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Trade War Tips for the Newbie

More tips for the new player of Trade Wars.

This is the Twelfth in the Series; Random Tips for Absolute Newbies They are in no particular order.

Mid Game

Thirty Four

There comes a time when colonists dry up. All of a sudden there are less than a thousand willing to migrate.

Too many players do not appreciate this day comes and, in Classic Games, there will be only 750 cols generated per DAY.

If you've been wasting time and now decide to start ferrying, you're doomed.

Hence, make it your duty to ferry colonists for the first few weeks as if you're a regularly scheduled flight.

When you have a Fed Com and a TWarp go for Ten trips a day, that should be eighty turns. (3 to warp, one to land, 3 to warp one to land = 8 turns per shipload).

Load up your Earth type in Equipment, your Volcanic & Mountainous in Fuel, drop a few on your Oceanic planet or in Organics on your Mountainous, then trade/fight whatever.

You'll be glad you 'wasted' so many trips the day you have 18M in your sector, stop to 'top' up and notice there are only nine colonists available.

Further, when you move into End Game, the next planets you create take nearly 2x as many colonists and days.

Thirty Five

Trade is all haggling. You make points by good trades, as well as a lot... A LOT more credits.

Always offer less for what you are being sold and charge more than is being offered.

If you do a good trade you will get 1 point. If you do a great trade you will get 2 points. If you hit the nail on the head, you get 5 points.

Usually about 7% more/less is accurate.

Thirty Six

If you're not sure what a Sector holds, you can always do a 'Port Report'. Doesn't cost a turn. If there is no information about the port, and it's a sector you've already visited it might be mines, fighters, two aliens and two mines...be conscious.

Thirty Seven

When people put up one fighter begging a 5c toll, pay it. Cheaper than losing a 185 credit fighter.

However! When it's near your homeworld or in a Sector you need to travel, pay the toll and park about 13 mines (or more) around that begger, expecting its owner to warp in and get podded.

Mine Disrupters take out no more than 12 mines per shot, often about 7. Hence, any number above 12 is good, save when you want to impersonate a Port, then 10 is the number.

If a player scatters fighters every Sector, (called fig 'clouding' or 'fogging') take them out.

It is an old strategy far past its prime. It was effective when a player was reduced to a pod and can't move because he has no fighters and can't get through the 'cloud' or 'fog' of defensive figs.

Creating a Corporations and duals was a matter of survival. One would have their dual destroy the figs to rescue the podded character.

(I'll deal with duals in another article.)

In today's world, if a player is podded in those circumstances, he logs off never to reappear until the Universe is rebanged.

Anyone who does fogging or clouding is over forty and advertising it.

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