Hints for playing the TRADER Character
of the Old Empire created huge paradoxical swings in sophistication
in the many cultural remnants of the first Empire. Barbaric tribes
lived in beautiful cities with breathtaking architecture, yet
stilled by the trash of thousands of years of neglect, unaware
and unable to use the technology surrounding them. After the thousands
of years of the Interregnum, itinerant Star Traders began to be
seen among the Imperial star lanes, trading commodities from one
race to another. These technological vagabonds probably shared
more in common with a space-bound 'linker or itinerant Gypsy of
an era gone by than the landed gentry they attempted to portray.
The Trader's main two stocks in trade were their
remembered knowledge of the Old Empire's technology, imperfect
as it was, and the attributes of their BattleStars and Freighters.
The Trader's ponderous BattleStars, turned to use as mobile Factories,
brought good news to poorer planets as their untapped Raw Material
wealth could now be processed into Imperial Credits. But all knew
that for a better offer those BattleStars would be on their way
to another World instantly. To carry more cargo, Trader's often
loaded their Ships to the locks, tearing out all weapons and defenses.
Many of their Freighters were moving death traps pushed to the
edge of safety in the Trader's relentless pursuit of the maximum
Credit. More often, however, the true worth of the Trader was
the gossip he carried of wondrous places and races in the far
reaches of the growing Second Empire...
- excerpt Encyclopaedia Galactica
- 7 points for each Raw Material delivered to a World not owned
by the Trader, not to exceed Raw Materials stockpiled on world
at time of delivery of twice the number of Factories on the
World. World will accept any Raw Materials delivered but only
earn points for the amount up to twice the number of factories
on the world.
- 1 Imperial Credit for each Raw Material point, deposited on
the delivering Fleet.
- Trader’s Freighters can carry twice as many Raw Materials
as other Character Types’ Cruisers but fully loaded Freighters
are the most vulnerable ships to enemy fire.
- 7 points for each Mobile Factory (BattleStar not engaged in
conflict at a non-enemy world) used by a World other than the
Traders’ as a factory. The Credit produced is deposited
to the world’s bank. The Mobile Factory counts with World
factories in building ships.
- 10 points for each Fleet owned
- Traders can Pickup (and deliver) from Non-allied worlds
- The Glass Bead (Also Philosopher)
- The Silmarin (Also Houri)
- The Eye of the Tiger (Also Raider)
- The Pearl Pendant (Also Houri)
The Trader's Freighters can carry twice as much
cargo (raw materials) as their fellow Starlord's Cruisers, even
though they are more vulnerable to attack. Trader BattleStars
can operate as Mobile Factories when they are not flying or in
battle at any non-enemy world, gaining points. And last, Traders
can pick things up from Neutral worlds as well as Allied worlds,
another nice advantage over their fellow Starlords.
TRADER STRATEGIES: How nice it is to be popular. Everybody needs
a Trader. You’re special attribute lets you buy Freighters
instead of Cruisers and they carry twice as many Raw Materials
to those hungry factories that everybody has. And that creates
Imperial Credits, that means ships and that is how the universe
runs! You don’t have to bend over backwards to anyone but
on the other hand, you need trade routes. You only get points
for doing your thing at OTHER PEOPLE’S WORLDS. So no matter
how efficiently you carry these needed resources around, you have
got to have somebody to carry them for.
So you’ll have plenty of customers as soon
as they hear about you. Get them to give you fleets near their
high industry worlds, map information so you can move around,
instruction for what they’d like moved and where. Trade
fleets where it seems sound, give your worlds where it seems safe
so that you can carry Raw Materials to your own worlds and build
things up in your own empire and make points in your own space,
too. Say, guess you’ll see a lot of places, a lot of worlds.
Probably fair to say that you’ll be talking to a lot of
people, meet a lot of Starlords. In fact, I bet you end up being
the source of a lot of information, wonder what that’s worth…
This is a natural of course. Barons have got the
worlds and they need those factory worlds to produce not only
Imperial Credits but also points! For half the number of ships,
or possibly fleets, the Baron can get up to full production, and
leave the details to you. This should be a no-brainer contract
Just depends upon which character the chameleon Houri is playing this turn. A really good Houri ally can be whatever you need Everybody needs fleets and ships and no matter
who the Houri is today, producing factories is a part of it. If
you are working inside a Houri empire, you are going to know a
lot of secrets about what this Houri is doing. You better work
to earn the trust of this character if you want to last long.
On the other hand, you could get a very nice ride up the points
ladder from this character. One of the more interesting combinations
is when you are the Houri’s client and the Houri Trader
both carry stuff around at your own worlds to build things up
Even the independent Raider can use a Trader.
These can be pesky critters but persevere and you can work out
a great deal if you are trustworthy. Raiders need those big fleets.
Just make sure your alliance is in place so that he doesn’t
Raider-Capture your fleets whenever he decides your usefulness
is over. He is a profitable customer but bears watching.
Philosophers need big fleets so are obvious customers.
You may find this character to be your very best customer and
his worlds may change ownership right in front of you. No problem
to you as long as he doesn’t lose control of his empire,
maybe not even then. There is a lot of room for you to decide
to be an honorable character or a real backstabber.
Here’s a Cyborg creature that needs you
more than any of the fleshy characters. He will be a good customer
because he’s not dangerous, not likely to turn on you, at
least until late in the game but by then you can direct him to
the right targets. He is not the best protection but if you have
a strong Terminator, and that’s partly up to you, no one
will want to antagonize him.
Here’s a guy who needs big fleets and you’re
just the one that can help create them. You need to convince him
that you are an integral part of his campaign, especially with
your Mobile Factories that can keep right up with his nomadic
sweeps across the Universe. You can easily move your fleets (safely
at peace so they don’t disrupt his conquests) right in the
midst of all the conflict and drop Raw Materials all over the
place. You’ll probably even run across opportunities to
drop raw materials on worlds that are high factory that no one
owns. That’s okay, you’ll get the points and no competitors
will get anything!
TRADER HINTS FROM THE GALACTIC EFFECTUATOR: Traders work well with everybody since all Character
Types need the added capacity of the Freighters and the mobile
factories of the Trader BattleStar. They are generally peaceable
fellows themselves, wanting Peace or War, depending on whether
or not it’s good for business. Because they work for so
many Players, Traders generally have a better idea of the game
Map than other Players and gather a hoard of information, an important
commodity in the Trader's commerce.
As a Trader be willing to set most of your fleets
At Peace so they don’t threaten your customers’ worlds
and fleets. That shows good breeding and that you didn’t
sleep through your Trader MBA courses. The Trader is a character
whose scores rise in the middle game. The challenge to the Trader
is not only to make points but to continue to make them in big
enough bunches when dependent upon working at other owner’s
worlds. The best way to combat that is to spread wide your customer
list so that if any one turns on you, you can adjust your other
It is always going to be a temptation for you
to backstab another character. You are needed and you are at the
heart of your friends (also read competitors) empires. You will
know more about everything going on in the game than anyone else.
What you do with this information will test your abilities to
define just what honor means.