As some of you may well know, eGroup.com was purchased by Yahoo! back in August. Well they finally have everything converted over it seems. For those of you that haven’t already you will need to proceed to the site to convert your eGroups account into a Yahoo! account. You can do that and read more about the acquiring of eGroups by Yahoo! by clicking here.
FuseBlown Responds
Fuseblown wanted some “air time” to respond to my article so I granted his request. Follows is his thoughts on his plans for his website:
“I don’t want to sound like I’m making excuses for everything that I have been trying to do recently–and have failed to do so–but it may sound like that anyway. I feel that I should give some sort of an explanation to the visitors of my Trade Wars site, TRADEWARS.WS.
I realize I should not have announced the redesign of the web site per Timberwolf’s advice on TWGazette.com. My main plan was to take down the old design and just put up the splash page until the new design was done so that I didn’t have to worry about posting news on a regular basis and try to get the redesign done at the same time.
Wham, bam, things happened (as they always seem to do) and at the moment I’m juggling four web sites at work and four at home, NOT including TRADEWARS.WS and the other subsequent sites that go along with it (TWPA, etc.). Obviously my work takes priority over my personal endeavors and I just haven’t had the time to get the redesign finished to my liking.
For now, what I am going to do is take my previous design out of the closet, dust it off, and relaunch it. I will update news as often as I can and the site will probably be ‘toned down’ a bit from when you last saw it. Gradually, as time allows, things will come together and you will see a new face on TRADEWARS.WS, but not for a little while.
That’s it for now and I apologize. See ya in the USO everyone.
Thank you Fuseblown, for that insight on the progress of your website. You heard it here first folks – TWGazette.com – the best Trade Wars news site in the business 🙂
update
I recently started working on my personal home page, which will be a subsection of Kitty’s Playground, and will cover a broad range of topics and interests, especially music, for which I’ve installed and configured a RealServer in order to provide streaming audio feeds of my favorite music. In the next couple weeks I may start doing some live broadcasts. This is more for my own benefit (self-teaching myself the ins and outs of streaming multimedia), but if you’re a fan of punk, ska, heavy metal, euro-trash, industrial, or alternative (real alternative, not the fake $hit they play on the radio), get those RealPlayers updated and ready to tune in…TW-radio.com anyone? ;o)
ANOTHER helper? Oh the pain…
TWX Proxy, a new Tradewars helper that can work in conjunction with other helpers, has just been released into beta. The program is free, except for the upcoming “script packs” which will not. I thought I’d ask Xide a few quick question:
Me: Since I have a 300 baud modem, I can’t download [twx]. (ahem) Um, how exactly does it work? I know it’s a proxy, but do you give it commands through your telnet or though a window the program pops up?
Xide: 300 baud modem!! argh you poor poor person!
ok it works as a proxy server… you connect to it with a telnet program, such as zoc or even twar, then it connects to the server. You can view all the data from the server as if you were playing normally, and can access alot of features through a terminal menu which you can easily open up. The program itself sits on the taskbar. Most of the operation is through the terminal menu.
Now for the most important question of all: Can I get a free copy?
hmmm…. we’ll see 🙂
bastard!
Once again, the web makes the life of a mooch like my self much harder. I guess I’ll just have to be thankful for the free animated porn I got the other day.
Intergate temporarally down
I received this today from Andrew “My name is Aitvo damnit!” Wyatt:
“Intergate will be closing doors for two or three months, starting two weeks from monday ( January 15th ). We are relocating, and it will some time before we can get the necessary connectivity back to the servers. I am currently looking for someone who would be willing to host intergate.cx’s mail domain until we have our systems back online. If you would like to help, please send private email to awyatt@intergate.cx”
War Room Guide, Trader Information
Trader Information
Planetary Collisions
You can overload any sector (except sector one) by just shooting off gtorps. It forces players to put up sector defenses instead of relying on planetary defenses alone. Photons disable sector defenses allowing players to shoot off gtorps without defeating the sector defenses This is an excellent tactic to use to destroy an enemy’s high level planet without much expense
Photons
A side from the consideration mentioned above, when a photon is launched into a sector where a player is staying in a citadel they lose their turns (turns drop to 0, and regen at the top of the hour) Also when you fire a Photon into a sector that a trader is cloaked in it will de-cloak them making them vulnerable to attack.
Planetary Transporters
You can install a Planetary transporter on any planet with a citadel. It costs 50,000 credits to install the transporter and 25,000 credits per sector to upgrade the transporter. These credits are taken from the funds on your ship not from the citadel. The planetary transporter transports both you and your ship. The rules are the same as for TWARP. If you transport to a sector with 1 or more of your personal/corp fighters, to an empty sector, or to fedspace if commissioned, you’ll be safe. It uses fuel ore to power itself, using 10 of ore units per sector and takes the fuel ore from the planet. Transporting requires one turn and you must have a turn or you can’t do it.
TWARP
The TWARP Drive is bought at the Hardware Emporium On Stardock it costs 50,000 creds (although with TWpro there is a TWARP 2 which costs 40,000 after you have bought TWARP 1 or 80,000 if you buy both at one time and allows for TWARP Towing, 2.01a makes the price of these Sysop configurable) You can Transwarp your ship to any sector in the universe (within the ships twarp range). TWARP is completely safe as long as you jump to a sector with at least 1 of your own corp or personal fighters or the sector is COMPLETELY empty, if there is ANYTHING in the sector (unless you have a fighter down) you will lose your ship to Atomic Fusion (referred in the game as “Fusing” a ship) and end up in a pod (and you will still be in the sector you were trying to jump from) Blind jumps are jumps made to sector NOT containing at least 1 of your fighters. Blind Warps are hazardous because of Limpet mines which don’t show up on holoscans or EPROBE, also there is a chance that an alien, Ferrengi or another player could warp into the sector before you can complete your warp. So don’t Blind warp if you have ANY doubts, you may yourself in a pod and fusing a ship can be quite embarrassing.
LIMPET MINES
Limpet mines sometimes (if the player doesn’t already have a limpit on their ship *HINT*) attach to the ships which enter the sector where they are deployed. SD will offer to remove Limpets for a fee of 5000 credits but can’t tell who they belong to. Attached limpets will reduce the trade in value of a ship. If limpet mines you leave do not get removed then you can tell where they are, and thus where the ship they attached to are by doing a mine scan (K). Mine disrupters will not get rid of deployed limpets. You can get rid of limpets by repeatedly entering and leaving a sector and having them cleared from your ship. If someone else’s limpets are in a sector you will not be able to leave limpet or armid mines of your own. As with armid mines, limpet mines cannot be deployed in fedspace and will be removed from Major Space Lanes.
Cloaking Devices
Cloaking failure is Sysop configurable. If the cloak fail rate is set above 0% then the can fail at 2 times; 1) the fail at extern (BBS cleanup) and 2) when you engage them (make sure you see the “cloaking device engaged” message when you exit. The cloaking failure rate is Sysop configurable and can be set to 0% in which case cloaking failure will not happen. Unfortunately, this setting is not displayed on the V screen. You cannot attack a player who is cloaked but they will show up on a density scan as an anomaly and you can then Photon the sector and they will decloak. Limpet mines also show up as an anomaly but if you attempt to put a mine in the sector and the game lets you then there are no limpets there (limpits also have a density, cloaked ships do not), and there must be a cloaked player.
Major Space Lanes (MSL’s)
The space lanes are from sol (sector one) to Stardock and back. From SD to RYLOS and back. From SD to Alpha Centauri and back. And From Rylos To AC and back. Also Rylos and Alpha Centauri are themselves MSLs. The following diagram illustrates:
Sector 1
SOL (Fedspace)
|
|
Stardock (Fedspace)
/
/
/
/
Rylos Alpha Centauri
(MSL) (MSL)
*NOTE* remember that because of one way warps the path from one sector to another and the the return path are not necessarily the same.
ABBREVIATIONS:
AL = Alignment
ORE = Fuel Ore
EQ = Equipment
ORG = Organics
PT = Planetary Trading
SSM = Sell/Steal/Move
SST = Sell/Steal/Transport
MJ = Mega-Jettison
MSL = Major Space Lanes
MBBS = The Major BBS
PIG = Planetary Interdictor Generator
Colt = Colonial Transport
CTran = Cargo Tran
ISS = Imperial Starship
Merc = Merchant Cruiser
MF = Merchant Freighter
IC = Interdictor Cruiser
IG = Interdictor Generator
Sent = Tholian Sentinel
Figs = Fighters
TERMINOLOGY
Alignment from 0 to 99 and you’re considered “neutral” (you still have fedspace protection, and can enter the underground), above 99 and you are considered “good” and below 0 and you’re considered “evil”.
Mega-Jettison
Using a macro at an SSS type port to haggle for and purchase small amounts of each product (14 fo, 8 org, 2 eq) whereby generating an average 4-6 experience points using only 1 turn. Then jettisoning the product (or depositing on a planet in the same sector) and repeating. With this method its not un heard of to gain 5,000 exp in a single day
Planet Farming
Loading a planet with colonists to gain Fuel Ore, Organics, Equipment, and/or Fighters. Done mostly with class O planets for organics.
Planetary Trading
Warping your planet into a sector containing a port. Taking product from your planet to sell to the port, then porting and selling that product, buying another type product, then depositing the product on your planet. Repeat the process until the port is sold out, then move the operation to the opposite type port and start all over again. Used in conjunction with an evil trader to rob ports this is a VERY lucrative means of making credits!
Sell/Steal/Move (SSM) Evil tactic for gaining $$$. (See Playing “Evil”)
Sell/Steal/Transport (SST) Evil tactic for gaining $$$ (See Playing “EVIL”)
Steal/Dump/Transport (SDT) or Sell/Steal/Dump/Transport (SSDT) Evil tactic for gaining $$$ (See Playing “EVIL”)
Twarp Tow Towing a ship via the TWpro available in 2.01a and later versions
0 Turn Colonizing
The method of moving colonists from one planet in a sector to another planet in the same sector without costing the player any turns Density Readings:
Reading/Meaning
0 = Empty Sector or Ferrengi Dreadanought
1 = Marker Beacon
2 = Limpet Type 2 Tracking Mine
5 = Fighter (per Fighter)
10 = Armid Type 1 Mine
21 = Navigation Hazard (Per 1 Percent)
21 = Destroyed Ship (Due to 1 Percent Nav-Haz)
38 = Unmanned Ship
40 = Manned Ship, Alien or Ferrengi Assault Trader
50 = Destroyed Starport (After 25 Percent Nav-Haz Clears)
100 = Starport or Ferrengi Battle Cruiser
210 = Destroyed Planet (Due to 10 Percent Nav-Haz)
462 = Federation Starship under Admiral Nelson
489 = Federation Starship under Captain Zyrain
500 = Planet
512 = Federation Starship under Admiral Clausewitz
575 = Destroyed Port (Before 25% Nav-Haz Clears)
Anomaly Readings:
Reading/Meaning
Yes/density = Limpet Mine (Shows 2 density per mine)
Yes/ no density = Cloaking Distortion
No = Nothing
Gaining Exp. Rapidly
Go to a Class 7 Port and buy 14 Ore, 8 Org and 2 Equ Trade for 2 points each time. Jettison the stuff and repeat. In theory you can earn 6 points of Exp per turn (it works out closer to 5 points) so in a 1000 turn game you can earn 5000 points of Exp in one day! Exp and Align can be bought with credits!
Formula For 1 Attack Ship Captures
Enemy Fighters x Enemy Ships Combat Odds = Real Fighter Strength Real Fighter Strength / Your Ships Combat Odds = # of Fighters to Use.
If you have combat computers on your ship you need to know the following:
Max Shields for Enemy Ship x Percentage Reported = Shields on Enemy Ship
Gaining Exp. Rapidly
Go to a Class 7 Port and buy 14 Ore, 8 Org and 2 Equ Trade for 2 points each time. Jettison the stuff and repeat. In theory you can earn 6 points of Exp per turn (it works out closer to 5 points) so in a 1000 turn game you can earn 5000 points of Exp in one day! Exp and Align can be bought with credits!
Formula For 1 Attack Ship Captures
Enemy Fighters x Enemy Ships Combat Odds = Real Fighter Strength Real Fighter Strength / Your Ships Combat Odds = # of Fighters to Use.
If you have combat computers on your ship you need to know the following:
Max Shields for Enemy Ship x Percentage Reported = Shields on Enemy Ship Enemy Shields x Enemy Ships Combat Odds = Real Shield Strength Real Fighter Strength + Real Shield Strength = Enemy’s Real Defenses Enemy’s Real Defenses / Your ships combat odds = # of Fighters to Use
War Room Guide, The Universe
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.
War Room Guide, Strategy
Strategy
There are so many different ways to play Tradewars that to try and compile all the different strategies here would be fruitless. If you read the entire guide you should have a pretty good idea about how to go about the game. The most important thing is getting a group of players together BEFORE the game starts and assign tasks. It is NOT recommended that you play solo in any game that allows more then 1 on a corp. While it isn’t necessary to have a complete corp (all slots used) it is recommended. so for the sake of an example here is a standard strategy to play Tradewars with the goal of not only surviving but being competitive:
Split Corp
Team size: 5 (for example)
First thing is pick a CEO, this player should have a good working knowledge of Tradewars AND how to handle the day to day task of keeping the corp running smooth.
Next you will need to split up duties this is where the game may well be won or lost for your team. You need 3 evils and 2 goods. You will need to find the players that have the best ability to play evil and that’s what they do MAKE CASH (see Playing “EVIL) the other 2 players will colonize a bubble (see Playing “GOOD”) and to ship refurbs. This requires 2 separate corps working as a single team in the same area (at least in the beginning)
After the first couple of days (see Starting The Game) you will want to start building your team bubble (see Playing “GOOD”) and defending it your evil players will be making cash while the good players are planet farming, colonizing and refurbing ships.
The best way to refurb ships is buy having your goods buy Merchant Freighters at stardock and twarp tow them into the bubbles and have the evils destroy them while they are in their SST (colts) ship and gain the holds off the ships (this can be done with mules as well for larger amounts of holds)
I think when you are first starting off you keep a low profile, your corp shouldn’t draw unwanted attention to itself by talking “smack” over fedcom or by waxing toll fighters. best to stay quiet, play your game, pay the tolls and acquire assets then stomp the enemy.
The rest comes as you play, which is the great part about Tradewars, you will have to adjust on the fly. Just remember that most good players take great joy in killing off loud mouths, keep your head low and you should be OK. Let the “powers that be” fight it out between themselves and then walk in and sweep up the ashes.
If you read this guide you will have a pretty good idea of what to do in the game, the rest is up to you. Tradewars and being good at Tradewars is 90% dedication, if you take this knowledge to the game and stay dedicated, even if you suffer massive set backs, you will become a good player. You will come up with short cuts that save turns, and turns equal cash that’s how you become great, turn management.
War Room Guide, Start
Starting The Game
When the game starts, you start in one of 2 places, sector 1 or a random sector with a planet (Sysop configurable.) Most of the time this planet is junk and is not worth keeping. Most are in vulnerable positions, not dead ends. That makes them hard to defend, and easy for opponents to find. So you should just write down the sector number (so you can find it again even after someone else claims it) and forget about it The freebie planet sometimes has some products and/or a couple of fighters when you get it. If so, take the fighters and product, then move on.
As soon as you join the game, you want to find SD (Stardock.) In many screens, its listed on the V-Screen (V at the main command prompt.) In others, you have to hunt for it. In that case, you can drop fighters in sectors surrounding fedspace around sector 1 (Just before extern runs) The feds will remove any in the MSL’s (Major Space Lanes.) A MSL will run from 1 to SD, and another will run back the other direction. (These could be duplicate routes, but usually aren’t.) When the feds pick up your fighters, they’ll send you a msg. saying “Don’t deploy fighters in the MSL’s.” and give you the sector #. Write it down. Then deploy fighters around the MSL, to find the next sector in the route to SD. It will take a week or more, usually, to find SD this way, but its better than random chance. Once you find it, be sure to note the location you’ll come back here often.
A sample of the screen:
Trade Wars 2002 Game Configuration and Status
Initial Turns per day 750, fighters 30, credits 300, holds 20. Inactive players will be deleted after 7 days. Maximum players 200, sectors 5000, ports 3250, planets 1000 The Maximum number of Planets per sector: 5, Traders on a Corp: 5 The Stardock is located in sector 3880. Photon Missile Wave duration is 10 seconds. Ver# 2.03 running under The Major BBS. This game has been running for 90 days.
-=-=-=- Current Stats for 09/09/09 as of 05:05:02 AM -=-=-=-
3,097 ports are open for business and have a net worth of 87,722,113. 1319 planets exist in the universe, 22% have Citadels. 142 Traders (76% Good) and 50 Aliens (48% Good) are active in the game. 108,023,333 Fighters and 2,779 Armid Mines are in use throughout the Universe. 39 Corporations are in business.
While the above method works well it takes a long time to complete (days to week) It is possible to locate SD using zero-turn mapping (see “Helper Programs”). Run your 0-turn mapping program and when its done look at the sectors with 6 exit sectors this is usually a list about 20 to 30 sectors big, split the sectors up among your corpies and set paths to them trading along the way and running any pairs you may find. If you run throught the complete list of sectors with 6 exits then do 5 (about twice as many sectors) and if that still doesn’t find it do the sectors with 7 or more (only a handful of sectors). This may seem like a lot of sectors its not really and you will find not only stardock but the class 0 ports as well most times.
As soon as your find SD, you should get into a new ship. The Merchant Cruiser you started in isn’t a very good ship, so you should sell it. Buy a Merchant Freighter (in most cases) the first day of a new game. Drop off your fighters first, outside of fedspace, then you can pick them up in the new ship. After buying a ship, buy a long range scanner for it, even if its just a density scanner. Then buy as many holds as you can afford, saving about 1,500 credits to use as starting cash when you go trading.
Priorities after that:
1. Full Holds 2. Holo-scanner (includes a built in density scanner) 3. 99 fighters (you don’t need many yet) 4. Etherprobes.
When moving, always move & scan. Density scanning doesn’t cost turns, but can keep you from running into mines, etc. When you have several sectors you can move to, and no particular destination (which happens early in the game), choose sectors with a density of 100. These are usually ports, so this increases your chance of finding trade pairs. Holo-scanning is very useful when there are several unexplored sectors next to you. You can explore them all, and it only costs you one turn.
At the end of the first day you should have a choice to make whether to play EVIL or Play GOOD and should have gained a good amount of both credits and experience (unless you are still looking for stardock)
War Room Guide, Good
PLAYING “GOOD”
Good alignment is much easier to play, and has several advantages, such as the ISS (Imperial Star Ship) and the ability to Transwarp direct to fedspace. 95% of your turns (maybe more) need to be spent making money. Thats how you finance the other 5%, when you are invading planets and such. Your day-to-day ship should be chosen with money-making in mind. Good choices are the Merchant Freighter, Corp-Flagship, and the ISS. Horde turns. Turns can be translated into money made, colonists transported, etc. Don’t waste them.
As a good aligned trader, your common money-maker is paired port trading. Equ/Org (Equipment/Organics) pairs are best. Two ports in adjacent sectors where you can sell Equ/buy Org at one, and sell Org/buy Equ at the other. Move back and forth, trading in each sector, till one of the ports runs dry. Then move to another pair. Later in the game, once you have a planet with a level four (L4) citadel, you can make a lot more money every day.
With good alignment and 0-999 experience, you can stay overnight in fedspace with almost no risk as long as “Ships per fedspace sector” allows it. (Check the V-screen.) Too many ships will get you towed when Extern runs (but you are protected until then.) Carrying too many fighters, 99 or more, will also get you towed out during Extern. Next best after that is cloaking, and cloaking can be done anywhere (by any alignment.) Cloaks are not 100% safe: they can fail after 24 hours, they will cause an anomaly on a density scan, and while no one can attack you while you are cloaked, they can fill the sector with mines, offensive fighters, nav haz or simply fire a photon into the sector and decloak you.
By being careful where you stay at night (cloaking in low traffic areas, or using fedspace) and density scanning before you move (to avoid mines and such) you can stay alive, rarely, if ever, getting blown up.
As a “GOOD”, you want to get an ISS as soon as possible. To do that, you need 500 alignment points. Then ask for a commission at the Stardock. The federation will then increase your alignment to 1000, which means you are commissioned. One way to get the 500 alignment is to post rewards on evils in the Stardock. 1000 credits per 1 point of alignment gain. So you could move from 0 to 500 for 500k, then ask for a commission to reach 1000. Another way is to find a evil player that is willing and cross-pod with him With 1000 or higher alignment, you can buy an ISS. If you happen to get 1,000 or more alignment you are automatically commissioned without going to police head quarters.
What’s the most cost effective way to get good alignment?
(1) CROSS PODDING WITH AN EVIL PARTNER – cost varies Simply have your evil partner jump in a ship other then a scout with 0 shields and 0 fighters and hit him/her with 1 fig (NO MORE!) you can do this 2 times per day per player
(2) POST REWARDS ON EVIL PLAYERS – cr 1,000/al. pt. Not available to negatively aligned players. If the object of the bounty is locatable, reward money may be recouped almost immediately.
(3) PAY TAXES – cr 1,500/al. pt. Not available to negatively aligned players. Has no return and no possibility of recouping the money.
(4) BUILD PLANETS – cr 2,000/al. pt. Not available to negatively aligned players. Returns are you get to keep the planet. Hopefully, this was something you were planning on doing anyway, but it’s a long way to 500 alignment points doing this.
(5) KILL BAD GUYS – cost varies An evil trader or alien with -250 alignment and 200 fighters in a merchant will cost you about cr 400 / al. pt.
(6) UPGRADING PORTS – cr 5,000 /al. pt. This method can provide future returns if you can control the area around the port(s). It is also the most expensive.
Be careful not to log out of the game with a lot of credits on you. As a good, when you reenter the game, that will cause you to get taxed. It raises your alignment, but costs you the taxes. Alignment that way costs 1,500 per point, so bounties are cheaper. You can also raise it by attacking evil aliens, but that too is expensive and not recommended. Aliens are a distraction. Using your resources to attack them isn’t worthwhile, even if you capture their ships.
Once you have a commission and an ISS, you can Twarp (transwarp) direct to fedspace (sectors 1-10 and SD), or to any sector you’ve deployed a fighter. This can save a lot of turns. Twarp uses 3 fuel (from your holds) per sector distance. You can also blind Twarp, which is safe as long as the destination sector is completely empty. If it’s not, you get a shinny new escape pod. To do it safely, send an eprobe, and immediately Twarp to a completely empty sector. Avoid sectors with aliens, feds, or Ferrengi in the adjacent sectors shown by the eprobe, because right after you fire the probe (any time you pass a command prompt) they get an opportunity to move, you don’t want them moving into your destination sector! Also, be warned that limpets don’t show on eprobes, but will destroy you.
When you decide to build a planet (goods tend to do this fairly soon after getting the ISS) then find a tunnel or a bubble (a bubble is simply a connection of tunnels with 1 way in) find a dead end off that bubble or tunnel, a sector with no port, so you don’t have to worry about blocking a port report and someone coming to check it out.
Next thing to do is get yourself a planet. The only 3 planets worth much in the game are the H, O and L although some players build an earth type later on in the game for equipment production. I recommend that you start with an L class mountainous as your first planet, it makes more fighters per day per colonist then any other planet and it is a good producer of product in all categories, not the best in any but a good solid planet (see “Planets). As soon as you build your planet, move several loads of fuel ore onto it. (Remember your Twarp drive when doing this. And that’s what the fuel is for, too, as we go get colonists.) Calculate fuel needed to Twarp to sector 1, and back again. Starting with that much fuel on board, Twarp to 1, grab colonists, Twarp home and unload the colonists. Then grab fuel from the planet and repeat. Its recommended that you use a macro or helper program for this procedure (see “Helpers”). You generally want the colonists producing fuel at first. That provides fuel to go get more colonists, and on most planets it produces the maximum fighters per day.
Once you start building a planet , haul in as many colonists as you need to start citadel construction, then haul in any products needed. Don’t wait until your colonists can produce enough organic/equipment, haul it in. You want your construction to take as little time as possible. The day it reaches Level 1, start it working on Level 2. repeat this procedure until the planet reaches Level 6. If you have more turns, cash or corpies that can help repeat this process. This time try for an H or an O
You have just started your home sector or base once it is completed you will want to start moving out in the bubble or tunnel and start developing these sectors. Lets discuss bubble or tunnel development please keep in mind that as it is generally accepted that bubble development is a job of a good but you will notice that in this example you are also building for evil players as well.
Development of your bubble is the most important part of the game if you plan on winning or even being a force in the game. We have already discussed your base or home sector and that should be started and well under way before you start this procedure. Best case scenario is a bubble with around half of the sectors containing a xBB but for our example we will use a 12 sector bubble with 3 planets per sector max and 0 ports, not very likely depending on how your Sysop sets up the game. So all the ports in the bubble will need to be built. the planets listed are the H-O-L it isn’t important if you have an H and a L in every sector but its very important to have an oceanic in every sector, as organic farming is a big chunk of a goodie corps cash.
Note that the location of the home sector is determined by the # of buffer sectors, you want an invading enemy to have to go threw as much defense as possible to find you.
Home Sector
S-1 <—- Sector #
SBB <—- Port Type
L-H-O <—- Planets
|
|
S-2
SBB
H-O-L
|
|
S-7 S-3
SBB SBB To Open
H-O-L H-O-L Space
| | |
| | |
S-6 S-4 S-5 S-11 S-12 To Open
SBS———–SBB—–SBB—–SBB—–SSS—- Space
H-O-L / H-O-L |
| / |
| / To Open
S-8 S-9 S-10 Space
SBB SBB SBB
H-O-L H-O-L H-O-L
This bubble is only for an example all bubbles will be different but
building them is basically the same. The bubble when you first get it will
not look like this, you will have to build it up in stages the sector #’s
above represent the order in which you want to do this.
You will also notice that all but 1 sector have SBB ports (selling Fuel ore, buying Organics and buying Equipment) This is so you can sell your organics as well as have evils set up colts to SST. The reason for the single SBS port is because planets produce equipment slowly and you will need it for planet upgrades (even with evils).
Building the sectors in the bubble is pretty easy making the cash to do it however isn’t (that’s where a evil partner corp comes in handy). When you have the cash to start each new sector this is the formula you will want to follow early in the game;
first you will want to build the port, then you will want to move enough colonists to the planets to start or upgrade the citadels, then once all the planets citadels are started upgrading move all the colonists in the sector (up to 20 million) to fuel ore production on the L planet (once a planet citadel has started construction it is not necessary to leave the colonists on the planet for the amount of days for the upgrade) L planets produce the best amount of fighters per colonist while making fuel ore at an acceptable rate. While you are waiting for the port to finish construction you will want to colonize the sector with as many turns as possible (hopefully you have a full corp or a evil corp partner and can concentrate on colonizing)
If you have a 5 man good corp and non of you play evil (not recommended) you would want at least 2 of them colonizing full turns into the sector while the other members make cash. When the port finishes you should know the port regen your Sysop has set for the game upgrade the organics to a full 32,000 holds (this will be 3100 as new ports start at 1000) and then place the amount of colonists required to produce 32,000 organics over the port regen period on the O class planet in organics production. The formula for this is:
32,000 / the port regen = the amount needed to produce per day amount need per day * 2 = amount of colonists needed in organics production
Lets say for example you have a port regen of 4 days then the formula would look like this:
32,000 / 4 = 8,000 * 2 = 16,000
so with a 4 day regen you need 16,000 colonists in organics production in order to have 32,000 by the time the port reaches 100% and every 4 days you will get between 2.8 million and 3.3 million credits from the sale of organics (depending on the port)
Now you just need to continue building out sector by sector in order like the example bubble above, also note that the order in which you build #’s 6, 7, 8, 9 and 10 doesn’t really matter the most important thing is building sectors 1 -5 in order and 11 and 12 last, the reason for this is the closer you are to a space lane the more likely your new home will be discovered (it will be discovered anyway you do it you just want to prolong it as long as possible)
You will notice that sectors 11 and 12 don’t have planets in them that is because they are the last sectors you will build up and if you make it through the first 10 sectors without being invaded they will be the stronghold front door. You will want to warp your bruiser planets in (H planets that you develop in sectors 1-10) the benefit of warping in door planets is you can decide the firing order of the planet quasars by the planet # which can prevent mothing (draining of fuel) by weaker ships. in a 3 planet sector setup you’d want the first planet to fire strong enough to destroy a small ship and planets 2 and 3 set to hit a stronger for ships with more then 5k figs, this makes the mothers pay a heavy price for draining your fuel, remember that atmospheric shots are the best for quasars and you don’t want to waste you fuel shooting off in the sector, just set it strong enough for them to feel a sting when they come in if they are really there to invade (1/4 of there fighters destroyed when they enter the sector is a good start, then set the atmospheric so if they land anywhere they leave the sector in a pod.
As you build up your sectors you will move the bulk of you defenses (fighters not on your ships) to the new “door” sector. Remember that fighters on a planet do *not* defend it (and are free for anyone who lands there) until the planet has a Level 2 citadel (see “Planets”). Keep them on your ship, or use them as sector defense. (Sector defense isn’t worth a lot, as a photon can bypass it, but its better than leaving them on a planet with a Level 1 citadel, or no citadel at all. And sector defense is better than leaving the planet undefended.)
Both evils and goods can take advantage of citadel transporters. You can build one in any citadel. They transport you and the ship you are in to another sector. A “good” can cut his 10 turn ISS colonists runs down to 7 turns using one, for instance. Goods can trade non-adjacent paired ports the same way, and save a number of turns to boot. That is very profitable. (Planetary Trading). You can do sort of the same thing with only one planet. At a xBS planet, for instance, you sell organics, buy equipment. Land. Leave the equ. on the planet, and pick up organics. Repeat until the port is empty. Then move to another port. If you run low on organics on the planet, start using a xSB port, selling the equipment you’ve been buying, and buying organics.
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