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		<id>http://docs.classictw.com/index.php?feed=atom&amp;target=Mongoose&amp;title=Special%3AContributions</id>
		<title>TradeWars Documentation Wiki - User contributions [en]</title>
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		<updated>2026-04-18T20:36:27Z</updated>
		<subtitle>From TradeWars Documentation Wiki</subtitle>
		<generator>MediaWiki 1.15.1</generator>

	<entry>
		<id>http://docs.classictw.com/index.php/Exploring_the_Universe</id>
		<title>Exploring the Universe</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Exploring_the_Universe"/>
				<updated>2012-06-17T22:11:17Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Trade Wars universe consists of sectors connected by warps.  Universes may have from 100 to 30,000 sectors, and each sector may have from one to six warps.  Some warps are one-way.  A default universe is 1,000 sectors, but the smallest commonly played is 5,000 sectors.&lt;br /&gt;
&lt;br /&gt;
In mathematical terms, the universe is a directed graph.  The sectors are its vertices and the warps are its edges.  The shortest path from one sector to another can be computed using a breadth first search.  Graph partitioning algorithms can be used to find tunnels and bubbles that can be divided from the rest of the universe by defending a few key sectors.  The mathematical complexity of the universe is one of the things that many players find compelling about the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Moving to a Sector]]&lt;br /&gt;
&lt;br /&gt;
[[Gridding]]&lt;br /&gt;
&lt;br /&gt;
[[CIM Mode]]&lt;br /&gt;
&lt;br /&gt;
[[Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Zero Turn Mapping]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
..blah blah...under construction&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/TradeWars_Assistant</id>
		<title>TradeWars Assistant</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/TradeWars_Assistant"/>
				<updated>2012-03-25T21:06:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;Created page with 'Category:Helpers {{HelperInfobox |pic=TWAssist-map.jpg |os=MS-DOS |version=2.3 |date=12/02/1995 |cost=$15 (USD) |license=proprietary ([http://en.wikipedia.org/wiki/Abandonwar…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Helpers]]&lt;br /&gt;
{{HelperInfobox&lt;br /&gt;
|pic=TWAssist-map.jpg&lt;br /&gt;
|os=MS-DOS&lt;br /&gt;
|version=2.3&lt;br /&gt;
|date=12/02/1995&lt;br /&gt;
|cost=$15 (USD)&lt;br /&gt;
|license=proprietary ([http://en.wikipedia.org/wiki/Abandonware abandonware])&lt;br /&gt;
|url=[http://wiki.classictw.com/index.php?title=Application:TradeWars_2002_Assistant_(TWASSIST) TradeWars Museum]&lt;br /&gt;
}}&lt;br /&gt;
'''TradeWars Assistant''' (TWAssist) was one of the earliest helpers, and one of the first to include a graphical map of sectors and warps.  It was designed primarily for offline analysis of game logs.  Though originally written for [http://en.wikipedia.org/wiki/MS-DOS MS-DOS], it can still be used on modern operating systems using [http://en.wikipedia.org/wiki/DOSBox DOSBox].&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/File:TWAssist-map.jpg</id>
		<title>File:TWAssist-map.jpg</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/File:TWAssist-map.jpg"/>
				<updated>2012-03-25T21:03:32Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;TWAssist displaying its graphical sector map. (Screenshot by Kavanagh)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TWAssist displaying its graphical sector map. (Screenshot by Kavanagh)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Main_Page</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Main_Page"/>
				<updated>2012-02-13T22:24:41Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the TradeWars documentation wiki!&lt;br /&gt;
&lt;br /&gt;
[[Players Manual|Playing the Game]]&lt;br /&gt;
&lt;br /&gt;
[[GameOp Guide|Running a Trade Wars Game Server]]&lt;br /&gt;
&lt;br /&gt;
==Notes for Contributors==&lt;br /&gt;
Due to problems with spammers, you must request an account before you can edit the wiki.  Contact one of the admins listed on the [[Special:ListUsers|users page]].  (Please do not contact [[User:Jpritch|Jpritch]] unless all else fails.)&lt;br /&gt;
&lt;br /&gt;
When you're ready to start editing, use the search field on the left to find pages related to the topic you're interested in writing about.  If there is no page with a matching title, the wiki will offer to create one.  Try to avoid creating duplicate pages for the same subject.  If you're not sure whether a topic deserves its own page, ask on the talk page of a related subject.&lt;br /&gt;
&lt;br /&gt;
When creating new pages, please be careful to use the correct spelling and capitalization as it appears in the game (e.g., &amp;quot;BattleShip&amp;quot;, not &amp;quot;battleship&amp;quot;.)  The names of pages should generally be nouns.  The [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] provides some good guidelines for naming new articles.&lt;br /&gt;
&lt;br /&gt;
If you just want to contribute to existing pages, you can check out the [[Special:RecentChanges|recent changes]] or go to a [[Special:Random|random page]].  Check out the WikiMedia [http://meta.wikimedia.org/wiki/Help:Editing WikiMedia Help:Editing] page for tips on style and markup.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Evil_or_Red_Cashing</id>
		<title>Evil or Red Cashing</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Evil_or_Red_Cashing"/>
				<updated>2012-01-21T15:05:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game allows traders to go evil, having an alignment less than 0 based on various behaviors.  [[Alignment]] is a different page but for our purposes we shall discuss the ability to rob when a trader's alignment dips below -100.&lt;br /&gt;
&lt;br /&gt;
When porting with an alignment of less than -100 a trader will be asked:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;A&amp;gt; Attack this Port&lt;br /&gt;
&lt;br /&gt;
&amp;lt;R&amp;gt; Rob this Port&lt;br /&gt;
&lt;br /&gt;
&amp;lt;T&amp;gt; Trade at this Port&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Q&amp;gt; Quit, nevermind&lt;br /&gt;
&lt;br /&gt;
Enter your choice [T] ?&lt;br /&gt;
&lt;br /&gt;
And if he dares to hit r to Rob he'll see this:&lt;br /&gt;
&lt;br /&gt;
Docking&lt;br /&gt;
One turn deducted, 291 turns left.&lt;br /&gt;
[Pause]&lt;br /&gt;
&lt;br /&gt;
--Then he'll see this:&lt;br /&gt;
&lt;br /&gt;
After docking with the port, you glance furtively about trying to&lt;br /&gt;
estimate this chance to make some &amp;quot;quick&amp;quot; profit. The port staff are&lt;br /&gt;
off helping  a few other Traders right now.  Will you go for it?&lt;br /&gt;
(R)ob this port, (S)teal product or (Q)uit (?=Help)&lt;br /&gt;
&lt;br /&gt;
So getting away with it means you get a load of stuff for nothing more than a turn used.  The only hard fast rule to thievery is you can't rob from the same port twice in a row...they'll see you. Then you [[Bust]].&lt;br /&gt;
&lt;br /&gt;
Several methods of Making Money as an evil, or red, player.  Most involve selling any product in the ships holds, then stealing this back, then going to another port and doing the same.  The process continues until you [[Bust]].  Evil cashing will always out perform conventional trading.  This is the trade off for not getting the cool ships (ISS) or being able to warp directly to FedSpace.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Red_Cashing_Tactics|Red Cashing Tactics]]&lt;br /&gt;
&lt;br /&gt;
--under construction--&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Evil_or_Red_Cashing</id>
		<title>Evil or Red Cashing</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Evil_or_Red_Cashing"/>
				<updated>2012-01-21T15:04:17Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game allows traders to go evil, having an alignment less than 0 based on various behaviors.  [[Alignment]] is a different page but for our purposes we shall discuss the ability to rob when a trader's alignment dips below -100.&lt;br /&gt;
&lt;br /&gt;
When porting with an alignment of less than -100 a trader will be asked:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;A&amp;gt; Attack this Port&lt;br /&gt;
&lt;br /&gt;
&amp;lt;R&amp;gt; Rob this Port&lt;br /&gt;
&lt;br /&gt;
&amp;lt;T&amp;gt; Trade at this Port&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Q&amp;gt; Quit, nevermind&lt;br /&gt;
&lt;br /&gt;
Enter your choice [T] ?&lt;br /&gt;
&lt;br /&gt;
And if he dares to hit r to Rob he'll see this:&lt;br /&gt;
&lt;br /&gt;
Docking&lt;br /&gt;
One turn deducted, 291 turns left.&lt;br /&gt;
[Pause]&lt;br /&gt;
&lt;br /&gt;
--Then he'll see this:&lt;br /&gt;
&lt;br /&gt;
After docking with the port, you glance furtively about trying to&lt;br /&gt;
estimate this chance to make some &amp;quot;quick&amp;quot; profit. The port staff are&lt;br /&gt;
off helping  a few other Traders right now.  Will you go for it?&lt;br /&gt;
(R)ob this port, (S)teal product or (Q)uit (?=Help)&lt;br /&gt;
&lt;br /&gt;
So getting away with it means you get a load of stuff for nothing more than a turn used.  The only hard fast rule to thievery is you can't rob from the same port twice in a row...they'll see you. Then you [[Bust]].&lt;br /&gt;
&lt;br /&gt;
Several methods of Making Money as an evil, or red, player.  Most involve selling any product in the ships holds, then stealing this back, then going to another port and doing the same.  The process continues until you [[Bust]].  Evil cashing will always out perform conventional trading.  This is the trade off for not getting the cool ships (ISS) or being able to warp directly to FedSpace.&lt;br /&gt;
&lt;br /&gt;
See [[Category:Red_Cashing_Tactics]]&lt;br /&gt;
&lt;br /&gt;
--under construction--&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Evil_or_Red_Cashing</id>
		<title>Evil or Red Cashing</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Evil_or_Red_Cashing"/>
				<updated>2012-01-21T15:04:00Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game allows traders to go evil, having an alignment less than 0 based on various behaviors.  [[Alignment]] is a different page but for our purposes we shall discuss the ability to rob when a trader's alignment dips below -100.&lt;br /&gt;
&lt;br /&gt;
When porting with an alignment of less than -100 a trader will be asked:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;A&amp;gt; Attack this Port&lt;br /&gt;
&lt;br /&gt;
&amp;lt;R&amp;gt; Rob this Port&lt;br /&gt;
&lt;br /&gt;
&amp;lt;T&amp;gt; Trade at this Port&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Q&amp;gt; Quit, nevermind&lt;br /&gt;
&lt;br /&gt;
Enter your choice [T] ?&lt;br /&gt;
&lt;br /&gt;
And if he dares to hit r to Rob he'll see this:&lt;br /&gt;
&lt;br /&gt;
Docking&lt;br /&gt;
One turn deducted, 291 turns left.&lt;br /&gt;
[Pause]&lt;br /&gt;
&lt;br /&gt;
--Then he'll see this:&lt;br /&gt;
&lt;br /&gt;
After docking with the port, you glance furtively about trying to&lt;br /&gt;
estimate this chance to make some &amp;quot;quick&amp;quot; profit. The port staff are&lt;br /&gt;
off helping  a few other Traders right now.  Will you go for it?&lt;br /&gt;
(R)ob this port, (S)teal product or (Q)uit (?=Help)&lt;br /&gt;
&lt;br /&gt;
So getting away with it means you get a load of stuff for nothing more than a turn used.  The only hard fast rule to thievery is you can't rob from the same port twice in a row...they'll see you. Then you [[Bust]].&lt;br /&gt;
&lt;br /&gt;
Several methods of Making Money as an evil, or red, player.  Most involve selling any product in the ships holds, then stealing this back, then going to another port and doing the same.  The process continues until you [[Bust]].  Evil cashing will always out perform conventional trading.  This is the trade off for not getting the cool ships (ISS) or being able to warp directly to FedSpace.&lt;br /&gt;
&lt;br /&gt;
See [[http://docs.classictw.com/index.php?title=Category:Red_Cashing_Tactics]]&lt;br /&gt;
&lt;br /&gt;
--under construction--&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Evil_or_Red_Cashing</id>
		<title>Evil or Red Cashing</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Evil_or_Red_Cashing"/>
				<updated>2012-01-21T15:00:43Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game allows traders to go evil, having an alignment less than 0 based on various behaviors.  [[Alignment]] is a different page but for our purposes we shall discuss the ability to rob when a trader's alignment dips below -100.&lt;br /&gt;
&lt;br /&gt;
When porting with an alignment of less than -100 a trader will be asked:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;A&amp;gt; Attack this Port&lt;br /&gt;
&lt;br /&gt;
&amp;lt;R&amp;gt; Rob this Port&lt;br /&gt;
&lt;br /&gt;
&amp;lt;T&amp;gt; Trade at this Port&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Q&amp;gt; Quit, nevermind&lt;br /&gt;
&lt;br /&gt;
Enter your choice [T] ?&lt;br /&gt;
&lt;br /&gt;
And if he dares to hit r to Rob he'll see this:&lt;br /&gt;
&lt;br /&gt;
Docking&lt;br /&gt;
One turn deducted, 291 turns left.&lt;br /&gt;
[Pause]&lt;br /&gt;
&lt;br /&gt;
--Then he'll see this:&lt;br /&gt;
&lt;br /&gt;
After docking with the port, you glance furtively about trying to&lt;br /&gt;
estimate this chance to make some &amp;quot;quick&amp;quot; profit. The port staff are&lt;br /&gt;
off helping  a few other Traders right now.  Will you go for it?&lt;br /&gt;
(R)ob this port, (S)teal product or (Q)uit (?=Help)&lt;br /&gt;
&lt;br /&gt;
So getting away with it means you get a load of stuff for nothing more than a turn used.  The only hard fast rule to thievery is you can't rob from the same port twice in a row...they'll see you. Then you [[Bust]].&lt;br /&gt;
&lt;br /&gt;
Several methods of Making Money as an evil, or red, player.  Most involve selling any product in the ships holds, then stealing this back, then going to another port and doing the same.  The process continues until you [[Bust]].  Evil cashing will always out perform conventional trading.  This is the trade off for not getting the cool ships (ISS) or being able to warp directly to FedSpace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--under construction--&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Corporate_FlagShip</id>
		<title>Corporate FlagShip</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Corporate_FlagShip"/>
				<updated>2012-01-21T14:58:58Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Default Ships]]&lt;br /&gt;
{{ShipInfobox|pic=Corporate_FlagShip.gif|holds=85|tpw=3|figs=20,000|shields=1,500}}&lt;br /&gt;
The '''Corporate FlagShip''' (CF or CFS) is a [[Alignment|red]] player's first choice for combat, transporting other ships, visiting FedSpace, and cloaking out at night.  It carries significant firepower, and it's one of the few ships able to equip a [[TransWarp Drive]].  Solo reds will want to form a corporation by themselves just so they can purchase one.  But reds in mixed red-blue corps may prefer the [[Havoc Gunstar]] even if they are the CEO.  The disadvantage the CFS is that [[Furbing|furbers]] will not be able to transport into the ship, forcing the red to make dangerous visits to StarDock to restock cloaks and probes.&lt;br /&gt;
&lt;br /&gt;
==Flavor Text==&lt;br /&gt;
Few words can actually describe the sheer awe associated with a Corporate Flagship. Only available to Corp CEOs, this huge craft is the ultimate in power and capability. Not only can it carry up to 20,000 fighters at one time, this ship carries a powerful combination of options that will make any foe turn tail and run. The most impressive capability of the Flagship is the TransWarp Drive. This device enables the ship to TransWarp to any other sector in the Universe provided one of your fighters is already there emitting a locator beam. Without this, a ship can disappear into TransWarp and never be seen again.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-12-01T09:23:05Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].  The advantage of SDT is that it uses four turns per cycle, compared to six turns per cycle for SST.  This makes SDT more profitable than SST if planetary trade percentage is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets loaded with [[Products|Equipment]] are parked under xxB ports and the product is sold via planetary trade agreement.  You can also begin with empty planets and create Equipment on the ports by upgrading them.  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Transport to second ship, or use planetary transporter (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Transport to first ship, or use planetary transporter (1 turn)&lt;br /&gt;
&lt;br /&gt;
Whenever the product is on the ports, it must be stolen back as quickly as possible because it disappears as the ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will be online at the same time.  Maximizing SDT requires a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-12-01T09:22:12Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].  The advantage of SDT is that it uses four turns per cycle, compared to six turns per cycle for SST.  This makes SDT more profitable than SST if planetary trade percentage is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets loaded with [[Products|Equipment]] are parked under xxB ports and the product is sold via planetary trade agreement.  You can also begin with empty planets and create Equipment on the ports by upgrading them.  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Transport to second ship, or use planetary transporter (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Transport to first ship, or use planetary transporter (1 turn)&lt;br /&gt;
&lt;br /&gt;
Whenever the product is on the ports, it must be stolen back as quickly as possible because it disappears as the ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will be online at the same time.  Ideally, SDT involves a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-12-01T09:21:38Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].  The advantage of SDT is that it uses four turns per cycle, compared to six turns per cycle for SST.  This makes SDT more profitable than SST if planetary trade percentage is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets loaded with [[Products|Equipment]] are parked under xxB ports and the product is sold via planetary trade agreement.  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Transport to second ship, or use planetary transporter (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Transport to first ship, or use planetary transporter (1 turn)&lt;br /&gt;
&lt;br /&gt;
You can also begin with empty planets and create Equipment on the ports by upgrading them.&lt;br /&gt;
&lt;br /&gt;
Whenever the product is on the ports, it must be stolen back as quickly as possible because it disappears as the ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will be online at the same time.  Ideally, SDT involves a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-12-01T09:20:40Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].  The advantage of SDT is that it uses four turns per cycle, compared to six turns per cycle for SST.  This makes SDT more profitable than SST if planetary trade percentage is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets loaded with [[Products|Equipment]] are parked under xxB ports and the Equipment is sold via planetary trade agreement.  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Transport to second ship, or use planetary transporter (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Transport to first ship, or use planetary transporter (1 turn)&lt;br /&gt;
&lt;br /&gt;
You can also begin with empty planets and create the product on the ports by upgrading them.&lt;br /&gt;
&lt;br /&gt;
Whenever the equipment is on the ports, it must be stolen back as quickly as possible because it disappears as the ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will be online at the same time.  Ideally, SDT involves a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-12-01T09:20:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].  The advantage of SDT is that it uses four turns per cycle, compared to six turns per cycle for SST.  This makes SDT more profitable than SST if planetary trade percentage is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets loaded with [[Products|Equipment]] are parked under xxB ports.  The Equipment is sold via planetary trade agreement, and then SDT begins.  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Transport to second ship, or use planetary transporter (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Transport to first ship, or use planetary transporter (1 turn)&lt;br /&gt;
&lt;br /&gt;
You can also begin with empty planets and create the product on the ports by upgrading them.&lt;br /&gt;
&lt;br /&gt;
Whenever the equipment is on the ports, it must be stolen back as quickly as possible because it disappears as the ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will be online at the same time.  Ideally, SDT involves a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-12-01T09:19:00Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].  The advantage of SDT is that it uses four turns per cycle, compared to six turns per cycle for SST.  This makes SDT more profitable than SST if planetary trade percentage is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets loaded with [[Products|Equipment]] are parked under xxB ports.  The planets need not be mobile.  The Equipment is sold via planetary trade agreement, and then SDT begins.  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Transport to second ship, or use planetary transporter (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Transport to first ship, or use planetary transporter (1 turn)&lt;br /&gt;
&lt;br /&gt;
You can also begin with empty planets and create the product on the ports by upgrading them.&lt;br /&gt;
&lt;br /&gt;
Whenever the equipment is on the ports, it must be stolen back as quickly as possible because it disappears as the ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will be online at the same time.  Ideally, SDT involves a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Talk:Steal_Dump_Transport</id>
		<title>Talk:Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Talk:Steal_Dump_Transport"/>
				<updated>2011-12-01T09:14:06Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A solo player can do SDT if they have two ships and two planets (no cit required) in sectors with equipment buying ports.&lt;br /&gt;
&lt;br /&gt;
SDT isn't neccessarily a corp tactic, it's just easier to run several corpies clearing their own busts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You could upgrade the ports to create the product on the docks and then steal it.  But it's pointless without cits. You'd have to blast off after dumping (costing 1 turn) making it a 6 turn cycle... equal to SST at best, worse than SST if planet trade is less than 100%.  [[User:Mongoose|Mongoose]] 07:48, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, you are right... I thought it cost a turn to lift off a planet after you unload product.  But it only costs a turn if you picked up product. [[User:Mongoose|Mongoose]] 09:14, 1 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Talk:Steal_Dump_Transport</id>
		<title>Talk:Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Talk:Steal_Dump_Transport"/>
				<updated>2011-11-26T07:48:12Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A solo player can do SDT if they have two ships and two planets (no cit required) in sectors with equipment buying ports.&lt;br /&gt;
&lt;br /&gt;
SDT isn't neccessarily a corp tactic, it's just easier to run several corpies clearing their own busts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You could upgrade the ports to create the product on the docks and then steal it.  But it's pointless without cits. You'd have to blast off after dumping (costing 1 turn) making it a 6 turn cycle... equal to SST at best, worse than SST if planet trade is less than 100%.  [[User:Mongoose|Mongoose]] 07:48, 26 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-11-23T18:28:32Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].  The advantage of SDT is that it uses four turns per cycle, compared to six turns per cycle for SST.  This makes SDT more lucrative than SST if planetary trade percentage is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets loaded with [[Products|Equipment]] are parked under xxB ports.  The planets need not be mobile, but they must have [[Citadel|citadels]] and planet transporters.  The Equipment is sold via planetary trade agreement, and then SDT begins.  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the second sector (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the first sector (1 turn)&lt;br /&gt;
&lt;br /&gt;
The product must be stolen back as quickly as possible because it disappears as ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will all be online at the same time.  SDT requires a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-11-23T18:28:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].  The advantage of SDT is that it uses four turns per cycle, compared to six turns per cycle for SST.  This makes SDT more lucrative than SST if planetary trade percentage is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets equipped with planetary transporters and loaded with [[Products|Equipment]] are parked under xxB ports.  The planets need not be mobile, but they must have [[Citadel|citadels]] and planet transporters.  The Equipment is sold via planetary trade agreement, and then SDT begins.  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the second sector (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the first sector (1 turn)&lt;br /&gt;
&lt;br /&gt;
The product must be stolen back as quickly as possible because it disappears as ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will all be online at the same time.  SDT requires a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-11-23T18:27:06Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].  The advantage of SDT is that it uses four turns per cycle, compared to six turns per cycle for SST.  This makes SDT more lucrative than SST if planetary trade percentage is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets equipped with planetary transporters and loaded with [[Products|Equipment]] are parked under xxB ports.  The planets need not be mobile, but they must have [[Citadel|citadels]].  The Equipment is sold via planetary trade agreement, and then SDT begins.  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the second sector (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the first sector (1 turn)&lt;br /&gt;
&lt;br /&gt;
The product must be stolen back as quickly as possible because it disappears as ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will all be online at the same time.  SDT requires a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-11-23T18:25:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].  The advantage of SDT is that it uses four turns per cycle, compared to six turns per cycle for SST.  This makes SDT more lucrative than SST if planetary trade percentage is 66% or greater.&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets equipped with planetary transporters and loaded with [[Products|Equipment]] are parked under xxB ports.  The planets need not be mobile, but they must have [[Citadel|citadels]].  The Equipment is sold via planetary trade agreement, and then SDT begins.  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the second sector (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the first sector (1 turn)&lt;br /&gt;
&lt;br /&gt;
The product must be stolen back as quickly as possible because it disappears as ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will all be online at the same time.  SDT requires a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Talk:Trading_Index</id>
		<title>Talk:Trading Index</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Talk:Trading_Index"/>
				<updated>2011-11-23T18:16:09Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As turns per warp is in the equation, isn't it pretty obvious that the number of turns used moving between paired ports IS taken into account?? &lt;br /&gt;
&lt;br /&gt;
I think there is more to choosing a ship than it's ''TI''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Definitely.  TI is a very crude metric.  Imagine two ships, one with 90 holds and 3tpw and one with 60 holds and 2tpw.  They have identical TI, but the 3tpw ship uses more turns to move between pairs, and the 2tpw ship uses more turns to trade down the pairs.  The optimal ship also depends on port density and whether you're running known trade routes or still exploring.  I've heard this called TE (trading efficiency) but I don't think that's a commonly recognized name for it.  A good discussion is here: [http://www.classictw.com/viewtopic.php?f=13&amp;amp;t=11434]. [[User:Mongoose|Mongoose]] 18:16, 23 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Trading_Index</id>
		<title>Trading Index</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Trading_Index"/>
				<updated>2011-11-23T00:12:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Trading Index''' (TI) is the simplest way to compare the trading efficiency of ships.  It is simply the ship's maximum hold capacity divided by its [[Turns Per Warp]].  TI does not take into account the number of turns spent moving between port pairs or the possibility of using [[TransWarp Drive|TransWarp]].&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-11-23T00:04:03Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets equipped with planetary transporters and loaded with [[Products|Equipment]] are parked under xxB ports.  The planets need not be mobile, but they must have [[Citadel|citadels]].  The Equipment is sold via planetary trade agreement, and then SDT begins.  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the second sector (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the first sector (1 turn)&lt;br /&gt;
&lt;br /&gt;
The product must be stolen back as quickly as possible because it disappears as ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will all be online at the same time.  SDT requires a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-11-23T00:00:12Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets equipped with planetary transporters and loaded with [[Products|Equipment]] are parked under xxB ports and the Equipment is sold via planetary trade agreement.  The planets need not be mobile, but they must have [[Citadel|citadels]].  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the second sector (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the first sector (1 turn)&lt;br /&gt;
&lt;br /&gt;
The product must be stolen back as quickly as possible because it disappears as ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will all be online at the same time.  SDT requires a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Category:Blue_Cashing_Tactics</id>
		<title>Category:Blue Cashing Tactics</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Category:Blue_Cashing_Tactics"/>
				<updated>2011-11-22T06:51:09Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;Created page with 'Category:Cashing Tactics'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Cashing Tactics]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Paired_Port_Trading</id>
		<title>Paired Port Trading</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Paired_Port_Trading"/>
				<updated>2011-11-22T06:50:53Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Blue Cashing Tactics]]&lt;br /&gt;
PPT or Paired Port Trading is probably the most straight forward way to make money.  You find two ports in adjacent sectors that compliment each other; One is buying Organics and Selling Equipment, the other is Selling Organics and Buying Equipment.  So you trade at one port, selling and then buying full holds of product.   You then move to the other sector and trade at the paired port.  Basically you then repeat until the port runs out of product, or the percentage falls below a point that the trading is profitable.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Planet_Trading</id>
		<title>Planet Trading</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Planet_Trading"/>
				<updated>2011-11-22T06:50:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Blue Cashing Tactics]]&lt;br /&gt;
'''Planet Trading''' (PT) is the primary blue money making tactic.  It involves [[Buy-Dump]]ing product onto a planet, warping it to another sector, and negotiating a planetary trade agreement.  Although trade agreements normally produce less profit per unit than trading by ship, the savings in turns makes PT more efficient.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Sell_Steal_Move</id>
		<title>Sell Steal Move</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Sell_Steal_Move"/>
				<updated>2011-11-22T06:49:33Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
SSM or Sell Steal Move  is an evil or red cashing tactic.  The requirement is an evil pair of ports; both buying equipment.  The player starts by porting and selling any equipment he/she has on board at the first port.  They then port again, this time attempting to steal a load of equipment.  If they are successful, they then move to the sector next door and sell off the load of equipment at the second port and steal it back.  This process can repeat until the player gets [[busted]].  The odds of busting are roughly 1 in 50, so playing red is very much like gambling with known odds...  &lt;br /&gt;
&lt;br /&gt;
Because the port is never buying at less than 99%, the player always gets a nearly perfect return on the sell.  The steal costs only a turn, but the big killer for SSM is the movement cost of a big money making ship.  Usually SSM is used in games with high turns, or unlimited turns, and even then it is an early game tactic.  There are far fewer evil pairs than equip buyers in transport range, so SST or [[Sell Steal Transport]] is a better long term, but requires two or more ships...&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Sell_Steal_Transport</id>
		<title>Sell Steal Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Sell_Steal_Transport"/>
				<updated>2011-11-22T06:48:38Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Sell Steal Transport (SST) is the bread and butter cashing tactic for [[Alignment|reds]] in turn-limited games.  In its most basic form, it requires two ships within transporter range of each other and parked over xxB ports.  Both ships begin with full holds.  A full cycle has six steps:&lt;br /&gt;
&lt;br /&gt;
# Port and sell [[Equipment]] (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Transport to the second ship (1 turn)&lt;br /&gt;
# Port and sell Equipment (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Transport to the first ship (1 turn)&lt;br /&gt;
&lt;br /&gt;
SST requires six turns per cycle, compared to four for [[Steal Dump Transport|SDT]].  It is therefore less profitable than SDT unless the planet trade percentage is 66% or lower.  However, SST is also much simpler to set up and run, which may make SST preferable even if the planet trade percentage is higher.  Unlike SDT, it is possible for a solo player to effectively run SST.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Sell_Steal_Transport</id>
		<title>Sell Steal Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Sell_Steal_Transport"/>
				<updated>2011-11-22T06:48:06Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Sell Steal Transport (SST) is the bread and butter cashing tactic for [[Alignment|reds]] in turn-limited games.  In its most basic form, it requires two ships within transporter range of each other and parked over ports buying [[Equipment]].  Both ships begin with full holds.  A full cycle has six steps:&lt;br /&gt;
&lt;br /&gt;
# Port and sell Equipment (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Transport to the second ship (1 turn)&lt;br /&gt;
# Port and sell Equipment (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Transport to the first ship (1 turn)&lt;br /&gt;
&lt;br /&gt;
SST requires six turns per cycle, compared to four for [[Steal Dump Transport|SDT]].  It is therefore less profitable than SDT unless the planet trade percentage is 66% or lower.  However, SST is also much simpler to set up and run, which may make SST preferable even if the planet trade percentage is higher.  Unlike SDT, it is possible for a solo player to effectively run SST.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Sell_Steal_Transport</id>
		<title>Sell Steal Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Sell_Steal_Transport"/>
				<updated>2011-11-22T06:46:48Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Sell Steal Transport (SST) is the bread and butter cashing tactic for [[Alignment|reds]] in turn-limited games.  In its most basic form, it requires two ships within transporter range of each other and parked over ports buying [[Equipment]].  Both ships begin with full holds.  A full cycle has six steps:&lt;br /&gt;
&lt;br /&gt;
# Port and sell Equipment (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Transport to the second ship (1 turn)&lt;br /&gt;
# Port and sell Equipment (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Transport to the first ship (1 turn)&lt;br /&gt;
&lt;br /&gt;
SST requires six turns per cycle, compared to four for [[Steal Dump Transport|SDT]].  It is therefore less profitable than SDT unless the planet trade percentage is 66% or lower.  However, SST is also much simpler to set up and run, which may make SST preferable even if the planet trade percentage is higher than 66%.  Unlike SDT, it is possible for a solo player to effectively run SST.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Category:Red_Cashing_Tactics</id>
		<title>Category:Red Cashing Tactics</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Category:Red_Cashing_Tactics"/>
				<updated>2011-11-22T06:46:06Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;Created page with 'Category:Cashing Tactics'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Cashing Tactics]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Steal_Dump_Transport</id>
		<title>Steal Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Steal_Dump_Transport"/>
				<updated>2011-11-22T06:45:40Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;Created page with 'Category:Red Cashing Tactics Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for corps with at least two red play…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Steal Dump Transport (SDT) is a potentially extremely lucrative cashing tactic for [[Corporation|corps]] with at least two [[Alignment|red]] players.  It requires significantly more setup and cooperation than [[Sell Steal Move|SSM]] or [[Sell Steal Transport|SST]].&lt;br /&gt;
&lt;br /&gt;
To prepare for SDT, planets equipped with planetary transporters and loaded with [[Equipment]] are parked under xxB ports and the Equipment is sold via planetary trade agreement.  The planets need not be mobile, but they must have [[Citadel|citadels]].  There are eight steps in a complete SDT cycle:&lt;br /&gt;
&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the second sector (1 turn)&lt;br /&gt;
# Port and steal Equipment (1 turn)&lt;br /&gt;
# Land on the planet (0 turns)&lt;br /&gt;
# Offload the Equipment (0 turns)&lt;br /&gt;
# Use the planetary transporter to warp to the first sector (1 turn)&lt;br /&gt;
&lt;br /&gt;
The product must be stolen back as quickly as possible because it disappears as ports regenerate.  Ideally, two or more red traders and their blue [[Furbing|furber]] will all be online at the same time.  SDT requires a minimum of three planets and two red players, or two planets and three red players.  With only two ports and two reds, a situation could arise where one red is busted at one port and the other red is busted at the other port.  They would then have to wait for busts to clear, leaving the precious Equipment regenerating away on the ports.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Planet_citadel</id>
		<title>Planet citadel</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Planet_citadel"/>
				<updated>2011-11-22T06:44:17Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;moved Planet citadel to Citadel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Citadel]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Citadel</id>
		<title>Citadel</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Citadel"/>
				<updated>2011-11-22T06:44:17Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;moved Planet citadel to Citadel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most planets have an upgrade path that allows for a 'citadel' or base to be built that gives increasing protection to the planet. &lt;br /&gt;
&lt;br /&gt;
A level 1 citadel has no defenses, but a player can enter the citadel and use the computer, scan the sector above the planet, remain in the citadel (without protection) while logging off.  As a level 1 citadel has no defenses, it's planet is ideal for passing/trading material and/or cash to another corp. or player.&lt;br /&gt;
&lt;br /&gt;
A level 2 citadel has military defenses.  The fighters on the planet surface must be killed off for an invader to land on the planet surface.  When an enemy tries to land, they will be attacked by a percentage of the fighters on the planet.  This amount is set in the citadel and is called the military reaction percentage.&lt;br /&gt;
&lt;br /&gt;
A level 3 citadel has actual sector defenses in addition to upgraded planetary defenses.  When the citadel reaches level 3, the Q-cannon is finished, yet must be armed by the citadel owner.  Until the owner sets the cannon reaction settings, they will be set to 0%.  The cannon has two settings; atmospheric and sector percentages.  The sector cannon will fire on sector entry unless surpressed by photon missle attack.  The atmospheric cannon settings will fire upon an enemy trying to land.&lt;br /&gt;
&lt;br /&gt;
A level 4 citadel  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.....under construction&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Sell_Steal_Transport</id>
		<title>Sell Steal Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Sell_Steal_Transport"/>
				<updated>2011-11-22T06:18:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Red Cashing Tactics]]&lt;br /&gt;
Sell Steal Transport (SST) is the bread and butter cashing tactic for [[Alignment|reds]] in turn-limited games.  In its most basic form, it requires two ships within transporter range of each other and parked over ports buying [[Equipment]].  Both ships begin with full holds.  A full cycle has six steps:&lt;br /&gt;
&lt;br /&gt;
# Port and sell Equipment&lt;br /&gt;
# Port and steal Equipment&lt;br /&gt;
# Transport to second ship&lt;br /&gt;
# Port and sell Equipment&lt;br /&gt;
# Port and steal Equipment&lt;br /&gt;
# Transport to first ship&lt;br /&gt;
&lt;br /&gt;
SST requires six turns per cycle, compared to four for [[Steal Dump Transport|SDT]].  It is therefore less profitable than SDT unless the planet trade percentage is 66% or lower.  However, SST is also much simpler to set up and run, which may make SST preferable even if the planet trade percentage is higher than 66%.  Unlike SDT, it is possible for a solo player to effectively run SST.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Talk:Sell_Dump_Transport</id>
		<title>Talk:Sell Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Talk:Sell_Dump_Transport"/>
				<updated>2011-11-22T06:01:58Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;sell dump transport&amp;quot; is not a thing... it's &amp;quot;steal dump transport&amp;quot; [[User:Mongoose|Mongoose]] 06:01, 22 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Talk:Sell_Dump_Transport</id>
		<title>Talk:Sell Dump Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Talk:Sell_Dump_Transport"/>
				<updated>2011-11-22T06:01:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;Created page with '&amp;quot;sell dump transport&amp;quot; is not a thing... it's &amp;quot;steal dump transport&amp;quot; ~~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;sell dump transport&amp;quot; is not a thing... it's &amp;quot;steal dump transport&amp;quot; 06:01, 22 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Sell_Steal_Transport</id>
		<title>Sell Steal Transport</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Sell_Steal_Transport"/>
				<updated>2011-11-22T05:55:55Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sell Steal Transport (SST) is an [[Alignment|evil]] cashing tactic.  As it requires two ships, it has more overhead than [[SSM Sell Steal Move]] but in the long run it is far superior.  There is no movement delays with transporting, and the ports involved don't need to be next to one another.  The limit is the range of the cashing ships.&lt;br /&gt;
&lt;br /&gt;
SST requires six turns per cycle, compared to four for [[Steal Dump Transport|SDT]].  It is therefore less profitable than SDT unless the planet trade percentage is 66% or lower.  However, SST is also much simpler to set up than SDT.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/SSM_Sell_Steal_Move</id>
		<title>SSM Sell Steal Move</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/SSM_Sell_Steal_Move"/>
				<updated>2011-11-22T05:51:41Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;moved SSM Sell Steal Move to Sell Steal Move:&amp;amp;#32;avoiding acronyms in page titles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Sell Steal Move]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Sell_Steal_Move</id>
		<title>Sell Steal Move</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Sell_Steal_Move"/>
				<updated>2011-11-22T05:51:41Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;moved SSM Sell Steal Move to Sell Steal Move:&amp;amp;#32;avoiding acronyms in page titles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SSM or Sell Steal Move  is an evil or red cashing tactic.  The requirement is an evil pair of ports; both buying equipment.  The player starts by porting and selling any equipment he/she has on board at the first port.  They then port again, this time attempting to steal a load of equipment.  If they are successful, they then move to the sector next door and sell off the load of equipment at the second port and steal it back.  This process can repeat until the player gets [[busted]].  The odds of busting are roughly 1 in 50, so playing red is very much like gambling with known odds...  &lt;br /&gt;
&lt;br /&gt;
Because the port is never buying at less than 99%, the player always gets a nearly perfect return on the sell.  The steal costs only a turn, but the big killer for SSM is the movement cost of a big money making ship.  Usually SSM is used in games with high turns, or unlimited turns, and even then it is an early game tactic.  There are far fewer evil pairs than equip buyers in transport range, so SST or [[Steal Sell Transport]] is a better long term, but requires two or more ships...&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/TransWarp_Drive</id>
		<title>TransWarp Drive</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/TransWarp_Drive"/>
				<updated>2011-11-17T17:46:28Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;/* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''TransWarp Drive''' is an accessory that allows a ship to warp to a non-adjacent sector.  They are purchased in the Hardware Emporium at StarDock.  Among the default ships, TransWarp is available only to the [[Imperial StarShip]], [[Corporate FlagShip]], and [[Havoc Gunstar]].&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
Type II drives allow a ship to TransWarp with another ship in tow; Type I drives do not.  Purchasing a Type I drive and later upgrading it Type II costs slightly more than purchasing the Type II outright.  TransWarping with a ship in tow consumes 6 holds of fuel ore per hop instead of the usual 3.  As with towing by normal warp, the turn cost is your own ship's [[Turns Per Warp|TPW]] plus twice the towed ship's TPW.&lt;br /&gt;
&lt;br /&gt;
==Operation==&lt;br /&gt;
In normal use, a TransWarp Drive is used to jump to a sector containing at least one friendly fighter.  The drive consumes [[Products|Fuel Ore]] from the ship's holds at a rate of three ore per warp along the shortest route to the destination, ignoring avoids.  A ship's maximum TransWarp range is limited by its number of holds.&lt;br /&gt;
&lt;br /&gt;
If movement delays are enabled, the time required to TransWarp any distance is equal to the time required to warp to an adjacent sector.&lt;br /&gt;
&lt;br /&gt;
==Blind Jumping==&lt;br /&gt;
It is possible to TransWarp without a lock on a friendly fighter or Federation beacon.  This is called '''blind jumping'''.  To complete the jump successfully, the destination sector must have zero [[Density Scanner|density]].  If the destination sector has greater than zero density, your ship will be destroyed.&lt;br /&gt;
&lt;br /&gt;
The usual procedure for blind jumping is to launch an [[Ether Probe]] toward (and ideally through and beyond) the destination sector, and then immediately TransWarp into a sector near the destination that was reported empty by the probe.  This is not without risk.  If the sector you jump into contains a [[Limpet Mine]], which is invisible to the probe, or if a player or alien warps into the sector before you complete the jump, your ship will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Some helpers can attempt to prevent you from blind jumping by automatically responding &amp;quot;no&amp;quot; when the game asks you to confirm a blind jump.  This protection can be defeated (intentionally or accidentally) by sending the command and confirmation as part of a macro.  In [[SWATH]], it is simpler to toggle the &amp;quot;light bulb&amp;quot; button, which controls the parser, when you intend to blind jump.&lt;br /&gt;
&lt;br /&gt;
==Flavor Text==&lt;br /&gt;
Ah yes, the awesome Hyvarinen TransWarp Drive.  Truly an incredible piece of equipment.  We have them in stock, of course and they come with a full, money back guarantee.  If they should ever blow you up, just bring back the unused portion for a full refund.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Interdictor_Cruiser</id>
		<title>Interdictor Cruiser</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Interdictor_Cruiser"/>
				<updated>2011-11-17T17:24:26Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Default Ships]]&lt;br /&gt;
{{ShipInfobox|pic=Interdictor_Cruiser.gif|holds=40|tpw=15|figs=100,000|shields=4,000}}&lt;br /&gt;
The '''Interdictor Cruiser''' (IC) carries more fighters than any other ship in the game.  Because it can absorb a larger [[Quasar Cannon|quasar]] hit than any other ship, ICs are sometimes used to soften up planetary defenses before completing the invasion with another ship.  They also have the highest [[Turns Per Warp|TPW]] of any ship, so they are normally moved to their targets using a ship equipped with a [[TransWarp Drive#Types|Type 2]] [[TransWarp Drive]].&lt;br /&gt;
&lt;br /&gt;
Players can estimate how well they are doing compared to their opponents by determining what percentage of the fighters in the universe belong to them.  Because of a long-standing bug that has been promoted to a feature, fighters on unmanned ships are not counted in the display of the total number of fighters in the game.  Some players try to hide their strength by storing fighters on unmanned ships, often using ICs because of their fighter capacity.&lt;br /&gt;
&lt;br /&gt;
==Flavor Text==&lt;br /&gt;
A recently designed vessel, the Interdictor Cruiser is fast becoming the great Equalizer of the Universe. It is as powerful as it is large and packs a tremendous punch in modern combat. Unfortunately it cannot use a TransWarp drive due to its size and its speed is not a great asset. The major attraction of this vessel is the Interdictor Generator that creates such a large gravity well that no other ship in its sector can warp out! When an Interdictor Cruiser arrives on the scene you had better give up all thoughts of running away. In addition this ship is not an atmospheric craft and cannot land on any planets.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Talk:Planetary_Trading</id>
		<title>Talk:Planetary Trading</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Talk:Planetary_Trading"/>
				<updated>2011-11-17T17:17:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;Created page with 'This page should be merged with Planet Trading. ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should be merged with [[Planet Trading]]. [[User:Mongoose|Mongoose]] 17:17, 17 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Ferrengi_BattleCruiser</id>
		<title>Ferrengi BattleCruiser</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Ferrengi_BattleCruiser"/>
				<updated>2011-11-08T05:54:23Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Default Ships]]&lt;br /&gt;
{{ShipInfobox|pic=Ferrengi BattleCruiser.gif|holds=75|tpw=3|figs=8,000|shields=800}}&lt;br /&gt;
The '''Ferrengi BattleCruiser''' is the second type of [[Ferrengi]] ship to appear in a game, and much more dangerous than the [[Ferrengi Assault Trader|Assault Trader]].  In games with internal or &amp;quot;classic&amp;quot; Ferrengi, a BattleCruiser has a density of 100 instead of the usual 40.  It loses this property once it is captured.&lt;br /&gt;
&lt;br /&gt;
Like the [[StarMaster]] and [[Constellation]], this ship falls short of being the best in its class, so it is of little interest to players except as a novelty.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Ferrengi_Dreadnaught</id>
		<title>Ferrengi Dreadnaught</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Ferrengi_Dreadnaught"/>
				<updated>2011-11-08T05:53:04Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Default Ships]]&lt;br /&gt;
{{ShipInfobox|pic=Ferrengi Dreadnaught.gif|holds=100|tpw=4|figs=15,000|shields=1,000}}&lt;br /&gt;
The '''Ferrengi Dreadnaught''' is the third and most powerful type of [[Ferrengi]] ship.  In games with internal or &amp;quot;classic&amp;quot; Ferrengi, this ship is invisible to density scanners, but it loses this property once it is captured.  Not only is the Dreadnaught a trophy for ship collectors, but it may actually be useful to [[alignment|red]] players for its ability to carry [[Photon Missile|photon missiles]].&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Helpers</id>
		<title>Helpers</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Helpers"/>
				<updated>2011-11-08T01:57:21Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Helpers''' are programs designed to assist players by gathering and displaying information or automating repetitive tasks.  The earliest helpers were macros or scripts for terminal programs like [http://en.wikipedia.org/wiki/Telix Telix].  The first stand-alone helper was released in 1992 and was simply called [[Trade Wars Helper]].  For a list of pages about specific helpers, see [[:Category:Helpers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Controversy==&lt;br /&gt;
Since their inception, helpers have been the subject of controversy.  Some players swear by them, while others consider their use tantamount to cheating.  Over the years, it has become generally accepted that helpers are necessary to manage the vast amount of data generated by the game.  However, the use of certain kinds of scripts is still controversial.  For example, some players run sophisticated [http://en.wikipedia.org/wiki/Computer_game_bot bots] that can perform tasks requested by teammates and react to or even initiate combat with other players.  Many players are opposed to the use of such scripts, and some sysops post rules forbidding their use.  However, these rules are difficult to enforce.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Helpers</id>
		<title>Helpers</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Helpers"/>
				<updated>2011-11-08T01:55:52Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;Created page with ''''Helpers''' are programs designed to assist players by gathering and displaying information or automating repetitive tasks.  The earliest helpers were macros or scripts for ter…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Helpers''' are programs designed to assist players by gathering and displaying information or automating repetitive tasks.  The earliest helpers were macros or scripts for terminal programs like [http://en.wikipedia.org/wiki/Telix Telix].  The first stand-alone helper was released in 1992 and was simply called [[Trade Wars Helper]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Controversy==&lt;br /&gt;
Since their inception, helpers have been the subject of controversy.  Some players swear by them, while others consider their use tantamount to cheating.  Over the years, it has become generally accepted that helpers are necessary to manage the vast amount of data generated by the game.  However, the use of certain kinds of scripts is still controversial.  For example, some players run sophisticated [http://en.wikipedia.org/wiki/Computer_game_bot bots] that can perform tasks requested by teammates and react to or even initiate combat with other players.  Many players are opposed to the use of such scripts, and some sysops post rules forbidding their use.  However, these rules are difficult to enforce.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Category:Helpers</id>
		<title>Category:Helpers</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Category:Helpers"/>
				<updated>2011-11-08T01:52:32Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of pages about specific helper programs.  For general information about helpers, see [[Helpers]].&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	<entry>
		<id>http://docs.classictw.com/index.php/Special_Weapons_and_Automagic_TradeWars_Helper</id>
		<title>Special Weapons and Automagic TradeWars Helper</title>
		<link rel="alternate" type="text/html" href="http://docs.classictw.com/index.php/Special_Weapons_and_Automagic_TradeWars_Helper"/>
				<updated>2011-11-08T01:51:14Z</updated>
		
		<summary type="html">&lt;p&gt;Mongoose:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Helpers]]&lt;br /&gt;
{{HelperInfobox&lt;br /&gt;
|pic=SWATH.png&lt;br /&gt;
|os=Windows (32-bit)&lt;br /&gt;
|version=1.9.8&lt;br /&gt;
|date=02/21/2011&lt;br /&gt;
|cost=$26 (USD)&lt;br /&gt;
|license=proprietary&lt;br /&gt;
|url=[http://swath.net swath.net]&lt;br /&gt;
}}&lt;br /&gt;
The '''Special Weapons and [http://www.catb.org/jargon/html/A/automagically.html Automagic] TradeWars Helper''' (SWATH) is a [[Helpers|helper]] created by Stefan &amp;quot;Stein&amp;quot; Ingvarsson and Eje &amp;quot;Macahan&amp;quot; Gustafsson.  Its most distinctive feature is the ability to run scripts written in [http://en.wikipedia.org/wiki/Java_%28programming_language%29 Java], as well as [[TWX]] scripts and [http://en.wikipedia.org/wiki/REXX REXX] scripts for [[ZOC]].&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>	</entry>

	</feed>