Federation HUD

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The Federation HUD gives players a few more and different options than the standard HUD. It demands more attention as well, since the default options for puzzles and choices presented sometimes have negative, not neutral consequences. These penalties for an inattentive or AFK player make it not advisable (at this point anyhow) for a player that often misses turns.

Resource management is the principal added point in Federation game play, as the player adjusts acreage and gold reserves and manages disasters and special options to keep the empire's citizens (not to be confused with subjects) happy, healthy and within the fold.

Please be advised, once one has purchased the Federation HUD, the standard HUD becomes unusable. Should one care to swap back to the standard HUD, they must contact Ultralite Soleil for a refund and re-activation of the standard HUD.


Contents

The Path To Royalty

A player who wants to become a Queen or King must first complete this series of purchases that improve grounds and assets and prepare for ascension. The full path has 17 purchases at a total cost of about 400 million gold. New options presented include castle beautification, roadways, cathedral construction and the like. Some parts are multi-stepped sections (find architect, design cathedral, find location, and so on), and most offer three options for pricing and messaged outcome.

Detailed observations from several players are recorded in the Path to Royalty Notes.

Alliances

A new tab that replaces the Fellow tab, one can make an Ally of anyone ranking Count/Countess or above, who is not directly above or below one in their line. In other words, if we have Players A, B and C in the same line, in that order top to bottom, Player A may form an alliance with their Liege's Liege but not their own Liege. So A and C may be allies but not C and B nor A and B, presuming all are ranked Count or Countess or higher, of course. Also, it appears that there is a limit to how many Allies one may gain, 4 being the current noted limit.*

(* See Alchemist , scroll down near the bottom: The Swirly Potion is reported to allow you to be able to get a 5th Ally and build another Embassy to gain another 1 gold per acre production. -Nemesis)

To gain an Ally, stand near another player. Both players must be ranked Count/Countess or higher, have the Federation add on, have fewer than 4 allies already, and cannot already be in a liege/subject relationship with the other person. Should one player (or both) have ten (10) direct subjects already, the HUD will skip the process of offering the Liege Swap option and go more directly to the Ally option. Sometimes it may take a few cycles of offers to get the Ally option. It has been found if you click NO to the liege/subject option that comes up first, the next round will have the alliance option. It appears that the need to remove the HUD to initiate this process is gone and that when one is near an appropriate Ally, the option will appear in due time.

When one examines the Allies tab, each page is for an individual Ally, and there is an option to "Send Ambassador". Checking that box will cause a set of options to appear on the next turn. One then may select between the following: to do nothing, to send a gift (worth a specific amount of gold), to send a certain amount of citizens, to build an embassy if one does not presently exist, or to break the alliance. If one selects to send a gift, they'll find that the next month they get to chose what of a number of gift items they'd prefer to send to their ally.

None of these functions allow one to directly send gold from one player to another. However, a gift of citizens can translate into significant long-term gold for one's ally through increased tax credits at census time and percentage bonuses to monthly homage income.

Breaking an alliance is difficult and expensive. It costs gold at a level comparable to building an embassy. Also, after breaking an alliance, a period of 24 online hours is enforced before one is able to make a replacement embassy, with the additional loss of gold production for that period if one formerly had four allies with embassies.

If at a later time an ally becomes a direct ( above or below ) then the alliance is broken along with any benefits ( embassy ).

Embassy

An embassy can be purchased, which will be built in the empire of one of your allies. The cost of an embassy is considerable (a bit over five times the cost of an acre of land).

Once an Embassy is built, additional offers may appear. One type of offer is for the recipient of the embassy to read confidential papers of their ally. The offer also suggests that the ally might not find out. The cost to read the papers is considerable. The benefits/consequences of reading the papers is questionable.

Embassies increase the frequency of offers to sell land at a higher cost.

When one is sabotaged, if an ally with embassy is online that ally may get an opportunity to pay for an investigation. A successful investigation reverses the effects of sabotage and causes the perpetrator to lose the same number of acres.

The main benefit of having an embassy is that the strengthened diplomatic relations let you transfer citizens without losing as many of them. You can also send more citizens at one time. Without an embassy, 60 % of the citizens you transfer to an ally will leave for parts unknown. If you do have an embassy, only 25 % will be disgruntled and leave.

Maintaining four alliances and supporting four embassies is rewarded with increased production of +1 gold per acre per month.

Festival

The Festival is a recurring game feature much like The Trader. A Festival requires a year and a bit to complete the process. It encompasses a series of events beginning with an announcement in September that the upcoming year will be a Festival year. The fee to participate, if desired, is roughly equal to an acre's purchase price. An option is also given to pay a Fortune Teller 10 gold for a puzzling fortune that if solved yields a tidy return on investment.

Jousting requires the donation of one acre and consists of three one-on-one matches over the course of the entire Julie Apocalypse Memorial Tournament. Victory in three matches earns a substantial purse of gold, a gold bar and bonus citizens for each entrant who accomplishes it. Winning one or two matches gains acclaim and notoriety but nothing else. Attendees at the festival who are not jousting often have the chance to wager on featured matches.

Should one win three matches in 10 or more jousts, a special award of 1 gold per acre increased production is received. Quite a few players have now achieved this accolade. The first to do so was Jousting Queen Julie Apocalypse of Bohemia.

The Abbot

Every so often (once a day or so), you may be visited by the Abbot of a local monastery. He will ask for a donation of 10% of your current gold balance. If you give him the gold, one of several things will happen:

  • He will pass on a portion of the money to each of your direct subjects. These payments often total less than the donated amount (however they can total more depending on the rank of your subjects, especially if you've researched disease), but it is one of the few ways to give gold to your direct subjects.
  • Each of your directs subjects will receive one acre of your personal land.
  • You will receive a "warm feeling" - and nothing else. No benefit to you or your subjects.
  • The Abbot may offer to translate your book (see Book, Key & Translation below).
  • The Abbot may leave leave a pair of Gold Bars on your doorstep. This happens rarely, but is more likely to occur if you have fully researched disease.

If you fully research disease, the Abbot will ask for less money (5% of your total) and will always give to your subjects - no more "warm feelings".

Book, Key & Translation

Rarely, you will receive an old locked book from the Trader. This book can only be opened with a key received from the Fortune Teller. Lastly, the book can only be read (translated) by the Abbot. The net result is an increase of +2 gold per acre per month.


Citizens

Citizens are now the subject of an independent article.

Alchemist

The coming of the Alchemist is marked by the appearance of a red moon. You can purchase potions from the Alchemist in exchange for Gold Bars. The Alchemist does not appear to you if you do not have any gold bars.


Gold Bars:


  • Found in the weeds of an acre which is bought
  • Found when selling an acre - "Fortune smiles on you. While taking one last look around the acre of land you sold, you see a gold bar."
  • Won at jousting
  • Being voted King & Queen / Queen & Queen / King & King at the Festival Ball (10 Gold bars each)(Partners need to be on the Federation HUD to receive the gold, but only one party need have attended the Festival)
  • Trader deal (5 Gold Bars)
  • Donating to the Abbot sometimes gives 2 gold bars, even if you have disease researched. Message seen on HUD: "The abbot bows & thanks you effusively for your donation. He rushes back to his monastry with your gold. A warm feeling envelops you as you discover a pair of gold bars resting on your doorstep." (NOTE: Your direct subjects will not receive anything when you get gold bars, even if you have disease researched - confirmed by KK).
  • Some Path to Royalty steps will give you 5 gold bars. (top architect in the land (+5gold bars) & crow jewels (+5gold bars))
  • When you are sent any gift from an ally through the ambassador - Seems up to 3 gold bars have been seen from this method. Sender sees this text: "You have arranged to send [gift name] to [your ally]. Hidden in the box was a gold bar! It wasn't yours. Perhaps just a mix-up with the courier." Recipient sees this text: "Your ally [name] sent you a gift. You receive a [gift name]. Hidden in the box was a gold bar. Your ally claims no knowledge of if, so you keep it." The recipient of the gift receives the gold bars.

Note: If you have any gold bars, they will appear on your account tab, on page 2.


Moon Text:


When the moon starts to turn red, and shimmer and return to normal (3 turn process), the follow occurs for anyone who has a gold bar. Everyone sees the first message, the second, third message depends on whether you have gold bars or not.

"The moon glimmers redly."

"Villagers on the outskirts of the kingdom send reports that an alchemist is headed this way. Her covered wagon is decorated with intricate patterns. She will be here soon." OR "The moon shimmers with a red glow."

"The Alchemist has parked her red covered wagon at the edge of the forest tonight. Hundreds of potions line the shelves inside, in small glass vials. Prices are listed in gold bars. You quickly count your stack: XX bars" OR "The moon returns to normal."

"The moon above glares a dull red. The Alchemist beckons as you draw near. She offers you this selection of potions. Which will you buy?" You then get to choose from a scrolling menu a selection of three vials if you pay the Alchemist a Gold Bar.


Potions:


Black Potion (Cost: 10 gold bars):

  • "You trade away 10 gold bars for a black potion and quickly drink the entire vial. The air shimmers for a moment. You point at the sun. It turns dark, and begins to speed through the sky"
  • During the same turn, there is a first sighting of the Trader in the kingdom. The black potion immediately triggers the next visit by the Trader in the kingdom you are in. This is not an 'extra' trader visit, it causes the next trader visit to begin immediately. In other words, if the trader is due in 30 or 40 hours, he will come again now, and if he is due in the next couple of hours, he will come now and the scheduling will be reset for his next visit after this. So, this potion summons the next trader visit. (There is still no confirmation that anyone but a monarch can use the Black Potion.)

Blue Potion (Cost: 1 gold bar):

  • "You trade away a gold bar for a blue potion and quickly drink the entire vial. The air shimmers for a moment. You see a wavering image of a dark sun, travelling east to west across a yellow sky."
  • When the Trader comes...."He refuses to tell you what you will receive, but with the blue potion coursing through your veins, you understand it will be free. Will you accept?"

Bronze Potion (Cost: 3 gold bars) :

  • "You feel determined."
  • This potion summons the next step in the 'Book- Key- Translation' sequence. If you have the Key, it will cause the Abbot to translate the Book next time. If you have the Book, it will cause Fortune Teller to give you Key next Festival. If you have not received the Book, the Trader will have it next time you meet him. -DP

Bubbling Potion (Cost: 1 gold bar):

  • "You trade away a gold bar for a bubbling potion and quickly drink the entire vial. The air shimmers for a moment. You feel very lucky."
  • Gold windfall of 13.8 mil - @ 1073 personal acres = Cost of 3 acres roughly

Dark Green Potion (Cost: 1 gold bar):

  • "The year ends and taxes are due for most. However you are still under the effects of the dark green potion. You pay nothing"
  • 5 years of tax amnesty

Draught of Quintain (Cost: 1 gold bar):

  • "You trade away a gold bar for "Draught of Quintain" and quickly drink the entire vial. The air shimmers for a moment. Your muscles flex and you feel knowledgeable, 2 times over"
  • This allows you to participate in 2 Festival joust without the cost of an acre each time. At the joust screen it says "you still have Draught of Quintain circulating through your muscles, so you need not build a practice field"
  • The potion doesn't enhance the chances of winning a joust.
  • Whilst under the influence of one draught of Quintain, I purchased another (with having only participated in one joust entry since my original purchase) The HUD said the same as above except I now felt knowledgable 3 times over, instead of 2.

Draught of Stentor (Cost: 2 gold bars)

  • Allows you to send a "message" to your downline via the HUD. Click for "Post-Purchase Screen" and "Offer Screen" Snapshots.
  • Notes: You get the offer often (didn't keep track--maybe 3-5 turns?) until you use it (I waited 2 days); limited to 70 characters (including spaces); type your message in local chat (appears on HUD in brackets--like an acre give), then click "Yes" to lock in the message. Click for HUD's "Before" and "After" Snapshots. BUT, Beware: IF DOWNLINE MEMBERS ARENT ACTIVELY ONLINE, THEY WONT SEE IT (does not appear when they log in later). And, uh, ya don't wanna accidentally click yes to the wrong message because you're just chatting!
  • Opinion: Seems a waste of 2 bars... unless a LOT of downline is online/watching and you need to get a very brief message out fast, but don't have Groups or a mass mailer gadget.
  • Opinion: This could be useful if you need to give an acre (generosity or fortune teller).

Elixir of Prevention (Cost: 1 gold bar):

  • You feel safe
  • Will prevent a disaster for you and you'll receive the same amount of citizens as if you did second highest option
  • One person reported that this potion prevented 4 consecutive disasters before it stopped working

Elixir of Strength (Cost: 30 gold bars)

  • Allows you to go over 2000 personal acre cap. A Strength Potion allows acre cap to increase to 2050 acres. Additional Strength Potions allow the cap to increase by an additional 50 acres each.

Essence of Giving (Cost: 1 gold bar):

  • Give 3 acres to anyone, even in another Kingdom. (There is a limit to rank below that you can give. King to Squiress does not allow such a gift. Prince to Sir/Dame works. (6 ranks) It does come around again after a few turns)

Essence of Loyalty (Cost: 1 gold bar):

  • "You trade away a gold bar for "Essence of Loyalty" and quickly drink the entire vial. The air shimmers for a moment.....You feel Loyal."
  • Loyalty reward is increased (not sure how much exactly) (my subject boosted and got payed 8x the normal amount)

Gray Potion (Cost: 1 gold bar);

  • "The deed of a tract shall be three in a stack."
  • Receive 3 acres, instead of 1, from a bulk land tract purchase.
  • Confirmed. HUD response on Land Tract purchase is: ... has purchased a large tract of land for the kingdom. A flash of gray fills your vision. and the deed to your new acre has inexplicably triplicated itself. You receive three acres.

Lure of Gold (Cost: 1 gold bar) :

  • Your offers to bribe another subject will be significantly more enticing. It triples the bribe offer. The effect lasts until a bribe is accepted or you are no longer able to bribe a subject because you have the maximum number of direct subjects.

Murky Potion (Cost: 10 gold bars):

  • "You feel wiser in the ways of accounting and bookkeeping"
  • Increases the gold max from 2.150 Billion to 2.250 Billion gold.
  • Affects appear to be cumulative. A second Murky potion is reported to increase the gold max to 2.5 Billion gold.
  • Third Murky Potion gold cap is 2.75 Billion. [The cost was 10 gold bars as of 12/09/09]

Oil of Metagrobology (Cost: 1 gold bar):

  • "You trade away a gold bar for the potion and quickly drink the entire vial! The air shimmers for a moment. You feel intelligent"
  • Don't answer the riddles & rum's, you will get them right all the time over and over again (but get paid less than if you answer it correctly - no idea how long this lasts - perhaps until next Alchemist visit.)

Orange Potion (Cost: 2 gold bars):

  • "You trade away 2 gold bars for an orange potion and quickly drink the entire vail. The air shimmers for a moment. You feel safe from sabotage."
  • When you are sabotaged, the following message appears in the hud "A local constabulary reports that [name of person sabotaging] attempted to sabotage the land of [name of person being sabotaged]. Due to a turn of events that nobody seems able to explain, the sabotage was reversed!"
  • Lasts for one sabotage

Potion of Amnesty (Cost: 1 gold bar):

  • "The Potion of Amnesty courses through your veins. The homage normally paid by your direct subjects will be taken from another source. For one year, they will owe you no homage payments."
  • Lets you grant homage amnesty to yourself or your directs for one year, they or you will not pay homage ... plus "your purse feels heavier" and you appear to also get gold from it.
  • You may give homage amnesty to yourself or your direct subjects. No homage payments will be owed for a year. Will you grant homage amnesty to yourself or your subjects?


Research Acumen (Cost: 3 gold bars) :

  • You trade away 3 gold bars for "Research Acumen" and quick drink the entire vial. The air shimmers for a moment. You feel observant.
  • After researching something: Boosted by "Research Acumen," You feel that you've gained MUCH wisdom in the methods of preventing famine and hunger.

(Each potion provides the equivalent of 5 completed research rounds. We bought the potion 4 times and completed disease research after using 1 potion in 4 consecutive rounds.)

Serum of Generosity (Cost: 3 gold bars):

  • You can send 10 personal acres to direct subject. ONLY a direct.

Swirly Potion (Cost: 25 gold bars)

  • "You trade away 25 Gold Bars for a Swirly Potion and quickly drink the entire vial, the air shimmers for a moment, Your Federation Expands."
  • You are able to get a 5th Ally and build another Embassy to gain another 1 gold per acre production.

White Potion (Cost: 1 gold bar):

  • Feel Lucky
  • Received a gold windfall = cost of 1 acre
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