Ranks: Difference between revisions

From Tiny Empires 3k
Jump to navigation Jump to search
Line 97: Line 97:
| Flagship Completed (start 25k)
| Flagship Completed (start 25k)
| 30%
| 30%
| 100
| 100 (assume)
| unknown
| unknown
| unknown
| unknown

Revision as of 16:44, 30 March 2009

Navigation

Upgrades

Information

Terms Used

Troubleshooting

Links to Outside Resources

Ranks

Rank Name Nr. of ships Guild dues Commission (per ship) SPF Personal Ships for Colony
0 Pilot 1 10% n.a. n.a. n.a.
1 Runner 2 - 9 15% 900 350 n.a.
2 Courier 10 - 19 15% 800 300 n.a.
3 Merchant 20 - 49 20% 700 300 n.a.
4 Trader 50 - 99 20% 600 300 25
5 Trade baron(ess) 100 - 499 25% 500 300 40
6 Broker 500 - 999 25% 400 300 60
7 Mogul 1,000 - 9,999 30% 300 250 80
8 Captain 10,000 + 30% 200 100 300
9 Director Flagship Completed (start 25k) 30% 100 (assume) unknown unknown
10 Guild leader ? ? 100 (assume) ? ?


Ship pricing formulas are as follows:

  • Standard purchase formula: Price = SPF * (Ships Owned) * (Ships Owned)
  • Discounted purchase formula: Price = SPF * .75 * (Ships Owned) * (Ships Owned)
  • Standard sale formula: Price = SPF * .75 * (Ships Owned - 1) * (Ships Owned - 1)
  • Bonus sale formula: Price = 1.2 * SPF * (Ships Owned) * (Ships Owned)

SPF is Ship Purchase Factor and is based on your current rank.

At some moment, when you are Trade Broker, prices of ships are leveled to round figures (upwards). So a ship costs - considering what's above - 2,346,280 credits, you pay 2.4 million. This is when a ship price reaches over 1 million (about 58 ships personal).

Limitations:

  • Players with less than 5 ships (Runner) of their own can't recruit
  • Players with less than 5 ships can't receive ships as gifts (message: player too inexperienced)
  • You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)
  • You can keep subordinates up to 5 ranks below your own
  • You can't choose a superior more than 3 ranks above your own
  • Players with equal ranks (at least up to the rank of Captain) can't choose each other as superior/subordinate (perhaps it will be possible at the rank of Director)

Director's Quest

At 25,000 total ships you can begin the quest for becoming a Director. You begin the quest with the following message:

- Pending Promotion: Your guildleader informs you of some good news and some bad. The good news is that your fleet is large enough to become a Director of the guild. However, you cannot be promoted without having build a flagship for your fleet.

- Flagship Progress You Still need someone to help you design your flagship

- Risk and Reward A well-dressed traveler at a way station introduces herself as a shipwright, and offers to build you a new spaceship at no cost, to improve her portfolio. She needs to borrow one of your ships to copy. Take the risk?

- Shipwright You gain a ship, the shipwright notices your guild rank, and pauses for a moment. "Are you looking for a flagship designer? If so, I'm your woman. I'll only charge 500,000,000cr" Hire her?

- Shipwright You hire the shipwright and immediately start working together on plans for your flagship. You paid 500 million credits.

- Flagship Progress Your Flagship design is well underway, but you still need an orbital construction bay large enough to have your flagship built. You don't seem to have any place suitable for this purpose.

- Flagship Progress (Advanced Starbase built) You still need a construction bay before you can build a flagship. You know just the place, but the people there are non-conformist by nature. Before they offer to help they need to sense that you, too, prefer the road less traveled.


Call of Leadership

The TE 3000 equivalent to the Pathway to Royalty. Begins your journey to becoming a Guild Leader. You can begin the "Call of Leadership" when you reach the rank of Captain and have 450 personal ships.

- Call to Leadership (450 personal ships) If you wish someday to become leader of your own guild, there are steps you must take to demonstrate your Leadership abilities. You must also show commitment to your colonists and your fellow traders

STEP 1: To show you can act outside your own interests, you can improve trade conditions for all by installing comm beacons along the trade lanes. This will cost 200,000,000 credits. Pay it?

Results: You paid 200,000,000 credits to install comm beacons along the trade lanes in the local star system. Nervous new pilots thank you profusely, and even grizzled veterans nod your way in appreciation of your effort.

Call To Leadership (500 ships) If you wish someday to become leader of your own guild, there are steps you must take to demonstrate your leadership abilities. You must also show commitment to your colonists and your fellow traders.

STEP 2 Access to food has become an issue in your growing colonies. Gro-gro paste is not as popular as it used to be. A hydroponic Farm Structure on each colony costs 400,000,000 credits. Pay it?

Results: You paid 400,000,000 credits for a hydroponic farm system on each colony. The draw of freshly grown food brings, 43,000 new colonists in from other areas. Your reputation as a leader is on the rise.

STEP 3 You can continue to improve trade conditions for all local traders by paying for a grav engineer to precisely map the local planets' orbits. This will cost 800,000,000 credits. Pay it?

Results: You paid 800,000,000 credits for a detailed orbital map of the local planets and moons. This allows transport ships to save fuel by using nearby gravity wells for acceleration. All local traders thank you.

Other information

More information can be found at the page Terms Used.