Welcome to Cruncher's Advice


What can I say that has not already been covered in the links.... There are many fine Tradwar's Pages out there, written by many very skilled players. If you have any questions that you would like me to address and publish on this page, please E-Mail me.

In the mean time, I will give you the facts on citadel contruction , planet typesship specs, and density scans.












Citadel Construction

Earth  Desert   Oceanic  Mountain  Glacial  Volcanic  Vaporus/Gaseous

Earth - Class M


        Level 1   Level 2   Level 3   Level 4   Level 5   Level 6   Total

Days          4         4         5        10         5        15     43

Colonists  1000      2000      4000      6000      6000      6000    6000

Fuel Ore    300       200       500      1000       300      1000    3000

Organics    200        50       250      1200       400      1200    3300

Equipment   250       250       500      1000      1000      2000    5000









Desert - Class K


        Level 1   Level 2   Level 3   Level 4   Level 5   Level 6   Total

Days          6         5         8         5         4         8     36

Colonists  1000      2400       400       700      8000      7000    8000

Fuel Ore    400       300       600       700       300       700    3000

Organics    300        80       400       900       400       900    2980

Equipment   600       400       650       800      1000      1600    5050









Oceanic - Class O


        Level 1   Level 2   Level 3   Level 4   Level 5   Level 6   Total

Days          6         5         8         5         4         8     36

Colonists  1400      2400      4400      7000      8000      7000    8000

Fuel Ore    500       200       600       700       300       700    3000

Organics    200        50       400       900       400       900    2850

Equipment   400       300       650       800      1000      1600    4750









Mountain - Class L


        Level 1   Level 2   Level 3   Level 4   Level 5   Level 6   Total

Days          2         5         5         8         5        12     37

Colonists   400      1400      3600      5600      7000      5600    7000

Fuel Ore    150       200       600      1000       300      1000    3250

Organics    100        50       250      1200       400      1200    3200

Equipment   150       250       700      1000      1000      2000    5100









Glacial - Class C


        Level 1   Level 2   Level 3   Level 4   Level 5   Level 6   Total

Days          5         5         7         5         4         8     34

Colonists  1000      2400      4400      6600      9000      6600    9000

Fuel Ore    400       300       600       700       300       700    3000

Organics    300        80       400       900       400       900    2980

Equipment   600       400       650       700      1000      1400    4750









Volcanic - Class H


        Level 1   Level 2   Level 3   Level 4   Level 5   Level 6   Total

Days          4         5         8        12         5        18     52

Colonists   800      1600      4400      7000     10000      7000   10000

Fuel Ore    500       300      1200      2000      3000      2000    9000

Organics    300       100       400      2200      1200      2000    6200

Equipment   600       400      1500      2500      2000      5000   12000









Vaporus/Gaseous - Class U


        Level 1   Level 2   Level 3   Level 4   Level 5   Level 6   Total

Days          8         4         5         5         4         8     34

Colonists  3000      3000      8000      6000      8000      6000    8000

Fuel Ore   1200       300       500       500       200       500    3200

Organics    400       100       500       200       200       200    1400

Equipment  2500       400      2000       600       600      1200    7300


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Planet Types

Planet Type

Colonists to Produce

Fighter Production

Max Colonists / Optimal Colos per production.

Max Compacity

Planet best suited for..

Earth

Class M

   Fuel - 3

   Org - 7

   Equ - 13

Total Production

/ 10

Max - 30k per production

Optimal - 15k per production

  Fuel - 100k

  Org - 100k

  Equ - 100k

  Figs - 1 Mil

Produces Equip fastest.

Desert

Class K

   Fuel - 2

  Org - 100

   Equ - 500

Total Production

/15

Max - 40k per production

Optimal - 20k per production

  Fuel - 200k

  Org -  50k

  Equ -  10k

  Figs - 1 Mil

  Good Fuel Production
Oceanic

Class O

  Fuel - 20

  Org - 2

  Equ - 100

Total Production

/15

Max - 200k per production

Optimal - 100k per production

  Fuel - 100k

  Org - 1 Mil

  Equ -  50k

  Figs - 1 Mil

Excellent Organic Production
Mountain

Class L

  Fuel - 2

  Org - 5

  Equ - 20

Total Production

/ 12

Max - 40k per production

Optimal - 20k per production

  Fuel - 200k

  Org - 200k

  Equ - 100k

  Figs - 1 Mil

Best producer of Fighters per Colonists

First to Level 4 Citadel - 20 days

Glacial

Class C

   Fuel - 50

  Org - 100

  Equ - 500

Total Production

/ 25

Max - 100k per production

Optimal - 50k per production

  Fuel - 20k

  Org - 50k

  Equ - 10k

  Figs - 1 Mil

Level 6 Citadel

34 days

Volcanic

Class H

  Fuel - 1

  Org - N/A

  Equ - 50

Total Production

/ 50

Max - 100k per production

Optimal - 50k per production

  Fuel - 1 Mil

  Org - 10k

  Equ - 100k

  Figs - 1 Mil

Excellent Fuel production

Largest Fuel Compacity

Vaporous / Gaseous

Class U

  Fuel - N/A

  Org - N/A

  Equ - N/A

Total Production

0

Max - 3k per production

Produces Nothing

  Fuel - 10k

  Org - 10k

  Equ - 10k

Level 6 Citalel

34 days

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Ship Specifications

Table Key

Ship

Cost/Holds

T/W

Odds

Ftr/Attack

Holds

Shld

Mine

T-Warp  Range

S

P

X

MB

GT

Escape Pod 0 / NA 6 0.6:1 50 / 10 50 50 0 N N N 0 0 0
Merchant Cruiser 41,300 / 61,215 3 1:1 2,500 / 750 75 400 50 N B N 5 50 5
Scout Marauder 15,950 / 7,695 2 2:1 250 / 250 25 100 0 N B N 0 50 0
Missile Frigate 100,800 / 42,384 3 1.3:1 5,000 / 3,000 60 400 5 N N 10 2 50 0
Battle Ship 88,500 / 71,872 4 1.6:1 10,000 / 3,000 80 750 25 N B N 8 50 1
Corporate Flageship 163,500 / 78,845 3 1.2:1 20,000 / 6,000 85 1,000 100 Y / 28 B N 10 50 10
Colonial Transport 63,600 / 632,000 6 0.6:1 200 / 100 250 500 0 N P N 7 50 5
Cargo Tran 51,950 / 143,475 4 0.8:1 400 / 125 125 1,000 1 N B N 5 20 2
Merchant Freighter 33,400 / 38,955 2 0.8:1 300 / 100 65 500 2 N B N 5 50 2
Imperial Startship 339,000 / 226,930 4 1.5:1 50,000 / 10,000 150 2,000 125 Y / 50 B 5 10 150 10
Havoc Gunstar 79,000 / 29,754 3 1.2:1 10,000 / 1,000 50 3,000 5 Y / 16 H N 6 5 1
Star Master 61,300 / 57,929 3 1.4:1 5,000 / 1,000 73 2,000 50 N B N 3 50 5
Constilation 72,500 / 69,780 3 1.4:1 5,000 / 2,000 80 750 25 N B N 6 50 2
T'Khasi Orion 42,500 / 31,890 2 1.1:1 750 / 250 60 750 5 N B N 3 20 1
Tholian Sentinal 47,500 / 30,520 4 1:1 / 4:1 2,500 / 800 50 4,000 50 N H N 3 10 1
Taurean Mule 63,600 / 216,300 4 0.5:1 300 / 150 150 600 0 N B N 5 20 1
Interdictor Cruiser 539,000 / 4,630 15 1.2:1 100,000 / 15,000 40 4,000 200 N B N 20 100 20
Ferrengi Assault Trader NA / 28,170 2 1.2:1 3,000 / 2,000 50 200 10 N H N 0 5 0
Ferrengi Battle Cruiser NA / 65,385 3 1.4:1 8,000 / 2,000 75 800 25 N H N 2 15 3
Ferrengi Dreadnaught NA / 107,730 4 1.4:1 15,000 / 5,000 100 1,000 50 N B 1 5 25 6

Table Key


Cost = Cost for basic hull     / Holds = Cost to max holds
T/W = Turns to move 1 hop      Odds = Fighting odds
Ftr = Max Fighters             / Attack = Max ftrs per wave
Holds = Max holds              Shld = Max shields
Mine = Max mines, both armid and limpet
T-W = Transwarp Drive          / Range = Max range using Transwarp Drive
S = Scanner, H = Holographic, P = Planet, N = None, B = Both
P = Photon Missiles, and amount the ship carries
X = Ship's transporter range   MB = Marker Beakons
GT = Genesis Torpedos          NA = Unknown or not available

ALL ships can have the following:
Atomic Detonators-5,  Ether Probes-25,  Cloaking Devices-5, 
Mine Distruptors-10,  Psychic Probes,  Corbomite Devices-1500

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Density Scans & Anomolies


              0 = Empty Sector, Yes Anom = Cloaked Ship
              1 = Marker Beacon
              2 = Limpet Mine, Yes Anom
              5 = Single Fighter
             10 = Single Armid Mine
             21 = Navigational Hazard ( per 1 percent )
             38 = Unmanned Ship
             40 = Manned Ship - Trader, Alien,or Ferrengi Assault Trader
             50 = Destroyed Starport
             77 = Ferrengi Scorpion Ship
            100 = Startport, Ferrengi Battle Cruiser or Ferrengi Dreadnaught
            210 = Destroyed Planet ( due to 10% Nav Haz )
            462 = Federation Starship under Admiral Nelson
            489 = Federation Starship under Captain Zyrain
            500 = Planet
            512 = Federation Starship under Admiral Clausewitz

It is important to remember most of the time your density scan will be a combination of any of the above. Some examples:

Scan is 102, anom yes - Could mean a port and a single limpet, could also mean 10 armid mines, one limpet, and a cloaked ship.

Scan of 40 - Could also mean 8 armid mines, or, 6 armid mines and 10 limpet mines.

Scan of 38,101 is typical of the Ferrengal sector early in a game, 250 armid mines x 10 = 2,500, planet = 500, 7,000 figs x 5 = 35,000, port = 100 and let's not forget the beacon = 1 :)

While it is not turn efficient to holo scan at every turn, you should at least be density scanning before every move, holo if something looks odd, and have enough defenses on your ship should you run into something that that did not show an unusual density scan.

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