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Planet Specs: Random Tips for Newbies Playing Trade Wars

A bit of advice concerning the various planets that one can create.

This is the Ninth Set of Random Tips for Absolute Newbies. They are not in any particular Order, so you can read them in any sequence.

Twenty

Planets have different uses, some no use at all. Check the specs; (C) (J); to learn if the Sysop has created special planets. If not, Gaseous, Ice, and Desert Wastelands should be destroyed as created using the Atomic Detonator (A) purchased from (H)ardware at the Space Port, and another Gen Torp fired immediately.

Destroying a Planet creates a 10% Navigational Hazard which will take you out if you don't have a lot of Shields. You can use Nav Hazs as "protection" for a building planet as long as you aren't going to Warp there until the Hazard has dissipated to about 4%.

An Earth Type (M) is quite alright, but one is all you need. Build it, then use it as a 'Supermarket' to upgrade other planets. Mountainous build the Quickest, so most players adore them and never have enough. Oceanic are good for Organics and Flyers, but building them is a waste of resources. Volcanics are excellent defenders, build them AFTER you've gotten an Earth Type to Q cannon level.

If your first Gen is a Volc, (H) leave it alone. Fire another Gen Torp to get a Mountainous, (L) or Earth Type (M), which you start building immediately. Volcs take too many colos and too much resources to be viable on their own. Taking the "excess" Equipment and Organics from an (M), moving colos at the last minute is how you use your resources efficiently.

Twenty One

After fighting or running into debris, check your shields. Make sure you have at least fifty, optimum is all the shields your ship can take. Without shields anything can blow you up.

Twenty Two

Never build anything, even a free Mountainous Planet in an unsafe sector. Sectors with more than one way in are unsafe, unless the other way is a dead end; hence if your planet is in Sector 123 and leads to 432 and 765, and 432 is a dead end, fine. In fact, better than fine, because building five worlds in 123 warping one into 432 and then building another in 123 using colos and goods from your other four is a Great strategy...in fact, probably the winning strategy.

However, before you waste a turn building a freebie, make sure it's in a safe sector or walk away.

Twenty Three

The Safest Sectors are out of the way dead ends, (I'll leave out the remarkable 'tunnels' that exist in some games) Out of the Way and One Way In are two separate and vital attributes. You want your planet in an area less travelled. You will learn this when you stop at a Trading Port and get up to Fifty points as the first visitor.

When you begin to play you can't planet build far from Earth, so are looking for a one way Sector off Fed Space in an opposite direction from the Star Dock, under ten warps. Once you don't need colos, you don't have to be near Earth so can be at the farthest reaches of the galaxy.

Note that if it's a 1000k universe that does not mean that Sector 1000 is the farthest point as there is a randomness about the numbering; i.e. 13 can be thirty turns from 12 while 234 is one turn.

Twenty Four

Another trick that will stand you in good stead is to find a One Way sector with A BBB Space Port. (Buy fuel, Buy organics Buy Equipment) Many players advocate SSS Ports (Sell all commodities) as a way to get their goods for Citadel building without travelling.

However, the draw back to an SSS is that once commodities are being produced on a planet there is no market, forcing Transwarping to another sector which has a BBB or having to destroy the Space Station...very costly..to build another, which makes no sense.

Having a BBB port means that you can always sell extra stuff to get coin. Once your planets are churning out goods, upgrade the port to enable it to buy more commodities.

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