

 

to that sector.  The computer will not have data to

 

display for those sectors you have yet to explore.

 

 

 

<K>  Your Known Universe.  As you travel through space, you

 

will be creating your personal travelogue.  This will

 

store information about the sectors you've explored.

 

Your computer will use this information to give you your

 

Port Reports and Inter-Sector Warps.  You may wish to see

 

what sectors you have (or don't have) in your travelogue.

 

This option will tell you.  You will see what percentage

 

of the universe you have visited and the computer will

 

ask if you want the list of Explored or Unexplored

 

sectors.  When you reply, you will get a list of sector

 

numbers.

 

 

 

<R>  Port Report.  This report gives you relatively up-to-date

 

information about any port located in a sector which you

 

have explored.  All you have to do is enter the sector

 

number in which the port is located.  You will see items

 

being traded at the port, the status of each of those

 

items (whether the port is buying them or selling them),

 

the number of units the port is willing to trade (and

 

what percentage of maximum that number represents) and

 

how many of each of the commodities you have in your

 

holds.  If for some reason you get the message that the

 

computer has no information on that port and you are sure

 

there is a port in the sector you indicated, there may be

 

enemy forces in that sector interfering with your

 

computer's scan.

 

 

 

<U>  T-Warp Preference.  Once you have a TransWarp drive, this

 

option will let you chose whether or not you want to have

 

the prompt to use this feature each time you try to move to

 

a non-adjacent sector.  If you say "Yes", you will get the

 

prompt.  If you say "No", you will simply get the autopilot

 

prompt.  The next time you want to use the TWarp drive, you

 

will have to go into this option to restart it.

 

 

 

<V>  Avoid Sectors.  You will sometimes find sectors

 

containing things that are detrimental to your success in

 

the game.  This function will avoid those sectors when

 

doing any course plotting.  You just have to enter the

 

sector or sectors to be by-passed before you use the

 

computer to plot a course or to establish a route for

your AutoPilot.  If the computer encounters a situation

 

where there is not possible route between the sectors you

 

requested, then all voids will be cleared and will have

 

to be re-entered before any future course calculations.

 

 

 

<X>  List Current Avoids.  When you want to see just what

 

sectors are being avoided when the computer charts your

 

course, use this selection.  You can use this information

 

to determine if you want to make any changes.  Due to the

 

limited functionality of this module of the computer, if

 

you want to remove one or more avoided sectors from the

 

list, you must clear the entire list and re-enter the

 

sector numbers you still want to bypass.

 

 

 

<!>  Computer Help.  Display the portion of the documentation

 

describing the Computer functions.

 

 

 

<Q>  Exit Computer.  This option will return you to the bridge

 

of your ship.

 

 

 

Miscellaneous

 

 

 

<A>  Make Announcement.  Do you have something you want to

 

tell everyone in the game?  If so, prepare your

 

proclamation and enter it.  You will have 155 characters

 

for your announcement and it will be displayed in the

 

Daily Log for everyone to read as they enter the game.

 

 

 

<B>  Begin Self-destruct Sequence.  If you have managed to

 

make a real mess of things and the only way to continue

 

is to start from scratch, then go ahead and use this

 

command.  You will escape from your ship moments before

 

it self-destructs.  Think it over carefully before you

 

hit the button.  This will not only destroy your ship and

 

all its inventory, but it will also affect your rank and

 

alignment.  Your spirit takes two days to migrate back to

 

Sector 1, so you won't have any turns the day after you

 

self-destruct.

 

 

 

<N>  Personal Settings.

 

 

 

ANSI graphics

 

 

 

Toggles the display of colors and ANSI displays.  Turning if off

 

will replace the displays with text-only alternatives.

 

 

 

Animation display

 

 

 

By turning off animation, many of the longer menus and graphics will

 

be skipped, making the game display faster.

 

 

 

Page on message

 

 

 

If you want to receive a beep when someone sends you a message, turn

 

this option on.  If the beep annoys you, turn it off.

 

 

 

Sub-space radio channel

 

 

 

Specify which channel (if any) you wish to use for sub-space radio

 

transmission and reception.  Setting this to 0 turns off use of the

 

radio.

 

 

 

Federation comm-link

 

 

 

If the comm-link messages are just getting in your way, you can turn

 

them off with this option.

 

 

 

Receive private hails

 

 

 

If you'd rather not be bothered by other Traders, you can disable the

 

hailing notification.  Use with caution, because you might miss an

 

important message now and then.

 

 

 

Persistent info display

 

 

 

If this option is enabled, the "Quick-stats" key, </>, will toggle the

 

display on and off.  While on, the info will be displayed at the top

 

of the screen.

 

 

 

If this option is disabled, the "Quick-stats" key will simply display

 

the information on the next few lines.

 

 

 

Silence ALL messages

 

 

 

If you just don't like to be bothered, or if you're using sensitive

 

scripts, you can turn off all game messages.  This includes all

 

multiplayer notifications (Player enters sector, etc), and any messages

 

sent by other players.  You're flying blind here, so be warned.

 

 

 

<O>  Change Ship Settings.  This option offers you an additional

 

level of protection for all the ships you own.  This lets

 

you establish a password that players will need to know to

 

be able to use your ship.

 

 

 

<P>  Fire Photon Missile.  You can fire your Photon Missile

 

into the adjacent sector and run in to do your damage.

 

Remember that the timer is running as soon as the missile

 

is launched so be quick!

 

 

 

<M>  Read Your Mail.  Check your messages.  This gives you a chance to

 

view any new personal messages currently logged with the Galactic

 

M.A.I.L. (Mutual Anachronous Interchange Log).  These messages are

 

only removed from the log after you exit the game IF YOU HAVE READ

 

THEM HERE.  Mail generated by Trade Wars (not players) while you are

 

online will be displayed to your screen in real-time, and also placed

 

into your mail where they will remain until read.

 

 

 

<S>  Send Mail.  Log a message with the GMS (Galactic M.A.I.L. Service).

 

When you need to get a message to one of the other players, this will

 

serve your need.  Keep entering the lines of your message until you

 

are done.  To complete your message, simply press the enter key on a

 

blank line.  You do not need to know the player's entire name.  If you

 

have part of it, your computer will search the GMS database and prompt

 

you when it finds a match.

 

 

 

<T>  Current Ship Time.  This will display the time and date

 

stored in your ship's computer.  (Remember, the game

 

began in the year 2002.)

 

 

 

<W>  Use Mine Disrupter.  You are exploring a new region of

 

the universe and as you single-step your way along, your

 

scanner shows a number of mines in the next sector.  Send

 

one of the Mine Disrupters you purchased at the Hardware

 

Emporium into this mined sector so you don't have to take

 

the damage to your ship.  The disrupters will also disarm

 

any Limpet mines that may be in the sector.  If the first

 

Disrupter doesn't disarm all the mines, you can send in

 

another.

 

 

 

Displays

 

 

<C>  View Ship Catalog.  This tool lets you view the

 

specifications for all the available ships in the game.

 

You can get a list of the ships and choose which ever one

 

strikes your fancy.  The display will show the following

 

information -

 

 

 

Basic Hold Cost

 

Main Drive Cost

 

Computer Cost

 

Ship Hull Cost

 

Base Cost

 

Minimum and Maximum Holds

 

Maximum Fighters

 

Maximum Shields

 

Number of Moves per Day

 

Maximum Number of Mines

 

Maximum Number of Genesis Torpedoes

 

Offensive Odds for Combat

 

Maximum Number of Marker Beacons

 

TransWarp Drive Capability

 

Long Range Scanner Capability

 

Planet Scanner Capability

 

 

 

In addition to all this information, there is a brief

 

narrative about the capabilities and shortcomings of each

 

model.

 

 

 

<D>  Scan Daily Log.  This will re-display the Daily Journal

 

that you see when you enter the game.

 

 

 

<E>  Evil Trader Class.  This is a display of the titles to

 

which you can aspire if you are of negative alignment.

 

It shows the levels, titles and the number of experience

 

points needed to attain that level.

 

 

 

<G>  Good Trader Class.  This is a display of the titles to

 

which you can aspire if you are of positive alignment.

 

It shows the levels, titles and the number of experience

 

points needed to attain that level.

 

 

 

<H>  Alien Trader Ranks.  You will encounter traders from other

 

galaxies as you make your way through the universe.  You

 

can interact with these creatures the same as you do with

 

the Traders native to your 1000 sectors.  Of course,

 

aliens are either good or bad.  Their alignment (good or

 

evil) can make a big difference in how you want to

 

associate (or not associate) with them.  When you use

 

this selection, your computer will tell you everything

 

you need to know.

 

 

 

<J>  Planetary Specs.  The use of this display is very similar to

 

that of the Ship Catalog.  A ? will show you a list of all

 

the planet types.  Choose the one you would like to know

 

more about and the display will produce a picture and a

 

brief description of the planet.  It will also detail some

 

of the pros and cons of that planet type.

 

 

 

<L>  List Trader Rank.  This choice will show you all the players

 

in the game in order of experience.  Your prompt will ask

 

if you would like the list to show the Titles of the

 

players or their Values in Experience points.  Each

 

trader will be displayed with his or her title or value,

 

the number of the Corporation to which he/she belongs,

 

and the type of ship currently being used.

 

 

 

<Y>  Personal Planets.  If you have planets that you want to

 

keep as personal, you can view them using this option just

 

as you can view Corporate Planets using the <L> option in

 

the Corporation Menu.

 

 

 

<Z>  Active Ship Scan.  This display will show a list of all your

 

ships, the ship number, location, ship type, fighters &

 

shields and the number of hops to get to it.

 

 

 

 

PLANET MENU

 

 

 

<A>  Take All Products.  This will load your empty holds with

 

the products available on the planet.  The dock workers

 

will load your ship to the brim with as much of each of

 

the products that is available beginning with the cargo

 

of greatest value (Equipment) to the least value (Fuel

 

Ore).

 

 

 

<C>  Enter Citadel.  You enter the Citadel (and display the

 

Citadel Menu).  If there is no citadel on this planet,

 

you will have the option to build one.  The necessary

 

products and labor force needed in the construction will

 

display.  You will not be issued a building permit if you

 

don't have the necessary people and commodities.

 

 

 

<D>  Display Planet.  This will show the planet number, type,

 

name and the alias of the player who created it.  There

 

is also an informative chart showing how many colonists

 

are working in each production area, how many units of

 

each product are being produced daily, the quantity of

 

each product currently available on the planet, and how

 

many of each you have on your ship.  Citadel information

 

including level, construction underway and credits in the

 

vault is also available.

 

 

 

<M>  Change Military Levels.  You will want to move your

 

fighters around to protect your territory.  This option

 

will allow you to take fighters currently on the planet

 

or to leave fighters you have escorting you.  The

 

fighters on the planet are controlled by the Combat

 

Control Computer (level 2) in the Citadel.  If there is

 

no Combat Control Computer there, the fighters would

 

better serve you patrolling the sector outside the

 

planet.  Leaving fighters on a planet will designate the

 

planet as yours.

 

 

 

<O>  Claim Ownership.  Let the entire universe know who

 

controls the planet.  Use this option to set the planet

 

as either Personal or Corporate.  This is a must when

 

you've gone to all the trouble to capture one of your

 

opponent's planets.

 

 

 

<P>  Change Population Levels.  Throughout the course of the

 

game you may wish to change the distribution of your

 

workforce among the commodities.  This selection provides

 

you with an easy, efficient way to order your workers to

 

the job you need done.

 

 

 

<S>  Load/Unload Colonists.  Colonizing your planets can

 

contribute greatly to your trading profits.  This will

 

enable you to leave the colonists you've brought from

 

Terra or pack everyone up and move them to another

planet.  Keep a close watch on your planet's population

 

because many planets experience a growth/death cycle.  If

 

your planet has too many people to support, the raw

 

materials needed to produce your commodities will be used

 

up by the surplus population and your production rates

 

will be adversely affected.

 

 

 

<T>  Take or Leave Product.  This will let you specify to the

 

dock workers which type of products you want to leave and

 

which ones you want loaded on your ship.

 

 

 

<Z>  Try to Destroy Planet.  First you purchase Atomic

 

Detonators from the Hardware Emporium.  That is the easy

 

part.  You then have to fight your way into the sector

 

containing the planet.  After battling the fighters,

 

Quasar Cannons, and any other military defenses that may

 

be there, you have the ability to lay your Atomic

 

Detonators.  Colonists have been trained in the disarming

 

of detonators.  Most of the training was rushed and

 

provided by inexperienced teachers, so they aren't very

 

good at it.  Most of their attempts literally go up in

 

smoke, and if you are still on the planet when their

 

attempt goes awry, you go awry with it.  You have the

 

option of suing your conventional weapons to kill off the

 

colonists before you lay the detonators so you don't run

 

the risk of getting killed by their lack of skill.  If

 

you're willing to risk the bad Karma to be a little

 

safer, this might be the correct option for you.

 

 

 

<Q>  Leave This Planet.  Take off from the planet.

 

 

 

<!>  Planetary Help.  Display the portion of the documentation

 

describing the Planetary functions.

 

 

 

CITADEL MENU

 

 

<B>  Transporter Control.  Here is where you go to beam you and

 

your ship to another sector.  The transporter range is

 

limited, but with enough credits, you can also use this

 

option to upgrade it's range.

 

 

 

<C>  Engage Ship's Computer.  Use this function to use all

 

your Crai's power just as you would by choosing <C> from

 

the Main Menu.

 

 

 

<D>  Display Traders Here.  This will show you the guest

 

register of the other players who are parked in the

 

Citadel.  The register gives you the name of the player,

 

their ship type and how many fighters, shields and holds

 

they have.  This information could prove very useful if

 

you have just captured the planet from one of your

 

opponents.

 

 

 

<E>  Exchange Trader Ships.  If the other players parked in

 

the Citadel have specified their vehicle as available for

 

trade, then you have the option of exchanging your ship

 

for theirs.  Be sure to coordinate this carefully with

 

the other members of your corporation.  Only C.E.O.'s can

 

use Corporate Flagships so they are not available for

 

trade.  If you have seized this planet from an opponent

 

still parked in the Citadel, you may want to commandeer

 

his ship for your own use.

 

 

 

<G>  Shield Generator Control.  If you have your level 5

 

Citadel completed, you can use this option to store your

 

shields.  You transfer your Ship's shields to the

 

Planetary Shielding System using this option (10 ship

 

shields = 1 planetary shield).  Stored shields will be

 

used in the defense of your planet.  The Planetary

 

Shielding System will protect your planet from your

 

enemies.  You will thwart your rivals' attempts to

 

incapacitate your defenses with Photon Missiles.  Your

 

opponents will be unable to scan your planet.

 

 

 

<I>  Personal Info.  This selection will enable you to see all

 

of your current statistics.  The information will display

 

same as it does when you choose option <I> from the Main

 

Menu.

 

 

 

<L>  Quasar Cannon R-level.  Use this option to set both the

 

Atmospheric and Sector reaction levels.  The Quasar

 

Cannon in your Level Three Citadel uses massive amounts

 

of Fuel Ore.  Use this option to adjust the percentage of

 

Ore on the planet used in this weapon's capability.

 

PLEASE NOTE: The Quasar Cannon will use the entered

 

percentage of Fuel Ore remaining on the planet for EACH

 

SHOT it fires.  If you set the Sector value to 100% and

 

a Scout Marauder with 5 fighters wanders into your

 

sector, the Cannon will use all the Fuel Ore on your

 

planet to blow the intruder into space dust.  If another

 

player later tramps into your sector in a well-armed

 

BattleShip your Cannon will sit idle due to lack of

 

ammunition.  Another consideration when setting your

 

percentages is that the accuracy of the Cannon is much

 

better and the damage caused by the blast is greater when

 

the target is in the planet's atmosphere.

 

 

 

 

<M>  Military Reaction Level.  Another method of customizing

 

your protection, this will let you set the percentage of

 

fighters stationed there to be used as offensive or

 

defensive in case of an attack on the planet.  You must

 

have a Combat Control Computer (Level Two Citadel or

 

higher) to use this option.  The value you enter will be

 

the percentage of fighters that will attack offensively

 

as someone attempts to land on your planet.  The balance

 

of your fighters will fall back for defense of the planet

 

and Citadel.

 

 

 

<N>  Interdictor Control.  If you have upgraded your citadel to

 

level 6, this will allow you to control the Interdictor

 

generator on the planet.    You will want to use this in

 

conjunction with a Quasar Cannon.  If the generator is on,

 

an enemy ship cannot leave the sector.  This generator

 

consumes a lot of fuel ore when used.  Make sure your Q-

 

cannon is set most carefully.  Otherwise, the enemy can try

 

to escape and deplete all the fuel ore on your planet.

 

 

 

<P>  Planetary TransWarp.  The instructions for this feature

 

are in your Level Four Citadel.  Provided you have enough

 

Fuel Ore to power the mammoth engine, you can move your

 

planet to any sector where you currently have fighters

 

stationed.

 

 

 

<R>  Remain Here Overnight.  You can sleep feeling safe and

 

secure if you bed down inside the Citadel, out of the rat

 

race.  You will have the protection of your planetary

 

forces to guard you.  When you leave your ship, the valet

 

will ask if you want others who enter the Citadel to have

 

the privilege of exchanging ships with you.  It's

 

perfectly within your rights to keep your ship for

 

personal use only.

 

 

 

<S>  Scan This Sector.  This option will let you see

 

everything in the sector around this planet.  The display

 

will be the same as you get from option <D> in the Main

 

Menu.

 

 

 

<T>  Treasury Fund Transfers.  If you don't like to carry a

 

lot of credits on you when you're out exploring the

 

universe, you can deposit your excess in the Citadel.

 

You can withdraw the credits whenever you need them.  Be

 

advised that the Treasury workers are quite lax in their

 

security measures and anyone who enters the Citadel can

 

withdraw any and all of the credits.

 

 

 

<U>  Upgrade Citadel.  Once your Citadel construction is

 

complete, you may find you wish to upgrade.  Very few

 

people are content with a Level One Citadel.  You will

 

need more colonists and materials for each level of

 

improvements.  Level Two has a Combat Control System

 

which enables you to set the fighters deployed on the

 

planet as offensive or defensive.  Level Three contains

 

a Quasar Cannon which is a very powerful weapon, but uses

 

a considerable amount of Fuel Ore to operate.  Level Four

 

encloses the massive engine used for the TransWarp Drive.

 

Level Five provides the power for the Planetary Shielding

 

System.  The PSS will provide a sturdy shield for your

 

planet which your enemies will have a hard time

 

penetrating with fighters or photon missiles.  Level 6

 

equips the planet with an Interdictor Generator.  If turned

 

on, this generator will make it impossible for your enemy to

 

escape from your Quasar Cannon.

 

 

 

<V>  Evict Other Traders.  Now that you've survived all the

 

defenses your opponent placed to keep you out, you should

 

be able to come in and take over, right?  Occasionally

 

you go into a newly captured Citadel only to find the

 

trader (or traders) who previously controlled the planet.

 

No need to have them in your way.  Simply select this

 

option to activate the Emergency Warning System in the

 

Citadel.  It will alert these unwanted guests to some

 

impending doom and their ships will blast off into orbit

 

around the planet.  The system will list the traders as

 

they escape.  You then may either stay in the Citadel out

 

of harm's way or you can go out into the sector to

 

inflict more damage on your enemy.

 

 

 

<X>  Corporation Menu.  This option is the same as option <T>

 

from the Main Menu.

 

 

 

<!>  Citadel Help.  Display the portion of the documentation

 

describing the Citadel functions.

 

 

 

<Q>  Leave the Citadel.  Exit the Citadel and return to the

 

planet.

 

 

 

 

CORPORATION MENU

 

 

 

<D>  Display Corporations.  If you want to see how you and

 

your corporation compare with others in the game or if

 

you want to see who the members are of a specific

 

corporation, use this selection.  You will asked if you

 

want to List Corporations or Rank Corporations.  L will

 

give you a listing of all corporations registered at

 

Federation Hall showing the corporation's registration

 

number and the date of incorporation and all corporate

 

members with the C.E.O. labeled.  R will display a list

 

of all corporations ranked by experience.  The list shows

 

the rank, the corporate registration number and name, the

 

C.E.O.'s name, the corporate alignment and the corporate

 

experience.

 

 

 

<J>  Join a Corporation.  When you want to join forces with a

 

corporation of the other traders, you will need to make

 

arrangements to get your corporate security pass.  When

 

a member of that corporation has approved your

 

membership, use this option to join.  You will need to be

 

of the same alignment as the C.E.O.  If at any time

 

during your tenure with the corporation, your alignment

 

is opposite that of the Chairman, you will be

 

automatically ousted from the Corporation.

 

 

 

<M>  Make a New Corporation.  When you are prepared to make to

 

move from independent trader to Corporate C.E.O., this

 

option will file your Corporate Charter in the

 

Federation's Hall of Records.  As C.E.O. you will have

 

privileges that other players don't have such as owning

 

an Corporate Flagship and sending Corporate Memos to all

 

members of your Corporation.  You will be the one to

 

determine whether your Corporation is good or evil.  As

 

you go, so goes the Corporation.  A prospective member

 

will have to be of the same alignment as you to join.

 

 

 

<!>  Corporation Help.  Display the portion of the

 

documentation describing the Corporation functions.

 

 

 

<Q>  Quit Corporation Menu.  Return to the game.

 

 

 

Corporations Only

 

 

 

<C>  Credit Transfer.  Use this option to transfer credits to

 

or from your corporate associate.  You have to be in the

 

same sector as the corporation member with whom you want

 

to exchange credits.

 

 

 

<F>  Fighter Transfer.  Use this option to transfer fighters

 

to or from your corporate associate.  You have to be in

 

the same sector as the corporation member with whom you

 

want to exchange fighters.

 

 

 

<H>  Mines Transfer.  Use this option to transfer mines to or

 

from your corporate associate.  You have to be in the

 

same sector as the corporation member with whom you want

 

to exchange mines.

 

 

 

<S>  Shields Transfer.  Use this option to transfer shields to

 

or from your corporate associate.  You have to be in the

 

same sector as the corporation member with whom you want

 

to exchange shields.

 

 

 

<X>  Leave Your Corporation.  There may come a time when you

 

feel you have to make a break with your current

 

corporation.  You may want to form your own new

 

corporation.  You may want to play the game with an

 

alignment different from that of your corporation's

 

members.  This will allow you to vacate your position in

 

your corporation.  Remember that you will no longer have

 

access to any of the corporation's assets.  If you are

 

the C.E.O. the corporation will be dissolved and all

 

corporate fighters will become rogue mercenaries.

 

 

 

<L>  List Corporate Planets.  This will display a detailed

 

graph of your corporation's planets.  The information

 

includes

 

-the sector where the planet is located

 

-the planet's name

 

-the current population

 

-the production rate for Fuel Ore, Organics and Equipment

 

-the current inventories of the commodities

 

-the number of fighters stationed there

 

-the level of the Citadel (if any)

 

-the number of shields (if any)

 

-the amount of credits in the Citadel (if any)

 

 

 

<A>  Show corporate Assets and Member Locations.  This is a

 

very handy tool to use in organizing your strategy with

 

that of the others in your Corporation.  The information

 

shown on this display is

 

-the Corporation member's name

 

-the sector where that member is located

 

-whether or not the member is on a planet in that sector

 

-the number of fighters, shields, mines and credits on

 

him/her

 

 

 

C.E.O.'s Only

 

 

 

<T>  Send Corporate Memo.  When you want to give information

 

to all those in your organization, use this option.

 

Whether it is instructions on where you want to establish

 

a new colony or a congratulatory dispatch for a job well

 

done, you can send your message quickly and efficiently.

 

 

 

<P>  Corporate Security.  In a world where instances of

 

computer crime run rampant, a C.E.O. can never be too

 

careful.  Be sure you trust a player before you let him

 

or her in your organization.  And just as with your BBS

 

account, you can better maintain security if you change

 

passwords occasionally.

 

 

 

<R>  Drop Corporate Member.  Do you have a problem with a

 

member of your Corporation?  Is that member showing signs

 

of insubordination?  You don't have to put up with the

 

stress.  Simply drop this trouble maker.  Remember that

 

the member can take any corporate assets on his/her ship

 

when kicked out.

 

 

 

 

STARDOCK MENU

 

 

 

<C>  The CinePlex Videon Theatres.  You can smell the popcorn

 

from the Hardware Emporium.  Come right in to see the

 

latest releases from HollyWorld.  You can choose from

 

several first-run offerings or you can opt for one of the

 

classics.  Don't take too long to make up your mind

 

because there are others waiting in line behind you.

 

 

 

<G>  The 2nd National Galactic Bank.  Here is the place to

 

engage in matters of high finance.  You will be able to

 

put credits into your or another trader's account.  You

 

can take credits out of your account.  You can examine

 

the balance in your account.  The bank allows only

 

personal accounts.  Corporate funds should be stored in

 

secured Citadels.

 

 

 

<H>  The Stellar Hardware Emporium.  This is the General Store

 

of the Trade Wars Universe.  If you want it, they have it

 

and if you have enough money, they'll sell it to you.

 

 

 

<P>  The Federal Space Police HQ.  The home of law enforcement

 

in the galaxy.  Here you can register complaints against

 

other players, collect rewards or see the wanted posters.

 

 

 

<S>  The Federation Shipyards.  This is the place where you

 

can trade your ship in for a newer model or sell off some of

 

those junk ships you've gathered as spoils from your

 

victories.  You can see all the models available and all the

 

specifications for each style.

 

 

 

<T>  The Lost Trader's Tavern.  Traders come here for more

 

than just a drink and a meal.  Some of the more

 

interesting features of this game can be found here if

 

you ask the right questions.

 

 

 

<!>  StarDock Help.  Display the portion of the documentation

 

describing the StarDock functions.

 

 

 

<Q>  Return to Your Ship and Leave.  Leave the Stardock and

 

return to the sector.

 

 

 

 

HARDWARE MENU

 

 

 

<A>  Atomic Detonators.  These detonators are used in the

 

destruction of planets.  If you don't have enough

 

military to take out a planet, you can set Atomic

 

Detonators and run like hell.  Warning: colonists have

 

been trained to disarm these detonators.  These units are

 

as unstable as they are powerful.  They can react like

 

Corbomite Devices when an enemy attacks your ship, and

 

they can also detonate by hitting mines or offensive

 

fighters as you journey through the galaxy.

 

 

 

<B>  Marker Beacons.  Marker Beacons are the billboards of the

 

Trade Wars universe.  They are an inexpensive way to make

 

a statement.  They stay in the sector where they are

 

launched until they are destroyed.  They have absolutely

 

no defensive capability.  They are so fragile that if two

 

are launched in the same sector, they both explode.

 

 

 

<C>  Corbomite Devices.  Corbomite devices are weapons to

 

avenge the destruction of your ship.  If one of your

 

opponents succeeds in obliterating your craft, that

 

person may suffer substantial damage as well when your

 

ship is equipped with one or more of these.  Corbomite

 

devices can also be viewed as protection.  Your enemies

 

may think twice about attacking you if you are armed with

 

these.  With each additional device you add to your

 

vessel, you increase your protection level.  You can have

 

up to a Level 1500 Corbomite Device on some ships and the

 

nice part is, your foe has no way to detect the device's

 

presence on your ship.

 

 

 

<D>  Cloaking Device.  Cloaking devices can hide you from your

 

rivals when you are away from your home sector.  If you

 

feel you will be vulnerable, use your Cloaking Device to

 

conceal your ship.  Your location will be unknown to even

 

your Corporate associates who view the Member Location

 

display.  Remember that the Cloaking Device will use a

 

lot of your energy reserves and its effectiveness

 

decreases the longer it's used.  A well-known consumer

 

group has tested these devices and found that on the

 

average, after 24 hours of use, you stand a good chance of

 

being detected.  Cloaking Devices are relatively

 

inexpensive, but because some of the components decompose

 

quickly, they are a one-time use item.

 

 

 

<E>  SubSpace Ether Probes.  Ethereal Probes are quite useful

 

when you want to know what wonders lie on the other side

 

of the universe, but you don't want to use up your turns

 

to explore.  You can launch the unmanned probes with a

 

preset destination.  As they maneuver their way across

 

the cosmos, they report back sector by sector.  They are

 

quite inexpensive for the amount of information that can

 

be obtained, but they are not sturdy.  They contain a

 

self-destruct mechanism that is triggered when the probe

 

reaches its destination.  The designers of the probe

 

thought this would provide anonymity for anyone using the

 

gadget.  This mechanism is so sensitive that it detonates

 

when the probe encounters any enemy fighters.  Since it

 

has no shielding capabilities, any ship it passes will be

 

able to detect its presence.

 

 

 

<F>  Planet Scanners.  If you are planning an invasion of

 

another player's planet, this scanner can show you the

 

military system on the planet without landing.  Once you

 

are in the sector, scan the planet.  You can see who

 

created the planet, who currently controls the planet,

 

and the military defenses installed there.  You won't

 

find out the hard way that you don't have enough weapons

 

to take over the enemy forces.

 

 

 

<M>  Space Mines.  New technology has been developed to provide

 

traders with two types of mines.  The Aramid mines can be a

 

very effective way of establishing your territory.  Space

 

mines can cause serious damage to smaller craft and can be a

 

real nuisance to larger vessels.  The Limpet mines are a

 

clever development of the Donnelly Underground Development

 

Group.  They simply sit almost invisible in a sector until

 

an enemy ship passes by.  Once the enemy is close enough,

 

they attach themselves to the ship.  The activated mines

 

will report their whereabouts to you when you do scan for

 

deployed mines.  This is a clever way to find out where your

 

enemy is.  The Limpets can be removed by crews at the

 

Stardock.  The latest technology has provided mines with

 

sensors capable of recognizing the Federal I.D. codes.  This

 

will keep the mines from detonating by your ship or your

 

Corporation's ships (most of the time).

 

 

 

<P>  Photon Missiles.  Only owners of Missile Frigates or

 

Imperial Starships can use these powerful weapons.

 

Shields, both Ship and Planetary, are excellent

 

protection from the impact of this weapon.   However,

 

once shields have been destroyed, Photon Missiles can be

 

used to disable all Combat Control Computers (Level 2

 

Citadels) and Quasar Cannons (Level 3 Citadels) and

 

Interdictor Generators (Level 6 Citadels) on planets.  It

 

neutralizes all mines and fighters stationed in a sector.

 

Be advised that the effect of these missiles is short-lived.

 

Get in, take care of your business and get out before the

 

effect wears off.  You don't want to still be in the sector

 

when the Quasar Cannons regain their strength.  Great care

 

should be used in transporting these volatile weapons of

 

destruction.

 

 

 

<R>  Long Range Scanners.  These scanners can provide the

 

explorer with multi-sector vision.  Your two options are

 

a Density Scanner or a Holographic Scanner.  The Density

 

Scanner is the cheaper and it provides the user with the

 

relative density of the surrounding sectors.  It will also

 

indicate a warning if there is a non-standard undefinalble

 

mass.  You can use that information to determine what may be

 

in the neighborhood.  If you have sufficient funds, you can

 

purchase a Holographic Scanner which has both Density and

 

Holographic capabilities.  Using the Holographic mode,

 

you can see what and who is in the sectors adjacent to

 

the one you are currently occupying.  The scanner in

 

Holographic mode uses a small amount of your ship's fuel

 

(one turn's worth) but that is a small price to pay when

 

you consider the information and security it can provide.

 

 

 

<S>  Mine Disrupters.  If you run across a heavily mined

 

sector but you really need to go in there, send in a Mine

 

Sweeper to clear your path.  They can absorb the damage

 

so you don't have to or they can deactivate the limpets.

 

 

 

<T>  Genesis Torpedoes.  Much improved since the first models,

 

these torpedoes can provide the foundation for the

 

production of your trading commodities.  Depending on the

 

planet type created by the torpedo, planet will be able to

 

support a varying number of colonists.  The colonists can

 

provide the labor needed to mine the Fuel Ore, grow the

 

Organics and manufacture the Equipment and Fighters you

 

will use in your trading company.  Some planet types

 

are better than others at producing the commodities.  You

 

might want to check the Planetary Specs in your Onboard

 

Computer.  You have no control over what planet type results

 

from the Torpedo's explosion.  That is determined by

 

conditions in the sector.

 

 

 

<W>  TransWarp Drives.  Only Imperial Starships, Corporate

 

Flagships and Havoc Gunstars can be fitted with these massive

 

drives.  TransWarp consumes an enormous 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.

 

 

 

The Type 1 TransWarp drive is standard, and will not function

 

with a tractor beam engaged.

 

 

 

The Type 2 TransWarp drive is TransWarp Tow capable.

 

 

 

<Y>  Psychic Probes.  Bartering at the ports is one of the

 

main elements of this game.  You get experience points

 

for making a good deal.  The better the deal, the more

 

points you get.  Psychic Probes are the next best thing

 

to insider trading, and they're legal.  If you want to

 

see exactly where your offer is compared to what they

 

would have accepted, you need one of these probes.  It

 

will not only show you where you went wrong, but it will

 

also help you improve your trading skills.

 

 

 

<!>  Hardware Emporium Help.  Display the portion of the

 

documentation describing the Hardware Emporium functions.

 

 

 

<Q>  Leave the Emporium.  Return to the main area of the

 

StarDock.

 

 

 

 

SHIPYARDS MENU

 

 

 

<B>  Buy a New Ship.  When you are ready to upgrade, or if you

 

need a specialized ship, come to the Shipyards and talk

 

to Cal Worthington XXI about a trade-in.  You will be

 

offered a fair price for your current ship.  They will

 

take anything in your trade such as fighters,

 

accessories, mines, etc. so if you're trying to get a lot

 

on your trade-in, load your ship up before you talk to

 

them.  If you don't want to use all your extras in the

 

trade, you might want to leave as much as you can in a

 

secure place and pick it up after you purchase your new

 

ship.  New ships are very basic models.  The extras are

 

available at the Hardware Emporium and the Class 0 ports.

 

 

 

<S>  Sell Extra Ships.  A display with all your ships in orbit

 

will appear.  Choose which ones to sell off.  You will be

 

able to see the ship number, name, type, location and how

 

many fighters and shields are on each ship.

 

 

 

<E>  Examine Ship Specs.  This is the same information

 

available to you from your ship's on-board computer, but

 

in includes (for ANSI users only) a picture of each ship,

 

both top and front view.  You may want to review the ship

 

specifications one last time before you make your

 

purchase.

 

 

 

<P>  Buy Class 0 Items.  After you purchase your ship, you may

 

need to equip it with a few of the items normally

 

purchased at the Class 0 ports.  You wouldn't want to

 

take that brand new beauty out unprotected, would you?

 

The merchants in the shipyards have obtained fighters,

 

shields and holds from "trade-ins" so they are offering

 

them right here where you buy your ship as a convenience

 

to you.  Be forewarned that you will be paying a premium

 

price for this convenience.

 

 

 

<R>  Change Ship Registration.  It's not paranoia when they're

 

really out to get you.  If your foes are tracking you

 

down by reading the logs at the StarPorts or they've

 

received information on your ship from a loose-tongued

 

fool at the tavern, go to this back room in the offices

 

of the Shipyards.  For a hefty fee, you can get revised

 

registration papers on your ship and christen it with a

 

new, untraceable name.

 

 

 

<!>  Shipyards Help.  Display the portion of the documentation

 

describing the Shipyards functions.

 

 

 

<Q>  Leave the Shipyards.  Return to the main area of the

 

StarDock.

 

 

 

 

TAVERN MENU

 

 

 

<A>  Make an Announcement.  Do you have something of interest

 

for all the patrons of the tavern?  If so, pay the fee

 

and post your announcement.  It will stay there until the

 

next announcement is posted.

 

 

 

<B>  Buy Something from the Bar.  Had a trying day?  Want a

 

little something to soothe your nerves?  Order up

 

whatever your heart desires.  You might even get it in a

 

clean glass.  Remember FedLaw says, don't drink and fly.

 

 

 

<C>  Eavesdrop on Conversations.  See that group of

 

individuals gathered at the table in the darkest corner

 

of the tavern?  They seem to be engaged in some very

 

engrossing dialogue.  If you would care to listen in and

 

maybe even add some remarks of your own, use this option.

 

 

 

<E>  Order Some Food.  You really need to keep your strength

 

up so you can take on the challenges of the cosmos.

 

Order up the Blue Plate Special (the food is blue, not

 

the plate) and nourish yourself with some of the most

 

memorable edibles this side of Barlaam.

 

 

 

<G>  Try Your Hand at Tri-Cron.  Do you feel lucky, Punk?  Put

 

your money down and see if you can beat the odds.  A

 

simple game of chance might relax you and you never know,

 

you might come away a big winner.  The game is easy - the

 

detailed instructions are available in the Tavern.  The

 

cost of playing is based on the size of the Top Winner's

 

Jackpot.  You'll have 10 rounds against the house.  If

 

you win, the payback is 2 to 1.  If you're the top

 

winner, you receive the accumulated jackpot.

 

 

 

<T>  Talk to the Grimy Trader in Back.  Not much to look at,

 

but he can be a wealth of information.  Depending on how

 

many drinks he's had, his facts may be a bit suspect.

 

Just ask him about a specific topic, give him a little

 

inducement and he'll tell you what he knows.  If you

 

speak to him respectfully, he'll be fair to you.

 

Otherwise he might try to take advantage of your need for

 

information.  You'll have to pay dearly for it, but he

 

can sometimes get you information on specific Traders.

 

 

 

<U>  Use the Facilities.  When Mother Nature calls, this

 

option will allow you to answer.  Feel free to read the

 

graffiti to keep yourself entertained.  You can even add

 

some of your own prose or poetry but beware of what may

 

be lurking in the next stall.

 

 

 

<;>  Join conversation.  This is a global command while you're

 

visiting the tavern.  Simply type this command, followed

 

by the text you want others in the tavern to see.  You can

 

enter a multi-line mode by pressing this key and then a

 

carriage return.  Remember that this is a public establishment,

 

so don't say anything you wouldn't want anyone else to hear.

 

You never know who could be lurking in the crowd...

 

 

 

<!>  Tavern Help.  Display the portion of the documentation

 

describing the Tavern functions.

 

 

 

<Q>  Leave the Tavern.  Exit back to the main area of the

 

Stardock.

 

 

 

FEDPOLICE HEADQUARTERS MENU

 

 

 

<A>  Apply for a Federal Commission.  The Federation awards

 

commissions to those individuals who have shown

 

themselves to be highly experienced and law abiding.  If

 

you believe yourself to qualify, apply at the Police

 

Headquarters.  If the Feds grant you a commission, you

 

will be able to procure an Imperial Starship.  This is a

 

very powerful ship but with it comes a lot of

 

responsibility.  The Federation may call upon you to aid

 

their cause of maintaining law and order throughout the

 

universe.  There are a limited number of Starships

 

available, so apply for your commission as soon as you

 

can.

 

 

 

<C>  Claim a Federation Reward.  After you have done your duty

 

as a good FedLaw abiding citizen, you will want to claim

 

the reward that is rightfully yours.  March right into

 

the Police HQ and tell the sergeant that he no longer has

 

to worry about the scumbag you terminated.  Be sure to

 

put the reward money to good use.

 

 

 

<E>  Examine the Ten Most Wanted List.  There is a listing

 

available in the FedPolice building of the most corrupt

 

players in the game.  This list shows the level of evil

 

the player has achieved, the corporation to which he/she

 

belongs, the number of bounties posted on that player and

 

the total reward for that player's demise.

 

 

 

<P>  Post a Reward on Someone.  Would you like to make it a

 

little more rewarding for someone to get one of the

 

players on the Most Wanted list?  You can offer as small

 

or as large a payment as you would like.  Just see the

 

officer on duty and tell him you want to post a reward.

 

You will be shown the list of the Most Wanted criminals.

 

Tell the nice officer which one you would most like to

 

see brought to justice and how much you want to give to

 

help in the cause.

 

 

 

<!>  FedPolice Help.  Display the portion of the documentation

 

describing the FedPolice functions.

 

 

 

<Q>  Leave the Police Station.  Exit the building and return

 

to the main area of the StarDock.

 

 

 

 

BANK MENU

 

 

 

<D>  Make a Deposit.  You can inform the TellBorg that you

 

wish to deposit some or all of the credits you have with

 

you.  The transaction is recorded instantly so you don't

 

have to wait three days for your deposit to be reflected

 

in your account.

 

 

 

<E>  Examine Balance.  You might want to see if that other

 

trader who promised you a reward for helping out with the

 

Ferrengi has come through with the credits.  You might

 

only want to check your funds to see if you can go on a

 

spending spree at the Hardware Emporium.  This selection

 

can put the answer at your fingertips.

 

 

 

<T>  Transfer Funds.  If you need to get funds to a Trader who

 

is not in your corporation, this option will authorize

 

you to make a deposit in that other Trader's account.

 

Naturally, you must have the credits to be able to

 

transfer them.

 

 

 

<W>  Withdraw Funds.  Saving can really pay off.  If your ship

 

has been destroyed and you don't want to start from

 

scratch in a Scout, a nest egg in the Galactic Bank can

 

allow you to come right back with the ship of your

 

choice.  Use this option to take your savings and spend

 

them any way you choose.  You and only you have the

 

authorization to withdraw credits from your account.

 

 

 

<!>  Bank Help.  Display the portion of the documentation

 

describing the Bank functions.

 

 

 

<Q>  Leave the Bank.  Return to the main area of the StarDock.