Colonies: Difference between revisions

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=== Navigation ===
{{navigation}}
[[Information]]
 
[[Ranks]]
 
[[Upgrades]]
 
[[Terms Used]]
 
[[Troubleshooting]]
 
[[Links to Outside Resources]]


====General information about colonies:====
====General information about colonies:====
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====Minimum requirements for a colony:====
====Minimum requirements for a colony:====
* Rank at least: Trader (50 ships total)
* Rank at least: Trader (50 ships total)
* Amount of total ships required are not confirmed exactly. Estimates are:
* All Level 1 colonies are available at 50 ships
** 1st colony: (around) 50 ships total
* You get an offer to buy your first three colonies about once a day (24 hours); when you don't buy it will come back after about 3 hours
** 2nd colony: (around) 70 ships total
** 3rd colony: (around) 80 ships total
* You get an offer to buy your first three colonies about once a day (24 hours); when you don't buy it will come back after about 1 hour
* For your first 3 colonies, you will receive a colonist boost equal to 50% of the new colony's capacity.
* For your first 3 colonies, you will receive a colonist boost equal to 50% of the new colony's capacity.
* Once you have 3 colonies, you will have opportunities to upgrade them.
* Once you have 3 colonies, you will have opportunities to upgrade them.
** These upgrade offers will show up every 4-5 days. E.g. My colony offers came on Monday, then Friday, then Tuesday, then Saturday ''[Actual elapsed time needs confirmation.]''
** Upgrade offers will be offered when you reach the minimum ships for that level.
** You will be asked which colony you wish to replace.  (Defaults to the smallest colony.)If your colonies are all of the same size, and you miss the 'which colony would you like to replace?' message, it defaults to colony number 1. This may have been the oldest colony, need more evidence to confirm.
** You will be asked which colony you wish to replace.  (Defaults to the smallest colony.)If your colonies are all of the same size, and you miss the 'which colony would you like to replace?' message, it defaults to colony number 1.  
** When you upgrade, you will receive a colonist boost equal to 20% of the new colony's capacity.  
** When you upgrade, you will receive a colonist boost equal to 20% of the new colony's capacity.  
** '''Warning''': If your total ships have declined, you may have colony offers that are smaller than the ones you already have.
** '''Warning''': If your total ships have declined, you may have colony offers that are smaller than the ones you already have.
* The max colonist % is 150%, after that, you will lose excess colonists
* The max colonist % is 150%. After that, you will lose excess colonists. This may be raised, in three steps (165%, 180%,and 200%), through the [[Information#Red Tape|Bureaucrat]].


====Advice on colonies====
====Advice on colonies====
It's a personal choice on what to buy. But here are some "general rules" that can be helpful.
It's a personal choice on what to buy. But here are some "general rules" that can be helpful.
* Terrestrial colonies provide bonus credits per colonist at census time.  This bonus decreases with rank, but the bonuses are cumulative.  So, 3 terrestrial colonies will yield 3x the bonus of a single one.
* Terrestrial colonies provide 5% more credits per colonist at census time.  The bonuses are cumulative, so 3 terrestrial colonies will yield a 15% bonus.
* A man-made colony (Orbital spacedock, Colony starship, etc.) lowers the cost of disaster handling and research.
* A man-made colony (Orbital spacedock, Colony starship, etc.) lowers the cost of disaster handling and research.
* Mining colonies randomly yield bonus credit payments, as well as quantities of ore.  ''[Need confirmation on how this ore can be used...possibly to offset payments to the Mysterious Vessel.]''
* '''NOTE''' Disasters begin as soon as you have your first colony. You should choose one type of disaster to research and stick to it. The two other types can be used to grow the colonist total by taking the most expensive option short of researching each time.
* Mining colonies randomly yield bonus credit payments, as well as quantities of enectrium after achieving the rank of Captain(Enectrium is required for building the flagship for the [[Director's Quest]].) Mining colonies also reduce the cost of the Mysterious Vessel.


====Colony Types====
====Colony Types====
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|
|
|
|
| Max: ''224?''
| Max: 224
| Terrestrial
| Terrestrial
|-
|-
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|
|
|
|
| Max: ''299?''
| Max: 299
| Man-made
| Man-made
|-
|-
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|4,000
|4,000
|8,859,375
|8,859,375
| Min: ''220?'' (btwn 211 & 229)
| Min: 225
| Mining
| Mining
|-
|-
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|  
|  
|  
|  
| Max: ''499 ?''
| Max: 499
| Terrestrial
| Terrestrial
|-
|-
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|6,000
|6,000
|18,000,000
|18,000,000
| Min: ''300?'' (btwn 294 & 312)
| Min: 300
| Man-made
| Man-made
|-
|-
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|
|
|
|
| Max: ''724?''
| Max: 699
| Terrestrial
| Terrestrial
|-
|-
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|9,000
|9,000
|50,000,000
|50,000,000
| Min: ''500?''  (btwn 482 & 537)
| Min: 500
| Terrestrial
| Terrestrial
|-
|-
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|
|
|
|
| Max: ''?''
| Max: 1099
| Mining
| Mining
|-
|-
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|17,000
|17,000
|122,500,000
|122,500,000
| Min: ''725?'' (btwn 565 & 734)
| Min: 700
| Terrestrial
| Terrestrial
|-
|-
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|  
|  
|  
|  
| Max: ''?''
| Max: 1499
| Mining
| Mining
|-
|-
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|30,000
|30,000
|242,000,000
|242,000,000
| Min: ''1100?'' (btwn 1004 & 1219)
| Min: 1100
| Man-made
| Man-made
|-
|-
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|
|
|
|
| Max: ''2199?''
| Max: 2199
| Terrestrial
| Terrestrial
|-
|-
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|50,000
|50,000
|393,750,000
|393,750,000
| Min: ''1500?''  (btwn 1385 & 1509)
| Min: 1500
| Mining
| Mining
|-
|-
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|
|
|
|
| Max: ''3999?''
| Max: 3999
| Man-made
| Man-made
|-
|-
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|125,000
|125,000
|484,000,000
|484,000,000
| Min: ''2,200?'' (btwn 2171 & 2203)
| Min: 2,200
| Terrestrial
| Terrestrial
|-
|-
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|
|
|
|
| Max: ''?''
| Max: 6399
| Man-made
| Man-made
|-
|-
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|240,000
|240,000
|800,000,000
|800,000,000
| Min: ''4000?'' (btwn 3988 & 4051)
| Min: 4000
| Man-made
| Man-made
|-
|-
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|
|
|
|
| Max: ''?''
| Max: ''9999''
| Mining
| Mining
|-
|-
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|430,000
|430,000
|1,474,560,000
|1,474,560,000
| Min: ''6400?'' (btwn 6366 & 6407)
| Min: 6400
| Man-made
| Man-made
|-
|-
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|
|
|
|
| Max: ''?''
| Max: ''24,999''
| Terrestrial
| Terrestrial
|-
|-
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|
|
|
|
| Max: ''?''
| Max: ''49,999''
| Mining
| Mining
|-
|-

Latest revision as of 19:48, 20 April 2015

Navigation
Main Page
General Information
Ranks
Director's Quest
Call of Leadership
Upgrades
Colonies
Terms Used
Troubleshooting
Mysterious Vessel
The Bureaucrat
Antimatter
Guilds of Tiny Empires 3000
Links to Outside Resources

General information about colonies:

  • Colonies are critical to your ability to generate revenue, especially at higher ranks.
  • Once you buy a Colony, this will enable disasters, similar to the Fed HUD in regular TE. However, unlike the Fed HUD, the default handling of a disaster is not as destructive to your colonists. It will default to the cheapest (not free) option, and you will only lose a few colonists. Another major difference from the Fed HUD, is that the zero cost option, will actually generate income for you, at a cost of 2% of your total colonists. While the cost in colonists may seem high, there are also random events which allow colonists to join you (normally 1%, but occasionally as much as 5%), which have the potential to more than offset your losses if you choose this option.
  • Each colony improves your income by 100 credits/ship to a maximum of 300 credits/ship.
  • You can have a maximum of three (3) colonies. When you buy more (fourth, fifth, sixth,..etc.) colonies, you can choose which of your colonies is replaced by the new one. This only happens when you have at least three (3) colonies.

Minimum requirements for a colony:

  • Rank at least: Trader (50 ships total)
  • All Level 1 colonies are available at 50 ships
  • You get an offer to buy your first three colonies about once a day (24 hours); when you don't buy it will come back after about 3 hours
  • For your first 3 colonies, you will receive a colonist boost equal to 50% of the new colony's capacity.
  • Once you have 3 colonies, you will have opportunities to upgrade them.
    • Upgrade offers will be offered when you reach the minimum ships for that level.
    • You will be asked which colony you wish to replace. (Defaults to the smallest colony.)If your colonies are all of the same size, and you miss the 'which colony would you like to replace?' message, it defaults to colony number 1.
    • When you upgrade, you will receive a colonist boost equal to 20% of the new colony's capacity.
    • Warning: If your total ships have declined, you may have colony offers that are smaller than the ones you already have.
  • The max colonist % is 150%. After that, you will lose excess colonists. This may be raised, in three steps (165%, 180%,and 200%), through the Bureaucrat.

Advice on colonies

It's a personal choice on what to buy. But here are some "general rules" that can be helpful.

  • Terrestrial colonies provide 5% more credits per colonist at census time. The bonuses are cumulative, so 3 terrestrial colonies will yield a 15% bonus.
  • A man-made colony (Orbital spacedock, Colony starship, etc.) lowers the cost of disaster handling and research.
  • NOTE Disasters begin as soon as you have your first colony. You should choose one type of disaster to research and stick to it. The two other types can be used to grow the colonist total by taking the most expensive option short of researching each time.
  • Mining colonies randomly yield bonus credit payments, as well as quantities of enectrium after achieving the rank of Captain. (Enectrium is required for building the flagship for the Director's Quest.) Mining colonies also reduce the cost of the Mysterious Vessel.

Colony Types

Type Benefits Examples
Terrestrial Higher payout per colonist at census Terrestrial planetoid, Volcanic Dwarf Planet, Telluric Planet
Mining Random credit bonuses & random quantities of ore Mining asteroid, Iron-Nickel Moon, Yttric Planet
Orbital / Man-made Discounted disaster handling and research Orbital laboratory, Colony Starship, Advanced Starbase


Colony Classes

Class Name Colonist Capacity Cost Total Ships Required Type
1 Terrestrial Planetoid 2,000 437,500 Min: 50 Terrestrial
Mining asteroid Max: 149 Mining
Orbital Laboratory Man-made
2 Advanced Orbital Laboratory 2,500 1,417,500 Min: 90 Man-made
Medium Planetoid Max: 224 Terrestrial
Large Mining asteroid Mining
3 Iron-Rich Asteroid 3,200 3,937,500 Min: 150 Mining
Orbital Vehicle Max: 299 Man-made
Small Icy Moon Terrestrial
4 Carbonaceous Asteroid 4,000 8,859,375 Min: 225 Mining
Icy Moon Max: 499 Terrestrial
Orbital Spacedock Man-made
5 Orbital Base 6,000 18,000,000 Min: 300 Man-made
Volcanic Moon Max: 699 Terrestrial
Silicate Asteroid Mining
6 Large Volcanic Moon 9,000 50,000,000 Min: 500 Terrestrial
Magnesium Asteroid Max: 1099 Mining
Advanced Orbital Base Man-made
7 Rocky Moon 17,000 122,500,000 Min: 700 Terrestrial
Binary Iron Asteroid Max: 1499 Mining
Colony Spaceship Man-made
8 Advanced Colony Spaceship 30,000 242,000,000 Min: 1100 Man-made
Plutonic Moon Max: 2199 Terrestrial
Iron Asteroid Field Mining
9 Iron-Nickel Moon 50,000 393,750,000 Min: 1500 Mining
Colony Starship Max: 3999 Man-made
Volcanic Dwarf Planet Terrestrial
10 Small Volcanic Planet 125,000 484,000,000 Min: 2,200 Terrestrial
Advanced Colony Starship Max: 6399 Man-made
Selenic Planet Mining
11 Starbase 240,000 800,000,000 Min: 4000 Man-made
Xenolith Planet Max: 9999 Mining
Waterworld Planet Terrestrial
12 Advanced Starbase 430,000 1,474,560,000 Min: 6400 Man-made
Telluric Planet Max: 24,999 Terrestrial
Yttric Planet Mining
13 Artificial Moon 800,000 4,000,000,000 Min: 10,000 Man-made
Diamond-core Gas Giant Max: 49,999 Mining
Blue-green Planet Terrestrial
14 Synthetic world 1,000,000 62,500,000,000 Min: 25,000 Man-made
Interstellar Asteroid Belt Max: ? Mining
Terraformed Binary Planet Terrestrial
15 Terraformed Star System 2,000,000 300,000,000,000 Min: 50,000 Terrestrial
Ore Rich Star System Max: ? Mining
Dyson Sphere Man-made
  • Note: The min/max ships in the table above are estimates if they are recorded in italics and followed by a "?".