Star Traders: Commands Available About Anywhere
INFO Shows all the relevant information about you - What kind of ship you're in, damage, credits, fighters, turns left, cargo on board, etc.
ANNOUNCE (message) Sends an announcement to everyone in the same location you're in.
" (message) A shortcut for ANNOUNCE (what).
ATTACK (optional # of fighters) (who/what) Launches an offensive attack against the player or planet. All weapons systems that are currently engaged/loaded on your ship will be used, along with all fighters (unless you ordered fewer fighters to attack). The # of fighters is optional, and will default to your entire fleet. So, if you have 100 fighters, "ATTACK GAMEMASTER" and "ATTACK 100 GAMEMASTER" will have the same effect.
RADIO (who) : (message) Sends a private radio message to another player.
DUMP (optional # of units) (cargo) Dumps cargo from your ship. Will default to dumping all units, unless you specify a smaller #. So, if you have 5 units of Uranium on board, "DUMP URANIUM" and "DUMP 5 URANIUM" will have the same effect.
LOAD (optional # to load) (torpedo type) Loads Torpedos into launchers, preparing them for firing. If you don't specify a number, as many as possible will be loaded (as many free launchers and unloaded torpedos available). The torpedo type will be either "TORPEDOS", "INTERCEPTOR TORPEDOS", or "STARBURST TORPEDOS".
UNLOAD (optional # to unload) (torpedo type) Unloads Torpedos into launchers, preventing them for firing. If you don't specify a number, as many as possible will be unloaded (as many loaded torpedos and free torpedo rack space available). The torpedo type will be either "TORPEDOS", "INTERCEPTOR TORPEDOS", or "STARBURST TORPEDOS".
ENGAGE (optional # to engage) (what to engage) Engages electric weapons, preparing them for firing. If you don't specify a number, all available will be engaged. The type will be either "GATLIN LASERS","MESON CANNONS", or "INTERCEPTOR LASER TURRETS".
DISENGAGE (optional # to engage) (what to engage) Disengages electric weapons, preventing them from firing. If you don't specify a number, all available will be disengaged. The type will be either "GATLIN LASERS","MESON CANNONS", or "INTERCEPTOR LASER TURRETS".
VIEW (who or what) Shows basic information about other ships or planets. For ships, it will report the ship type, number of fighter escorts, and weapons systems mounted. For planets, it will report who has claimed the planet, the number of fighters defending it, and if a Citadel has been built on it, information about the Citadel.
CHARGE (fuel type) If you have a Nuclear Reactor, this will use a unit of fuel to recharge your energy cells. The fuel type will be either URANIUM, which generates 200MW per unit, or PLUTONIUM, which generates 100MW per unit.
AUTONAV (sector number) If you have a Route Computer equipped, you can use AUTONAV to automatically navigate to any sector. If you're currently docked or landed, it will return your ship back to the sector you're in, then traverse the shortest route to the requested sector.
QUIT Disconnects you from the game.
HELP Shows commands available where you're at.
Star Traders: More Commands While In Space:
GO (sector number) Goes to the Sector specified. A warp must exist between your current sector and the desired sector.
GO Follows a pre-programmed route from a Route Computer, Gravity Detector, etc. Will follow the path as long as the sectors traveled are empty; will stop if it encounters anything of interest in a sector.
UNIONS Enter the Unions menu.
CALCULATE (sector number) Calculates the shortest possible route from your current location to the sector specified. Requires a Route Computer.
DEPLOY (# to deploy) (FIGHTERS or MINES) Deploys the number of fighters or mines specified into the current sector to prevent others from traveling through this sector.
RETRIEVE (# to deploy) (FIGHTERS or MINES) Picks up fighters or mines previously deployed.
RECOVER (optional # to recover) (what to recover) Salvage debris floating in the sector. If no number is specified, the max amount possible will be recovered.
DOCK Dock to the Space Station in this sector.
LAND (optional name of what to land on) Land your ship on a planet or asteroid. If no name is given, it will land on any planet in the sector, then any asteroid.
SCAN Use your Warp Scanner to peer through the available warps, seeing the sectors the warps lead to.
SHOW Shows the current location - Anyone else in the sector, warps, any planets, asteroids or space stations here, etc.
DETECT Use your Gravity Detector to sense the nearest gravity source.
SENSE Use your Motion Sensor to detect the nearest large moving object.
FOLLOW Go to the next sector in your pre-programmed route from a Route Computer, Motion Sensor, etc
NONSTOP Follow your pre-programmed route, not stopping for any other players, planets, etc.
STARBURST (sector number) Launches all of your loaded StarBurst torpedos into the sector specified.
Star Traders: More Commands While At Space Stations:
LEAVE Leave the Space Station, returning to space.
BUY (optional # to buy) (what to buy) Buy items from the Space Station. If you omit the # to buy, it will purchase as many as you have room for, and can afford. If you are buying an upgraded ship or shield, and the Station is willing to buy your existing one, you will receive a credit for your old one.
SELL (optional # to sell) (what to sell) Sell items to the Space Station. If you omit the # to sell, it will sell as many as you have.
REPAIR (optional points to repair) Order repairs to your ship; if the points to repair is omitted, it will repair as many as necessary or as you can afford.
RECHARGE (optional MW to charge) Have your Energy Cells recharged; if the MW to charge is omitted, it will charge as much as necessary or as you can afford.
SHOW Shows the Space Station's details, including current prices, who else is there, etc.
Star Traders: More Commands While On Asteroids:
LEAVE Leave the Asteroid, returning to space.
EXCAVATE Excavates materials from the Asteroid.
SHOW Shows the Asteroid's details, including any materials available for excavation, who else is there, etc.
Star Traders: More Commands While On Planets:
LEAVE Leave the Planet, returning to space.
SHOW Shows the Planet's details, including what's being bought/sold, who's claimed it, defending fighters, who else is there, etc.
BUY (optional # to buy) (what to buy) Buy cargo from the Planet. If you omit the # to buy, it will purchase as many as you have room for, and can afford.
SELL (optional # to sell) (what to sell) Sell cargo to the Planet. If you omit the # to sell, it will sell as many as you have.
OVERTAKE (optional # of fighters) Attack this planet in an attempt to claim it. If the # of fighters is omitted, it will use all fighters available.
Star Traders: More Commands While On Planets You've Claimed:
TARIFF (credits) Set a trading tariff (tax) on all trades at this planet. The tariff is the number of credits to tax on all units of cargo bought or sold at this planet.
DEPLOY (optional # of fighters) Deploys fighters to this planet for defense. If the # of fighters is omitted, it will deploy all of your fighters.
RETRIEVE (optional # of fighters) Retrieves fighters deployed to this planet. If the # of fighters is omitted, it will retrieve all deployed fighters.
OPEN TRADE Allows this planet to buy and sell cargo from anyone.
CLOSE TRADE Prevents this planet from buying and selling cargo from anyone else.
COLLECT Retrieves the credits collected as tariffs from this planet.
ANALYZE Gives information about the viability of colonizing this planet - How abundant different materials are, what will be required to operate it, the colonization cost, etc.
COLONIZE Converts the planet to a colony under your command.
BUILD CITADEL Builds a Citadel on this planet.
UPGRADE CITADEL Upgrades the Citadel on this planet to the next Citadel Class.
ENTER (CITADEL or COLONY) Goes to either the CITADEL or COLONY on this planet.
Star Traders: More Commands While On Planets You've Colonized:
LEAVE Leave the Planet, returning to space.
EXIT Exit the Colony Menu, returning to the Planet.
GIVE (optional # to give) (cargo type or CREDITS) Gives either cargo (Uranium, Food, etc) or credits to the Colony. If an amount isn't specified, it will default to the maximum possible (amount of cargo or credits on hand).
TAKE (optional # to give) (cargo type or CREDITS) Takes either cargo (Uranium, Food, etc) or credits from the Colony. If an amount isn't specified, it will default to the maximum possible (amount of cargo or credits held by the Colony).
BUY (maximum to buy) (what to buy) FOR (amount to pay per unit) Instructs the Colony to purchase a given cargo type. The planet will buy the cargo for the price ordered, until the maximum to buy has been reached (or the planet can no longer afford to buy any more) (Ex: "BUY 1000 food FOR 10" instructs the colony to buy up to 1,000 units of Food for 10 Credits each)
SELL (maximum to sell) (what to sell) FOR (amount to charge per unit) Instructs the Colony to sell a given cargo type. The planet will sell the cargo for the price ordered, until the maximum to sell has been reached (or the planet runs out of the cargo) (Ex: "SELL 250 uranium FOR 30" instructs the colony to sell up to 250 units of Uranium for 30 Credits each)
BUILD (optional # to build) (what to build) Orders that new manufacturing facilities be built within the Colony. Facility types available are ORE MINES, URANIUM MINES, PLUTONIUM MINES, FARMS, and WATER PURIFICATION PLANTS. If a number to build isn't specified, it will default to building 1.
CLOSE (optional # to close) (what to close) Orders that manufacturing facilities be closed. Facility types available are ORE MINES, URANIUM MINES, PLUTONIUM MINES, FARMS, and WATER PURIFICATION PLANTS. If a number to close isn't specified, it will default to closing 1.
Star Traders: More Commands While In Citadels:
LEAVE Leave the Planet, returning to space.
EXIT Exit the Citadel Menu, returning to the Planet.
GIVE (optional # to give) (what to give) Gives equipment to the Citadel. If an amount isn't specified, it will default to the maximum possible (amount held or credits on hand). Items a Citadel can hold are: CARGO HOLDS, ENERGY CELLS, TORPEDO RACKS, NUCLEAR REACTORS, PLUTONIUM, URANIUM, TORPEDO LAUNCHERS, GATLIN LASERS, MESON CANNONS, TORPEDOS, INTERCEPTOR TORPEDOS, and INTERCEPTOR LASER TURRETS.
TAKE (optional # to give) (what to take) Takes equipment from the Citadel. If an amount isn't specified, it will default to the maximum possible (amount held by the Colony). Items a Citadel can hold are: CARGO HOLDS, ENERGY CELLS, TORPEDO RACKS, NUCLEAR REACTORS, PLUTONIUM, URANIUM, TORPEDO LAUNCHERS, GATLIN LASERS, MESON CANNONS, TORPEDOS, INTERCEPTOR TORPEDOS, and INTERCEPTOR LASER TURRETS.
CITLOAD (optional # to load) (torpedo type) Loads Torpedos into the Citadel's launchers, preparing them for firing. If you don't specify a number, as many as possible will be loaded (as many free launchers and unloaded torpedos available). The torpedo type will be either "TORPEDOS", "INTERCEPTOR TORPEDOS".
CITUNLOAD (optional # to unload) (torpedo type) Unloads Torpedos from the Citadel's launchers, preventing them for firing. If you don't specify a number, as many as possible will be unloaded (as many loaded torpedos and free torpedo rack space available). The torpedo type will be either "TORPEDOS", "INTERCEPTOR TORPEDOS".
REPAIR (optional points to repair) Order repairs to your Citadel; if the points to repair is omitted, it will repair as many as necessary or as you can afford. (Citadel Repairs are 150 Credits per Damage Point)
Star Traders: Unions Commands:
LEAVE Leave the Unions Menu, returning to space.
LIST List the currently declared Unions, along with its members.
JOIN (union name) Join a Union you've been invited to.
DECLARE (union name) Declare a new Union.
INVITE (player name) Invite another player to join your current Union.