|AUTOHELP

~5ͻ
~5 ~2-=-~3 AutoPilot Help ~2-=- ~5
~5 ~3<~5Y~3> ~1Yes, stop here     ~5
~5 ~3<~5N~3> ~1No, continue on    ~5
~5 ~3<~5E~3> ~1Express Non-Stop   ~5
~5 ~3<~5I~3> ~1Ship information   ~5
~5 ~3<~5R~3> ~1Port Report        ~5
~5 ~3<~5S~3> ~1Long Range Scan    ~5
~5 ~3<~5D~3> ~1Re-Display Sector  ~5
~5 ~3<~5P~3> ~1Port and Trade     ~5
~5 ~3<~2!~3> ~1AutoPilot Help     ~5
~5ͼ
|TWMENU

~5~E 2 0 0 2 ~5ͻ~0
~5        ~3Navigation            Computer              Tactical            ~5~0
~5        ~2=~5-~2=~5-~2==~5-~2=~5-~2=            =~5-~2=~5--~2=~5-~2=              =~5-~2=~5--~2=~5-~2=            ~5~0
~5 ~3<~5D~3> ~1Re-Display Sector ~3<~5C~3> ~1Onboard Computer ~3<~5A~3> ~1Attack Enemy SpaceCraft ~5~0
~5 ~3<~5P~3> ~1Port and Trade    ~3<~5X~3> ~1Transporter Pad  ~3<~5E~3> ~1Use SubSpace EtherProbe ~5~0
~5 ~3<~5M~3> ~1Move to a Sector  ~3<~5I~3> ~1Ship Information ~3<~5F~3> ~1Take or Leave Fighters  ~5~0
~5 ~3<~5L~3> ~1Land on a Planet  ~3<~5T~3> ~1Corporate Menu   ~3<~5G~3> ~1Show Deployed Fighters  ~5~0
~5 ~3<~5S~3> ~1Long Range Scan   ~3<~5U~3>~1 Use Genesis Torp ~3<~5H~3> ~1Handle Space Mines      ~5~0
~5 ~3<~5R~3> ~1Release Beacon    ~3<~5J~3>~1 Jettison Cargo   ~3<~5K~3> ~1Show Deployed Mines     ~5~0
~5 ~3<~5W~3> ~1Tow SpaceCraft    ~3<~5B~3>~1 Interdict Ctrl   ~3<~5O~3> ~1Starport Construction   ~5~0
~5 ~3 ~5 ~3  ~1                  ~3<~5!~3>~2 Main Menu Help   ~3 ~5 ~3  ~1                        ~5~0
~5 ~3<~5Q~3> ~2Quit and Exit     ~3<~5Z~3> ~2TradeWars DOCS   ~3<~5V~3> ~2View Game Status        ~5~0
~5 ~Bv2~5 ͼ~0
|TWCMENU

~5~E 2 0 0 2 ~5ͻ
~5 ~2-=-   ~3Navigation~2   -=-  ~2-=-      ~3Misc      ~2-=-   ~2-=-   ~3Displays   ~2-=-  ~5
~5 ~3<~5F~3> ~1Course Plotter      ~3<~5A~3> ~1Make Announcement    ~3<~5C~3> ~1View Ship Catalog ~5
~5 ~3<~5I~3> ~1Inter Sector Warps  ~3<~5B~3> ~dBegin Self Destruct  ~3<~5D~3> ~1Scan Daily Log    ~5
~5 ~3<~5K~3> ~1Your Known Universe ~3<~5N~3> ~1Toggle ANSI On/Off   ~3<~5E~3> ~1Evil Trader Class ~5
~5 ~3<~5R~3> ~1Port Report         ~3<~5O~3> ~1Change Ship Settings ~3<~5G~3> ~1Good Trader Class ~5
~5 ~3<~5U~3> ~1T-warp preference   ~3<~5P~3> ~1Fire Photon Missile  ~3<~5H~3> ~1Alien Trader Rank ~5
~5 ~3<~5V~3> ~1Avoid Sectors       ~3<~5M~3> ~1Re-Read Your Mail    ~3<~5J~3> ~1Planetary Specs   ~5
~5 ~3<~5X~3> ~1List Current Avoids ~3<~5S~3> ~1Send Mail            ~3<~5L~3> ~1List Trader Rank  ~5
~5 ~3<~2!~3> ~1Computer Help       ~3<~5T~3> ~1Current Ship Time    ~3<~5Y~3> ~1Personal Planets  ~5
~5 ~3<~2Q~3> ~1Exit Computer       ~3<~5W~3> ~1Use Mine Disruptor   ~3<~5Z~3> ~1Active Ship Scan  ~5
~5 ~Bv2~5 ͼ
|CITIMAKE

~1This planet does not have a Citadel on it.  If you wish to construct one,
~1you must first have the raw materials on the planet to build the Citadel.

~1Once a Citadel is built, you will then have the options of leaving your ship
~1there overnight, storing credits in the treasury, and many other military
~1functions that can turn your planet into a stronghold that is formidable
~1indeed!  Addition of a Combat computer will enable your Citadel's systems to
~1control all fighters on the planet for defense.  Purchase of a Quasar cannon
~1can give your Citadel the power to attack craft in space in the sector the
~1planet is in.

~5Citadel construction on this type of planet requires the following:
|CONHELP

~b                 -=-=- StarPort Construction -=-=-

~1        Star Ports exist all over the known Universe.  Traders construct
~1these when they have sufficient wealth to finance such an undertaking.
~1The costs involved with a project such as this is prohibitive and if you
~1have to ask, you can't afford it.  Star Ports can be designed in a
~1number of fashions, as export centers, as balanced import/export nodes,
~1or as import only stations.  Many variations in between can also be
~1designed.  Ports can only import or export any given product, not both.
~1Costs involved with upgrading ports reflect the supply/demand of the 
~1product in question and the current levels of trade.  Building a StarPort 
~1requires the resources of a fairly productive planet to support it.  The 
~1planet supports the construction stages which can last from a few days to 
~1many weeks depending on the class of port.  Construction has become a 
~1viable investment for Traders since the outbreak of Port destruction 
~1brought on by the marauding Black Empire.  Many areas of our Universe are 
~1in desperate need of trading centers to help them flourish.  In addition,
~1prosperous ports can become quite an asset to the builder, as the original
~1investor will receive a "cut 'o the action".
|CORPMENU

~5~E 2 0 0 2 ~5ͻ
~5 ~3<~5D~3> ~2Display Corporations    ~3<~5X~3> ~1Leave Your Corporation ~5
~5 ~3<~5J~3> ~2Join a Corporation      ~3<~5L~3> ~1List Corporate Planets ~5
~5 ~3<~5M~3> ~2Make a New Corporation  ~3<~5!~3> ~1Corporation Help       ~5
~5 ~3<~2Q~3> ~5QUIT ~2Corp Menu          ~3<~5A~3>~1 Show Corporate Assets  ~5
~5 ~r-- ~3(~1Corporations Only~3) ~r-- ~1      & Member Locations     ~5
~5 ~3<~5C~3> ~1Credit Transfer           ~r- ~dC.E.O.s  Only ~r-~5        
~5 ~3<~5F~3> ~1Fighter Transfer        ~3<~5T~3> ~dSend Corporate Memo    ~5
~5 ~3<~5H~3> ~1Mine Transfer           ~3<~5P~3> ~dCorporate Security     ~5
~5 ~3<~5S~3> ~1Shields Transfer        ~3<~5R~3> ~dDrop Corporate Member  ~5
~5 ~Bv2~5 ͼ
|GENEBOOM

~2As you give the order, the weapons officer engages a code sequence
~2that arms the most potent weapon the Federation has ever developed,
~2the powerful Nuerevy Atomic Detonator.  Each corbomite-encased anti-
~2matter warhead is powerful enough to shatter a continent.  When
~2several of these disaster machines are exploded simultaneously along
~2the fault lines of a planetary body, the resulting force is sufficient
~2to reduce it to the interstellar dust from whence it came. A flight of
~2your K3-A fighters takes the planet-busting bombs to the sites
~2selected by the computer as being the most devastating. You then blast
~2off from the planet as quickly as possible.  A single laser blast from
~2your fleet triggers the massive reaction that is truly astounding.
~2Luckily, your crew has enough time to move the  command ship out of
~2the blast range so that you can watch the destruction and enjoy it as
~2well! Unfortunately some of your fighters did not return from the
~2awesome implosion.
|GENESIS

~1   Your science officer has detected a nebula in this sector suitable for
~1system formation. After you register your claim with The Imperial Bureau of
~1Expansionist Affairs for the territory, you give the order to arm and launch
~1the Genesis device.

~1   As the Genesis Torpedo leaves the torpedo bay of your ship, it begins to
~1glow brilliantly as it accelerates it's mass to the critical point. You
~1immediately warp out of range of the Genesis envelope, and four minutes
~1later the nebula is transformed into a thriving planetary system with such
~1a fantastic display of pyrotechnical special effects that it could never be
~1depicted in a simulation like this!

~1   You bring your ship into orbit about your new planet and make
~1preparations to explore it.  Of course, now you will need colonists to
~1really make this planet thrive!
|HARDWARE

~5ͻ
~5 ~5The Emporium Daily Specials~2:  ~5
~5                               ~5
~5 ~3<~5A~3> ~1Atomic Detonators         ~5
~5 ~3<~5B~3> ~1Marker Beacons            ~5
~5 ~3<~5C~3> ~1Corbomite Devices         ~5
~5 ~3<~5D~3> ~1Cloaking Devices          ~5
~5 ~3<~5E~3> ~1SubSpace Ether Probes     ~5
~5 ~3<~5F~3> ~1Planet Scanners           ~5
~5 ~3<~5L~3> ~1Limpet Tracking Mines     ~5
~5 ~3<~5M~3> ~1Space Mines               ~5
~5 ~3<~5P~3> ~1Photon Missiles           ~5
~5 ~3<~5R~3> ~1Long Range Scanners       ~5
~5 ~3<~5S~3> ~1Mine Disruptors           ~5
~5 ~3<~5T~3> ~1Genesis Torpedoes         ~5
~5 ~3<~5W~3> ~1TransWarp Drives          ~5
~5 ~3<~5Y~3> ~1Psychic Probes            ~5
~5                               ~5
~5 ~3<~2!~3> ~dHardware Emporium Help    ~5
~5 ~3<~2Q~3> ~dLeave the Emporium        ~5
~5ͼ
|CORPDISP

~5ͻ
~5 ~5TW2002 Corporate Listings~2:    ~5
~5                               ~5
~5 ~3<~5L~3> ~1List Active Corporations  ~5
~5 ~3<~5R~3> ~1Rank Corporations         ~5
~5                               ~5
~5ͼ
|KENTMAD

~1...as your fighters deploy within Federation space, they are immediately
~1annihilated by a VERY powerful phaser array from the Federation StarShip
~1the Intrepid.  The monstrous bulk of the cruiser fills your viewscreen
~1and its warning message blares throughout your ship.

~2"Try that again and you'll get the same!  You should know the regulations
~2about using arms in the Federation!"

~1Your battle officer reports loss of 10% of your fighters and 10% of your
~1holds.  It seems the Intrepid was very careful in it's attack and could have
~1done much MORE damage.
|LANDEART

~5It takes your very best navigational effort to avoid the multitude of
~5"space junk" in orbit about this planet.  Your computer system finally
~5establishes a link with the Terran Traffic control system and you
~5relax as it brings your ship down automatically onto the last major
~5Space Port on Terra.  You shut your systems down and head out to the
~5main colonists' departure terminal, hoping to find plenty of eager people
~5willing to risk the hazardous trip in CryoFreeze just so they can live on
~5a clean, abundant planet.
|MAKEPORT

~5Ѹ
~5   ~1StarPort Construction    ~5   ~1Initial Construction Costs     ~5 ~1Import ~5
~5͵͵   ~1or   ~5
~5~4 Port Class ~5~4 Ore  Org  Equ ~5~4 Credits ~5~4 Ore ~5~4 Org ~5~4 Equ ~5~4 Days ~5~1 Export ~5
~5͵͵ص
~5     ~21      ~5  ~1B    ~1B    ~4S~7  ~5  ~239,250 ~5 ~3120 ~5 ~3120 ~5  ~360 ~5   ~26  ~5 Import ~5
~5     ~22      ~5  ~1B    ~4S~7    ~1B  ~5  ~241,500 ~5 ~3140 ~5  ~370 ~5 ~3140 ~5   ~27  ~5 Import ~5
~5     ~23      ~5  ~4S~7    ~1B    ~1B  ~5  ~248,000 ~5  ~380 ~5 ~3160 ~5 ~3160 ~5   ~28  ~5 Import ~5
~5     ~24      ~5  ~4S~7    ~4S~7    ~1B  ~5  ~237,500 ~5  ~350 ~5  ~350 ~5 ~3100 ~5   ~25  ~5 Export ~5
~5     ~25      ~5  ~4S~7    ~1B    ~4S~7  ~5  ~234,000 ~5  ~340 ~5  ~380 ~5  ~340 ~5   ~24  ~5 Export ~5
~5     ~26      ~5  ~1B    ~4S~7    ~4S~7  ~5  ~232,500 ~5  ~360 ~5  ~330 ~5  ~330 ~5   ~23  ~5 Export ~5
~5     ~27      ~5  ~4S~7    ~4S~7    ~4S~7  ~5  ~230,000 ~5  ~320 ~5  ~320 ~5  ~320 ~5   ~22  ~5 Export ~5
~5     ~28      ~5  ~1B    ~1B    ~1B  ~5  ~250,000 ~5 ~3200 ~5 ~3200 ~5 ~3200 ~5  ~210  ~5 Import ~5
~5     ~39      ~5 ~3Not Available ~5 ~3------- ~5 ~3--- ~5 ~3--- ~5 ~3--- ~5 ~3---- ~5 ~3------ ~5
~5     ~30      ~5 ~3Not Available ~5 ~3------- ~5 ~3--- ~5 ~3--- ~5 ~3--- ~5 ~3---- ~5 ~3------ ~5
~5ص
~5       ~3Ports will initially produce 100 units/day in each category        ~5
~5Ͼ         
|NONONO

~1A blaring message comes screaming across your sub-space radio:
 
~2"This is Captain Zyrain, of the StarShip Intrepid, your hostile
~2 act has been noticed and I feel that I must inform you of the dire
~2 consequences that you are asking for.  No space piracy will take place
~2 in Federation space while I am commanding the Intrepid!

~2 Intrepid out..."
 


~1You notice the un-Godly bulk of the Intrepid looming into view and think
~1twice about your aggressive actions.
|PLANHELP

~5ͻ
~5 ~3<~5A~3> ~1Take All Products       ~5
~5 ~3<~5C~3> ~1Enter Citadel           ~5
~5 ~3<~5D~3> ~1Display Planet   ~5       
~5 ~3<~5M~3> ~1Change Military Levels  ~5
~5 ~3<~5O~3> ~1Claim Ownership of      ~5
~5    ~1   this planet           ~5
~5 ~3<~5P~3> ~1Change Population Lvls  ~5
~5 ~3<~5S~3> ~1Load/Unload Colonists   ~5
~5 ~3<~5T~3> ~1Take or Leave Product   ~5
~5 ~3<~5Z~3> ~1Try to Destroy Planet   ~5
~5                             
~5 ~3<~2!~3> ~2Planetary Help   ~5       
~5 ~3<~2Q~3> ~2Leave this Planet~5       
~5ͼ
|PLANDOCK

~1You shut down all ship systems and retire to your quarters in the Citadel,
~1confident of your safety here.  Yet you still check the orbital radars 
~1before heading to bed, just to make sure no enemy is lurking out there.

|CITADEL

~5ͻ
~5 ~3<~5B~3> ~1Transporter Control      ~3<~5N~3> ~1Interdictor Control     ~5
~5 ~3<~5C~3> ~1Engage Ship's Computer   ~3<~5P~3> ~1Planetary TransWarp     ~5
~5 ~3<~5D~3> ~1Display Traders Here     ~3<~5R~3> ~1Remain here overnight   ~5
~5 ~3<~5E~3> ~1Exchange Trader Ships    ~3<~5S~3> ~1Scan this sector        ~5
~5 ~3<~5G~3> ~1Shield Generator Control ~3<~5T~3> ~1Treasury Fund Transfers ~5
~5 ~3<~5I~3> ~1Personal Info            ~3<~5U~3> ~1Upgrade Citadel         ~5
~5 ~3<~5L~3> ~1Quasar Cannon R-Level    ~3<~5V~3> ~1Evict the other Traders ~5
~5 ~3<~5M~3> ~1Military Reaction Level  ~3<~5X~3> ~1Corporation Menu        ~5
~5 ~3<~2!~3> ~2Citadel Help             ~3<~2Q~3> ~2Leave the Citadel       ~5
~5ͼ
|PORTMUG


~1As you wonder about looking down dark corridors, you hear some noise behind
~1you.  You spin around to see who is approaching you, but everything goes
~1dark as you are hit.

~1You wake up a few hours later and find most of your money gone.

|PORTWAND


~1You wander about the port but find nothing but locked doors and deadends.
~1You do notice some rather rough looking characters lurking about the place.
~1Maybe its not such a good idea to wander about without knowing where its
~1safe to go?

|SHIP1

~dThe Merchant Cruiser is the standard fare for earning a living in the
~duniverse.  These craft are moderately fast, well armored and have hard
~dpoints for many different accessories.  Many cartels use the Merchant
~dCruiser as their only ship type.  The Merchant is the craft by which
~dcombat specs are rated for a standard.
|SHIP2

~dThe Scout Marauder is currently the fastest, conventional drive ship
~dknown to mankind.  This small speedster can easily outdistance even the
~dpowerful Corellian Battleships.  It is not equipped for controlling many
~dfighters or shields, but it fights at 2 to 1 odds due to its quickness
~dand small size.  This craft cannot carry mines or Genesis Torpedoes.
~dIt may be small, but this ship's speed and range make up for much.
|SHIP3

~dMissile Frigates are really nothing more than a retro-fitted Merchant
~dCruiser.  They maintain the same speed and range of the Merchant but can
~dcarry twice the firepower.  Commanding a Frigate means that you cannot
~dtake advantage of much of the additional starship equipment available,
~dbut their combat advantages make up for that.  The Missile Frigate is
~dthe only ship outfitted to carry the awesome Photon Missile.  These
~dweapons of destructions can turn StarPorts into space junk in short
~dorder.  The Photon Missile was also used effectively in the Trantorian
~dconflict to totally destroy the enemy's home planet.
|SHIP4

~dThe Corellian Battleship is a dangerous craft indeed!  This ship packs
~dthe most punch of any ship in the Federation.  Battleship's can carry
~dfour times the fighters of a Merchant and deliver them with a much
~dhigher degree of effectiveness due to their superior combat computers.
~dThe shield generators on Battleships are capable of shielding the ship's
~dfighters as well.  This craft is one of the more prestigious and powerful
~dships available today.
|SHIP5

~dFew words can actually describe the sheer awe associated with a
~dCorporate Flagship.  Only available to Corp CEOs, this huge craft is
~dthe ultimate in power and capability.  Not only can it carry up to
~d20,000 fighters at one time, this ship carries a powerful combination
~dof options that will make any foe turn tail and run.

~dThe most impressive capability of the Flagship is the TransWarp Drive.
~dThis device enables the ship to TransWarp to any other sector in the
~dUniverse provided one of your fighters is already there emitting a
~dlocator beam.  Without this, a ship can disapear into TransWarp and
~dnever be seen again.
|SHIP6

~dThe Colonial Transport is a massive structure that can only barely be
~dcalled a ship.  This huge craft is ideal for moving large amounts of
~dproducts or colonists from place to place.  Though it has a standard
~ddrive, this ship is rather slow due to the mass involved.  Also, the
~dcombat computers are rather limited on this craft due to the excessive
~dneeds of the navigation computers.  The Transport is not outfitted for
~dcarrying or deploying mines.  Conflict brings the Transport's major
~dweakness to light.  Due to the size of the craft, it is very hard to
~ddefend against fighters.
|SHIP7

~dThe CargoTran is a large ship indeed.  Though not as fast as some of its 
~drelated trading cousins, this ship can move vast amounts of goods.  It is
~dtypically a pacifist's ship as it does not carry much in the way of
~doffensive capabilities but it's very large array of holds makes up for all 
~dof that.  The large shield capacity of this craft makes it safe to wander
~dhostile territory as well.  This ship is considered by many to be one of 
~dthe top money-makers in the Universe.
|SHIP8

~dThe Merchant Freighter is the ideal ship for those traders that do not want
~dto concern themselves with political matters.  It is not a very powerful 
~dship in combat, but its strengths are many.  This ship can carry a large 
~dnumber of shields and manages to outdistance most ships.  After all, "Those 
~dwho fight and run away, live to fight another day" still holds very true in
~dthe universe as we know it today.
|SHIP9

~dThe commercial version of a Federation StarShip is not available to just
~danyone.  This craft is only available to those who are commissioned by the
~dFederation to aid in their cause.  StarShips are the most closely guarded
~dtechnology in existence.  They can carry massive assault power and through
~dthe use of the TransWarp drive, they can deliver this power almost anywhere.

~dThe Imperial StarShip is truly the most powerful ship that a private
~dindividual can command.  More information about qualifying for a Federal
~dcommission is available at a Police station near you.
|SHIP10

~dThe Havoc Gunstar is a recently developed ship that owes its existance to 
~dnew developments in micro-miniaturization.  This mid-sized ship is the only
~done of its size to be able to house a TransWarp drive.  Though it doesn't
~dcarry a large amount of holds to fuel the TransWarp, it still has a decent 
~dT-Warp range and can arrive at its destination packing a moderate fighting
~dforce in the bargain.  Watch for this ship to become the favorite of the
~dMercenary legions in the Universe.
|SHIP11

~dThe StarMaster represents the latest in technological advances for star 
~dtravel, meeting the needs of those who desire a ship with great speed and 
~dmedium cargo capacity.  Developed to counter the growing threat of space
~dpiracy, the StarMaster posesses a formidable fire control and weapons 
~dsystem, and a high shield capacity.  The price for this state-of-art craft
~dis not cheap, but discerning traders will find that the investment will 
~dpay for itself in the long run.
|SHIP12

~dThe Constellation is the direct offspring of the Correlian Battleship.
~dWhile not quite as powerful as its distinguished parent, the Constellation
~dmakes its own mark with greater speed and range.  Traders have dubbed it
~dthe "baby battleship", but this "infant" is one of the most powerful and
~dmaneuverable ships available in the universe today. 
|SHIP13

~dThe T'Khasi Orion is the perfect ship for traders who want the speed and
~dcargo capacity of the Merchant Freighter but need a bit more firepower.
~dOffering substantially higher combat odds and fighter capacity, the T'Khasi
~dOrion is an excellent intermediate ship.
|SHIP14

~dYoung corporations in need of planetary defense should consider the
~dSentinel.  With its new planetary combat guidance system, this ship's
~dnormal combat odds of 1:1 shoot up to 4:1 when defending a corporate
~dplanet.  When an enemy ship enters a sector containing a Sentinel set in
~ddefense of a corporate planet, the hostile vessel must first destroy the
~dSentinel and all of its fighters before it may land and attempt any action 
~dtoward the planet.  Remember:  The Sentinel was designed primarily for 
~dPlanetary defense, if used for offensive purposes its combat odds are 1:1.  
|SHIP15

~d"Big, slow and ugly...", seem to be the words most often overheard when 
~dsomeone is describing the Taurean Mule.  Designed in direct competition
~dwith the CargoTran, the Mule is somewhat faster and possesses a higher
~dcargo capacity, but it is even more vulnerable to piracy and attack than
~dit's competitor.  However, this is still a good ship for traders who have
~dstaked out "safe" trade lanes and do not have to worry about enemy attacks.
|SHIP16

~dA recently designed vessel, the Interdictor Cruiser is fast becoming
~dthe great Equalizer of the Universe.  It is as powerful as it is large
~dand packs a tremendous punch in modern combat.  Unfortunately it cannot
~duse a TransWarp drive due to its size and its speed is not a great asset.
~dThe major attraction of this vessel is the Interdictor Generator that
~dcreates such a large gravity well that no other ship in its sector can
~dwarp out!  When an Interdictor Cruiser arrives on the scene you had
~dbetter give up all thoughts of running away. In addition this ship is not
~dan atmospheric craft and cannot land on any planets.
|SHIPYARD

~5ͻ
~5  ~5The Federation Shipyards~2:   ~5
~5                              ~5
~5 ~3<~5B~3> ~1Buy a New Ship           ~5
~5 ~3<~5S~3> ~1Sell extra Ships         ~5
~5 ~3<~5E~3> ~1Examine Ship Specs       ~5
~5 ~3<~5P~3> ~1Buy Class 0 Items        ~5
~5 ~3<~5R~3> ~1Change Ship Registration ~5
~5                              ~5
~5 ~3<~2!~3> ~dShipyards Help           ~5
~5 ~3<~2Q~3> ~dLeave the Shipyards      ~5
~5ͼ
|GALABANK

~5ͻ
~5  ~5The Galactic Bank~2:  ~5
~5                      ~5
~5 ~3<~5D~3> ~1Make a Deposit   ~5
~5 ~3<~5E~3> ~1Examine Balance  ~5
~5 ~3<~5T~3> ~1Transfer Funds   ~5
~5 ~3<~5W~3> ~1Withdraw Funds   ~5
~5                      ~5
~5 ~3<~2Q~3> ~dLeave the Bank   ~5
~5ͼ
|LIBRARY

~1You have wandered into the entrance of what appears to be a Library of
~1some kind!  There is a Vid-Panel in front of you with some selections
~1that you've never seen before.
|SINGBAR

~1You feel rather nervous as you enter this rather seedy establishment.
~1But after a few drinks you begin to carouse with members of the opposite
~1sex and you forget about your surroundings.  You emerge from the place
~1a few hours later with a nasty headache and you notice that your account
~1on your VidCreditCard is much lower than when you entered.
|STARLAND

~1You bring your ship into approach for the Federation StarDock.

~1This has to be the single, largest man-made object you've ever seen.  It
~1continues on for miles and contains the factories for all of the major
~1brands of Space-going craft.  Since the materials wars of 1998 on Earth, all
~1ship builders relocated here.  You've heard many strange stories about the
~1people and places here, but you haven't found many of either, yet.

~1You lose sight of the boundless reaches of space as your craft descends
~1amongst the giant buildings onto a landing pad.

~2"All systems secured, welcome to StarGate Alpha I", comes over your ship's
~2intercom.
|TRICRON

~5     This is a game of skill  and luck.    You pay an  entry fee to
~5play the game.   This fee  goes into the  Top Player Jackpot  which
~5will be detailed later in these instructions.   The game  will last
~5for 10 rounds.  In each round you will be dealt three  Crons.  Each
~5Cron  is a  number from  0 to 9.  You will be  using these crons to
~5form a three-digit number.  To win, your three digit number must be
~5greater than the dealers.  Before he shows you the cron, the dealer
~5will  ask you  which  position  your  next  cron  will  occupy  - 1
~5(hundreds), 2 (tens) or 3 (ones).  Psi-Filters are  used to  insure
~5that Telepaths and Empaths do not get an  unfair advantage over the
~5races  that lack  such skills.  The  winning  number  will be added
~5to  the  winner's cumulative total.  The totals are compared at the
~5end of  the  ten  rounds  and the  greater of  the  totals  will be
~5declared the winner.   If the house is the winner, the game is over
~5and you will have to pay again  if you wish to play again.   If you
~5are declared the  winner,  your payback is 2 to 1.   If you are the
~5Top Player you win all accumulated money in the Top Player Jackpot.

|POLICE
~5ͻ
~5 ~3<~5A~3> ~1Apply for a Federal Commission    ~5
~5 ~3<~5C~3> ~1Claim a Federation Reward         ~5
~5 ~3<~5E~3> ~1Examine the Ten Most Wanted List  ~5
~5 ~3<~5P~3> ~1Post a Reward on someone          ~5
~5                                       ~5
~5 ~3<~2!~3> ~dFedPolice Help                    ~5
~5 ~3<~2Q~3> ~dLeave the Police Station          ~5
~5ͼ

|STARMENU

~5ͻ
~5     ~5Obvious places to go are~2:         ~5
~5                                       ~5
~5 ~3<~5C~3> ~1The CinePlex Videon Theatres      ~5
~5 ~3<~5G~3> ~1The 2nd National Galactic Bank    ~5
~5 ~3<~5H~3> ~1The Stellar Hardware Emporium     ~5
~5 ~3<~5P~3> ~1The Federal Space Police HQ       ~5
~5 ~3<~5S~3> ~1The Federation Shipyards          ~5
~5 ~3<~5T~3> ~1The Lost Trader's Tavern          ~5
~5                                       ~5
~5 ~3<~2!~3> ~dStardock Help                     ~5
~5 ~3<~2Q~3> ~dReturn to your ship and leave     ~5
~5ͼ
|STUPID

~1CAPTAIN!  Now you've done it!  Radiation levels are exceeding the
~1capacity of our shields.  The mains have all shut down and we
~1can't get the trans warp drive to activate...  This is it
~1Captain, we're all going to die!
|TAVERN

~5ͻ
~5     ~5Obvious things to do are~2:         ~5
~5                                       ~5
~5 ~3<~5A~3> ~1Make an Announcement              ~5
~5 ~3<~5B~3> ~1Buy something from the bar        ~5
~5 ~3<~5C~3> ~1Eavesdrop on conversations        ~5
~5 ~3<~5E~3> ~1Order some food                   ~5
~5 ~3<~5G~3> ~1Try your hand at Tri-Cron         ~5
~5 ~3<~5T~3> ~1Talk to the grimy Trader in back  ~5
~5 ~3<~5U~3> ~1Use the facilities                ~5
~5                                       ~5
~5 ~3<~2!~3> ~dTavern Help                       ~5
~5 ~3<~2Q~3> ~dLeave the Tavern                  ~5
~5ͼ
|CITIUP2

~1This Citadel does not have a Combat Control System.  To construct one,
~1you must first have the raw materials on the planet to build it.

~1Once a Combat Control System is built, you will then have the ability to
~1set the fighters on the planet surface in either defensive or offensive
~1deployment.  Traders wishing to attack you or take the products of the
~1planet will have to fight through your fighters first. 

~5Construction of a Combat Control Computer on this type of planet requires 
~5the following:
|CITIUP3

~1This Citadel does not have a Quasar Cannon.  If you wish to construct one,
~1you must first have the raw materials on the planet to build it.

~1A properly deployed Quasar Cannon is the most powerful weapon known today.
~1With an adequate fuel supply, a Q-Cannon can outlast even the most powerful
~1fleet and survive with its base planet intact.  A Quasar Cannon can only
~1reach ships in the sector its base planet is in, but it reaches them with
~1an effective firepower that only some large BattleShips can match.

~5Construction of a Quasar Cannon on this type of planet requires 
~5the following:
|CITIUP4

~1This Citadel does not have a Planetary TransWarp Drive.  To construct one,
~1you must first have the raw materials on the planet to build it.

~1With a fully operational Planetary TransWarp drive in place, you can move
~1your planets to any sector you defend!  Your white dwarf star that provides
~1light and heat for your planet is moved as well in the massive TransWarp
~1field that this awesome engine creates.  The amount of fuel required to 
~1generate this field is tremendous though, and you will only be able to move 
~1your planet once every 9-10 days.

~5Planetary TransWarp construction on this type of planet requires 
~5the following:
|CITIUP5

~1This Citadel does not have a Planetary Shielding System.  To construct one,
~1you must first have the raw materials on the planet to build it.

~1With a fully operational Planetary Shielding System in place, you can rest
~1assured that no one will easily take over your planet!  Planetary Shields 
~1will prevent not only enemy ships from landing, but they will also negate 
~1the effects of the Photon Missile.  Shielding Control is maintained through
~1a series of geosynchronous satellites that you transfer shield generators   
~1to.  You can build this level up to a considerable defensive power.

~5Planetary Shielding System construction on this type of planet requires 
~5the following:
|CITIUP6

~1This Citadel does not have a Planetary Interdictor Generator.  To construct
~1one you must first have the raw materials on the planet to build it.

~1An operational Interdictor Generator is a much feared defense against
~1intruders.  The gravity well produced by such a generator prevents an 
~1opponent from generating a warp field and subsequently traps them in your
~1sector. (where you can deal with them at your leisure).  Be aware that
~1the generation of such a field drains a tremendous amount of Fuel from
~1your planet's resources.

~5Interdictor Generator System construction on this type of planet requires 
~5the following:
|MILIT

~50 would be totally defensive, 50 would use half of the fighters
~5on the planet in an attack against an intruder landing on this planet
~5and the remaining half would drop back to defend the Citadel, 100
~5would use all of the fighters in an assault on the intruder.  
~5Remember that your defensive fighters on a planet have much better odds
~5than defensive fighters deployed in space.  If a Trader tries to blast 
~5your planet with Photon Missiles (after blowing up the fighters you had 
~5in the sector) then the Combat Control Computer will send this percent of 
~5your fighters into the sector to attack. 
|QUASAR

~1Quasar Cannon reaction level, in the Atmosphere:

~50 would be totally defensive, 50 would use half of the Fuel Ore reserve 
~5on the planet (for each firing), and 100 would use all of the Fuel Ore 
~5remaining against an enemy.  Remember that the Quasar Cannon is MUCH more
~5effective against an enemy that has entered the atmosphere of the planet.
|QUASAR2

~1Quasar Cannon reaction level, in the Sector:

~50 would be totally defensive, 50 would use half of the Fuel Ore reserve 
~5on the planet (for each firing), and 100 would use all of the Fuel Ore 
~5remaining against an enemy.  Remember that the Quasar Cannon is MUCH more
~5effective against an enemy that has entered the atmosphere of the planet.
~5So shooting at an enemy in the sector will not do as much damage at that
~5range.
|TWRETHLP

~5ͻ
~5 ~3<~5A~3> ~1Attack Deployed Fighters ~5
~5 ~3<~5D~3> ~1Re-Display this Sector   ~5
~5 ~3<~5I~3> ~1Information on your ship ~5
~5 ~3<~5P~3> ~1Pay Toll (if applicable) ~5
~5 ~3<~5R~3> ~6RETREAT!!!!!!!!!!!!!!!!~5  
~5ͼ
|PLAUNCH

~5  The Photon Missile Detonation rocks your ship as the waves beat upon your
~5shields.  Your sensors fail momentarily, but then return.  The Photon Wave
~5is in effect, make ready to invade!
|ROBPORT

~5After docking with the port, you glance furtively about trying to
~5estimate this chance to make some "quick" profit. The port staff are
~5off helping  a few other Traders right now.  Will you go for it?
|ROBHELP

~5ͻ
~5 ~3<~5R~3> ~1Rob Money from this Port ~5
~5     ~d(Chancy but Profitable)~5  
~5 ~3<~5S~3> ~1Steal Product from dock  ~5
~5     ~d(Easiest for Novices)  ~5  
~5 ~3<~5Q~3> ~1Quit, nevermind          ~5
~5ͼ

|TWPAHLP

~5ͻ
~5 ~3<~5A~3> ~1Attack Planet's Fighters ~5
~5 ~3<~5I~3> ~1Information on your ship ~5
~5 ~3<~5R~3> ~6RETREAT!!!!!!!!!!!!!!!!~5  
~5ͼ
|PLANETM

~5Class ~CM~1 - Thick Oxygen/Nitrogen atmosphere.  Specific  gravity within 
~1         0.7 to 1.3 Earth normal.  Random, but mostly  manageable weather 
~1         patterns,  with  temperatures  ranging  from  0  to  40  degrees 
~1         Celsius.    Fertile  soil,  excellent  for  Organic  production.  
~1         Mineral deposits, very good for  Equipment production.  Chemical 
~1         elements  good for  Fuel Ore.  Class M planets are excellent for 
~1         human  colonization and promote an  excellent population  growth 
~1         curve as well  as a very good population harmony quotient.  They 
~1         have an above average  "habitability band".   Drawbacks  include 
~1         overpopulation  problems,  political  unrest  and  human-induced 
~1         destruction of the BioSphere. 
|PLANETU

~5Class ~CU~1 - planets have  very heavy  ranging  to very thin atmospheres 
~1         consisting of various elements, mostly comprised of helium or of  
~1         hydrogen.  Specific gravities can range from 0.2 to 8.0 of Earth 
~1         normal.  Climate patterns  usually extremely  violent with temps
~1         ranging from -200 to 400 Celsius. Full life  support required at 
~1         all times. No production can sustain itself on a Class U planet.  
~1         Some miners have hinted at very valuable products that they have 
~1         extracted from  Class U worlds  but the Federation does not have 
~1         them in its "Official Guide to Mining".  Class U planets are not  
~1         recommended for colonizations as the environment is harsher than 
~1         being in space itsself. 
|PLANETH

~5Class ~CH~1 - planets have  extremely thin Oxygen / Nitrogen atmospheres. 
~1         Specific gravities are within 0.8 to 2.6 Earth normal.   Climate  
~1         patterns are  violent with temperatures  from 45 to  400 degrees 
~1         Celcius.  Full life  support  required for  colonization.   Zero 
~1         workable soil and  harsh  conditions  make  Organics  production 
~1         impossible.  Good trace elements  for equip but conditions  make  
~1         production  a  gamble   at   best.    Excellent  Ore  production 
~1         possibilities as material is often ejected  by volcanic activity  
~1         and found  on the surface.  Very dangerous  for colony growth as 
~1         unstable planetary crusts often lead  to the complete loss  of a  
~1         colony. The Federation has been known to use Class H planets for 
~1         defense of key sectors due to their large Ore base.
|PLANETC

~5Class ~CC~1 - planets have  extremely  thin  Oxygen-Nitrogen atmospheres.  
~1         Specific gravity from 0.5 to 1.7 Earth normal.  Meteorologically  
~1         unstable causing  violent conditions.  Temps range from  -10  to 
~1         -190 degrees  Celsius.  Full life support necessary for colonies  
~1         and death rates are high.  No  workable soil base so  hydroponic  
~1         Organics are  limited.   Modest mineral  and  chemicals exist so  
~1         production of Ore  and Equipment  will be below average to none. 
~1         Class C  planets NOT recommended for colonization, their violent 
~1         condition makes it  extremely  hazardous.  Some Class C  planets 
~1         have been adopted by the  Federation and used as prison colonies  
~1         with very effective results. 
|PLANETL

~5Class ~CL~1 - planets have a thin  Oxygen/Nitrogen  atmosphere.  Specific  
~1         gravity within 1.0 to 2.2 Earth normal. Weather patterns are wet 
~1         with  temperatures  ranging  anywhere  from -30  to  50  Celsius 
~1         depending  on the  width  of  the  habitability band.  Excellent 
~1         Mineral and Ore depostits but harsh  conditions only  permit avg  
~1         to below avg Equipment production.  Soil is excellent, providing 
~1         higher than normal organics production.  Colonist specialization 
~1         is necessary to maintain population. Good - very good population  
~1         harmony quotient. Above  average  "habitability band"  but  only  
~1         medium population growth. Drawbacks include hazards to equipment 
~1         and occasional severe weather conditions.
|PLANETK

~5Class ~CK~1 - planets have a thin  Oxygen/Nitrogen atmosphere.   Specific  
~1         gravity within 0.5 to 1.5  Earth  normal.   Weather patterns are 
~1         mostly dry and hot  with temperatures ranging  fron  40  to  140 
~1         degrees  Celsius.  Little  area of  fertile soil,  very  bad for 
~1         Organics. Very little precious metal making it bad for Equipment 
~1         production. Common Chemical traces making it great for Fuel Ore. 
~1         Class K  worlds  are  average for  humanoid  colonization but an 
~1         arrid and hot climate  requires  specialized colonists.   Narrow  
~1         habitability band but a generally  stable  political environment  
~1         as the population must depend on each other to survive.   Higher  
~1         fatality rate than Class M worlds. 
|PLANETO

~5Class ~CO~1 - planets have a dense Oxygen/Nitrogen  atmosphere.  Specific 
~1         gravity within 1.1 to 1.8 Earth  normal.  Random  and occasional  
~1         violent weather current patterns, with temps ranging  from 20 to 
~1         50 degrees Celsius.  No land mass to speak of, making mining for 
~1         Ore more difficult. Organics production quite good,  (one of the 
~1         best) but a  poor  environment  for building Equipment.  Class O 
~1         planets are more challenging to habitate, but are almost as safe 
~1         as class M.  Good population  growth curve and decent population 
~1         harmony. Their entire surface is habitable with proper gear with 
~1         the only drawbacks being the costs to settle and build citadels.
|DESTRUCT

~5You issue the command to your Ship computer to start the Corbomite
~5self-destruct system.  All of your crew jettison in escape pods, but you,
~5the captain, remain behind with your vessel.  You stand proud on the
~5wretched remains of the bridge of your ship as the count down finishes:


~5In a nearby sector, a Federation Patrol Ship notices a brilliant star
~5suddenly flare and then die out in the distance......
|UPPORT

~5ͻ
~5  ~1Upgrade Starport Production~5   
~5͹
~5 ~21 ~3Fuel Ore,   costs $~2250~3/unit ~5 
~5 ~22 ~3Organics,   costs $~2500~3/unit ~5 
~5 ~23 ~3Equipment,  costs $~2900~3/unit ~5 
~5͹
~5   ~3Choose ~21~3, ~22~3, ~23~3 or ~2Q~3 to quit ~5 
~5ͼ
|PLATHELP

~5You may either set the Atomic Detonators and hope that the Colonists do not
~5"accidently" set them off trying to disarm them (while you're on the planet)
~5or you can first attack and exterminate the Colonist population to assure a
~5safer use of the detonators.
|DESPLAN

~5ͻ
~5 ~3<~5D~3> ~1Use Atomic Detonators ~5
~5 ~3<~5A~3> ~1Attack Colonists      ~5
~5 ~3<~5Z~3> ~1Help! (What do I do?) ~5
~5 ~3<~5Q~3> ~6Never Mind           ~5 
~5ͼ
|UNDERGND

~5ͻ
~5 ~3<~5C~3> ~1Collect on Contract   ~5
~5 ~3<~5H~3> ~1View Hit Contracts    ~5
~5 ~3<~5N~3> ~1Get your Name Changed ~5
~5 ~3<~5P~3> ~1Place a Contract      ~5
~5 ~3<~2Q~3> ~dLeave this place     ~5 
~5ͼ
|COMMISS
~5The Sergeant smiles warmly at you and ushers you into a side room
~5that you've never been in before.  Shortly a tall person with a
~5commanding presence enters the room.

~2"Congratulations!.  We've had our eyes on you for some time now.
~2 Welcome to the ranks of the Federation!"

~5He then turns over to you the ship manuals for a Imperial Starship
~5and briefs you on command of one.  He also outlines what the Federation
~5expects from you in return. 

~2"From time to time we may call on you to help eradicate some problem
~2 Trader or help in the fight against the Ferrengi.  We also expect you
~2 to maintain and even improve the already high standard that you have
~2 shown in the past!  Do not drop below your new alignment or we will
~2 have to ah, um, *repossess* anything you might have gained from our
~2 help"

~5You leave this office with a new resolve to go forth and vanquish Evil!

~5For joining the Federation your alignment becomes 1000!
|MAINWARN

          ~6 ************** ~1 W A R N I N G ~6 **************

~1 External Maintenance has NOT run recently!  This program MUST be run every
~1 night for the proper operation of Trade Wars 2002.  The program you must
~1 run is called ~2EXTERN.EXE ~1and is in the same place with the TW2002.EXE
~1 program.  If you do not setup your system to run this program every night
~1 then unused accounts will not be cleared, the Ferrengi will not move, Ports
~1 will not get built and a few dozen other IMPORTANT things will not happen!
 
~1 This warning should be displayed to the SYSOP only.  If you are a regular
~1 user and are seeing this, please inform the SYSOP that they need to set the
~1 Sysop_Level setting in the Editor to an appropriate level.

~5 This has been a paid, Public Service announcement from ~2Martech Software
|TRANSCTL

~5ͻ
~5   ~5Transporter Main Control~2:      ~5
~5                                  ~5
~5 ~3<~5S~3> ~1Beam to another Ship         ~5
~5 ~3<~5P~3> ~1Beam to another Planet       ~5
~5                                  ~5
~5 ~3<~2!~3> ~dTransporter Help             ~5
~5 ~3<~2Q~3> ~dLeave the Transporter        ~5
~5ͼ

|||EOF|||
