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.