Colonies: Difference between revisions

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m (→‎Colony Classes: - Removed the Class 11 with the same names as Class 10 as it no longer exists.)
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Revision as of 16:05, 27 April 2009

Navigation

Information

Ranks

Upgrades

Terms Used

Troubleshooting

Links to Outside Resources

General information about colonies:

  • If you buy a Colony in the TE3000 HUD, then this will enable disasters. If you don't buy a colony, then the HUD will be like the regular Full Version HUD, and you won't see any disasters. 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 lose a small percentage of 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 that allow colonists to join you, 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, it replaces the colony with the least citizen capacity.
  • A recent option is that you can choose yourself which of your colonies is replaced by a 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)
  • Amount of total ships required are not confirmed exactly. Estimates are:
    • 1st colony: (around) 50 ships total
    • 2nd colony: (around) 70 ships total
    • 3rd colony: (around) 90 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.
  • Once you have 3 colonies, you will have opportunities to upgrade them.
    • These upgrade offers will show up every 5 days. [Actual elapsed time needs confirmation.]
    • You will be asked which colony you wish to replace. (Defaults to the smallest colony.)
    • 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

Prices of colonies range from around 480K credits to over 2B credits (and still rising!), depending on rank, total ships, citizen capacity, kind of colony and maybe more variables. More research is necessary.

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: 70 ? Man-made
Medium Planetoid Max: ? Terrestrial
Large Mining asteroid Mining
3 Iron-Rich Asteroid 3,200 3,937,500 Min: 150 Mining
Orbital Vehicle Max: ? Man-made
Small Icy Moon Terrestrial
4 Carbonaceous Asteroid 4,000 8,859,375 Min: ? Mining
Icy Moon Max: ? Terrestrial
Orbital Spacedock Man-made
5 Orbital Base 6,000 18,000,000 Min: ? Man-made
Volcanic Moon Max: ? Terrestrial
Silicate Asteroid Mining
6 Large Volcanic Moon 9,000 50,000,000 Min: ? Terrestrial
Magnesium Asteroid Max: ? Mining
Advanced Orbital Base Man-made
7 Rocky Moon 17,000 122,500,000 Min: ? Terrestrial
Binary Iron Asteroid Max: ? Mining
Colony Spaceship Man-made
8 Advanced Colony Spaceship 30,000 242,000,000 Min: ? Man-made
Plutonic Moon Max: ? Terrestrial
Iron Asteroid Field Mining
9 Iron-Nickel Moon 50,000 393,750,000 Min: ? Mining
Colony Starship Max: ? Man-made
Volcanic Dwarf Planet Terrestrial
10 Small Volcanic Planet 125,000 484,000,000 Min: ? Terrestrial
Advanced Colony Starship Max: ? Man-made
Selenic Planet Mining
11 Starbase 240,000 800,000,000 Min: 4000? Man-made
Xenolith Planet Max: ? Mining
Waterworld Planet Terrestrial
12 Advanced Starbase 430,000 1,474,560,000 Min: ? Man-made
Telluric Planet Max: ? Terrestrial
Yttric Planet Mining
13 Artificial Moon 800,000 4,000,000,000 Min: ? Man-made
Diamond-core Gas Giant Max: ? Mining
Blue-green Planet Terrestrial
14 Terraformed Star System 2,000,000 300,000,000,000 Min: ? Terrestrial
Ore Rich Star System Max: ? Mining
Dyson Sphere Man-made

Advice on colonies

Considering the above, it's a personal choice what to buy. But there are some "general rules" that can be helpful.

  • When you handle one of the disasters, a man-made colony (Orbital spacedock, Colony starship, etc.) lowers the cost of handling the disaster, including the cost of research.
  • When you need (some) extra income, the mining-type colonies gives some extra credits from time to time, and the asteroids/moons/planets (non-mining type) produce a greater output per colonist at census-time, yielding a greater overall payout for the census.