Navigation:
  
<D> Re-display Sector. This will re-display the information about
the sector where you are currently located. Information includes 
sector number and nebulae name, marker beacons, port name and 
class, mines, fighters, planets and any other ships. Next to the 
class you will see three letters signifying how the port trades 
in the commodities. For example a SSB would indicate that the 
port sells Fuel Ore, sells Organics and buys Equipment. The 
adjacent sectors will also be shown. With a color display, the 
sectors you have not yet visited will show up in red.

<P> Port and Trade. This will allow you to dock at the port in 
your current sector. This is the only way to trade your 
commodities. You will have some choices for what action you 
would like to take at the port. Most of the choices are 
self-explanatory. If you are playing the game as an evil trader,
the choices you see will be different than they would be if you 
were playing the game as a lawful Player. When you dock at the 
port, you will be able to see the docking log. This will show 
you the name of the last ship to do business there. If there is 
a planet in the sector with this port, you will be able to 
negotiate a Planetary Trade Agreement. This is a trade contract 
that will allow you to trade off all your excess commodities to 
the port without wasting your turns hauling one shipload at a 
time. If you want to build a new Starport and the universe is 
full or if you decide that your adversaries have too big an 
advantage and you need to get rid of that port they have been 
using, you can attack and destroy a starport. This is never an 
easy task. The starports are very heavily armed and will 
retaliate, so you will need to have plenty of military forces 
with you if you decide to proceed with this selection.

<M> Move to a Sector. The sectors adjacent to your current 
location will be listed as warp lanes in the sector display. 
You can move to one of them, or you can choose any other sector 
in the universe. If you designate a sector that doesn't have a 
direct warp lane, your ship's computer will plot your course, 
show the path and the number of hops (and turns) the trip will 
use, and ask you if you want to engage your AutoPilot. You will 
be able to use the Autopilot in three different modes. The 
default is Alert mode. This will suspend your travel in any 
sector where there is a planet, port, navigational hazard or 
other trader. Once alerted to one of these items, you will be 
given several options. It is up to you to make the decision 
that will best serve you or your corporation. The second mode 
is Express. This speeds you to your destination provided there 
are no enemy forces in your path. The third mode is Single Step.
This was developed by an enterprising group of pioneers. Their 
group was getting smaller due to bold exploration of sectors 
filled with mines, so the survivors manufactured an Autopilot 
that would stop in each sector. This allowed them to scan the 
next sector for hazards before proceeding into it. Select this 
option if you feel the need for caution.

<L> Land on a Planet. This option will enable you to colonize 
your planets, build a Citadel and do business there, pick up 
the fighters built by your colonists or pick up the production 
of Fuel Ore, Organics and/or Equipment. You will see a list of 
all the planets. Simply enter the number for the one you want 
to visit. If you have purchased a Planet Scanner at the 
Hardware Emporium, it will automatically provide you with 
additional information about the planet. The Planet Scanner 
will also allow you to abort the landing procedure if, after 
looking at the defenses, you feel you may not be able to land 
successfully. The display, once you have landed, shows the 
planet number, location, name, class and a chart detailing 
the commodities, production requirements and current 
inventories. You will also see the citadel information and 
any planetary defenses.

<S> Long Range Scan. If you have purchased a scanner from the 
Hardware Emporium, you can use it to view adjacent sectors.  
All things in the Trade Wars universe have a density value 
and you can use your Density Scanner to display the relative 
density of the neighboring sectors and determine if there are 
any Navagational Hazards. You will also be warned of any 
non-standard, undefinable mass. You can then use that 
information to determine what's next door. If you have a 
Holographic Scanner, you will be able to see ports, planets, 
hazards and other players all for just the cost of one turn.

<R> Release Beacon. Choose this when you want to launch one of
the Marker Beacons you purchased at the Hardware Emporium. You 
will need to decide what message your beacon will send when 
you launch it. (Limit 41 characters)

<W> Tow SpaceCraft. This option lets you toggle your tractor 
beam on and off. The computer will ask you which trader in 
your current sector you wish to tow. You can tow an unmanned 
ship only if you own the ship and know the ship's password.
The computer will then calculate (using the size difference 
between the two ships) the number of turns you will use for 
each sector you tow this trader and his/her ship. You can 
then use the Move option to go to an adjacent sector or you 
can engage your AutoPilot to move you and your "passenger".
Type 1 TransWarp drives were not made to be used in 
conjunction with tractor beams, so if you use your Type 1 
TransWarp, the tractor beam will automatically shut down. 
Type 2 TransWarp drives can be used with a ship in tow. The 
person you are towing will not enter a sector until you have 
safely entered. The tractor beam will act as a protective 
shield and will safeguard the towee from any damage from 
mines, offensive fighters or Quasar cannons. If your ship 
is destroyed, the tractor beam will also be destroyed and 
the person you are towing will be left stranded. To disengage 
the beam at any point, use this option again.

<N> Move to NavPoint. Navigation Points are sectors of 
particular relevance to you or your corporation. They are 
assigned from the main menu with the "{<Y> Set NavPoints}" 
option. All Nav units are pre-programmed with info on Sector 
1 (Terra), and (if the sysop wishes) StarDock Sector, and 
there are four other definable points. Navigation info is 
available on any sector in FedSpace, or any sector containing 
one or more of your fighters. This info includes any planet 
or port details for that sector.

This concludes the Navigation Commands in the Main Menu. Type
ocsbot on SS to return to menu.
