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More Random Tips for the Absolute Newbie Playing Trade Wars

A few more necessary tips for the New Player of Tradewars.

These are more Random Tips for the Absolute Newbie playing Trade Wars. They are not in any particular order, so you can read them when you see them.

Eighteen

At the beginning of the game, (after you've traded your Cruiser for a Freighter and gotten a Density Scanner at the Stardock) your next goal is to amass enough credits to buy maximum holds at One Time. The Price doubles. It is no sense buying ten holds at 800 credits each, then having to buy another ten at 1600 credits. Your next goal is to purchase is a Genesis Torpedo to build a planet.

The reason you do it this way is because you need colonists to build the planet. The more holds, the more colonists you can transport.

Nineteen

When you trade, do it with Purpose.

First Come

When the game first bangs, the first person to hit the port gets 1 point. As a port remains unvisited, points increase up to 50. Point gathering starts again when after nine days, no one has visited that port. Hence when you explore the Universe you want to go "where no man has gone before" to get the points.

Always Charge More for Selling Goods

and offer less than is asked. Not only

do you make money, you get up to 5 points

for a good trade.

Explore Every Sector of the Universe

Be the first to find Ferrangal and your Opponent's Sectors.

Search for Safe Sectors and Mark Them

Find the Worm holes if Any

(wormholes are "glitches" in the game. For example, 345 might be next to Terra, but if you enter it, it maybe be twenty hops to get back to Terra.)

As Evil You Want Buy & Sell Ports Next to Each Other. Locate Them.

But Your First Trip is to Star Port

Whether you begin on Earth or a freebie planet, your first movement is the Star Dock. Once you have traded your ship, gotten your Scanner go to Earth. Whatever the path is, you are not building anything along that route. Begin trading in Fed Space, then the adjacent non Fed Space Sectors. For example, suppose Sector 6 goes to 123. Go into 123, see where that leads. You are looking for a Sector under ten hops from Earth.

Seven hops should be ideal as long as it isn't an "arrow", i.e. Sector 6 goes into 123, which has two paths; 6 and 342. 342 also has two paths, 123 and 765. 765 connects to 123 and 444 which is a dead end. Avoid that Sector. If you chose wisely, you'll have a Shielded Planet before the visit visitor stumbles in.

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