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 % thats 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.

Photon, Photons: Photons are offensive weapons that only certain 
ships can carry. They are used primarily to deny other traders 
turns, or for invasions.

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.

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.

Port-Loss-Tracking, PLT: The art of keeping track of what 
ports you can see when you pull a CIM.

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.

PPT or Port Pair Trading: PPT'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.

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.

Ptorp: Short for Photon

Pwarp: Using 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.

Red: A player with negative alignment; an evil player.

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 its about 140% of the asking price.

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.

SDF: Steal-dump-flee. Another red tactic, but this one requires 
help from another corpie. 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).

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.

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.

SWATH: A TW helper, see Helpers

TA: Your current location or sector.

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.

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.

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.

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.

ZOC: A TW helper, see Helpers

ZTM: Zero Turn Mapping. Using a helper or script to map the 
universe while in CIM mode. Doesnt cost you any turns, and 
you can get a good idea of where the dead ends are.