A) See the Definitions section of the FAQ, but basically a warp gate is a mini-Stargate-type system which is used to get between places quickly.
A) Well, as an EXAMPLE (this path might not ICly exist), to get from X Street in New Washington to B Street in Cirrus City, you might walk to Y street, take the warp gate to Philidelphia-2605, walk two blocks south, take the warp gate to the other side of Philidelphia, take a warp gate to New Jersey-2462, head to an adjacent warp gate, end up on C Street in Cirrus City, and walk the rest of the way. These paths are usually made up on the fly OOCly for whatever is convenient or needed for the IC situation. The paths can be very convoluted, which allows for things to happen such as not being able to get to a particular room one time (when, for instance, there are already too many players involved in the RP there) yet not at others.
A) Warp gates are very limited in some places and don't get you everywhere you want to go instantly. Further, warp gates are very inefficient and slow at moving non-living matter as it can't determine its own destination so, for instance, if you're driving a truck through, the truck driver has to determine it - not very efficient. That said, mecha pilots and the like are often able to use warp gates well - however, they're using machines they're comfortable with and frequently use. They are not attempting to transport 200 tons of kiwi fruit, which would have a much poorer outcome. Finally you can't get EVERYWHERE with warp gates - there might be planets in the Void that you can only get to via starship, for instance. There aren't many heavily inhabited planets like this, but they do exist.
A) Artificial warpgates can be closed, and often are for security purposes. Natural warp gates cannot be closed and are usually heavily guarded. There are a lot fewer natural warp gates than artificial warp gates, but most of the time at least one natural warp gate appears for every large settlement in a Unified world.
A) There's a massive number of currencies. The most standard are the Union and Confederate credits. These are of course argued to be superior by each respective country, but in the marketplace outside of the Union and Confederacy they're generally considered equivalent, and only rarely are substantially different in value. In terms of prices, one can consider them similar to US or possibly Canadian dollars.
A) You can assume, in terms of credits, roughly a one to one ratio for most types of currency; however, this is if they're roughly equivalent to US/Canadian dollars. If you're in a world where you pay 20,000 units of currency for a glass of milk, you're going to get 2 or 3 credits, not 20,000.
A) The AU time system. See the timeline (next question) for more information on this system.
A) Due to some OOC screw-ups we haven't yet got the official timeline up on the MUSH's news files. However, it is mentioned on the boards, and the URL is http://mcmush.org/mcmtimeline_v01.html.
A) http://mcmush.org/mcm_global.png and http://mcmush.org/mcm_local.png
Note that these are not official, even though they're produced by the admin - we may have to add/subtract things from them.
A) Short version - most people don't age noticably after reaching maturity, and most teenagers only age very very slowly. Long version - see the Physics section of this FAQ.
A) Because MCM has so many possibilities and is so vast in possible IC scope, the admin can't come up with good answers for everything that happens, or even answers at all. We've tried to concentrate on the important things that come up frequently and generally rule on things that need other attention when they become important.