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(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 (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 Navagational Hazards. You will also be warned of
any non-standard, undefinable 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. (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 (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 " 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.
(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 (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 (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 (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. (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 < 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
You use this feature in either of two ways: 1) Type ` and press 2) Type ` followed immediately by your one line message. Example: `Is anyone listening? Upon pressing (') 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 You use this feature in either of two ways: 1) Type ' and press 2) Type ' followed immediately by your one line message. Example: 'Is anyone listening? Upon pressing (=) 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 2) Type = followed immediately by the trader you are contacting. Example: =Kal Durak Upon pressing 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 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 (<) 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 <,> (|) 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 from
the Main Menu. (R) Port Report. This will display the port report
information as if you chose (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 (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 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 (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 (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 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 (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. (S) Send Mail. Log a message with the GMS (T) Current Ship Time. This will display the time and date
stored in your ship's computer. (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 - 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 (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 (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 (C) Enter Citadel. You enter the Citadel (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 (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 (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 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 (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 (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 (X) Corporation Menu. This option is the same as option (!) 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 (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 (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 (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
(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. (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.
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
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
-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
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.