   PART THREE of IAGO'S WAR MANUAL for TradeWars 2002 v1.03 and v1.03d

   Contents:
     QUICK 'N DIRTY
     REFERENCE

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     This section is for all the interesting little bits that are important 
enough to be included in such a file as this, but aren't worth a category 
of their own.

---
* by Leonard Adolph

Here's another little trick with large numbers of holds:

If you locked your holds with fuel ore then find you want to move large
amounts of fuel ore, you can. Unload one of the other products to get
empty holds and fill them with colonists. Now lock the holds using the
product you just emptied, put the colonists back and move your fuel
ore. A corp partner figured this one out when I asked him to restock
the quasar cannons in a game we have decided to end.

---
* Originally by Kris Lewis

Density scanner readings:

0  - Nothing          40  - per Trader, Alien, or Ferrengi
1  - Beacon           50  - Destroyed Starport
5  - per Fighter      100 - Starport/Stardock
20 - per Mine         500 - per Planet

Any density not ending in a 0, 1, 5, or 6 is a Federal.

---
     The latest controversy to hit the FIDO TradeWars conference involves 
the question, "is it possible to positively find a cloaked player (and 
destroy him)?" The obvious answer is no. (After all, what are cloaks FOR
if not to render the user totally invisible and thus invulnerable?)

     What it IS possible to do is to, using a variety of methods, such as 
asking the Grimy Trader in the Tavern about a particular trader, analysing 
high traffic areas, learning the habits of the target as regards favorite 
places to stay for the night, plotting destroyed ftr patterns, examining 
sheep entrails, and so on, to make an approximation, a SWAG. But it will, 
no matter HOW (pseudo)scientific, STILL be a wild ass guess. Unfortunately, 
as in anything depending on random chance, occasionally someone will guess 
that so-and-so is in such-and-such sector AND HE IS. And yet another "urb- 
an myth" will be born about how to find a cloaked trader.

     Several methods for guessing (fairly closely, but a guess is still a 
guess) the location of a cloaked player have been put forward, but the best 
of them is only a guess (what can I say? they ARE). There have also been 
put forward several schemes that sound good at first, but do not stand up 
to rational analysis or empirical testing. Among these are:

     If you suspect a player is cloaked in the sector, hit "A" to attack 
him. If he's there, the game will respond as it normally does when you go 
over to combat mode.

     If you suspect a player is cloaked in the sector, hit "W" to tow him. 
If he is really there, you'll be notified that towing a ship with ftrs on 
board is not possible.

     Hmm, just after I'd finally mastered move-post-scan in an evil ISS, I 
gotta add two more steps to the dance: move-post-scan-attack-tow. (Parsely- 
sage-rosemary-thyme.) Needless to say, neither of these work. They've been 
tested on private games by people I trust and they simply DO NOT WORK.

---
* by STEPHEN WHITIS

> Does anyone know of a real quick way to get pos align (say 7000+)
> down to neg align?

How much money do you have? How much experience? Are you planning on 
running an evil ISS once you turn evil?

I know a way an evil player (doesn't matter *how* evil) can turn good, get 
an ISS, and turn evil again for a few million credits. I suspect a variant 
on that would work. I'll post the evil version, but as I think about it, I 
don't see any reason it wouldn't work pretty much straight out for a good 
trader. If you don't want the evil ISS, you can skip that part. But unless 
Aedit or something is keeping you from using the evil ISS, I think you 
should get one. If you don't know the tricks for keeping an evil ISS, then 
ask, and I'll post about it.

I haven't used this, but I trust my source (Joel Downer). The biggest 
problem is that I might not remember it exactly right...

The evil version: Get killed trying to enter the underground without using 
the correct password. Do this near the end of your turns for the day. The 
next day, you'll start with 0 exp, 0 alignment and a default ship. Post a 
reward at stardock on an evil trader... 1000 credits = 1 alignment point, 
so you'll need 500,000 credits for this. If you know of a easy to kill evil 
trader, and where he is at, you can go kill him after you get the ISS, and 
collect the reward you posted (plus anything the Feds have posted on him) 
before you turn evil again.

     Once you have +500 alignment, enter the FedStation on stardock, and 
ask for a commission. That will put you at +1000 alignment. Go buy the ISS. 
If you need to kill off the evil trader you posted on, this is the time to 
do it. (If you want, you could have a corp member with 0 ftrs and 0 shi- 
elds, nothing on board to speak of, waiting, knowing you would kill him.) 
Now, you've got an ISS, no exp to speak of, and positive 1000 alignment. 
Stock your ISS with everything it can carry. You can get fighters/shields 
elsewhere, but get your eprobes, cloaks, scanner, etc now. In an evil ISS 
you don't want to come to stardock any more often than you have to. Before 
you start turning evil, post a single fighter at every entrance to Star- 
dock, to keep the Feds from walking in and finding you there. Once you are 
evil, if you run into a fed, you lose your ISS, no questions asked.

To turn evil again, start busting planets. Buy max planets & max atomic 
detonators. Build a planet, blow it up. Repeat. This will give you xp and 
neg align each time you do it. Do that until your alignment is under +100.  
Then go into the underground, post a bounty on a good trader (preferably 
one you know where to go kill). In the underground, 250 credits = 1 neg 
alignment point. You need to reach -100, where you can start stealing. By 
the time you've busted enough planets to drop your alignment, you'll have 
enough experience (I think) to rob 150 holds safely.

---
     Having recently been in a situation similar to the above (a friend was 
at plus 4000 align and wanted to join my (evil) corp), I'd like to point 
out that apparantly, there is some threshold of positive align beyond which 
it is impossible to get into the UG. Not only can't you get IN, you can't 
even get KILLED there. A nasty looking Corelian will bar your way but that 
is all he'll do. (Likely there is a similar mechanism for evil players vis- 
a-vis the Fed Police sta.)

     Busting planets to get a negative align shift is tedious in the extr- 
eme and almost prohibitively expensive. You'll pay 25,000 for a gtorp and 
15,000 for an adet, making a total of 40,000 creds. This will get you -40 
align points. (Or -1 per 1000 creds.) Planet busting IS a good way to gain 
xp in order to be able to steal. Of course, the neg align is nice, too, but 
that isn't what it PRIMARILY is for. In order to get to 0 align from +7000, 
175 planets will need to be busted. At 40,000 creds each, that works out to 
seven million creds -- for planets and adets alone. (Not even counting the 
cost of buying and outfitting an ISS or posting hit contracts on good play- 
ers to bring your align back to evil.) 

---
     One way to lower (or raise) align is to blow up game generated chars. 
Aliens "enter" the game via SD. Kill one and another will appear at SD to 
replace him. On one game, one of the routes out of SD is a one way warp to 
a sector with only one exit. I've put a ftr trap in the second sector and 
about once a week, I'll load up on ftrs and go have a look. Typically three 
or five aliens will be trapped there, unable to go on because of the ftrs 
and unable to go back because of the one way warp in. Determining which al- 
iens to blow up so that your align moves in the desired direction is fairly 
easy by just reading their titles. If you're still unsure, the Crai has a 
listing of all the current good and evil game generated chars. If you put 
ftrs in each of the sectors leading out of SD, go blow up a game generated 
char and return to SD to remove one ftr, eventually a new one will move 
out. Of course, you have no control over what you get -- it might be some 
poor slob in a MerCru with 20 ftrs or it might be the three-legged Grand 
High Poo Bah from the planet Xyzzy in a Battleship with 15,000 ftrs, max 
shields, and loaded to the gunnels with corbomite. 

    Truly, altering one's align direction by anything over 1000 points is  
a procedure which is time consumingly tedious, expensive and potentially 
hazardous. It CAN be done (but not very easily) and it can be done in many 
different ways (some of them mutually incompatible). It is not a project 
which should be undertaken lightly. 

---
* Originally by Craig Randle

Getting something for nothing:
 
1 - Ported at a port, and steal ALL the equipment from it (max holds)
2 - Sell it back after haggling for awhile
3 - Buy the max holds of whatever it is selling, but instead of 
    haggling the price, put 0.
4 - You'll get the good ol' "Nothing is free in this universe" line..
5 - Then when you go went to steal the equipment again there will 
    be as more than it started with.

This could be a fast way to get a port in your home sector LOTS of 
equipment, and then steal it. Why? Use it to stock planets, for 
starters... 

---
     For the fun loving among you, if you find an (uncloaked) player and 
fire a ptorp at him, he'll loose all his turns for that day, no matter 
where he is -- FedSpace or not. Better still, if you fire a ptorp into, 
say, SD, and drop carrier while the p-wave is still in effect, you'll have 
created a "perpetual p-wave" that will remain in effect until extern runs. 
Anyone who warps into SD will suddenly loose any remaining turns. (This 
apparantly works for any sector, but it seems like an espescially droll 
thing to do to SD or one of the class 0's.) Do this right after midnight 
and you'll have denied use of that sector to all players for the rest of 
the day. <grin> 

---
     TriCron seems to have a fascination for many. When played with ANSI 
off, with a macro, at 14.4kbps, it seems an acceptable way to get creds to 
purchase eprobes for the initial mapping of the universe, but otherwise it 
seems a waste. I b'lieve that one of the earmarks of the relatively unskil- 
led player is the amount of time he spends playing TriCron, investigating 
the library, the theatre, the singles bar, the UG or FedPolice HQ at SD. Or 
trying to track other players by asking ol' Grimy. Now I've investigated 
all of these things, and so should you -- once. There has been a good deal 
of effort expended on those animated ANSI screens (that TriCron screen is a 
work of art!) and it should be appreciated. After you've seen them for the 
first time, however, turn ANSI off; the display will go a LOT faster, esp 
at 2400bps or below.

     A recently discovered bug involves dropping carrier immediately you've 
lost all the rent at TriCron. When you sign back on, you'll have all your 
creds back. (You'll also have the sysop pissed at you, but what's that next 
to the 156,000 creds you needed for planetary defense? <grin>)

---
     If you run across a hated enemy, do you blow him all the way up? No, 
you tow his <esc> pod to a one deep dead end tunnel and install him there 
with, say, 100 defensive ftrs in the NEXT sector. When he logs back on, 
he'll be blockaded and won't be able to move out of the sector he's in. 
This can be VERY frustrating and may even lead to the target self destruct- 
ing as it appears that there is no way out of this trap. Esp if he has no 
one to call on for help. If he self destructs, he looses his ship and any 
creds on it and he won't be able to get back in for two days. <chortle> 
(Which was the purpose of the exercise.)

---
     If someone has found your <esc> pod, and blockaded you with, say, 100 
defensive ftrs, take a deep breath and have a glass of ice water. No, have
TWO glasses of ice water. There is a way out, but it's gonna involve some 
work. First, try to holler for help. Call someone who might be able to rem- 
ove the blockading ftrs. If this is impossible, there is an alternative to 
self-destructing. Notice carefully what happens when you try to move into a 
sector with defensive ftrs and you refuse combat (you retreat). Occasional- 
ly, one of those defensive ftrs will follow you back. Occasionally, one of 
those defensve ftrs that follows you back will attack you. What you must do 
is move into the blockaded sector, then retreat. Move, retreat. If the gods 
smile on you, one of those ftrs will get lucky and blow you up and you'll 
start the next day in a nice ScoMar. It'll take a looong time, but hey. No 
one SAID it would be easy. Just keep moving and retreating, moving and 
retreating. 

---
     For the evil twarpers out there, ALWAYS carry at least 30,001 creds 
(let's make it easy and say 40,000). If you get stuck in a place you don't 
want to be, without twarp fuel, stop. Build a class 7 port (sss). All ports 
under construction have product on the docks (the planet is only needed to 
upgrade the port and allow it to open for business) and if you "P" and "R,"
you'll be able to steal more than enough fuel to get you out of there. And 
since new ports are rather vulnerable, you can kill it rather easily, gain- 
ing xp and neg align shift at the same time. (You prob don't want to leave 
a class 4 just laying around for hostile exploitation.)

     The reason for carrying 37,001 creds is due to an ..ahem, bug, in 
v1.03d, which requires a player constructing a port to have MORE THAN the 
amt it takes to build. I just grab 40,000 creds whenever I leave home.

---
* by Leonard Adolph

Argh! You people are driving me crazy! ;-)

I have in the past figured out and posted the formula for cost for holds
you buy. I won't bother resubmiting that information at this time.
But...

When you sell a ship the price paid by the shipyards for holds is:

INT (holds * (180 + (holds - 1) * 8.1))

for a ship with 0 kills and 0 portings. The 8.1 figure will decrease
with enough ports and kills by a ship.
If you don't know what the INT is, don't worry about it. Just drop
anything to the right of the decimal point in the answer.

BTW, 1821 holds is the turn around point and that amount of holds brings
27,172,962 credits for the holds. The above formula matches the price
paid for holds up to 1821 and fails after that. I have no idea why that
figure is the turn around point but I suspect it has to do with Turbo
Pascal's Longint being divided by 100 (percentage?) and the floating
value for the 8.1 in the formula, depending on ports and kills. A ship
with 1822 holds, 66 ports and 5 kills brings 25,303,922 for the holds.
The same ship with 0 kills and 0 ports brings 27,143,659 credits for the
holds, less than what is paid for 1821 holds.

If the price of holds in The Mall is set at 17,207 each, the dreaded
1821 (renamed by me) holds bug will be eliminated. That will make the
cost of 1539 holds (1821 - 282) more than what will be paid for them in
the Shipyards. If maximum holds are modified higher than 250 the price
of holds in The Mall should be recalculated higher:

27,172,962 / (1821 - (maxholds + 32))

I have great hopes that the next version of The Mall will price holds
the same as in the game. (Neil?) That should help the "good guys" as a
ship with 300-400 holds could hit the trading pairs as heavy as
steal/sell but as an "evil" I would not want to risk a few million
credits worth of holds getting busted stealing 30,000 credits worth of
equipment. I *would* follow the "good guys" around though and rob those
pairs blind.

I have not done much testing on the effects of ports and kills on
pricing but I do know that 101 ports drops prices by less than 10% and 9
ports does not affect prices. 9 ports is of course what is used to bug a
CT to 282 holds and port at Stardock, assuming that stealing at a port
(and getting busted) adds to the ports your ship has. I am not sure if
it does or not at this time.

Also BTW. Just kidding about the driving me crazy part. I enjoy this
stuff. :-)

---
     The source for this is somewhat questionable, so I'm unable to vouch 
for its veracity. It SOUNDS fun and destroying ports is a valid xp build- 
ing and neg align shift gaining technique. Of course, the cost of the ftrs 
required to just blow it up without upgrading first might be less than the 
cost of the upgrading. It all depends on how badly you want to destroy that 
port, I guess. I can concieve a situation where denying a port to a hostile 
force might well outweigh mere cost considerations and boil down to simply 
"what's the easiest way?"

Upgrade Overload bug:

Upgrade a port over 32,767 and then blast it. You only need 2 fighters to
destroy it, every time. Take the amount the port CAN trade (buy or sell) 
and divide by the trading percent. Then, multiply by 100 to get R. Subtract 
R from 32,767 and add 100 (possible decimal rounded off could throw off R) 
to get U. Then upgrade ore (cheapest) by U.

Press PA2<cr>. Goodbye port!

     What this procedure supposedly does is to cause the upgraded product 
to "roll over" the 32,767 figure and thus go negative. Apparantly the reac- 
tion level of ports is related to the amt of product avail. If there is a 
negative amt of product, the defensive capability of the port drops to a 
really low level, allowing it to be destroyed by just two ftrs.

---
     For those with a spare level 5 planet and 'prox 53 billion creds just 
laying about and who still feel threatened by another player/corp, here is 
what you do. This is MY favorite tactic for taking out opposing L5s too. I 
do it ALL the time.. <snicker>

If you get over 55 billion on a planet, then you will be locked out of that 
planet and every planet in that sector regardless of what amounts of cred- 
its you have on the other planets. When you try to land you will be thrown 
out of the game. It's a favorite tactic of mine for taking out level 5 pl- 
anets. I put about 53 billion on a level 5 and twarp it in there. In a day 
or two the interest will make the whole sector corrupt and no one can ever 
land on any planet in there. You can't even fix it with TEDIT cause it 
throws ya out of that as well.

---
     And with that inspired bit of lore firmly committed to memory, I close 
this segment.

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     More on holds cost:

* by Woody Weaver

          -=> Quoting Leonard Adolph to Brendan Connell <=-
 BC> I don't know the algorithim, [for the cost of holds] although I've
 BC> found that when you get to about 135 holds, each new one starts at just
 BC> over 2000 credits and goes up.

 LA> I figured out hold cost some time ago. Just for fun, here it is again.

 LA> SUM(216+20*(x-1),a..b)

 LA> Where a is the number of holds on your ship and b is the number of
 LA> holds desired. Add up all values for the formula (SUM) replacing x
 LA> with all values from a to b.

Good work Leonard, but there is a little more you can say.  The constant,
216, varies a little bit; I've seen as low as 200 and as high as 240.  Also,
you can rewrite the formula without the sum, by using the trick that if
       s = a + (a+1) + (a+2) + ... + (b-1) + b   [ write sum forwards  ]
       s = b + (b-1) + (b-2) + ... + (a+1) + a   [ write sum backwards ]
so:
      2s = (b-a+1)(a+b).

Your formula works out to
    cost = (194+20a)+(194 + 20(a+1))+...+(194+20b)
         = 194(b-a+1) + 20(b-a+1)(b+a)/2
         = (194 + 10(b+a) )(b-a+1)

So, for example, to go from 20 holds to 75 holds (b=75, a=20) it would take
    cost = (194 + 10 (95) ) (56) = 64,064 credits.

---
     To build a Level One citadel, you need:
            500,000 Colonists to support the construction,
                300 units of Fuel Ore,
                200 units of Organics and
                250 units of Equipment.

     To build a Level Two citadel, you need:
            1,000,000 Colonists to support the construction,
                  200 units of Fuel Ore,
                   50 units of Organics and
                  250 units of Equipment.
                    4 days to build.

     To build a Level Three citadel, you need:
            2,000,000 Colonists to support the construction,
                  500 units of Fuel Ore,
                  250 units of Organics and
                  500 units of Equipment.
                    5 days to build.

     To build a Level Four citadel, you need:
            3,000,000 Colonists to support the construction,
                1,000 units of Fuel Ore,
                1,200 units of Organics and
                1,000 units of Equipment.
                   10 days to build.

     To build a Level Five citadel, you need:
            3,000,000 Colonists to support the construction,
                  300 units of Fuel Ore,
                  400 units of Organics and
                1,000 units of Equipment.
                    5 days to build.

     Once the upgrade to the next highest level has begun, all population 
and product can be removed for use elsewhere and the upgrade process will 
proceed unhindered.

---
     Below is given the report as seen from the planet menu. The planet is 
shielded (and shield bugged), the populations have been adjusted for max 
production and there is product and max ftrs on this planet. Note that the 
military reaction is 0%. This is to prevent the "6666" bug having any ef- 
fect in the event of an invasion and wasting all the ftrs. Since this plan- 
et is shield bugged, there is no real need for the ftrs -- in fact, I edit- 
ed them into this screen just to indicate the max nr possible on planet. 
The max amt of any product on planet is 10000. The max nr of ftrs is 32000. 
The max population is 6000 (2000 per prod group). 

Planet #9 in sector 707: Garbanzo
Class M, Earth Type
Created by: Iago
Claimed by: Corp #1, Los Sanfrangeles Trading Co.

  Item    Colonists    Daily     Planet      Ship
           (1000s)    Product    Amount     Amount
 -------  ---------  ---------  ---------  ---------
Fuel Ore    1000        333      10000          0
Organics    1000        142       7280          0
Equipment   1000         75       5632          0
Fighters     n/a         55      32000      13027

Planet has a level 5 Citadel, treasury contains 25000000 credits.
Military reaction=0%, QCannon power=100%, AtmosLvl=50%, SectLvl=2%
      -=-=-=-=-=- TransWarp power = 25 hops -=-=-=-=-=-
    Planetary Defense Shielding Power Level = 1639

---
     The items avail in the hardware store at SD and their prices are:

+-------------------------------------+
| <A> Atomic Detonators ..... 15,000  |
| <B> Marker Beacons ........    100  |
| <C> Corbomite Devices .....  1,000  |
| <D> Cloaking Devices ...... 25,000  |
| <E> SubSpace Ether Probes .  3,000  |
| <F> Planet Scanners ....... 30,000  |
| <M> Space Mines ...........  1,000  |
| <P> Photon Missiles ....... 40,000  |
| <R> Long Range Scanners:            |
|         Density scanner ...  2,000  | 
|     Holographic scanner ... 25,000  |
| <S> Mine Disruptors .......  3,000  |
| <T> Genesis Torpedoes ..... 25,000  |
| <W> TransWarp Drives ...... 50,000  |
| <Y> Psychic Probes ........ 10,000  |
+-------------------------------------+

     Alpha Centauri, Rylos and Terra are the three class 0 ports. At each 
of these, holds, ftrs and shields can be purchased. The shipyards at SD
also sell class 0 items. Hold prices vary according to the number of times 
you buy them for any particular ship. Ftr and shield prices move up and 
down daily, with a low of 'prox 134 creds and a high of 'prox 234. When 
shields are cheap, ftrs are dear and vice versa. 

---
     Building and upgrading starports is a valid way to gain pos align
points, as well as having the ports avail for trading/stealing.

+========================================================================+
|   StarPort Construction    |   Initial Construction Costs     | Import |
|----------------------------+----------------------------------|   or   |
| Port Class  Ore  Org  Equ | Credits | Ore | Org | Equ | Days | Export |
|------------------------------------------------------------------------|
|     1      |  B    B    S  |  39,250 | 120 | 120 |  60 |   6  | Import |
|     2      |  B    S    B  |  41,500 | 140 |  70 | 140 |   7  | Import |
|     3      |  S    B    B  |  48,000 |  80 | 160 | 160 |   8  | Import |
|     4      |  S    S    B  |  37,500 |  50 |  50 | 100 |   5  | Export |
|     5      |  S    B    S  |  34,000 |  40 |  80 |  40 |   4  | Export |
|     6      |  B    S    S  |  32,500 |  60 |  30 |  30 |   3  | Export |
|     7      |  S    S    S  |  30,000 |  20 |  20 |  20 |   2  | Export |
|     8      |  B    B    B  |  50,000 | 200 | 200 | 200 |  10  | Import |
|     9      | Not Available | ------- | --- | --- | --- | ---- | ------ |
|     0      | Not Available | ------- | --- | --- | --- | ---- | ------ |
|------------------------------------------------------------------------|
|       Ports will initially produce 100 units/day in each category      | 
+========================================================================+       

     Though ports generally require producing planets in the same sector
in order to upgrade, it should be noted that newly created ports always 
have product on the docks (that can be stolen). 

+================================+
|  Upgrade Starport Production   |
+--------------------------------+
| 1 Fuel Ore,   costs $250/unit  |
| 2 Organics,   costs $500/unit  |
| 3 Equipment,  costs $900/unit  |
+================================+

---
     These are the various ship specifications:

The Merchant Cruiser is the standard fare for earning a living in the
universe. These craft are moderately fast, well armored and have hard
points for many different accessories. Many cartels use the Merchant
Cruiser as their only ship type. The Merchant is the craft by which
combat specs are rated for a standard.
|SHIP2

The Scout Marauder is currently the fastest, conventional drive ship
known to mankind. This small speedster can easily outdistance even the
powerful Corellian Battleships. It is not equipped for controlling many
fighters or shields, but it fights at 2 to 1 odds due to its quickness
and small size. This craft cannot carry mines or Genesis Torpedoes.
It may be small, but this ship's speed and range make up for much.
|SHIP3

Missile Frigates are really nothing more than a retro-fitted Merchant
Cruiser. They maintain the same speed and range of the Merchant but can
carry twice the firepower. Commanding a Frigate means that you cannot
take advantage of much of the additional starship equipment available,
but their combat advantages make up for that. The Missile Frigate is
the only ship outfitted to carry the awesome Photon Missile. These
weapons of destructions can turn StarPorts into space junk in short
order. The Photon Missile was also used effectively in the Trantorian
conflict to totally destroy the enemy's home planet.
|SHIP4

The Corellian Battleship is a dangerous craft indeed!  This ship packs
the most punch of any ship in the Federation. Battleship's can carry
four times the fighters of a Merchant and deliver them with a much
higher degree of effectiveness due to their superior combat computers.
The shield generators on Battleships are capable of shielding the ship's
fighters as well. This craft is one of the more prestigious and powerful
ships available today.
|SHIP5

Few words can actually describe the sheer awe associated with a
Corporate Flagship. Only available to Corp CEOs, this huge craft is
the ultimate in power and capability. Not only can it carry up to
20,000 fighters at one time, this ship carries a powerful combination
of options that will make any foe turn tail and run.

The most impressive capability of the Flagship is the TransWarp Drive.
This device enables the ship to TransWarp to any other sector in the
Universe provided one of your fighters is already there emitting a
locator beam. Without this, a ship can disapear into TransWarp and
never be seen again.
|SHIP6

The Colonial Transport is a massive structure that can only barely be
called a ship. This huge craft is ideal for moving large amounts of
products or colonists from place to place. Though it has a standard
drive, this ship is rather slow due to the mass involved. Also, the
combat computers are rather limited on this craft due to the excessive
needs of the navigation computers. The Transport is not outfitted for
carrying or deploying mines. Conflict brings the Transport's major
weakness to light. Due to the size of the craft, it is very hard to
defend against fighters.
|SHIP7

The CargoTran is a large ship indeed. Though not as fast as some of its 
related trading cousins, this ship can move vast amounts of goods. It is
typically a pacifist's ship as it does not carry much in the way of
offensive capabilities but it's very large array of holds makes up for all 
of that. The large shield capacity of this craft makes it safe to wander
 hostile territory as well. This ship is considered by many to be one of 
the top money-makers in the Universe.
|SHIP8

The Merchant Freighter is the ideal ship for those traders that do not want
to concern themselves with political matters. It is not a very powerful 
ship in combat, but its strengths are many. This ship can carry a large 
number of shields and manages to outdistance most ships. After all, "Those 
who fight and run away, live to fight another day" still holds very true in
the universe as we know it today.
|SHIP9

The commercial version of a Federation StarShip is not available to just
anyone. This craft is only available to those who are commissioned by the
Federation to aid in their cause. StarShips are the most closely guarded
technology in existence. They can carry massive assault power and through
the use of the TransWarp drive, they can deliver this power almost anywhere.

The Imperial StarShip is truly the most powerful ship that a private
individual can command. More information about qualifying for a Federal
commission is available at a Police station near you.
|SHIP10

The Havoc Gunstar is a recently developed ship that owes its existance to 
new developments in micro-miniaturization. This mid-sized ship is the only
one of its size to be able to house a TransWarp drive. Though it doesn't
carry a large amount of holds to fuel the TransWarp, it still has a decent 
T-Warp range and can arrive at its destination packing a moderate fighting
force in the bargain. Watch for this ship to become the favorite of the
Mercenary legions in the Universe.
|SHIP11

The StarMaster represents the latest in technological advances for star 
travel, meeting the needs of those who desire a ship with great speed and 
medium cargo capacity. Developed to counter the growing threat of space
piracy, the StarMaster posesses a formidable fire control and weapons syst- 
em, and a high shield capacity. The price for this state-of-art craft is 
not cheap, but discerning traders will find that the investment will pay 
for itself in the long run.
|SHIP12

The Constellation is the direct offspring of the Correlian Battleship.
While not quite as powerful as its distinguished parent, the Constellation
makes its own mark with greater speed and range. Traders have dubbed it
the "baby battleship", but this "infant" is one of the most powerful and
maneuverable ships available in the universe today. |SHIP13

The T'Khasi Orion is the perfect ship for traders who want the speed and
cargo capacity of the Merchant Freighter but need a bit more firepower.
Offering substantially higher combat odds and fighter capacity, the T'Khasi
Orion is an excellent intermediate ship.
|SHIP14

Young corporations in need of planetary defense should consider the
Sentinel. With its new planetary combat guidance system, this ship's
normal combat odds of 1:1 shoot up to 4:1 when defending a corporate
planet. When an enemy ship enters a sector containing a Sentinel set in
defense of a corporate planet, the hostile vessel must first destroy the
Sentinel and all of its fighters before it may land and attempt any action 
toward the planet. Remember:  The Sentinel was designed primarily for 
Planetary defense, if used for offensive purposes its combat odds are 1:1. 
|SHIP15

"Big, slow and ugly...", seem to be the words most often overheard when 
someone is describing the Taurean Mule. Designed in direct competition
with the CargoTran, the Mule is somewhat faster and possesses a higher
cargo capacity, but it is even more vulnerable to piracy and attack than
it's competitor. However, this is still a good ship for traders who have
staked out "safe" trade lanes and do not have to worry about enemy attacks.

---
     These are the game specs for the planetary defenses. The first one, 
military reaction, is a fairly useless one due to the "6666" bug, which can 
potentially result in the loss of all ftrs on the planet with zero affect 
on an invader. For this reason, the military reaction is typically set to 
0%.

Military reaction level:
0 would be totally defensive, 50 would use half of the fighters on the 
planet in an attack against an intruder landing on this planet and the 
remaining half would drop back to defend the Citadel, 100 would use all of 
the fighters in an assault on the intruder. Remember that your defensive 
fighters on planet have much better odds than defensive fighters deployed 
in space. If a Trader tries to blast your planet with Photon Missiles 
(after blowing up the fighters you had in the sector) then the Combat 
Control Computer will send this percent of your fighters into the sector
to attack.

Quasar Cannon reaction level, in the Atmosphere:
0 would be totally defensive, 50 would use half of the Fuel Ore reserve on
the planet (for each firing), and 100 would use all of the Fuel Ore remain- 
ing against an enemy. Remember that the Quasar Cannon is MUCH more effect-
ive against an enemy that has entered the atmosphere of the planet.

Quasar Cannon reaction level, in the Sector:
0 would be totally defensive, 50 would use half of the Fuel Ore reserve on 
the planet (for each firing), and 100 would use all of the Fuel Ore remain- 
ing against an enemy. Remember that the Quasar Cannon is MUCH more effect- 
ive against an enemy that has entered the atmosphere of the planet. So sho- 
oting at an enemy in the sector will not do as much damage at that range.

     The Quasar cannon reaction levels are much more significant. When 
calculating the Atmosphere setting vs. the amt of fuel avail, remember that 
due to a bug in the program, only half the expected fuel will be used to 
inflict the same amt of damage. In other words, assume 1000 fuel and an 
Atmospheric qcannon setting of 50%. You would expect the first atmospheric 
shot to consume 500 fuel, but instead only 250 fuel will be expended, and 
this will do the same amt of damage as would 500.

---
