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<