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	<title>Tiny Empires 3k - User contributions [en-gb]</title>
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	<updated>2026-04-17T20:54:33Z</updated>
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	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Upgrades&amp;diff=221</id>
		<title>Upgrades</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Upgrades&amp;diff=221"/>
		<updated>2009-03-22T22:00:46Z</updated>

		<summary type="html">&lt;p&gt;76.174.1.15: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Ranks Ranks]&lt;br /&gt;
&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Information Information]&lt;br /&gt;
&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used Terms Used]&lt;br /&gt;
&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Troubleshooting Troubleshooting]&lt;br /&gt;
&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Links_to_Outside_Resources Links to Outside Resources]&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some general information&#039;&#039;&#039;&lt;br /&gt;
* Upgrades become available based on the number of personal ships you own.&lt;br /&gt;
* The general rule is that with every six (6) ships you buy, an upgrade &amp;quot;unlocks&amp;quot; - it can take a while however to get the upgrade offer and it might be necessary to have some buy/sell activity to trigger the upgrade&lt;br /&gt;
* Each upgrade improves the fleet efficiency by 50 credits/ship (as far as we know now)&lt;br /&gt;
* The initial cost is the cost of the upgrade at the minimum number of ships (see below).&lt;br /&gt;
* If you choose to purchase the upgrade later its cost will be: number of personal ships x multiplier, so the initial costs are only when you buy the upgrade at the minimal required amount of personal ships&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview of upgrades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following upgrades are available:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! No. Ships&lt;br /&gt;
! Upgrade&lt;br /&gt;
! Initial Cost&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Eff. bonus (total)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Repair Bot&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
| 1,050&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Cargo Pods&lt;br /&gt;
| 28,800&lt;br /&gt;
| 3,200&lt;br /&gt;
| 1,100&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Recalibrate Engines&lt;br /&gt;
| 108,000&lt;br /&gt;
| 7,200&lt;br /&gt;
| 1,150&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Scanner Upgrade&lt;br /&gt;
| 268,800&lt;br /&gt;
| 12,800&lt;br /&gt;
| 1,200&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| VR Rigs&lt;br /&gt;
| 540,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 1,250&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| Plasma cooled refrigeration system&lt;br /&gt;
| 957,000&lt;br /&gt;
| 29,000&lt;br /&gt;
| 1,300&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| Merchant grade navigation system&lt;br /&gt;
| 1,528,800&lt;br /&gt;
| 39,200&lt;br /&gt;
| 1,350&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| Install an Ops module&lt;br /&gt;
| 2,349,000&lt;br /&gt;
| 52,200&lt;br /&gt;
| 1,400&lt;br /&gt;
|-&lt;br /&gt;
| 51&lt;br /&gt;
| Engine upgrade&lt;br /&gt;
| 3,304,800&lt;br /&gt;
| 64,800&lt;br /&gt;
| 1,450&lt;br /&gt;
|-&lt;br /&gt;
| 57&lt;br /&gt;
| Cloaking device&lt;br /&gt;
| 4,560,000&lt;br /&gt;
| 80,000&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| 63&lt;br /&gt;
| Second engine upgrade&lt;br /&gt;
| 6,098,400&lt;br /&gt;
| 96,800&lt;br /&gt;
| 1,550&lt;br /&gt;
|-&lt;br /&gt;
| 69&lt;br /&gt;
| Low-power thrusters&lt;br /&gt;
| 7,948,800&lt;br /&gt;
| 115,200&lt;br /&gt;
| 1,600&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| SUV&#039;s&lt;br /&gt;
| 10,140,000&lt;br /&gt;
| 135,200&lt;br /&gt;
| 1,650&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| Hire task master/fleet manager&lt;br /&gt;
| 12,700,800&lt;br /&gt;
| 156,800&lt;br /&gt;
| 1,700&lt;br /&gt;
|-&lt;br /&gt;
| 87&lt;br /&gt;
| Automated inventory module&lt;br /&gt;
| 15,660,000&lt;br /&gt;
| 180.000&lt;br /&gt;
| 1,750&lt;br /&gt;
|-&lt;br /&gt;
| 93&lt;br /&gt;
| Modern repair bots&lt;br /&gt;
| 19,046,400&lt;br /&gt;
| 204,800&lt;br /&gt;
| 1,800&lt;br /&gt;
|-&lt;br /&gt;
| 99&lt;br /&gt;
| Armor plating&lt;br /&gt;
| 22,888,800&lt;br /&gt;
| 231,200&lt;br /&gt;
| 1,850&lt;br /&gt;
|-&lt;br /&gt;
| 105&lt;br /&gt;
| Light-weight armor plating&lt;br /&gt;
| 27,216,000&lt;br /&gt;
| 259,200&lt;br /&gt;
| 1,900&lt;br /&gt;
|-&lt;br /&gt;
| 111&lt;br /&gt;
| Navigational maps&lt;br /&gt;
| 32,056,800&lt;br /&gt;
| 288,800&lt;br /&gt;
| 1,950&lt;br /&gt;
|-&lt;br /&gt;
| 117&lt;br /&gt;
| Course-plotting system&lt;br /&gt;
| 37,440,000&lt;br /&gt;
| 320,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| 123&lt;br /&gt;
| Experimental fleet of many tiny ships&lt;br /&gt;
| 42,394,400&lt;br /&gt;
| 352,800&lt;br /&gt;
| 2,050&lt;br /&gt;
|-&lt;br /&gt;
| 129&lt;br /&gt;
| Replace the rest of your fleet with smaller, nible ships&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 2,100&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Gravity well sling shot&lt;br /&gt;
| ?&lt;br /&gt;
| 355,000&lt;br /&gt;
| 2,150&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Shrink ray&lt;br /&gt;
| ?&lt;br /&gt;
| 390,000&lt;br /&gt;
| 2,200&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Superconductor magnet sweep&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 2,250&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Newer cloaking technology&lt;br /&gt;
| ?&lt;br /&gt;
| 460,800&lt;br /&gt;
| 1,300&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Modern scanning system&lt;br /&gt;
| ?&lt;br /&gt;
| 500,000&lt;br /&gt;
| 2,350&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Soleinium metal armor&lt;br /&gt;
| ?&lt;br /&gt;
| 540,600 (?)&lt;br /&gt;
| 2,400&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Soleinium Circuits&lt;br /&gt;
| ?&lt;br /&gt;
| 583,200&lt;br /&gt;
| 2,450&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Engines converted to run on soleinium&lt;br /&gt;
| ?&lt;br /&gt;
| 720,000&lt;br /&gt;
| 2,500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remarks&#039;&#039;&lt;br /&gt;
* From amount of ships needed 123, there is no cross-reference yet, so the amount of ships needed and price can be other than mentioned (up to 123 ships, the list is 100% accurate) &lt;br /&gt;
  (The accuracy may not be 100%, some players have mentioned getting these upgrades in a different order than it is listed, one example is getting the upgrade to sling-shot before upgrading the rest of the fleet to tiny ships. There may be 2 separate lists of upgrades, similar to TE where you could upgrade land separate from upgrades in living conditions. Just an idea... )&lt;br /&gt;
* The fleet efficiency can be improved further by:&lt;br /&gt;
** Buying colonies (each colony gives 100 credits/ship extra to a maximum of 300 credits/ship)&lt;br /&gt;
** Alliances: when on Broker level or higher, one can form alliances and create space ports, at four (4) space ports the fleet efficiency improves with 100 credits/ship&lt;br /&gt;
** Permanent raise of efficiency by the Mysterious Vessel: each raise is 100 credits/ship, not known how many times this is possible (based on regular TE it can be maximized by 200 credits/ship)&lt;/div&gt;</summary>
		<author><name>76.174.1.15</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Upgrades&amp;diff=220</id>
		<title>Upgrades</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Upgrades&amp;diff=220"/>
		<updated>2009-03-22T21:59:35Z</updated>

		<summary type="html">&lt;p&gt;76.174.1.15: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Ranks Ranks]&lt;br /&gt;
&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Information Information]&lt;br /&gt;
&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used Terms Used]&lt;br /&gt;
&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Troubleshooting Troubleshooting]&lt;br /&gt;
&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Links_to_Outside_Resources Links to Outside Resources]&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some general information&#039;&#039;&#039;&lt;br /&gt;
* Upgrades become available based on the number of personal ships you own.&lt;br /&gt;
* The general rule is that with every six (6) ships you buy, an upgrade &amp;quot;unlocks&amp;quot; - it can take a while however to get the upgrade offer and it might be necessary to have some buy/sell activity to trigger the upgrade&lt;br /&gt;
* Each upgrade improves the fleet efficiency by 50 credits/ship (as far as we know now)&lt;br /&gt;
* The initial cost is the cost of the upgrade at the minimum number of ships (see below).&lt;br /&gt;
* If you choose to purchase the upgrade later its cost will be: number of personal ships x multiplier, so the initial costs are only when you buy the upgrade at the minimal required amount of personal ships&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview of upgrades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following upgrades are available:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! No. Ships&lt;br /&gt;
! Upgrade&lt;br /&gt;
! Initial Cost&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Eff. bonus (total)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Repair Bot&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
| 1,050&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Cargo Pods&lt;br /&gt;
| 28,800&lt;br /&gt;
| 3,200&lt;br /&gt;
| 1,100&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Recalibrate Engines&lt;br /&gt;
| 108,000&lt;br /&gt;
| 7,200&lt;br /&gt;
| 1,150&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Scanner Upgrade&lt;br /&gt;
| 268,800&lt;br /&gt;
| 12,800&lt;br /&gt;
| 1,200&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| VR Rigs&lt;br /&gt;
| 540,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 1,250&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| Plasma cooled refrigeration system&lt;br /&gt;
| 957,000&lt;br /&gt;
| 29,000&lt;br /&gt;
| 1,300&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| Merchant grade navigation system&lt;br /&gt;
| 1,528,800&lt;br /&gt;
| 39,200&lt;br /&gt;
| 1,350&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| Install an Ops module&lt;br /&gt;
| 2,349,000&lt;br /&gt;
| 52,200&lt;br /&gt;
| 1,400&lt;br /&gt;
|-&lt;br /&gt;
| 51&lt;br /&gt;
| Engine upgrade&lt;br /&gt;
| 3,304,800&lt;br /&gt;
| 64,800&lt;br /&gt;
| 1,450&lt;br /&gt;
|-&lt;br /&gt;
| 57&lt;br /&gt;
| Cloaking device&lt;br /&gt;
| 4,560,000&lt;br /&gt;
| 80,000&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| 63&lt;br /&gt;
| Second engine upgrade&lt;br /&gt;
| 6,098,400&lt;br /&gt;
| 96,800&lt;br /&gt;
| 1,550&lt;br /&gt;
|-&lt;br /&gt;
| 69&lt;br /&gt;
| Low-power thrusters&lt;br /&gt;
| 7,948,800&lt;br /&gt;
| 115,200&lt;br /&gt;
| 1,600&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| SUV&#039;s&lt;br /&gt;
| 10,140,000&lt;br /&gt;
| 135,200&lt;br /&gt;
| 1,650&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| Hire task master/fleet manager&lt;br /&gt;
| 12,700,800&lt;br /&gt;
| 156,800&lt;br /&gt;
| 1,700&lt;br /&gt;
|-&lt;br /&gt;
| 87&lt;br /&gt;
| Automated inventory module&lt;br /&gt;
| 15,660,000&lt;br /&gt;
| 180.000&lt;br /&gt;
| 1,750&lt;br /&gt;
|-&lt;br /&gt;
| 93&lt;br /&gt;
| Modern repair bots&lt;br /&gt;
| 19,046,400&lt;br /&gt;
| 204,800&lt;br /&gt;
| 1,800&lt;br /&gt;
|-&lt;br /&gt;
| 99&lt;br /&gt;
| Armor plating&lt;br /&gt;
| 22,888,800&lt;br /&gt;
| 231,200&lt;br /&gt;
| 1,850&lt;br /&gt;
|-&lt;br /&gt;
| 105&lt;br /&gt;
| Light-weight armor plating&lt;br /&gt;
| 27,216,000&lt;br /&gt;
| 259,200&lt;br /&gt;
| 1,900&lt;br /&gt;
|-&lt;br /&gt;
| 111&lt;br /&gt;
| Navigational maps&lt;br /&gt;
| 32,056,800&lt;br /&gt;
| 288,800&lt;br /&gt;
| 1,950&lt;br /&gt;
|-&lt;br /&gt;
| 117&lt;br /&gt;
| Course-plotting system&lt;br /&gt;
| 37,440,000&lt;br /&gt;
| 320,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| 123&lt;br /&gt;
| Experimental fleet of many tiny ships&lt;br /&gt;
| 42,394,400&lt;br /&gt;
| 352,800&lt;br /&gt;
| 2,050&lt;br /&gt;
|-&lt;br /&gt;
| 129&lt;br /&gt;
| Replace the rest of your fleet with smaller, nible ships&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 2,100&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Gravity well sling shot&lt;br /&gt;
| ?&lt;br /&gt;
| 355,000&lt;br /&gt;
| 2,150&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Shrink ray&lt;br /&gt;
| ?&lt;br /&gt;
| 390,000&lt;br /&gt;
| 2,200&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Superconductor magnet sweep&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 2,250&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Newer cloaking technology&lt;br /&gt;
| ?&lt;br /&gt;
| 460,800&lt;br /&gt;
| 1,300&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Modern scanning system&lt;br /&gt;
| ?&lt;br /&gt;
| 500,000&lt;br /&gt;
| 2,350&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Soleinium metal armor&lt;br /&gt;
| ?&lt;br /&gt;
| 540,600 (?)&lt;br /&gt;
| 2,400&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Soleinium Circuits&lt;br /&gt;
| ?&lt;br /&gt;
| 583,200&lt;br /&gt;
| 2,450&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| Engines converted to run on soleinium&lt;br /&gt;
| ?&lt;br /&gt;
| 720,000&lt;br /&gt;
| 2,500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remarks&#039;&#039;&lt;br /&gt;
* From amount of ships needed 123, there is no cross-reference yet, so the amount of ships needed and price can be other than mentioned (up to 123 ships, the list is 100% accurate) &lt;br /&gt;
  ****The accuracy may not be 100%, some players have mentioned getting these upgrades in a different order than it is listed, one example is getting the upgrade to sling-shot before upgrading the rest of the fleet to tiny ships. There may be 2 separate lists of upgrades, similar to TE where you could upgrade land separate from upgrades in living conditions. Just an idea... *****&lt;br /&gt;
* The fleet efficiency can be improved further by:&lt;br /&gt;
** Buying colonies (each colony gives 100 credits/ship extra to a maximum of 300 credits/ship)&lt;br /&gt;
** Alliances: when on Broker level or higher, one can form alliances and create space ports, at four (4) space ports the fleet efficiency improves with 100 credits/ship&lt;br /&gt;
** Permanent raise of efficiency by the Mysterious Vessel: each raise is 100 credits/ship, not known how many times this is possible (based on regular TE it can be maximized by 200 credits/ship)&lt;/div&gt;</summary>
		<author><name>76.174.1.15</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=21</id>
		<title>Terms Used</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=21"/>
		<updated>2009-03-13T10:27:57Z</updated>

		<summary type="html">&lt;p&gt;76.174.1.15: /* General information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General information ===&lt;br /&gt;
Tiny Empires 3000 is a massively multiplayer game that you play entirely in the HUD window in Second Life. The game is set far in the future, when the human race has spread across most of the galaxy. A devastating galactic war has ended, and the corrupt empire of old has been overthrown by a freedom-seeking rebellion force. The economy, badly damaged during the war, is starting to recover. Goods are being traded again among the various star systems.&lt;br /&gt;
&lt;br /&gt;
You start out as a trader with a single transport spaceship, earning a modest living by delivering goods to outlying colonies and trade outposts.&lt;br /&gt;
&lt;br /&gt;
The goal of the game is simple: Grow your trade empire by purchasing ships, joining a guild, gaining subordinates, and cultivating colonists.&lt;br /&gt;
&lt;br /&gt;
Of course, you may find that friends make for good subordinates, and subordinates can make very good friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game hud will go into idle mode after a while of no activity, similar to original Tiny Empires. In idle mode there is no income, no dues, nothing. SO there is no danger in leaving your HUD attached all night.&lt;br /&gt;
&lt;br /&gt;
For choosing your own superior, the following rules apply: the superior has to have a minimum of 10 ships, maximum 3 ranks down can hook up with a superior.&lt;br /&gt;
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=== Commission ===&lt;br /&gt;
Commissions are credits paid to, or paid by, a player each month based on the ships possessed.  A player receives commissions from their subordinates, and pays commission to their superior.&lt;br /&gt;
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=== Credit ===&lt;br /&gt;
The unit of finance in Tiny Empires 3000.&lt;br /&gt;
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=== Fleet ===&lt;br /&gt;
The ships owned by a player.  There are two totals involved: personal ships owned by the player, and total ships owned by that player and all of their direct and indirect subordinates.  Some game functions, notably [[Ranks|rank]], reference total ships; others, such as colonies, reference personal ships.&lt;br /&gt;
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=== Guild Dues ===&lt;br /&gt;
These are deducted during every December turn.  Dues are a percentage of the commissions earned during the year now concluding.  The percentage increases as a player rises in [[Ranks|rank]].  If there are not enough credits to pay dues, a ship will be sold to cover the balance due.&lt;br /&gt;
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=== Subordinate ===&lt;br /&gt;
The persons immediately below a player in the guild hierarchy.  Commissions are received from one&#039;s subordinates.  Also, a player with subordinates receives bonus credits every other year in January.&lt;br /&gt;
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=== Superior ===&lt;br /&gt;
The person immediately above a player in the guild hierarchy.  Commissions are paid to one&#039;s superior.&lt;br /&gt;
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=== Fleet efficiency ===&lt;br /&gt;
Upgrades to your fleet, that improve your income in credits per ship. At the moment we are investigating the upgrades, but these are the ones we know of:&lt;br /&gt;
Repair bot - 300 credits (3 ships) -&amp;gt; 1,050&lt;br /&gt;
Cargo pods (1,100 cr/ship, 10 ships) -&amp;gt; 1,100&lt;br /&gt;
Recalibrate ships engines (108K cr/ship, 15 ships) -&amp;gt; 1,150&lt;br /&gt;
Scanning system (252K cr/ship, 21 ships) -&amp;gt; 1,200&lt;br /&gt;
VR rigs (20K cr/ship, 27 ships) -&amp;gt; 1,250&lt;br /&gt;
Plasma cooled refridgeration system (29K cr/ship, 32 ships) -&amp;gt; 1,300&lt;br /&gt;
Merchant grade navigation system (39.2K cr/ship, 38 or 39 ships) -&amp;gt; 1,350&lt;br /&gt;
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=== Colony ===&lt;br /&gt;
An addition to your income. Each colony improves your income per ship. There are four different colonies known at the moment. It seems (investigate!) that each colony improves your income/ship with 1,000 credits. Colonies are:&lt;br /&gt;
Terrestrial planetoid&lt;br /&gt;
Mining asteroid&lt;br /&gt;
Orbital laboratory&lt;br /&gt;
Vulcano colony (exact name?)&lt;br /&gt;
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If you buy a Colony in the TE3000 HUD, then this will enable disasters.  If you don&#039;t buy a Colonly, then the HUD will be like the regular Full Version HUD, and you can wear if without fear of being penalized. If you do buy a Colony, then you have to keep monitoring the HUD every turn to avoid missing disasters, like with the Federation HUD, but with the potential for more credits (gold).  So, it&#039;s a tradeoff.&lt;br /&gt;
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=== Fatigue ===&lt;br /&gt;
Fatigue builds up in your fleet from too much trade activity. It only affects you after quite a long time of playing the game in a single day.  If you are affected, you will see (Fatigue) at the bottom of your ACCTS tab. It lowers your fleet efficiency which affects your income. It resets back to zero once per day. You don&#039;t have to do anything. It resets whether you are online or off. Fatigue does not build up during idle mode.&lt;/div&gt;</summary>
		<author><name>76.174.1.15</name></author>
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