New Players 

What is Tradewars 2002?
TradeWars 2002 is an interactive multiplayer online game in which you start off as a "Trader" and your primary objective is to trade commodities (Fuel Ore, Organics and Equipment) to become as wealthy and powerful as possible. In TradeWars 2002 (Henceforth referred to as TW2002) you are allocated a number of "turns" per day in which to roam the universe, trade commodities, or build your military might. The universe is made up of 1000-20,000 "sectors", which are randomly linked together to form a very complex universe. For example: sector 662 might not connect to sector 663, but might instead connect to sector 4233.It takes a number of turns (Depending on your ship type) to move from sector to sector, consuming the turns you recieve each day. Text in
green is sample game text.

Basic Game Play
This is a space game, where exploration of the unknown plays a role, and where one must be careful not to get lost in the bewildering maze of one-way and two-way warps. One may be connected to two, but that doesn't mean 101 is connected to 102. They might be on opposite sides of the universe.You start out knowing nothing, with the meager supplies on your brand new merchant cruiser, and it is your job to discover what is out there, to find the best space ports, to buy and sell and make money, then to spend that money in the most efficient manner possible. You want shields for protection, fighters for defense and for attacking your enemies, cargo holds for hauling goods to be sold. before getting into the details, let's take a quick spin through a Trade Wars gaming session. Once you have read the daily log, and whatever messages you may have received since you last played, you get the sector report for your current location.

Sector : 1 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Ports : Sol, Class 0
Planets : Terra (M)
Traders : Staff Sergeant Mad Jackson, w/ 45 ftrs,
          in Enforcer I (Animoso Merchant Cruiser)
Warps to Sector(s) : 2 - 3 - 4 - 5 - 6 - 7

Command [TL=01:07:34] (?=Help)?

Old Mad Jackson is still hanging out here in FedSpace, you see. Well, you just found out from another trader that the StarDock is in sector 561. Hopefully he was telling the truth, because these traders have been known to lie about these things. Better go check it out now. So at the command prompt you type 561 and the computer says...

<Move>
Warping to Sector 561
That Warp Lane is not adjacent.

Computing shortest path...
Interlink established with Federation Navigation system...
Sector transit information being downloaded.

Transmission complete, ready for warp calculations.
Computed.

The shortest path from sector 1 to sector 561 is:
1 > 4 > 617 > 174 > 996 > 710 > 561
Engage the Autopilot? (Y/N/Single step/Express) [Y]

That's not too far. You hit enter to say, yes, I want to engage the auto-pilot, and you're off...

<Auto Pilot Engaging>

Auto Warping to sector 4

Sector : 4 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Warps to Sector(s) : 3 - 34 - 617 - 546 - 5 - 1

Auto Warping to sector 617

Sector : 617 in Cymbeline.
Warps to Sector(s) : 325 - 4 - 934 - 174

Auto Warping to sector 174

Sector : 174 in The Slogovian Estates.
Warps to Sector(s) : 996 - 494 - 617 - 97 - 950

Auto Warping to sector 996

Sector : 996 in The Slogovian Estates (unexplored).
Ports : Ucella, Class 1
Warps to Sector(s) : 174 - 710 - 771 - 234 - 769

Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ? R

The first bunch of sectors are all empty, nothing to see, no reason to stop, so the auto-pilot just keeps going. But then you reach sector 996 where there is a port, Ucella. Ucella is a class 1 port, which means it sells equipment, and buys fuel ore and organics. The computer asks you what you want to do. Do you want to stop? You type R to get the current port report. The computer reports.....

Commerce report for Ucella: 07/16/03 11:45:32 AM

Items Status Trading % of max OnBoard
-----
 ------ -------  -------- -------
Fuel Ore
 Buying 1810 100% 0
Organics Buying 860 100% 10
Equipment Selling 980 100% 0

Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ? P

Ucella is buying organics, which happens to be what you have in your holds. So it is worth your while to port and trade in Ucella. So this time, at the prompt "Stop in this sector?" you answer P for port and trade.....

<A> Attack this Port
<T> Trade at this Port
<Q> Quit, nevermind

Enter your choice [T] ? {T is the default so hit enter for trade}
<Port>

Docking...
One turn deducted, 155 turns left.

Commerce report for Ucella: 07/16/03 11:45:40 AM

-=-=- Docking Log -=-=-
The Merchant Marines docked 3 day(s) ago.

Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Buying 1810 100% 0
Organics Buying 860 100% 10
Equipment Selling 980 100% 0

You have 640 credits and 0 empty cargo holds.

We are buying up to 860. You have 10 in your holds.
How many holds of Organics do you want to sell [10]?

After you decide to trade (attacking space ports is not advised), the computer tells you how many turns you have left, then who the last ship was to dock in the port, then it gives you the port report you just saw. You have organics and they are buying. They ask how many holds you want to sell, and the amount in your holds is the default value. To sell all 10 holds worth of organics, you hit enter, and the computer names a price. You then proceed to haggle with the port buyer....

Agreed, 10 units.

We'll buy them for 785 credits.
Your offer [785] ? 840

We'll buy them for 788 credits.
Your offer [788] ? 830
Very well, we'll buy them.
For your great trading you receive 2 experience point(s).

You have 1,470 credits and 10 empty cargo holds.

Hehehehe, you laugh, because you got a good price out of that bastard, and received 2 experience points for your efforts. Not to mention the tremendous profit on this moldy produce you paid 150 credits for yesterday in sector 631. Now you have 1,470 credits and 10 empty holds, it is time to fill those holds for the next trip.....

We are selling up to 980. You have 0 in your holds.
How many holds of Equipment do you want to buy [10]?
Agreed, 10 units.
You're in luck, we're having a weekend special.

We'll sell them for 342 credits.
Your offer [342] ? 310

Our final offer is 339 credits.
Your offer [339] ? 320
Agreed, and a pleasure doing business with you!
For your great trading you receive 2 experience point(s).

You have 1,150 credits and 0 empty cargo holds.
Shutdown Autopilot and stay here? (Y/N) [N] No

Now that you've made money and filled your holds with equipment, which brings in more cash than any other commodity, you're ready to continue on your way, so you say N for no to the prompt "Shutdown Autopilot and stay here?" and the autopilot takes off.....

Auto Warping to sector 710

Sector : 710 in The Slogovian Estates (unexplored).
Warps to Sector(s) : 918 - 561 - 922 - 996

Auto Warping to sector 561

Sector : 561 in The Federation (unexplored).
Beacon : FedSpace, FedLaw Enforced
Ports : Stargate Alpha I, Class 9 (StarDock)
Traders : Civilian Death, w/ 50 ftrs,
          in Death I (Mainstay Ltd Merchant Cruiser)
          Lieutenant J.G. Hell's Puppy [2], w/ 11 ftrs,
          in Hell Ship 2000 (Markham Space Tech StarMaster)
Warps to Sector(s) : 167 - 358 - 710 - 498 - 423 - 258

Command [TL=01:10:28] (?=Help)?

You've arrived! Much to your satisfaction, that trader -- Hell's Puppy as a matter of fact -- was telling the truth. Unfortunately, you really don't have enough money to do anything at the moment, so you might as well go on and find someplace where you can make some more money. You go on by typing in the number of a sector you want to go to, whether because you know there is something good there, or just because you haven't been there before, and might run into some good ports along the way. So you cruise on around for a while, buying and trading, until it is time to head back and find a place to stop for the night. Being new in the game and with only a few fighters, FedSpace is the obvious location. So from your current sector, you punch in 1 at the command line to engage the auto-pilot for sector 1.....

Command [TL=01:08:08] (?=Help)? 1
<Move>
Warping to Sector 1
That Warp Lane is not adjacent.

Computed.

The shortest path from sector 888 to sector 1 is:
888 > 949 > 868 > 366 > 246 > 10 > 2 > 1
Engage the Autopilot? (Y/N/Single step/Express) [Y]

<Auto Pilot Engaging>

Auto Warping to sector 949

Sector : 949 in The Maxentian Empire.
Warps to Sector(s) : 138 - 346 - 868 - 888

Auto Warping to sector 868

Sector : 868 in The Maxentian Empire (unexplored).
Ports : Nutema, Class 3
Warps to Sector(s) : 764 - 366 - 949

Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ?

You have a few turns left, so you decide to see what this port has to offer you. You type R for the port report, and the computer displays.....

Commerce report for Nutema: 07/16/03 11:55:32 AM

Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Selling 1340 100% 0
Organics Buying 910 100% 0
Equipment Buying 1010 100% 10

Stop in this sector (Y,N,E,I,R,S,D,P,?) (?=Help) [N] ? P

Well, they will take the equipment off your hands and you can buy some fuel ore here, so you decide to port and make the transaction. You dock and.....

<A> Attack this Port
<T> Trade at this Port
<Q> Quit, nevermind

Enter your choice [T] ?
<Port>

Docking...
One turn deducted, 16 turns left.

Commerce report for Nutema: 07/16/03 11:56:54 AM

-=-=- Docking Log -=-=-
No current ship docking log on file.
For finding this unused port you receive 1 experience point(s).

Items Status Trading % of max OnBoard
----- ------ ------- -------- -------
Fuel Ore Selling 1340 100% 0
Organics Buying 910 100% 0
Equipment Buying 1010 100% 10

You have 1,150 credits and 0 empty cargo holds.

We are buying up to 1010. You have 10 in your holds.
How many holds of Equipment do you want to sell [10]?

Well, cool! No other ship has docked here, so you pick up an easy 1 experience point. Now that you are here, you start the process of bickering again. After trading you don't want to stay here, and on your way you go.......

Auto Warping to sector 366

Sector : 366 in The Ghengis Empire (unexplored).
Warps to Sector(s) : 116 - 868 - 146 - 713

Auto Warping to sector 246

Sector : 246 in DragonStar (unexplored).
Warps to Sector(s) : 723 - 548 - 633 - 10 - 575 - 204

Auto Warping to sector 10

Sector : 10 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Warps to Sector(s) : 275 - 283 - 246 - 529 - 2 - 9

Auto Warping to sector 2

Sector : 2 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Warps to Sector(s) : 9 - 10 - 3 - 1 - 7 - 8

Auto Warping to sector 1

Sector : 1 in The Federation.
Beacon : FedSpace, FedLaw Enforced
Ports : Sol, Class 0
Planets : Terra (M)
Traders : Staff Sergeant Mad Jackson, w/ 45 ftrs,
               in Enforcer I (Animoso Merchant Cruiser)
Warps to Sector(s) : 2 - 3 - 4 - 5 - 6 - 7

Command [TL=00:17:34] (?=Help)?

So now you are back where you started out this morning, almost out of turns, and with your holds empty. You made a little money, found out where StarDock is, scouted a couple of the other traders (in 1 and 561), and explored a few new sectors that you hadn't seen before. All in all, not a bad day's work. With this little scout marauder and not many fighters, you are in no position to go attacking aliens, so it is probably a good thing you didn't run across any Ferrengi, and you didn't miss out by not seeing any aliens. Now you might go into your computer and check out the trader listing, or the aliens listing to see if there
are any new evil aliens out there to attack. You might look at your ship information, any number of things to check out before quitting the game and returning to the BBS. But for now, we'll stop.

That was a short run just to give you an idea of what happens in a typical game session. It all happens pretty fast in the game, bang bang, you go here and here, port, trade, bargain, go on, do it again, and you watch the numbers go. As a beginning player you will probably stick to auto-warps and trading where you wind up along the way. When you run into an alien, if you have the fighters, you might attack, or you might prefer to leave him alone, not sure if he is a good guy or a bad guy (later you will know by his title), and fearing that he may have stuffed his ship to the gills with corbomite. If you run into Ferrengi, the best thing might be just to surrender and let them take your cargo. As you get into the game, you will learn to do more.

This text was excerpted from twtips.arj, originally compiled by Frederick R. Polli
Some text has been changed to reflect newer versions of TradeWars 2002.

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