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	<title>Gameolosophy &#187; Trade Wars</title>
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		<title>Trade Vets: Understanding the Sectors</title>
		<link>http://gameolosophy.com/games/online/trade-wars/trade-vets-understanding-the-sectors/</link>
		<comments>http://gameolosophy.com/games/online/trade-wars/trade-vets-understanding-the-sectors/#comments</comments>
		<pubDate>Wed, 20 May 2009 07:50:54 +0000</pubDate>
		<dc:creator><a target="_blank" href="http://www.triond.com/users/A.+Fool">A. Fool</a></dc:creator>
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		<description><![CDATA[Reading the Sectors and knowing how to play them.]]></description>
			<content:encoded><![CDATA[<p>Imagine the Sectors being a cave with little tunnels going off to the sides.</p>
<p>The best Sectors seem to be those in which there is a center &#8216;cavern&#8217; with five trails leading off, one of which is a 1.</p>
<p>For illustration imagine sector 876 which leads to 16 &#8211; 45 &#8211; 64 &#8211; 159 &#8211; 700 &#8211; 999</p>
<p>999 is a one way in Sector, so to get there one can only enter from 876.  Now imagine mining 16, 45, 64, 159, 700. And mining the sectors leading to them.</p>
<p>16 connects to 23, 51, 934, and all of those are mined, and on through the others.</p>
<p>A player comes to 934, gets damaged or podded by the mines. He gets angry. He gets to Star Dock, gets a new ship, and his first thought is to disarm your mines.</p>
<p>He races back to 934 and disrupts those mines. Then, as he tries to get into 16&#8230;More Mines?</p>
<p>He&#8217;s so angry now, maybe he&#8217;s run out of turns, but tomorrow, first thing&#8230;those mines in 16!</p>
<p>He logs back on, 934 is mined, AGAIN. He disrupts those, back to Star Dock, more disrupters, now into 16.</p>
<p>He&#8217;s cleared the Sector, stops in, does and scan and 876 is EMPTY but the others are mined.</p>
<p>So gets himself involved in more mine disruption. Ignoring 876.</p>
<p>This strategy works almost every time. Players do not assume you&#8217;re setting mines to protect empty space.</p>
<p>They are sure &#8217;something&#8217; is there, and spend turns searching.</p>
<p>&#8220;Knowing&#8221; there&#8217;s &#8216;nothing&#8217; beyond 876 and after spending off two or three days worth of turns with nothing to show for it, they get really frustrated.</p>
<p>Because you&#8217;ve annoyed them, they have stopped their program to deal with your&#8217;s.</p>
<p>They aren&#8217;t playing their game, they aren&#8217;t even playing Trade Wars, they are playing &#8216;Bomb Squad&#8217;.</p>
<p>Their whole lives are dedicated to destroying your mines; which, of course, you constantly replace.</p>
<p>And to enable their game of &#8216;Bomb Squad&#8217; they&#8217;ve put a Toll catching beacon fighter in Sector 16 so they can warp there.</p>
<p>If you do it right, that&#8217;s the last Sector that ship will ever warp to.</p>
<p>Wherever you see a toll fighter placed by an opponent, drop fifty mines around it, after paying the toll, of course.</p>
<p>Whenever you see an &#8216;abandoned&#8217; ship in some sector, surround it with mines.</p>
<p>Don&#8217;t try to blow or capture, it is probably full of corbs.</p>
<p>Police the Sectors around your Home Sector. The player who starts playing &#8216;Bomb Squad&#8217; is not planet building, not trading, he&#8217;s at the Star Dock having to buy a new ship or more shields and of course, Mine Disrupters so he can single step back to your Sector and waste more turns disrupting the mines.</p>
<p>The reason why I advise Not mining your doorway Sector is that it suggests something is there.</p>
<p>Too many players would mine 876 and park a lot of fighters there, which would mean that once 876 is cleaned, there&#8217;s your world.</p>
<p>Making the Doorway seem worthless is more valuable than defenses.</p>
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		<title>Trade Wars: Killing Ferrangi and Other Stupid Things</title>
		<link>http://gameolosophy.com/games/online/trade-wars/trade-wars-killing-ferrangi-and-other-stupid-things/</link>
		<comments>http://gameolosophy.com/games/online/trade-wars/trade-wars-killing-ferrangi-and-other-stupid-things/#comments</comments>
		<pubDate>Tue, 12 May 2009 10:54:10 +0000</pubDate>
		<dc:creator><a target="_blank" href="http://www.triond.com/users/A.+Fool">A. Fool</a></dc:creator>
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		<description><![CDATA[The cost of trying to wipe Ferrangi off the map.]]></description>
			<content:encoded><![CDATA[<p>The only time you should kill Ferrangi is when you&#8217;re looking for a Federal  Commission. After that, all this activity does is waste turns, eats your  fighters and shields, and in many cases, what you &#8216;get&#8217; bearly covers what  you lose.</p>
<p>If you can attack a Missile frigate early and not blow it,  get it to the Dock, you can sell it for 100k. Great idea.</p>
<p>Unless the  turns you are using to take it out, and the fighters your are losing means  that you won&#8217;t be ferrying colonists or doing the necessary domestic  chores.</p>
<p>Reviewing the Daily log, you&#8217;ll often find those that kill the  Most Ferrangi may be way up in the points, but those that have had  only one or two fights after Fed Com have googals of fighters, lots of  shields on their ship and planet, and can pretty much dust two of  the other players without breaking a sweat.</p>
<p>Let me emphasise this; &#8216;Points&#8217; (once you&#8217;ve gotten a Fed Com and maintain the 1k level to keep it, or once you&#8217;ve gone evil and have gotten about 1k points) are meaningless.&nbsp; I&#8217;ve played on games in which the first two players had five or six times as many points as those who later went on to destroy them.</p>
<p>I know you get bored  ferrying colos and building planets and stuff like that, but when you  don&#8217;t have 3k fighters to your name at End game, you&#8217;ll wonder where they  all went.</p>
<p>A scan of logs will display you&#8217;ve had more fights than Mike  Tyson.</p>
<p>It&#8217;s the other players you have to defeat. You are playing  against other people, not the machine.</p>
<p>Repeat that; You are <strong>Playing  Against Other Mammals, NOT the Computer</strong>. It is the Mammals you have to  Defeat, not the Machine characters.</p>
<p>Every turn should be a money maker,  directly or indirectly.</p>
<p>Exploring to locate the other players,  Ferrangal, get a good image of the Universe, hitting those neglected  ports, getting trading points while saving your credits serves you well when  war begins.</p>
<p>Trade Wars is a long term game. Two months is only Mid  Game. If you don&#8217;t have at least one shielded planet by then, you have  lost, regardless of the point standing.</p>
<p>Sure, by end game when you&#8217;ve  nothing but Shielded planets and don&#8217;t have the stomach to build another  Sector, you go out and blow a few Ferrangi for the &#8216;point&#8217; standing  or &#8216;alignment&#8217;.</p>
<p>But trust me, the creation of Ferrangi was for  distraction.</p>
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		<title>More Tips for Trade War Newbies! XI</title>
		<link>http://gameolosophy.com/games/online/trade-wars/more-tips-for-trade-war-newbies-xi/</link>
		<comments>http://gameolosophy.com/games/online/trade-wars/more-tips-for-trade-war-newbies-xi/#comments</comments>
		<pubDate>Mon, 26 May 2008 08:22:10 +0000</pubDate>
		<dc:creator><a target="_blank" href="http://www.triond.com/users/A.+Fool">A. Fool</a></dc:creator>
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		<description><![CDATA[Vital tips you need for playing trade wars.]]></description>
			<content:encoded><![CDATA[<p>This is the Eleventh of Random Advice<br />
for Absolute Newbies.</p>
<h3>Thirty</h3>
<p>Always travel (S)ingle step.</p>
<p>With a Density Scanner you can&#8217;t know<br />
what is before you. You can guess &#8211; 100 -<br />
is a Port and &#8211; 600 &#8211; is a planet&#8230;<br />
but 100 could be ten mines and 600 could<br />
be a mixture of Aliens, Fighters, old<br />
escape pods, etc.</p>
<p>In Early game, when you only have the<br />
Density, avoiding a peculiar Sector<br />
is what you do. Just mark it Avoid,<br />
(C)omputer a(V)oid, and go on.</p>
<p>It doesn&#8217;t matter if you wind up with<br />
a dozen or more avoids, later on in the<br />
game, when you buy your Holoscanner, you<br />
revisit Avoids stopping a Sector away.</p>
<p>The path to 888,(which you&#8217;ve marked avoid),<br />
is one hop from 128. Go Single Step to 128,<br />
then scan 888.</p>
<p>You might find there&#8217;s nothing there,<br />
or nothing to be afraid of.</p>
<p>You then Clear that avoid, (V)(0) but only<br />
that one, and go on to the next, always<br />
stopping a Sector from the Avoid.</p>
<p>Periodically check your Avoids.</p>
<h3>Thirty One</h3>
<p>Explore the galaxy, visit every Sector.</p>
<ul>
<li> A) you want to know where everyone<br />
else is,</li>
<li> B) where Ferrangal is,</li>
<li> C) where the Hazards are,</li>
<li> D) where the wormholes/blackholes<br />
are,</li>
<li> E) and get points (from 1 &#8211; 50) for<br />
being the first to visit a Port. </li>
</ul>
<ul>
<li> A)<br />
Knowing where your opponents are building<br />
is vital.  Whether you are thinking War<br />
or Peace, Good or Evil, you must know<br />
where the others are. </li>
<li> B)<br />
Ferrangal is the Ferrangi Planet. It<br />
goes up to Q Cannon. In most games it<br />
can be invaded, it can be destroyed. </li>
<li> C)<br />
You need to know where mines are,<br />
where eight planets are loaded into<br />
a Sector that can only take five,<br />
(so they&#8217;ll collide and create a<br />
nav haz) etc. </li>
<li> D)<br />
Wormholes are Sectors which don&#8217;t<br />
lead the way they came. <br />For example, you are in Sector 234.<br />
234 links to 55, 124, 765.<br />
You go to 55.<br />
There is no 234 linking 55, there is<br />
only one Sector leading from  55, and<br />
that is Sector 26.<br />
Once you go to 55, you can&#8217;t go back.<br />
You have to go through 26.<br />
Here&#8217;s the perfection of Sector 26.<br />
Every ship, save those Transwarpable,<br />
has no choice but to go through 26.<br />
Imagine being the first to visit that<br />
Sector, and Conscious of what it means.<br />
You can mine it, warp a planet there;<br />
it&#8217;s a black hole. It is a podder<br />
for other players.</li>
<li>E)<br />
Being the first to visit a Port gets you<br />
points, yes, but also, the prices are<br />
better. Cheaper to buy, dearer to sell. </li>
</ul>
<p>Remember, prices go up for sales and<br />
down for purchases depending on how<br />
busy the Port.</p>
<p>Paying 157 for 85 holds of Fuel is<br />
rather different than paying 2,500<br />
for the same number of holds.</p>
<p>Hence, the 50 points you get for being<br />
the first to visit also means you&#8217;re<br />
going to be able to sell higher and<br />
buy cheaper.</p>
<p>In early game, every credit counts.<br />
You want to make as much profit as<br />
possible so as to buy maximum holds<br />
and a Gen Torp.</p>
<h3>Thirty Two</h3>
<p>While a Citadel is building, dump more<br />
goods, more colonists so as soon as one<br />
Level completes on to the next.</p>
<p>Mountainous are treacherous in that from<br />
0 to Level 1 takes 400 Colonists, but from<br />
1 to 2 is 1600, and from 2 to 3 you need<br />
4200 and from 3 to Level 4 5600, (these<br />
are standard figures, they may be different<br />
in your game.)</p>
<p>To &#8216;wait&#8217; until one Level is done before<br />
working on the next is how you lose.</p>
<p>Further, &#8216;wasting&#8217; colonists is another<br />
loser.  Mountainous planets which have<br />
maxed their fuel potential, don&#8217;t need<br />
colonists.</p>
<h3>Thirty Three</h3>
<p>Always have a few &#8216;dummy&#8217; Sectors.<br />
These are places you fire Gen Torps<br />
but don&#8217;t build.</p>
<p>Late in the game you might want to<br />
Warp over a Planet you&#8217;ll use to<br />
build others.</p>
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		<title>Random Tips for Absolute Newbies  X</title>
		<link>http://gameolosophy.com/games/online/trade-wars/random-tips-for-absolute-newbies-x/</link>
		<comments>http://gameolosophy.com/games/online/trade-wars/random-tips-for-absolute-newbies-x/#comments</comments>
		<pubDate>Fri, 16 May 2008 08:16:53 +0000</pubDate>
		<dc:creator><a target="_blank" href="http://www.triond.com/users/A.+Fool">A. Fool</a></dc:creator>
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		<description><![CDATA[More tips for the Newbie playing Tradewars.]]></description>
			<content:encoded><![CDATA[<p>This is the tenth part of Random tips</p>
<p>for Absolute Newbies.  It doesn&#8217;t matter</p>
<p>in what sequence they are read.</p>
<h3>Twenty Five</h3>
<p>Tradewars offers the option of playing</p>
<p>singularly or in a corporation and you</p>
<p>can change your status as often as you</p>
<p>want.</p>
<p>Forming a Corporation at first log in,</p>
<p>(with you as the only member) is standard.</p>
<p>This allows you to buy a Corporate Flagship.</p>
<p>As only C.E.O.s can buy such a ship, you</p>
<p>can see why appointing yourself a C.E.O.</p>
<p>is such a good idea.</p>
<p>If you are playing Evil, that&#8217;s the best</p>
<p>ship you can buy, as you can not get an</p>
<p>ISS for which you need a Federal Commission.</p>
<p>(I discussed Fed. Com. before.)</p>
<p>Flagships take Transwarp Drives, can hold</p>
<p>a good many shields and Fighters.  It is</p>
<p>far cheaper than the ISS. Many players</p>
<p>stick with the Flagship, even when they</p>
<p>can buy an ISS.</p>
<h3>Twenty Six</h3>
<p>If you have formed a Corp, when you</p>
<p>create a planet, or deploy fighters</p>
<p>or mines, the question will be asked;</p>
<p>is this a personal or corporate action?</p>
<p>One strategy is to have two sets of</p>
<p>planets, some as &#8220;personal&#8221; others</p>
<p>as &#8220;corporate&#8221;.</p>
<p>Sometimes you might meet a player who</p>
<p>wants to join your Corporation, or</p>
<p>invites you to join theirs.</p>
<p>You can only be on one Corporation at</p>
<p>a time, hence you make the decision.</p>
<p>Yes, there is strength in numbers, but</p>
<p>there is also danger.  Unless you know</p>
<p>the other player well, he might have</p>
<p>treachery in mind.</p>
<h3>Twenty Seven</h3>
<p>This is a &#8220;cheat&#8221;.  If you are discovered,</p>
<p>you might be kicked off the game or banned</p>
<p>from the Server.</p>
<p>However, sometimes this is necessary&#8230;</p>
<p>that is, to create a &#8220;dual&#8221; who belongs</p>
<p>to your corp.</p>
<p>You might need this dual to tow your ship</p>
<p>from Fed Space if you&#8217;ve run out of turns.</p>
<p>You might need the dual to get to your</p>
<p>planet and turn on a Q cannon.</p>
<p>This one action, then the abandonment</p>
<p>of the dual might be necessary to save</p>
<p>your life.</p>
<p>If you only perform one or two actions</p>
<p>then abandon your &#8220;dual&#8221;, you may not</p>
<p>be discovered or punished.</p>
<p>It is a cheat, never forget it.</p>
<p>If you create a dual, be warned,</p>
<p>you stand the danger of being</p>
<p>kicked off the server.</p>
<h3>Twenty Eight</h3>
<p>&nbsp;When you have multi-player Corporations,</p>
<p>work is divided. Sometimes both will</p>
<p>ferry colos in early game. Sometimes one</p>
<p>ferries, one trades.</p>
<p>On larger corporations, there may be</p>
<p>one &#8220;explorer&#8221; whose only task in early</p>
<p>game is to go from the First to Last</p>
<p>Sector and advise others where and what</p>
<p>is ahead.</p>
<h3>Twenty Nine</h3>
</p>
<p>The danger of corps is when your &#8220;corpie&#8221;</p>
<p>decides to kill you or Transwarp the best</p>
<p>planet somewhere else, or take all the</p>
<p>credits from the treasury&#8230;</p>
<p>There are players who have never won a</p>
<p>game in their lives, but have caused a</p>
<p>lot of other players to lose.</p>
<p>The basic strategy of these Yammers,</p>
<p>(as I call them) is to exploit other</p>
<p>players and gain their assets.</p>
<p>They don&#8217;t win, as the better players</p>
<p>destroy them later in the game. They</p>
<p>never had a real chance of winning,</p>
<p>but have prolonged their &#8220;lives&#8221; by</p>
<p>taking your&#8217;s.</p>
<p>Hence, to Corp or Not to Corp remains</p>
<p>an open question.?</p>
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