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Glossary of TW Terms:(Almost current as of v.55 :-)











Strategy          Glossary of TW terms          Tips         Formulas

 Last Updated 05/02/2005.  Updates and adds are marked with an '*' -Traitor

#SD#:  The condition where a player is #SHIP DESTROYED#.  You want to avoid it.

Alignment:  This is the measure of how good or evil you are.  Negative numbers means you are evil; a Red, and positive numbers indicate you are good; a Blue.  Having an alignment of 0 means you are neutral.  There are many things that either raise your alignment or lower it.  See the Formulas page for detail on changing your alignment.  Note that you can enter the Underground as long as your alignment is less than 200.  You may not enter the Police Station if you alignment is less than 0.

Alpha Centauri: See Class 0 ports

AMTRAK:  This advanced tactic is used to kill people who get towed from Fed Space after extern.  The idea is to map all of the MSLís and completely surround them and Fed Space with figs, sort of encasing the MSLís and Fed in a bubble.  Anyway, once extern runs, and players get towed, they will not be able to leave this ďbubbleĒ and will end up somewhere along the MSLís.  Then you simply walk along the ďtracksĒ (the MSLís), and when you run across a player, you kill them.  If they are cloaked, then you cloak bust and THEN kill them.  Well organized corps will actually attempt to force someone to get towed, by having all of their corp park in the same sector as the target, and all quit 10 seconds before extern.  If there are more players in the sector than the Feds allow, then some of them will get randomly towed out until there are the maximum # of players allowed in the sector.  If they are lucky, then the enemy will get towed.  Then they all get back on, and hunt the towed guys down.

 * Attac: A TW helper, see Helpers.

Backdoor:  A backdoor is any sector that has a one-way that connects to another sector.  For example, say SD is in sector 11, and sectors 21, 22, 23, 24, 25, and 26 are the six two-way sectors that lead out of SD.  If sector 45 also connects to 11, then itís a backdoor to SD.  Backdoors to a particular sector can be found by voiding all the sectors that lead OUT of the sector.  Once you have voided them, then try plotting a course to the target sector.  If you get the following message, then there are no backdoors:

Warping to Sector 11
That Warp Lane is not adjacent.
Computing shortest path...
*** Error - No route within 45 warps from sector 10 to sector 11
Clear Avoids?

If a backdoor exists, then it will compute a course normally.  Using the above example, you would void sectors 21 through 26, then try to plot a course to the SD.  What you would see is something like this:

Warping to Sector 11
That Warp Lane is not adjacent.
The shortest path (12 hops, 36 turns) from sector 10 to sector 11 is:
10 > (9) > (1459) > (880) > (526) > (1318) > (1286) > (1642) > (45) > 11

Note that sector 45 is the last hop before you get to 11.  45 is therefore the back door.  You can check for additional backdoors by voiding sector 45 and trying to get to SD again.

Black Hole: Black Holes in TW are sectors that have one or more ways in, but no ways out.  Usually created by the sysop, since a normal bang won't allow them to happen.  Once you enter one, you can't get your ship out.  If you warp a planet into a black hole, it can't get out either.  You can however x-port out of your ship.  All of your ships will be at range 0.  This can make for some interesting situations.

 * Blind Warp: Blind Warping is where you attempt to Transwarp or Bwarp to a sector without one of your figs.  You risk fusing.  See Fusing.

Blue: A player with 1 or more alignment.  A ďgoodĒ player.  See Commission.

Bubble:  A group of two or more sectors that can only be accessed through a single sector, called a gateway sector.  Most players setup their planets in bubbles so that they only need to defend the gateway sector, and the sectors behind the gateway sector are inaccessible without going through the gateway sector.  See Tunnel, and Bubble, Gold.

Bubble, Gold: A gold bubble is created by the SysOp/GameOp using Gold extensions. Bubbles are a minimum of 100 sectors in size, but the maximum depends on the number of bubbles the SysOp/GameOp wants to make. The larger a universe size, the larger bubbles can be.  Gold Bubbles often have 2+ ways in or out. See Tunnel and Bubble

Bust Clearing:  Ports in TW only keep track of the last person who busted there.  Clearing busts takes two reds.  When the first red busts at a port, then the second red takes over until he busts.  Then the first red is free to use that port again, since the port has no memory of the first red busting there anymore.  

Bust Cloak, Cloak Busting:  The art of finding someone who is cloaked, and using a photon to de-cloak them.  See AMTRAK

Busts, Busting: Assuming you aren't exceeding your experience limit while robbing or stealing, your odds of busting are about 1 in 50.  (See here for more info).  When you get busted stealing, you loose 10% of your experience, and a portion of your holds equal 9% of the number of holds of equipment you tried to steal.  If you aren't stealing equipment, then you aren't making good money!  Don't bother with anything else.  It's better to buy fuel if you need it than risk getting busted over fuel.  In a pinch you can steal fuel, but as a general rule, ONLY steal equipment!  When you get busted robbing, you loose 10% of your experience, and holds equal to 1% of the number of credits you tried to rob.  This can leave your COLT with only one hold if you bust trying to rob more than 250,000 credits.  Your holds never goes below one.  When robbing massive amounts of credits, it's often a good idea to use a junker ship for that purpose.  If you try to rob or steal from the same port twice in a row, you take what is known as a fake bust

 * Bwarp: Using the planet based transport pad to beam to another sector, similar to transwarping there.

CFS: Short for Corporate Flag Ship.

CIM:  Computer Interrogation Mode.  Can be accessed by pressing ^ at any prompt.  Used to acquire information about things youíve already explored, such as sectors and ports.  Also used to build a map with ZTM.

Class 0 Ports:  Ports where you can buy figs, shields and holds.  Terra has one, and there are two others, Rylos and Alpha Centauri.  Alpha Centauri and Rylos are cleaned at extern just like normal Fedspace, but you CAN place figs, mines and planets in there.  Just be sure to move them out before extern, or loose them.

Classic:  This refers to any game that is banged totally stock, with NO sysop changes.  1000 sectors, 250 tuns per day, etc...  Also refers to any game that has GOLD Mode disabled.  

CN9:  The command for setting your abort display.  Shorthand for Computer, persoNal Settings, Abort Display on Keys.  For a good explanation of what this is and how this setting works, see tip #39.

COLT:  Short for Colonial Transport ship

Commission, Commish: When a player wants to become blue (usually so they can use an ISS, or be fedsafe), they have to apply for a Commission.  Any player with 1000+ alignment is considered to have a Commission.  There are several ways of obtaining one, since all you have to do is get your alignment to 1000.  One common way is to go to the Stardock and into the Police Station.  Inside the Police Station, you can post a reward on any Red, and for every 1,000 credits you place on a Red, your alignment goes up by one.  Once you have 500+ alignment, you can apply for a commision at the Police Station, and they will raise your alignment to 1000 for free.  Other ways include killing a Red (See the Formulas page for detail on gaining alignment from kills), killing a Red's figs, Upgrading ports (see Formulas again), and if you are really foolish, you can get it through Taxation :-) 

Corbo: Short for Corbomite.  

D/RTR: (there may be another name for this, but this is what we call it..) Buy-dump then Rob, Transport, Rob.  This is a red money generating tactic.  Requires at least one mobile planet, a few million startup cash, and two ships (usually a COLT and a Havoc).  Used in non-MBBS games to make money (where you can't megga-rob).  First thing you do is find two SXS ports that are within 7 of each other (the maximum transport distance for a COLT). Upgrade them to around 5k fuel ore and 5-10k equipment.  Park a mobile planet under one of the ports, and then buy dump all the fuel and equipment (remember to haggle for best price).  Once you have buy dumped all the goods, then  move to the other sector and do the same.  Once you are finished with the buy-dump, you then park a ship under each port, and RTR them.  Then sell the Equipment at a XXB port.  This method will keep your planet in fuel.  You can skip the get fuel part if you are using an H.  There are several advantages to this method.  One, your experience tends to go through the roof!  The more exp you have, the more you can rob, the safer it gets.  Two, you can use the upgraded buy ports that you were using for SDTs to sell off the EQ.  Three, if someone starts killing off ports, you're not out a ton of money.  This method makes about as much as megga-rob (16-20+ million with 1k turns, assuming you don't have to upgrade ports anymore),  but can be used in non-MBBS games.  The disadvantage of this tactic is that you need ALOT of little ports to support it.  However, most people ignore any ports under 10k, so you tend to be able to pull this one off fairly well.  One thing to keep in mind with this strategy is you should have around 20k experience before you begin using this.  Less will work, but ideally, you want to be able to rob all the cash off the port in one or two shots.

Dead-end, Deds: A sector with only one way in, and one way out. 

Evil Pair:  A pair of ports that are within one hop of each other that both buy Equipment.  (I.e. A SBB and a SSB that are next to each other) Used by Reds to run SSM or other money making tactics.  Sometimes the ports have more than one hop between them, but they are always within the maximum transporter range of a COLT.  See Port Pair

Extern:  A lot of things happen at Extern, so I thought I would list them here. (see Midnight too)  I will put them in order of occurrence later.  **There is a lot more to add, I'm still fleshing this out. If you see something I missed, let me know. -T 7/3/02
1) Check for players with different alignments in the same corp.  Apply penalties if needed.
2) Fedspace is cleared of Nav Haz.
3) Empty ships in Fedspace are repo'd. (unless locked in tow.  see tip #4)
4) Players are towed for Armament Violations. (having more than 100 figs in Fedspace while off-line)
5) Check for too many players in a Fedspace sector. (Random off-line players are towed if the number of allowed off-line players is exceeded in the sector)
(not TOTALLY random :-)
6) Reset Tax time.
7) Reset Grimy Trader Curse.
8) Recover deaths (2 pods).
9) Reset Jettison Collies.
10) Reset Alignment loss for breaking into another corp.
11) Clear busts (if it's the right day.  In MBBS mode, it happens here daily)  
12) Player Figs and Mines are cleared out of MSL's.  Planets with Cits in MSL's are reduced to LV 2 Cits.
13) Planets in overloaded sectors collide.  Only 2 planets collide per extern.
14) Destroyed Class 0 and 9 ports rebuilt if the radiation is gone.
15) Nav Hazz clears/reduces
16) Port construction advances
17) Players and Corps timeout.  Remaining assets go rougue.

Fake Bust: TW keeps track of where each player successfully steals or robs last. If you try to steal from the same port again you will always be busted. You lose experience points and holds, however it is a fake bust because if you successfully steal somewhere else, you can come right back and steal from that port where you fake busted. Your chances of getting caught are the same as any other port where you haven't been busted.  Fake busts cost you 20% of your  holds and 10% of your experience. This type of bust does not count towards clearing other peoples' busts. See Busts.

Farming, Planet Farming:  This is slang for planet creation and maintenance.  Usually done by blues.

Fed:  Short for Fed Space.  The sector with the Stardock, and sectors 1-10 are considered Fedspace.

Fedsafe: Any condition where a player has zero or more alignment (i.e. a blue), and whose experience is 999 or less.  When a player is in Fed Space that meets those requirements, then they may not be attacked by other players.  Reds are NEVER fedsafe!

Flee Penalty: When you are attacked by a non-corpie, your ship will attempt to flee if it's not destroyed.  This used to cost no turns.  After version 3.11.54, a one turn penalty was added to help curb the gross profitability of SDF, which was getting out of hand.  This penalty is only applied when a player attempts to land or port after fleeing. If the player uses a turn doing anything else before landing or porting, the penalty will not be applied. This change is intended to increase the turn cost of SDF from 2 turns/cycle to 3 turns/cycle on average by penalizing a turn roughly 50% of the time.  See SDF.

Furb: A Merf with full holds used to refill a COLT to full holds.  See Furbing.

Furbing:  When a red takes a bust in a COLT, the COLT looses holds.  Furbing is when a fellow corpie (usually a blue) buys a merf (or Furb), makes it personal, fills it with full holds and tows it to the red.  The red then attacks the furb with about 10 or so figs to destroy it.  That in turn replenishes his COLT's holds.  Typically, when a red is stealing 250 holds worth of EQ and busts, he will loose 22 holds.  To calculate the number of holds you need to buy, use the following formula: # of holds needed on refurb = (holds lost*3)-3.  Example: lost 22 holds, 22*3=66, 66-3=63.  You need to buy 63 holds on your furb.  If they lost 50, then you need 50*3=150, 150-3=147, so a mule with 147 holds would do the trick.  The reason you do this is because it costs less cash for a furb, than it does to buy 22 or 50 holds on a colt.

Fusing:  When you attempt to transwarp you ship someplace that doesnít have one of your figs, or blind-warp to a non-empty sector, and you end up in a pod.  This is known as Fusing, or in our corp, Stenning.  (an old, old in-joke. Ask Roberts about itÖ)

Grid, Gridding:  This is short for your deployed fig grid.  The more deployed figs you have out there, the harder it is for your enemies to find your bases.  A good grid will stop enemy probes, and make it so that your enemy has to manually explore to find your bases.  It's also important to have a good grid if you want to run Adjacent Photon scripts.  As a general rule of thumb, it's always a good idea to drop a fig in every sector you visit.  It's also a good idea to destroy any enemy figs you run across.  ALWAYS use extreme caution when you are gridding (CIM hunter scripts will find you if you move too slow), and while you are destroying someone else's grid (Adjacent Photon scripts will catch you if you are too slow.)  I recommend that you use macros or scripts while laying figs or when destroying figs.

GOLD Mode:  Enables the Trade Wars Gold Edition features that allow the sysop to make changes to ships, planets, aliens, make big 20k sector universes, and modify existing settings.  Almost all games are banged in Gold Mode.  Can be used in conjunction with MBBS mode.  See MBBS Mode.

 * Helper, Helpers:  Helpers are utility programs that players use to enhance their TW play.  They often include scripts that automate common tasks, ZTM and data management utilities, and other bells and whistles.  Almost all modern players use helpers of one kind or another.  Here are links to the most commonly used helpers out there: - TWX Proxy by Xide.  The #1 helper out there.  It can be used in conjunction with other helpers.  Xide is no longer supporting this program, and this link will soon be dead.  I will be hosting the files here soon. - Special Weapons and Automagic Tradewars Helper or SWATH by Stein.  A great helper with tons of features.  Works with TWX.  Has a cool visual map. - Attac by Earth.  Another great helper. Works with TWX - ZOC by EmTec.  Not a true helper per se, it's a telnet app, but it has it's own scripting language, based off of REXX.  There are many publicly available scripts written for it.  There are several other helpers out there, but these are probably the best.  Since I only use TWXProxy and ZOC, my exposure to other helpers is limited. I own SWATH, but I use it very rarely; pretty much only for the visual map.  

IG: Interdictor generator found on level 6 planets.  Sometimes called PIG.

ISS: Short for Imperial Starship

Macro: Macros are a (usually) short grouping of commands that are entered all at once as one packet that gets sent to the TWGS server.  Most helpers support macros, although cut and paste works too.  The advantage of Macros is that all the commands arrive at the same time at the server, so they are processed very quickly, often before your opponents can react to them.

Mafia: See Underground.

Major Space Lanes, MSLís:  The MSLís are all of the sectors that are directly between Sector 1, and the Stardock, and the triangle between Stardock, Alpha Centauri, and Rylos.  They get cleared every extern.  Donít leave anything in them that you donít mind losing at extern.  Planets parked in MSLís will be dropped to lv 2 cits if they have lv 3 or higher.  For a picture of the MSL's, go here

MBBS ModeThis mode emulates the HVS release of TW for the Worldgroup/MBBS systems.  It changes some of the basic settings of the game as follows:
Evil Stealing Factor is set to 70% and Evil Robbing Factor is set to 50% (see Formulas for details)
Busts clear daily, instead of weekly
Planetary Trade Percent is set to 100% instead of 60%
Max Port Production is set to 32,760 units instead of 65,530 units
Megga-Robbing is allowed.
Combat is handled slightly differently.   See Formulas for details.
These settings are strictly enforced, and the sysop can't change them when MBBS mode is on.  When you play in MBBS mode, you usually have a good idea what you're getting yourself into.  It requires that GOLD Mode be enabled.  
(Many people prefer this mode, myself included.  It's very Red friendly, although the Sysop can make changes to Ships, Planets, Aliens, and many other settings.  There's no guarantee it'll be playable, but it's nice to be able to take a few things for granted going in.)  See GOLD Mode.

MCIC: Maximum Change In Cost.  For a good explanation of what MCIC is, check out the Economy of Tradewars 2 on this site.

Megga-corp or Multi-corp: Two or more corps that are working together.  Usually they will have blues on one corp, and reds on the other (often the red corp will have a single blue furber in it.)  This eliminates some of the pesky problems with Mega-corping, in that your blues donít need to worry about alignment.  Cash transfers are done at the SD by the blue furber in the evil corp transferring cash to the other corp through the bank.  Or on planets that have only a lv 1 citadel.  Often these multi-corps will setup shop in deep bubbles, with the back sector reserved for their red corp, then the next sector a DMZ, where figs and cash can be exchanged, and the remaining sectors are for the blue corp.  Coordinating a multi-corp is usually a bigger headache than a mega-corp, but it does allow for more players on one Ďteamí.  On a six man Ďteamí there will typically be 2 blues in the Ďblueí corp, and 3 reds and one blue in the Ďevilí corp.  Of course, if you have more players, then you can add them where you see fit.  I donít recommend doing this with less than 6 people.  See Mixed-corp.

Megga-Rob:  In MBBS Mode ONLY, if a port has 3.3 million credits to a maximum of 6.6 million, you can rob it all at once, with the same odds as a normal rob.  No matter what your experience is!  The common strategy for setting up a mega-rob is to park a mobile planet under an XSS port that is fully upgraded on organics and equipment (32,760 on each).  You need approx 4.5 million cash on you when you start.  You then buy dump all of the organics and equipment on to your planet (remember to reverse haggle buy when you do this or you wonít have the 3.3 mill there when you are done!)  Once you have drained the port, you then port and rob, getting all your cash back.  Remember that you can also rob 11% more than the port shows available.  So, if the port shows there is 3.2 million available, you can actually rob 3.55 million.  (and it's the number + 11% that needs to be more than 3.3 mill) Your odds of busting remain about 1 in 50.  Originally this was a bug in the MBBS version, but it has never been fixed due to itís popularity.  Some players consider it a bug still, but the amount of setup and prep required to pull it off makes it balanced in my opinion.  A red can make about 15-20+ million per 1000 turns (depending on the port type; if you use only SBS ports with a Class O sell the organics first, then dump fuel and eq, you can make closer to 25 mill)

Merf: Short for Merchant Freighter ship.

Midnight: A lot of things happen at midnight, so I thought I would list them here.  (See Extern too) 
1) Players that died the previous day are allowed back in. (no pod recovery, that happens at extern)
2) Hold, Fig, and Shield prices change at Class 0 and Class 9 ports 
3) Players who log in after Midnight gain one point of Experience and one point of Alignment.
4) Citadel construction advances.
5) Underground wrong passwords resets.

Mixed-corp: A corp that has both Reds and Blues in them.  There are a lot of things that you need to do in order to keep a mixed-corp running, but if you can pull it off, then the rewards are sweet.  The biggest headache is keeping your blues alignment below 2000, and ideally below 1500.  Every extern, when you have both reds and blues in your corp, everyone in the corp looses experience.  For the blues, this is a good thing, since it helps them stay fedsafe.  However, itís a problem for your reds, since they need exp in order to rob/steal.  If your blues can keep their alignment between 1000 and 2000, you will usually only loose between 250 and 400 exp at extern.  The reds alignment doesnít seem to matter.  But it gets ugly quick once the blueís alignment goes past 2000.  Try to get your reds align as negative as possible.  Because whenever possible, you want your reds doing the killing, since they can kill blues indiscriminately, and they can kill other reds if their alignment is significantly lower than the enemy.  This also helps give your reds much needed experience.  Just be sure that whatever your reds are attacking has been subdued to the point where itís safe.  Once you get to the point where you can do megga-robs (in MBBS games only) then the blueís alignment doesnít matter as much, since experience isnít a factor when doing megga-robs.  Then your blues can go hunting other reds.  The typical mix for an aggressive 5 man corp is 2 reds and 3 blues.  Six man corps are split 3 and 3.  For defensive 5 man corps, go for 3 reds and 2 blues.  Defensive 6 man corps run 2 blues and 4 reds.  (Some might argue that itís the opposite; that the extra blue is more defensive, but I guess it depends on your style.  When our reds out-number our blues, itís because weíre on the defensiveÖTrying to build up lots of figs in a hurryÖ)  See Megga-corp.

Moth, Mothing: This tactic is used to drain enemy Q-cannons.    Q-Cannons are pretty stupid, they will fire at any enemy ship the second it enters your sectors, regardless of the number of Figs itís carrying.  The deal with mothing is to take advantage of that fact, and attempt to drain the Q-cannon with minimal fig loss.  Say that youíve got your Volcanic Q-Cannon set to 25% sector.  If you have 1,000,000 units of fuel ore, then when the cannon fires, it will shoot 250k ore.  Thatís enough to fry just about any stock ship in the game, regardless of itís fig load.  Itís fine if they are coming in with a fully loaded ISS, but itís a big waste of fuel if they came in with a merf with 1 fig (a Moth).  So, mothing is where you drain the enemy cannons by running a merf into their sector, getting podded, and doing it again.  If an entire 5 man corp does this, (run in twice each) then the above cannon will be drained to the point where itís not doing any real damage.  (from 1,000,000 fuel to about 56,000 fuel.  Not enough to scratch the paint on an ISS.  Furthermore, If the same corp does this to you the next dayÖwell then you got problems.  See the tips section for info on how to minimize the use of this tactic.

MSL: See Major Space Lanes

Nav Hazz: Short for Navigational Hazard.  Each 1% nav hazz will do 10 points of damage.  The odds of hitting one are equal to the % thatís there.  So, a 100% nav hazz will do 1000 points of damage automatically. 

P-Drop:  The tactic where you sit in on a mobile planet (lv 6 is preferred) in the citadel, and wait for someone to run into one of your figs.  You then warp the planet to that sector and attempt to kill them.  Much safer than transwarping, because if they kill your fig, the planet wonít move, and you donít end up fusing.  See Pwarp.

Photon, Photons:    Photons are offensive weapons that only certain ships can carry.  They are used primarily to deny other traders turns, or for invasions.  Some of their effects are listed below:
(Tested in MBBS mode, v.55 only.  I think they work the same in classic mode tho) -T 3/24/02
Player hit by photon: 
In a turn limited game, the player hit will lose all their turns until the next hour, at which time they will recover turns normally.
In an Unlimited turn game, the photon will disable a ship for one minute for each second of the Photon duration. 
Your Ships Interdictor Generator will be turned off.
Cloaked players will be De-cloaked.

Planet hit by photon:
A planet will lose Military Reaction, Interdictor Generator, and Q-cannon fire ability if the planet has under 200 shields, and only for the duration of the Photon. At 200+ shields the planet is not affected by photon.
Note: Photons do NOT bypass planet fighters when landing. You still have to destroy the fighters to land.

Armid mines deployed in a sector will not detonate during a photon duration
Limpet mines deployed in a sector function normally and are unaffected by Photons
Sector fighters deployed in a sector are dampened during photon duration and are bypassed.  (you won't encounter them.  this can be a good thing or a bad thing. :-)
Any ship Interdictor generator is turned off in the sector.

Photons will detonate on your ship if any of the following things happen to you: (only one detonates, and it does the same thing to you as if you were hit by a photon.)
1) Hit Offensive Figs
2) Hit Armid Mines
3) Get hit by a Q-Cannon
4) Get hit by Nav Haz

The following things will not detonate photons on your ship:
1) If a port attacks you. (Even if you destroy it, but the nav haz might still get you)
2) Are hit with a photon.
3) Someone attacks you.
4) You pick up a limpet.
5) You hit defensive figs, regardless if you kill or retreat.
6) You hit tolled figs, regardless if you pay or kill or retreat.
7) You attack a ship/trader, regardless if you pod them or not, and regardless if they have photons on them.
8) You get hit by corbo. (Even if you get podded, but the nav haz might still get you.)
9) You try to deploy figs/mines in fedspace and get tagged by Capt. Zyrain.

If you are towing a ship with photons and hit any figs, nav haz, or mines the photons will not go off. They go off only if you are in the ship.

Planet Busting or P-Busting: This is how reds gain experience quickly.  The red buys some genesis torps and some atomic dets, and starts creating and destroying planets.   Each cycle of creation and destruction will get you 75 exp.  It is most often done at Stardock, so you don't have to worry about nav haz in the sector.  It's best to macro this or use a good script, because your enemies will try to kill you while you are doing it.

Planet Trading:  Planet trading is where you take a mobile planet (LV 4 Cit or above) and park it under a buy port.  Then you sell any goods that are on the planet to the port.  You can sell off 30,000+ units of whatever in one turn if you have the resources available, and the port has been upgraded.  Most commonly done in conjunction with Class O planets (you sell off the organics), or after a Megga-Rob.  It is how most corps make money in the later stages of the game.

Port-Loss-Tracking, PLT:  The art of keeping track of what ports you can see when you pull a CIM.  By recording which ports you can no longer see, as compared to an earlier CIM, you can figure out where people have been placing figs.  If you match this to your list of dead ends from your ZTM, then you can sometimes get a good idea where people are setting up shop. 

Port Pairs:  Port Pairs are ports that are one hop away from each other that sell complimentary goods.  A SBS port and a BSB port that are next to each other is an example of a Port Pair.  You can buy goods from one port and sell it at the other and vice-versa.  See PPT and Evil Pair.

PPT or Port Pair TradingPPT'ing is the most basic money making method in the game.  It involves finding two ports that are next to each other that sell and buy different things.  Ideally, you want to find a port that sells Equipment and buys Organics next to a port that sells Organics and buys Equipment.  Ports like this are called Port Pairs.  Other combinations work, but the EQ and Org port pairs are best.  What you do is port at the first port, and buy Equipment.  Then you go to the second port and sell off the EQ and buy the Orgs.  Then you go back to the first port and sell off the Orgs.  Repeat till you drain the ports.  See Port Pairs.

Pre-Lock: This is where you attempt to get a lock on a fig (For t-warp or P-warp), a preset photon, or you are attempting to kill a non-fedsafe person at dock.  For the fig version, you simply enter the sector number the fig is in and when it says you are locked, and ready to transwarp, you wait for someone to hit the fig and then you can quickly move to the sector.  You do almost the same thing with a photon, only you have pre-entered the sector number for the photon, so when someone hits the fig, you instantly hit enter and shoot them before they move.  For killing at dock, you figure out what order the target player is in the list of people and ships at dock. (see tip # 11)  Then you send the attack command and you say no to everything until you get to the ship or player RIGHT BEFORE your target.  Then when your target lifts off dock, you hit a macro like "ny9999^M" to say no to the current guy, and yes to your target, and hopefully you will hit your target.  Timing is everything with pre-locks.  

Ptorp: Short for Photon

 * PwarpUsing the planet transwarp to move a planet to another sector.  Requires an L4 or better citadel.  No risk of fusing, but it costs the planet 400 ore per sector moved.  See P-Drop.

Red:  A player with negative alignment; an ďevilĒ player.  See Alignment.

Reverse Haggle:  When trying to setup a mega-rob, you reverse haggle; instead of going for the best price, you go for the worst. Usually itís about 140% of the asking price.  Doing this makes it more likely that there will be the necessary funds at a port to mega-rob it.  See Megga-Rob.

RMR:  Short for Rob-Move-Rob.  Red money making tactic. Unless there are a TON of fat juicy ports loaded with cash on them, all really close together, don't bother with this tactic.  Use SST or SDT instead.

RTR: Short for Rob-Transport-Rob.  An evil tactic to make money.  Requires two ships, and two ports with cash.  The ships have to be under each port.  A red robs one port, transports to the other ship, robs that port, then transports back to the first ship.  Repeat till all the cash is gone.  This method can be very profitable, but you need to find ports with cash, and have a lot of exp.  See D/RTR.

Rylos: See Class 0 ports.

SDF: Steal-dump-flee.  Another red tactic, but this one requires help from another corpie.  There have been some changes in the way TWGS handles fleeing that make it less lucrative than it was in the past.  I think it's a royal pain in the ass to setup, so I don't recommend it.  Nor will I go into how it works.  There are other sites that will tell you ALL about it tho.  It used to be as profitable as Megga-rob, but now it's somewhere in between SDT and a megga-rob

SDT: Steal-dump-transport.  Another red tactic to make money.  Requires 2 COLTS, two XXB ports, a few hundred K of startup cash, and a planet under each port (they don't have to be mobile).  This mid-game tactic is where most reds make their money.  First, you find 2 XXB ports within 7 of each other.  You create a planet under each of them.  Then you upgrade the equipment on the ports to about 1260 to 1510 range.  Then you get into one of the COLTS, and port and steal 250 equipment.  Then you land on the planet, and dump the eq.  Then you transport to the other COLT and steal and dump.  Repeat this process till the port runs out of eq.  Then  you do a port negociate and sell back the eq to the port.  Then you start all over again.  If you bust, have a blue sell the eq back.  You can bring in up to 14 mill per 1k turns, so use it!  However, if you bust alot, you can also loose money with this tactic.  Try to keep your exp over 7500 when you use this method.

SSM: Steal-Sell-Move.  Red tactic to make money.  Very turn intensive.  Unless the sysop has given COLTS a TPW of 1, don't bother.  Use SST or SDT instead.  (Unless you are playing on an unlimited turn game, in which case, go for it!)

SST: Sell, Steal, Transport.  Another red money making tactic.  Requires 2 COLTS, two XXB ports, and around 100k startup cash.  Used early on by most reds, until they get the resources together to SDT. You find two XXB ports within 7 of each other, and park a COLT under each.  Then you upgrade the ports about 30 or so (turns into 300 eq available), and then  you port Sell any eq you already have on you, then steal 250 holds of eq.  Then you transport to the other colt, and do the same.  You repeat this process until you get busted.  Makes about 10mil for 1k turns.  It's alot easier to setup this tactic, so many reds use it throughout the whole game.  However, I recommend that you use SDT, since there is more profit in it.

Stardock:  Stardock is where you buy new ships, hardware and do things like visit the tavern.  It's in Fedspace.  Hard to destroy, but possible.  

Stock:  Originally stock meant a game in which the sysop made NO changes to any of the settings.  It's now more commonly used to refer to a low turn (1000 or less), 5000 sector game with no ship, planet, or alien mods.  See Classic.  

 * SWATH: A TW helper, see Helpers.

TA:  Your current location or sector.  If you are asked for your TA or asked to come to someoneís TA you are being asked for your location (sector number) or to go to a certain sector number. TA is derived from corporate menu (T) and then assets (A) which gives you a corpies location. This allows you to communicate location without using sector numbers on sub space as there may be others listening in or in my case, you forget and use fed com instead of sub space and broadcast your location to the entire universe.

Tax, Taxation: When you have 0 or more alignment (i.e. not negative), and when you have more than 100,000 credits on you, you will be taxed when you exit and re-enter the game.  Taxation only happens once every Extern.  When you are taxed, the Feds take 5% of your cash (not from your bank tho, so if you want to avoid taxation, put it in the bank), and you gain .000667 points of alignment for every credit taxed.
Example: If you have 200,000 credits on you when you exit, and an alignment of 1000, when you next sign on, you will be taxed 5%, or 10,000* credits, and your alignment will go up by 6 to 1006. (10,000 * .000667 = 6.67 = 6)
* During recent testing under v.55, I came across some interesting things, see the chart below:

Starting credits What it says you get taxed What you are actually taxed alignment gain
100000 0 0 0
100001 5000 5000 3
101000 5049 5051 3
200000 9999 10001 6
1000000 49999 50001 33
10000000 499999 500001 333
100000000 4999999 5000001 3333
500000000 24999999 25000001 16666
950000000 47499999 47500001 31666
960000000 47999999 48000001 31999
965000000 48249999 48250001 0
970000000 48499999 48500001 0
1000000000 49999999 50000001 0

Notice three things. What you are actually taxed and what it *SAYS* you are taxed are different by two credits in most cases.  I believe this is a bug.  Also, when you have enough credits on you to gain 32,000 or more alignment, then you DON'T gain the alignment.  If you have more than 961,000,000 credits on you, then you don't get hit with the alignment gain.  (Not that you will likely EVER have that much cash on you...)  And finally, it seems to round down when calculating the alignment gain, as in the example above.

Towing, Towed:  You get towed from Fed Space when you either have more than 100 figs on you when you exit the game, or when the maximum number of players allowed per sector in Fed Space is exceeded.  Towing happens at Extern. In the later case, if the limit is 4, and there are 6 players not currently logged on at extern, then 2 of them will get towed.  Itís random who gets towed.  You get towed to a random sector.  You wonít get towed past enemy figs or mines.  See AMTRAK.

TPW: Short for Turns per Warp.

Tunnel: A tunnel is a long chain of sectors with 2 warps in. For example, 12-13-14-15-16 with 12 and 16 both having multiple warps.  Tunnels are often good places to build bases, since they have no dead ends, and are often missed by probe hunters or dead end hunters.  See Bubble, and Bubble, Gold

Twarp: Short for Trans Warp.  

 * TWXProxy, TWX: A TW helper, see Helpers.

Underground, Mafia:   The Underground is the Red equivalent of the Police Station.  Ask the Grimy Trader in the Tavern at Stardock about 'Mafia' or 'Underground' for the password to get in.  Once you have the password, you can press 'U' to get to it from the Stardock main menu.  If you have more than  200 alignment, you can't visit here.  If you enter the wrong password a few times, you will loose 1/2 your experience and all your cash. You do that again, and you get murdered.  When you get murdered, your exp and align are reset to 0.  This is a cheap way for a red to turn blue, but NOT the most turn efficient.  If you must do this, try to do it at 11:59 pm server time when you have no turns left.

 * ZOC: A TW helper, see Helpers.

ZTM: Zero Turn Mapping.  Using a helper or script to map the universe while in CIM mode.  Doesnít cost you any turns, and you can get a good idea of where the dead ends are.  Read the instructions that come with your helper/script to see how to do this, and how to access the data.  Needed to run most of the modern attack scripts and gridding scripts.

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