Trade Wars 2002 Hints And Tips

TradeWars 2002 is made by Martech Software

You are The life Form To Beam Aboard

Welcome, My Name is Star. I am a experienced player at the Game TradeWars 2002 from Martech Software. This Intergalactic Game is a Door Game Run On Most BBS's Today. It is also run on some MBBS boards but that version is not discussed here. I am Here To provide You with some Shortcuts and hints on how To play the game and win. Look at my list of links which will provide reference to some documentation that other users have written. I should also advise you that I am in no connection with Martech Software, I'm just a player who would like to help other players

The First Thing I would get would Be The TradeWars Bible. It has probably the most valuable information you could find anywhere. The bugs only work in 1.03x, but the basic game play and hints work for all versions. There are currently no know bugs for the 2.0 version, as far as I know. Now would be a good time to also see if the game you are playing now is registered. If it is not, consider whether it is worth playing

Download The TradeWars Bible (Zip Format)

The Complete Stardock Guided Tour

Complete Specs for All Tradewars Ships in The 2.0 Version

Complete Specs and Opinions For All Tradewars Planets in The 2.0 Version

TradeWars 2002 Files TradeWars 2002 Links

A Little Intro To TradeWars

TradeWars 2002 is an interactive Online game in which you are placed in a galaxy as a 'Trader' and your objective is to become as successful as possible. In TradeWars 2002, you try to begin by trading commodities, which in this game are: Fuel Ore, Organics and Equipment. Fuel Ore is the cheapest, and Equipment is the most expensive. Organics is always somewhere in between. You are allocated a certain number of turns each time you play (each day hopefully) to which you can explore and trade and so forth in the currently 1000 sector galaxy. Moving from one sector to another takes one turn, and do not expect for sector 10 to lead to sector 11 to lead to sector 12 and so forth. The galaxy is very random. Sector 5 may lead to many sectors including sector 730 for example. There are some sectors that have one warp in and one warp out. Some sectors may be warped into by one sector, and out by another, as to have a different entrance and exit sector. Example: you could warp from sector 221 to sector 73, and then find that the only way out of 73 is through sector 596, and not sector 221. You will see when you logon for the first time what I am talking about. You should of course understand that TradeWars 2002 is a long term and time consuming endeavor if you wish to be at all a worthwhile player.

Basic Game Play

This opening intro is by Gary and Mary Ann Martin, the creator of TradeWars 2002. Read it if you have not done so before. When you enter the game, you will be piloting a Merchant Cruiser. This is considered the most versatile ship in the Trade Wars armada. In it, new players have a chance to try out all aspects of the game.

Upon entering, you will be asked what alias you would like to use in the game and what name you would like to christen your ship. The alias you choose will display in the player and corporate rankings and in several corporate listings. Your ship name will be used in the docking logs at the ports. You can use these names to be as conspicuous or as inconspicuous as you want.

The equipment in your initial ship will include 20 holds to store the cargo that you can trade at the ports found throughout the universe. Trading is the basic way to advance in the game. By good trading, you can gain experience as well as gain credits. The credits you earn can fund your military and can provide the capital you will need to expand your trading expeditions. The game will differ with each different group of players. Individual traders are ranked by their experience. You gain experience simply by playing the game. The more things you do, the more experience you will get. Good and Evil are represented by the titles each player receives. Your experience combined with your alignment will determine whether you are a Lieutenant or a Dread Pirate. When you do something that affects your alignment, you will get a message saying your alignment went up or down and by how much. There are benefits and drawbacks whether you choose to play the game as a good trader or an evil trader. Traders who follow the FedLaws are offered protection in FedSpace until they are experienced enough to protect themselves. [This is a good catch here. When they say 'are experienced enough to protect themselves', what they mean is when your Experience Point level is at or above 1000, you can 'protect yourself'. By that time anyway, you should still be parking in FedSpace if possible, but you should be Cloaking. Cloaking devices can be found in the Stardock Hardware Emporium for 25,000 credits each. An expense well worth it once you become a good trader and part of a Corporation.]Traders who want to be very good can be awarded a Federal Commission. This allows them to purchase an Imperial Starship. This is one of the most powerful ships in the universe. On the other hand, the evil traders are offered some options in the Underground. Traders who have proved that they are truly evil can steal product or money from the ports.

If You Want To Learn A LOT More Download the Bible

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