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===Section4.1===
===Section4.1===


{{DescrBox|Übersetzt [[Benutzer:neomedes|neomedes]]}}
{{DescrBox|Übernommen (neomedes)}}
<tt>
<t id="626">\033YCommercial Agent\033X
\nThe Commercial Agent, as a representative for his homebase, will buy and sell wares for his homebase within a certain jumprange. Over time the pilot will learn to use this software more efficiently; nobody starts out as an expert. Additionally, he might participate in special training courses by utilizing his trading computer extension. Those training courses are offered in the pilot's homebase at specified time intervals.
\n\033YAdditional pilot qualifications:\033X
\n\033WApprentice:\033X The apprentice buys resources for his homebase. The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time.
\n\033WAuxiliary courier:\033X The auxiliary courier buys resources and sells products for his homebase. Furthermore, he can buy or sell goods to equipment docks and trade stations. He can also have these stations as homebase. The auxiliary courier is paid a wage of 20 credits per mizura flown, paid after each trip.
\n\033WCourier:\033X The courier coordinates with his homebase and sector colleagues. He will equip his ship with more speed and agility, and fighter drones if they can be bought in the current sector. The courier is paid a wage of 25 credits per mizura flown, paid after each trip.
\n\033WFreighter pilot 2nd class:\033X The freighter pilot 2nd class can handle intermediate products of a complex in addition to its products and resources. He can use a jumpdrive if one is installed. The freighter pilot 2nd class is paid a wage of 30 credits per mizura flown, paid after each trip.
\n\033WFreighter pilot 1st class:\033X The freighter pilot 1st class monitors the financial situation of his homebase and when funds are too low he will only sell products. He also monitors the trade radio traffic and does not enter any sectors with enemy ships or pirates. The freighter pilot 1st class is paid a wage of 35 credits per mizura flown, paid after each trip.
\n\033WFreighter pilot:\033X The freighter pilot searches for new trade possibilities during flight and takes care of these, if possible, in the current flight. Furthermore, he keeps his ship in good condition and repairs it at a shipyard when needed. The freighter pilot is paid a wage of 40 credits per mizura flown, paid after each trip.
\n\033YEquipment and Prerequisites:\033X
\nA small class ship \(\033WM3, M4, M5, TS, TP\033X\) or a ship of the corvette class \(\033WM6\033X\)
\n\033WNavigation Software MK1\033X, \033WTrade Command Software MK1\033X and \033XMK2\033X are needed to start the command
\n\033WBoost Extension\033X \(optional: increases the jump energy reserve from 10 percent to 20 percent of maximum cargo\)
\n\033WVideo Enhancement Goggles\033X \(optional: prevents usage of an installed jump drive, emergency jump still works\)
\n\033WDuplex- and Triplex-Scanner\033X \(optional: decreases the minimum jump range by one sector\)
\n\033WTrading System Extension\033X \(optional: needed to participate in training courses\)
\n\033WFight Software MK1\033X If the freighter has the \033WFight Software MK1\033X, then the pilot may make his ship safer. He buys fight drones in the current sector and equips his ship with more speed and agility. If the experienced pilot has a jump drive, then he can venture into unsafe sectors. But independent from an installed Fight Software the pilot will never fly into such sectors, that are marked as enemy sectors by the ship's Friend and Foe settings. The switch "\033Wif enemy to me, display as enemy\033X" should be turned off.
\n\033WFight Software MK2\033X If the freighter also has the \033WFight Software MK2\033X and the pilot can download the \033WMissile Defense Mosquito\033X he will build up a stock of Mosquitos.
\n\033WJump drive\033X If a jump drive is utilized, the pilot will automatically supply himself with energy cells of his homebase. He may buy energy from other sources, too, if he is not doing a chain supply tour. The pilot may jump to adjacent sectors if both scanner types \(duplex/triplex\) are installed. Normally a jump will only be done if the distance is at least one sector in between. Scanner range is not being enhanced.
\n\033YUsage:\033X
\nThe command "\033YStart Commercial representation\033X" in the Trade Menu is visible if the ship has the necessary software installed and meets the other prerequisites. It also needs a homebase.
\nIn general, the pilot deals with the complete line of wares at his homebase. However, the pilot can be ordered not to trade with certain wares. The ware's lock is toggled with the command "\033YWare lock/unlock\033X" in the Additional Ship Commands Menu.
\nThe command "\033YConfiguration\033X", found in the Additional Ship Commands Menu, can handle many things. Here is a list of all possible orders:
\n\033Winput 0 - 0 - 0\033X : The pilot sends a report containing the payment received up to now, the flight time and the income.
\n\033Winput 0 - 1 - X\033X : The pilot adds informations to the name of the ship.
\(X = 0 Information service deactivate; X = 1 to 9 Extended information in different variants\)
\n\033Winput 0 - 2 - X\033X : The pilot notes his \(or her\) ship-id.
\n\033Winput 0 - 3 - X\033X : The pilot notes his \(or her\) homebase-id.
\n\033Winput 0 - 4 - X\033X : The pilot logs the transaction data of every transaction to the company server. \(Logfile 8001\). \(X = 0 deactivate; X = 1 activate\)
\n\033Winput 1 - 0 - 0\033X : The pilot deletes all his operating data.
\n\033Winput 1 - 1 - 0\033X : The pilot deletes his achievements overview.
\nUsing the command "\033YConfiguration\033X" the buying and selling settings for the pilot can be adjusted. Here a list of all possible orders:
\n\033Winput 2 - 0 - X\033X : The pilot does not trade with other Player-owned stations. \(X = 0 deactivate; X = 1 activate\)
\n\033Winput 2 - 1 - X\033X : The pilot trades within the jump range predefined by the homebase. By this command the pilot overwrites that default. \(X = 0 to 50 jumps, X = -1 standard jump range\)
\n\033Winput 2 - 2 - X\033X : With this function activated, the pilot only deals in sectors, where a player-owned advanced satellite can be found. Mind also the naming of the advanced satellite: "\033YAdvanced satellite\033X" or "\033YAdvanced satellite - sector\033X". \(X = 0 deactivate; X = 1 activate\)
\n\033Winput 3 - 0 - 0\033X : The settings are reset to default.
\n\033Winput 3 - 1 - A\033X : Apprentice or higher: Resources are bought when stock is below \033WA\033X percent \(default 80 percent\)
\n\033Winput 3 - 2 - B\033X : Apprentice or higher: Resources are bought when the station's credit balance is at least \033WB\033X Credits \(default 30,000 credits\)
\n\033Winput 3 - 3 - C\033X : Auxiliary Courier or higher: Products are sold when stock is above \033WC\033X percent \(default 20 percent\)
\n\033Winput 3 - 4 - D\033X : Auxiliary Courier or higher: Products are sold if the pilot can load \033WD\033X percent into his cargobay \(default 30 percent\)
\n\033Winput 3 - 5 - E\033X : Freighter Pilot 1st class or higher: Ignore the product selling regulations if the station's bank balance is below \033WE\033X credits \(default 20,000 credits\)
\n\033Winput 3 - 6 - F\033X : Freighter Pilot 2nd class or higher: Buy intermediate products when stock is below \033WF\033X percent \(default 10 percent\) and when the station's credit balance is at least \033WB\033X credits \(default 30,000 credits\).
\n\033Winput 3 - 7 - G\033X : Freighter Pilot or higher: Intermediate products are sold when stock is above \033WG\033X percent \(default 80 percent\)
\nThe pilot takes at default the jump range of his homebase. The origin naturally is the homesector. This origin can be moved:
\n\033Winput 4 - X - Y\033X : The pilot uses the sector at coordinates \033WX\033X, \033WY\033X as the center for his jump radius.
\nOtherwise, the pilot uses the stations' sector as the center.
\n\033WHeadquarter:\033X If working for a HQ, the reserved cargohold in that HQ is the same as the size of the freighter's cargohold. That is for each good. The Dock Ware Manager can remove this restriction and assign hold for each good seperatly.
\n\033WTrade stations and equipment docks:\033X If working for a trade station or an equipment dock, the pilot only buys goods, if the dock is closed for other races. Otherwise the pilot only sells goods, if the dock is open for other races. The same applies to the headquarter.
\n\033WImportant:\033X If the pilot works for a complex and his complex is changed during his work, he may need new orders when his current flight is complete.</t>


===Section4.2===
===Section4.2===

Version vom 5. Juli 2007, 21:51 Uhr

Diese Seite ist kurzfristig von mit geöffnet worden, weil ich für mein Projekt CIAD noch Übersetzungshilfe brauche. Folgendes File darf jeder, der gerade lustig ist, von der deutschen in die englische Sprache bringen:

Info

  • Die Zeichen \033Y, \033A, \033W etc. setzen eine andere Farbe. \033X beendet den Bereich der geänderten Schriftfarbe.
  • \n markiert einen Zeilenumbruch
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Section1


Section2

Section2.2


Section3


Section4

Section4.1


Section4.2


<t id="627">\033YCommodity Logistics Software MK1\033X \nThis software supports the pilot in coordinating his \033Winternal production logistics\033X. It will collect orders of the different consumers inside your enterprise and coordinate those with chosen suppliers. Therefore it is possible to deliver the products from several suppliers of a single resource to different consumers. \nThe software was originally developed by an Argon software engineer and as such is being sold in every Argon Equipment Dock. It is also available in the \033WTrading Station located in Herron's Nebula\033X. \n\033WConsumers\033X will generally be sorted and supplied according to the urgency with which they need the wares. Stations will only be considered for a delivery if they have less than 95 percent of the storage space filled. The same principle applies to your \033Wproducers\033X which will only be allowed to ship wares if their storage is filled by 5 percent or more. Said a different way, stations will not receive wares if they are almost full, and suppliers will not send out wares if they are almost empty. \nOver time the pilot will learn to use this software more efficiently; nobody starts out as an expert. Additionally, he might participate in special training courses by utilizing his trading computer extension. Those training courses are offered in the pilot's homebase at specified time intervals.

\n\n\033YQuickstart\033X \n\033W1.\033X Equip a TS class transporter with navigational software MK1 and Commodity Logistics Software MK1 \n\033W2.\033X Assign a homebase \n\033W3.\033X Choose the command "\033YAdd/remove products\033X" from the Additional Ship Commands menu and select a product and a price \n\033W4.\033X Choose the command "\033YAdd/remove stations\033X" from the Additional Ship Commands menu and select a number of stations \n\033W5.\033X Choose the command "\033YStart internal commodity logistics\033X"

\n\n\033YPilot qualifications\033X \n\033WApprentice:\033X The apprentice is able to collect commodities from one supplier and to deliver those to up to three consumers (excluding equipment docks and trading stations). The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time. \n\033WAuxiliary courier:\033X The auxiliary courier is able to collect commodities from up to two suppliers and deliver them to up to five consumers. Additionally, he will be able to deliver commodities to equipment docks and trading stations. The auxiliary courier gets a wage of 10 credits per mizura flown, paid after completing each trip. \n\033WCourier:\033X The courier is able to collect commodities from up to three suppliers and deliver them to up to five consumers. Additionally, he will be able to supply TL class ships. He will equip his ship with more speed and agility, and fighter drones if they can be bought in the current sector. The courier gets a wage of 15 credits per mizura flown, payable upon completion of each trip. \n\033WFreighter Pilot 2nd class:\033X The freighter pilot 2nd class is able to distribute commodities from five suppliers to ten consumers. He is also able to use modern jump drive technology to move around more quickly. The freighter pilot 2nd class is paid a wage of 30 credits per mizura flown, paid after each trip. \n\033WFreighter pilot 1st class:\033X The freighter pilot 1st class is able to distribute commodities from five suppliers to ten consumers. Furthermore, he pays close attention to the commercial radio network and will not enter any sectors in which enemy ships have been reported. The freighter pilot 1st class is paid a wage of 35 credits per mizura flown, paid after each trip. \n\033WFreighter pilot:\033X The freighter pilot is not restricted in the amount of suppliers or consumers. Furthermore, he will repair his ship on his own by visiting a shipyard if necessary. The freighter pilot is paid a wage of 40 credits per mizura flown, payable after each trip.

\n\n\033YEquipment and Prerequisites\033X \nA small class ship \(\033WM5, M4, M3, TS, TP\033X\) or a ship of the corvette class \(\033WM6\033X\) \n\033WCommodity Logistics Software MK1, Navigation Command Software MK1\033X \n\033WBoost Extension\033X \(optional: increases the jump energy reserve from 10\% to 20\% of maximum cargo\) \n\033WVideo Enhancement Goggles\033X \(optional: prevents usage of an installed jump drive, emergency jump still works\) \n\033WDuplex- and Triplex-Scanner\033X \(optional: decreases the minimum jump range by one sector\) \n\033WCargo Scanner\033X \(optional: affects the collection-strategy\) \n\033WTrading System Extension\033X \(optional: needed to participate in training courses\) \n\033WFight Command Software MK1\033X \(optional: change the behaviour at contact with the enemy\) - If the freighter has the Fight Command Software MK1, then the pilot may make his ship safer. He buys fight drones in the current sector and equip his ship with more speed and agility. If the experienced pilot has a jump drive, then he can venture into unsafe sectors. \n\033WFight Command Software MK2\033X \(optional: chages the behaviour at contact with the enemy further more\) - If the freighter also has the Fight Software MK2 and the pilot can download the \033WMissile Defense Mosquito\033X he will build up a stock of Mosquitos. \n\033WJump drive\033X \(optional: can be utilized after a special training course\) - If a jump drive is installed, the pilot will supply himself with energy from the homebase. He may buy energy from other sources, too, if he is not doing a chain supply tour. The pilot may jump to adjacent sectors if both scanner types \(duplex/triplex\) are installed. Normally a jump will only be done if the distance is at least one sector in between. Scanner range is not being enhanced. \n\033WTransporter Device\033X \(optional: if big ships like TL class transporters are chosen as a viable destination and the transporter may not dock at the ship\) - With this device freighters can also supply big ships like TL class transporters. Then the freighter could transfer the goods per transporter device from afar. Without the transporter device, the freighter has to wait until the TL class transporter docked to a station. Then the freighter would also dock to the station to transfer goods. Elsewise the TL has to be in the same sector as the freighter with no power to the engines, i.e. standing still. The freighter supplies distant sectors only if a jump drive is available.

\n\n\033YUsage \(Logistics for factories, equipment docks and TL class transporters\)\033X \nThe main command is started from the Trade Menu. The command "\033YStart internal commodity logistics\033X" is visible when you installed \033WCommodity Logistics Software MK1\033X and \033Wnavigational software MK1\033X in the ship and assigned a \033Whomebase\033X. \nThe list of stations is maintained using the Additional Ship Commands menu. After choosing a number of stations or TL class ships with the command "Add/remove stations" the software will determine if it is a supplier or consumer. An exeption is when trading with a factory complex, whose intermediate goods are seized as products. To seize them as resources, the complex's settings must be "\033WBuy\033X" or "\033WBuy and sell\033X". After seizing, those settings can be restored to their prior values. If the maximum number of stations is not yet reached a sound will be played as a confirmation, else you will see an error message. If a station or TL transport is chosen that already exists in the current list of logistic destinations it will be removed from the list. \nIt doesn't matter in which \033Worder the consumers are being selected\033X. The pilot is visiting consumers always in order of urgency. Only suppliers are visited in the order in which they were assigned to the software. If the ship is equipped with a \033Wcargo scanner\033X, the suppliers are visited in order of resource availability. The stations are ordered alphabetically for the report. \nIf you choose your own homebase or the ship itself while configuring the destinations a \033Wreport\033X is generated containing an overview which stations are currently being flown to and which products are to be transported. You can \033Wclear the list completely\033X by targetting any ship. \nThe \033Wlist of products\033C is also maintained with the Additional Ship Commands Menu. After choosing this command you have to select a commodity which is a product on the homebase. After that a second numerical input is required which determines the price at which the commodity is transferred. If you put in a value of "\033W-1\033X" the price of the target station itself will be used. \n\n\033YSpecial Notes\033X \n\033WNote:\033X You can change the lists mid flight but the changes become effective only after finishing the current tour. \n\033WCargo at start:\033X On the initial start no commodity is allowed to be loaded on the ship, except installed weapons and shields, missiles of any type, combat drones and jump energy. If you deliver commodities to a tl class transporter no credits are being transferred. You can only select trading stations, equipment docks or tl class transporters as suppliers if they are set to be the homebase of the ship. No credits are being transferred in this case, too. \n\033WHint:\033X If you buy the Commodity Logistics Software at the software producer's offices at the Free Argon Trading Station in Herron's Nebula, the producer tries to provide qualified personnel. If you start the software at the trading station you might get lucky and receive qualified pilots from the very beginning. \n\033YHeadquarter:\033X If working for a HQ, the reserved cargohold in that HQ is the same as the size of the freighter's cargohold. That is for each good. The \033YDock Ware Manager\033X can remove this restriction and assign hold for each good seperatly. </t>

Section4.3

<t id="628">\033YCommodity Logistics Software MK2\033X\nThis software supports the pilot to \033Wplan ahead a route\033X. The pilot is instructed to follow a given route and the corresponding commodity transfer orders for each intermediate stop. This enables the pilot to fulfil special tasks within the company or even at different stations. The route will be repeatedly followed until the pilot receives new orders or his route is changed. The software was originally developed by an Argon software engineer and as such is being sold in every argon equipment dock. It is also available in the \033Wfree Trading Station\033X located in Herrons Nebula.\nOver time the pilot will learn to use this software more efficiently, nobody starts out as an expert. Additionally he might participate in special training courses by utilizing his \033WTrading Computer Extension\033X. Those training courses are offered in the pilots home base at specified time intervals.\n\n\033YQuick start guide\033X\n\033W1.\033X Equip a TS class transporter with \033WNavigation Software MK1\033X and \033WCommodity Logistics Software MK2\033X\n\033W2.\033X Choose "\033YAdd/remove intermediate stopps\033X" in the additional command slots of the ship \(0=Add\), select a target station, the commodity, the price and the volume \(if you input a negative volume it will be unloaded/sold instead loaded/bought\). Repeat for all stations.\n\033W3.\033X Choose the command "\033YStart external commodity logistics\033X"\n\n\033YAdditional pilot qualifications\033X\n\033WApprentice\033X: The apprentice is able to use up to 4 stops in total in the tour. The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time.\n\033WAuxiliary courier\033X: The auxiliary courier is able to use up to 6 stops in total in the tour. Additionally, he will be able to deliver commodities to equipment docks and trading stations. The auxiliary courier gets a wage of 20 credits per mizura flown, paid after completing each trip.\n\033WCourier\033X: The courier is able to use up to 10 stops in total in the tour. Additionally, he will be able to supply large ships. He buys in the current sector fight drones and equips his ship with more speed and agility. The courier gets a wage of 25 credits per mizura flownm, payable upon completion of each trip.\n\033WFreighter pilot 2nd class\033X: The freighter pilot 2nd class is able to use up to 15 stops in total in the tour. He is also able to use modern jump drive technology to move around more quickly. The freighter pilot 2nd class is paid a wage of 30 credits per mizura in flight, paid after each trip.\n\033WFreighter pilot 1st class\033X: The freighter pilot 1st class is able to use up to 20 stops in total in the tour. Furthermore, he pays close attention to the commercial radio network and will not enter any sectors in which enemy ships have been reported. The freighter pilot 1st class is paid a wage of 35 credits per mizura in flight, paid after each trip.\n\033WFreighter pilot\033X: The freighter pilot 1st class is not restricted in the amount of stops in his tour. Furthermore, he will repair his ship on his own by visiting a shipyard if necessary. The freighter pilot is paid a wage of 40 credits per flight-mizura, payable after each trip.\n\033YShip equipment and requisites\033X\nA ship belonging to the small ship class \(\033WM5, M4, M3, TS, TP\033X\) or to the corvette class \(\033WM6\033X\)\n\033WNavigation Command Software MK1, Commodity Logistics Software MK2\033X\n\033WBoost Extension\033X \(optional: increases the jump energy reserve from 10% to 20% of maximum cargo\)\n\033WVideo Enhancement Goggles\033X \(optional: use jumpdrive only on emergency, keep minimal fuel onboard\)\n\033WDuplex- and Triplex-Scanner\033X \(optional: decreases the minimum jump range by one sector\)\n\033WTrading System Extension\033X \(optional: needed to participate in training courses\)\n\033WFight Command Software MK1\033X \(optional: change the behaviour at contact with the enemy\)\n\033WFight Command Software MK2\033X \(optional: change the behaviour at contact with the enemy, in addition to the Fight Command Software MK1.\)\n\033WJump drive\033X \(optional: can be utilized after a special training course\)\n\033WTransporter Device\033X \(optional: if big ships like TL class transporters are chosen as a viable destination and the transporter may not dock at the ship\)\n\033WCargo Scanner\033X \(optional: affects the collection-strategy\) \n\n\033YUsage \(Route planning\)\033X\nThe \033Ymain command\033X is started over the \033Ytrade menu\033X. The command "\033YStart external commodity logistics\033X" becomes visible, if the \033WCommodity Logistics Software MK2\033X and the \033WNavigation Command Software MK1\033X are installed in the ship.\nThe \033Ywaypoint list\033X is maintained over the command slot of the ship with the command "\033YAdd/remove intermediate stopps\033X". After the start of this command six further inputs must be made. As the first the kind of adding must be indicated. An input of "0" causes that the new entry is attached in the back to the waypoint list. An input of over "0" however causes that the new entry is inserted before the indicated position. If a negative number is indicated, then the appropriate entry is changed. Next a station is indicated as waypoint. Afterwards must a be-prominent factory, which goods which can be treated and the transfer price per unit is indicated. As the latter still the transfer volume is needed. With the volume the quantity of the commodity is meant. A positive number causes the pilot to inviting and/or buying and a negative number to the discharge and/or selling.\nSince the number of configurations which are possible with the two commands "\033YAdd/remove intermediate stopps\033X" and "\033YConfigure intermediate stopps\033X" is very high, a extra page is dedicated to this information. So this overview remains clear.\n\n[center][select value="103"]Configuration settings \(new page\)[/select][/center]\n\033YFurther information\033X\n* You can change the lists mid flight but the changes become effective only after finishing the current tour.\n* \033WJump drive\033X: If a jump drive is used, the pilot will supply himself with energy from the homebase. He may buy energy from other sources, too, if he is not doing a chain supply tour. The pilot may jump to adjacent sectors if both scanner types \(duplex/triplex\) are installed. Normally a jump will only be done if the distance is at least one sector in between. Scanner range is not being enhanced.\n* \033WEnemy contact\033X: If the freighter has the \033WFight Command Software MK1\033X, then the pilot starts to make his ship more for certain. He buys fight drones in the current sector and equip his ship with more speed and agility. If the experienced pilot can in addition have a \033Wjump drive\033X, then he ventures also into unsafe sectors. If the pilot can have the \033WFight Command Software MK2\033X and can have the \033WMissile Defence System Mosquito\033X he will self equip with mosquito missiles.\n* \033WTransporter Device\033X: Transporter of the class TL also can be loaded with freighters which cannot dock to a Transporter of the class TL. To this the freighter needs a Transporter Device, this one makes possible a transport of wares to a TL class ship from the distance. If the pilot has a TL class ship as target and does not dispose of a Transporter Device, then he waits till the TL has docked to a station and follows him for a transfer to this station. The TL class ship must otherwise be in the same sector and have stopped its machines or it must stand. Distant sectors are only approached by the pilot when the pilot can have a \033Wjump drive\033X.\n* \033GHint\033X: If you buy the Commodity Logistics Software at the software producers offices at the free argon trading station in Herrons Nebula, the producer Machiel Software Corporation tries to provide qualified personnel. If you start the software at the trading station you might get lucky and receive qualified pilots from the very beginning.</t>

Section4.4

<t id="629">The \033YEconomic and Supply Trader\033X takes care of efficient trade of predetermined goods in specified area of sectors. Companies usually train their traders over time to handle wider market. Installation of Trading System Extension allows the Trader to attend these training courses. All pilots get a share from the profits. After each successful trade run 1% of the pure profit is shared by pilots. However, the sales of leftovers, ie goods not sold to the intended buyer, are not considered for this\n\033YShort instructions\033X\nThese pilots work only for \033Yestablished companies\033X. One must have trade rank of at least \033YTrader\033X to hire Economy and Supply Trader\n1. Equip a TS class transporter with \033YNavigation Software MK1, Trading System Extension, Trade Command Software MK1 and MK2\033X\n2. Choose the command "\033YEconomics Trader: Ware Add/Remove\033X" from the Additional Ship Commands menu and select a product \n3. Choose the command "\033YStart Economics and Supply Trader...\033X"\n\033YPilot qualifications\033X: The individual abilities of the economy and supply traders are available depending on course participation\n\033WApprentice\033X: The apprentice trades one ware in indicated sector and the adjacent sectors, which are one jump away. The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time. \n\033WAuxiliary Courier\033X: The auxiliary courier trades three wares within three jumps from his central sector. Furthermore, he can buy or sell goods to Equipment Docks and Trade Stations. The auxiliary courier is paid a wage of 20 credits per mizura flown, paid after each trip\n\033WCourier\033X: The courier trades five wares within five jumps from his central sector. He will equip his ship with more speed and agility, and Fighter Drones if they can be bought in the current sector. The courier is paid a wage of 25 credits per mizura flown, paid after each trip\n\033WFreighter pilot 2nd class\033X: The freighter pilot 2nd class trades seven wares within ten jumps from his central sector. He can use a jumpdrive if one is installed. The freighter pilot 2nd class is paid a wage of 30 credits per mizura flown, paid after each trip\n\033WFreighter pilot 1st class\033X: The freighter pilot 1st class trades ten wares within fifteen jumps from his central sector. He also monitors the trade radio traffic and does not enter any sectors with enemy ships or pirates. The freighter pilot 1st class is paid a wage of 35 credits per mizura flown, paid after each trip\n\033WFreighter pilot\033X: The freighter pilot can trade all wares within twenty jumps from his central sector. Furthermore, he keeps his ship in good condition and repairs it at a shipyard when needed. The freighter pilot is paid a wage of 40 credits per mizura flown, paid after each trip\n\033YEquipment and Prerequisites\033X\nA small class ship \(\033WM5, M4, M3, TS, TP\033X\) or a ship of the corvette class \(\033WM6, M7\033X\)\n\033WTrade Command Software MK1\033X, \033WTrade Command Software MK2\033X, \033WNavigation Command Software MK1\033X\n\033WBoost Extension\033X \(optional: increases the jump energy reserve from 10% to 20% of maximum cargo\)\n\033WVideo Enhancement Goggles\033X \(optional: use jumpdrive only on emergency, keep minimal fuel onboard\)\n\033WDuplex- and Triplex-Scanner\033X \(optional: decreases the minimum jump range by one sector\) \n\033WTrading System Extension\033X \(optional: needed to participate in training courses\)\n\033WTrade Command Software MK3\033X \(optional: turns on automatic configuration and trade mode: The Trade Command Software MK3 takes over all control of the configuration. The additional configuration commands are disabled and faded out.\)\n\033WFight Command Software MK1\033X \(optional: change the behaviour at contact with the enemy, The pilot may make his ship safer. He buys fight drones in the current sector and equips his ship with more speed and agility. If the experienced pilot has a jump drive, then he can venture into unsafe sectors.\)\n\033WFight Command Software MK2\033X \(optional: change the behaviour at contact with the enemy, in addition to the Fight Command Software MK1. If the pilot can use the missile defence mosquito, then he also will get himself a stock of mosquitos.\)\n\033WJump drive\033X \(optional: can be utilized after a special training course\)\n\033YUsage\033X: The command is started over the trade menu. The command "\033YStart Economics and Supply Trader...\033X" becomes visible, if the Trade Command Software MK1, Trade Command Software MK2 and Navigation Command Software MK1 are installed in the ship. Then the sector must be selected, in which the trade is to begin. The pilot is trading with his assigned wares. You can choose with the command "\033YWare Add/Remove\033X", which wares the pilot can trade. After the start of this command you must choose a ware. A further configuration option offers the instruction "\033YConfiguration\033X", which is to be likewise found in the command slot of the ship. With this command can be requested an overview. Here a list of all possible commands\n\033WInput 0 - 0 - 0\033X : The pilot sends a report containing configuration, the payment received up to now, the flight time, and the income. \n\033WInput 0 - 1 - X\033X : The pilot adds information to the name of the ship. \(X = 0 Information service deactivate; X = 1 to 6 Information variants\)\n\033WInput 0 - 2 - X\033X : The pilot notes his ship number for the information service\n\033WInput 0 - 3 - X\033X : The pilot notes his station number for the information service\n\033WInput 0 - 4 - X\033X : The pilot logs the transaction data of every transaction to the company server. \(Logfile 8005\). \(X = 0 deactivate; X = 1 activate\)\n\033WInput 1 - 0 - 0\033X : The pilot deletes all his operating data\n\033WInput 1 - 1 - 0\033X : The pilot deletes his achievements overview\n\033WInput 2 - 0 - 1\033X : The pilot does not trade with other Player-owned stations. \(X = 0 deactivate; X = 1 activate\)\n\033WInput 2 - 1 - X\033X : The pilot operates within jump range of X from homesector. The maximum jumps is limited by pilot level. \(X = 0 to 20\)\n\033WInput 2 - 2 - X\033X : The pilot does trade only in sectors with advanced satellites. \("\033YAdvanced Satellite\033X" or "\033YAdvanced Satellite\033X - \033YHomesector\033X"\). \(X = 0 deactivate; X = 1 activate\) \n\033WInput 2 - 3 - X\033X : The pilot looks for trade runs, which make at least X% of profit\n\033WInput 2 - 4 - X\033X : The pilot looks for buyers, which have at least X% free space in their stock\n\033WInput 5 - X - Y\033X : The pilot copies his ware list to Company server or reads it from there. \(X = 0 to 9, List storage slot; Y = 0, Get list from server; Y = 1, Save list to server\)\nIn the Command console of each player station one can find command "Calculate station prices". This command will dynamically adjust station prices. After command start you must select the mode \(0-4\)\n\033WMode 0\033X : The prices of all goods of the station are computed and set after stock\n\033WMode 1\033X : The prices of all products of the station are computed and set after stock\n\033WMode 2\033X : The prices of all resources of the station are computed and set after stock\n\033WMode 3\033X : The prices of all products and intermediate products of the station are computed and set after stock\n\033WMode 4\033X : The prices of all intermediate products of the station are computed and set after stock\nA full report of all Economy and Supply dealer ships can be called up over the command Slot of player Trading Station or player Headquarters. The report command, "Status Economics and Supply Trader" remains visible in the Slot while all data are collected and sorted. Then a message is added to the log.</t>

Section4.5

<t id="633">%s\n\n\033CTaxi Software MK1 at the M5\033X\nWith the \033YTaxi Software MK1\033X, a taxi-driver is hired who as of now uses the taxi for \033Ypassenger transportation\033X on an M5-class ship. He moves from one station to another and looks for passengers with whose transport he then earns his money. The more experienced he gets, the further he'll move: Although at the beginning, the taxi is to be found only in the start sector, you can later find it in the whole universe. The salary is calculated by \033Yrank, distance, transported passengers and number of passed sectors\033X. As input, the command requires the sector in which the taxi-driver shall start. To get started, the M5 needs the \033YExplorer Software\033X as well as the \033YCargo Life-support System\033X.\n\n\033CTaxi Software MK1 at the TP\033X\nA driver is hired at the TP as well. He takes over the \033YShuttle Service\033X now, this means he either transports passengers of the stations of one single sector to the \033Ytrade station and other traffic hubs\033X for travellers, or connects several different sectors from these assembly points. The more frequently it visits a station, the larger numbers of passenger will want to fly with the ship. In a sector, only one TP can work, the connection between 2 or more sectors however can be maintained by several TPs. As input, the command requires \033Ytwo sectors\033X between which the ship shall work. If the same sector is chosen twice, the ship switches to the \033YInSector Shuttle Service\033X. The payment is determined by rank of pilot, covered distance and number of transported passengers. As a software, the TP needs the \033YExplorer Software\033X.\n\n\033CTaxi Software MK2 at the TP\033X\nAs of the rank \033YExperienced Chauffeur\033X, the \033YTaxi Software MK1 Pilot\033X can use the \033YTaxi Software MK2\033X. To start this service, the TP needs the \033YExplorer Software\033X. He offers the ship for \033Ytravel trips to the surrounding sectors\033X. However, he will not use the jumpdrive in order to show the passengers as many sectors as possible. As input the command requires a \033Ystart sector as well as the jump radius\033X which it shall cover. Payment depends on distance, rank of the pilot, passengers and number of passed jump gates.</t>


<t id="681">%s\n\nIn addition, the pilot tries to equip the ships with the best shields and other stuff it finds in the cargobay of its homebase, if possible. This means:\n\033YEnergy Cells\033Y, if a jump drive is installed in the target ship\n\033YMass Driver Ammunition\033X, if a corresponding weapon is available in the target ship\n\033YFight Drones\033X for Universe Trader\n\033Y1MJ, 5MJ, 25MJ and 125MJ-Shields\033X, if lower shields are being installed at the target ship\nMoreover, the Sector Mother will also take\n\033YOre\nTeladianium\nMicrochips\nComputer Components\nCloth Rimes\nEnergy Cells\033X\nalong to carry out repairs, if ALL wares are on stock at the homebase.</t>

Section4.6

<t id="682">%s\n\nExplanations:\n\n\033CStage 1 and 2:\033X\nOn the basic levels the order is a \033YSell ware for best price\033X and a \033YBuy ware for best price\033X, depending on need. Overproductions in circulations can be sold appropriately, single goods are acted over the resource store of the station \033Ylike in a trade station\033X. By the way: This order in Stage 1 also makes sense for a freighter if two freighters shall regularly sell at a factory: So one of the freighters is used only for full stores and the store always remains a little filled so that own freighters and customers can buy the product. Moreover, the freighter is protected while in station.\n\n\033CStage 3:\033X This order contributes to a \033Ymore sensible use of the trade stations and equipment docks\033X. Instead of with the quite restricted cargo bay which normal freighters would sell here the StoreHoldManager makes use of the whole cargo bay of its ship. The priorities of its aim search also can be configured. And the manager finally does not cover any docking bay in his breaks, something too more clarity and faster docking of other ships leads. In this adjusting the ship will trade to large parts with the AI therefore not approach player stations either on which docking is forbidden by NPC ships.\n\033YPriorities:\033X Depending on as the difference between the price is greatly on the own trade station and that one of the surrounding stations will the freighter use them directly or prefer the income to the transport need:\n\033YRelevance III:\033X The price difference amounts to 3 cr, the product is needed urgently or has to be picked up urgently. In this case the freighter will immediately approach and provide the station as well as possible, sell mainly the environment therefore AI stations to sell or be able to buy quantities as fast as possible as large as possible.\n\033YRelevance II:\033X At 2 cr difference the main emphasis is on a fast passing: Only if no supplier or no buyer can be found with the corresponding price difference, the ship approaches also other stations.\n\033YRelevance I:\033X In all other cases the ship tries in an old HSN tradition to buy goods on a trade station to then sell them to the AI factories. If it does not find any fitting AI factories, it passes the wares on to the next trade station or the next equipment dock.\n\033YFurther Attitudes:\033X A \033YTrading System Extension\033X concentrates the freighter on the trade still more: Then he will always when he cannot do any suitable trade journey to a trade station act between other AI factories. Its relationship to the homebase also comes loose: On the trade flights he still docks normally once to his home trade station but with this extension the ship recognizes that this is nonsense actually and lets be it.\nWith the \033YVideo Enhancement Goggles\033X he looks ahead, whether the station which he intends to approach is not an equipment dock perhaps. In this case, he stop this flight because he knows that the player does not like it if his wares stored on the equipment dock are sold.\n\033CStage 4:\033X The following wares are got in a corresponding crowd in the jump radius: \033YTeladianium, Energy Cells, Rastar Oil, ore, Silicon Wafers, Crystals, Microchips, Cloth Rims, Quantum Tubes, Computer Components\033X - The store is filled in the first case up to 92750 units. A product is chosen this one to not the listed above counts, will act the freighter like a normal StoreHoldManager. He will either try to keep the crowd chosen by the Dock ware manager or try, if the dock ware manager was not taken out for this product, to cover about 2500 cargo bay units with the product.\n\n\033YGeneral additional feature:\033X\nWith the \033YFight Command Software MK1\033X the pilot of the ship learns that there are sectors which one avoids better. All sectors whose race is sedate in the configuration as an enemy are excluded from the trade now.\nThe pilot knows, is \033Yno Duplex and no Triplex scanner\033X installed: I need the support of the environment! Only sectors in which a \033Ysatellite or an advanced satellite\033X is found are approached.\nIf both \033YDuplex and Triplex scanner\033X installed, this enlarges the horizon of the freighter considerably. The jump radius of the station is therefore increased by 1 for this ship.\n\n\033YRecommended Extensions:\033X\n\033YTrading System Extension\nDuplex- or Triplex-Scanner\033X</t>

<t id="683">%s\n\nUnlike the standard trade commands this expansion can not only buy resources and sell products but also reversed. If a wrong number is entered as a percentage, a warning note sounds. In every case, however, the ship flies off in the sale with a full cargo bay. No matter whether it falls with that below the percent brand. All other things would be senseless. The freighter tries to reach a compromise between short air route and good trade price. It avoids the pirate sectors to a low extent and fixes its trace priorities depending on attitude.\nThe priorities, whether a ship prefers to fly a longer way or prefers to choose an a little more expensive supply nearby, still can be changed afterwards too.</t>

<t id="684">%s\n\nThe ship will connect two stations like a \033YComplex Construction Kit\033X. It will act at the wares price on the stations so that the profit or loss of the homebase is imputed. It will not consist in doubt on payment. The homebase is arbitrary. The ship is able to use a jump drive.\n\nThe ship scans respectively the stations, whether this station needs a ware which has the other station in the abundance and becomes this ware \(or also several wares\) then take one from it to the other station. Is there not only own, \033Ybut AI stations also accepted\033X. If the ship has nothing to do, it waits. Money will always get it to itself first of the account of the homebase, then of the player account. If this is not possible, it simply will unload and load on player owned stations. Also with energy cells it will provide according to itself at the target stations.</t>