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	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Upgrades&amp;diff=372</id>
		<title>Upgrades</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Upgrades&amp;diff=372"/>
		<updated>2009-04-01T15:38:36Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* 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;
| 2,304,000&lt;br /&gt;
| 51,200&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 / Gravity well slingshot&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, nimble ships&lt;br /&gt;
| 49,948,800&lt;br /&gt;
| 387,200&lt;br /&gt;
| 2,100&lt;br /&gt;
|-&lt;br /&gt;
| 135&lt;br /&gt;
| Shrink ray (Molecular Compression Tech)&lt;br /&gt;
| 57,132,000&lt;br /&gt;
| 423,200&lt;br /&gt;
| 2,150&lt;br /&gt;
|-&lt;br /&gt;
| 141&lt;br /&gt;
| Superconductor magnet sweep&lt;br /&gt;
| 64,972,800&lt;br /&gt;
| 460,800&lt;br /&gt;
| 2,200&lt;br /&gt;
|-&lt;br /&gt;
| 147&lt;br /&gt;
| Newer cloaking technology&lt;br /&gt;
| 73,500,000&lt;br /&gt;
| 500,000&lt;br /&gt;
| 2,250&lt;br /&gt;
|-&lt;br /&gt;
| 153&lt;br /&gt;
| Modern scanning system&lt;br /&gt;
| 82,742,400&lt;br /&gt;
| 540,800&lt;br /&gt;
| 2,300&lt;br /&gt;
|-&lt;br /&gt;
| 163 (159?)&lt;br /&gt;
| Soleinium metal armor&lt;br /&gt;
| 95,061,600&lt;br /&gt;
| 583,200?&lt;br /&gt;
| 2,350&lt;br /&gt;
|-&lt;br /&gt;
| 165&lt;br /&gt;
| Engines converted to run on soleinium&lt;br /&gt;
| 103,488,000&lt;br /&gt;
| 627,200&lt;br /&gt;
| 2,400&lt;br /&gt;
|-&lt;br /&gt;
| 171&lt;br /&gt;
| Soleinium Circuits&lt;br /&gt;
| 115,048,800&lt;br /&gt;
| 672,800&lt;br /&gt;
| 2,450&lt;br /&gt;
|-&lt;br /&gt;
| 178&lt;br /&gt;
| Soleinium Engine - Jump Drive&lt;br /&gt;
| 128,160,000&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 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;
** Researching the same disaster 20 times for a 200 credits/ship bonus&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>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=321</id>
		<title>Information</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=321"/>
		<updated>2009-03-29T14:38:39Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* Puzzles */&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=Upgrades Upgrades]&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;
=== 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 Pilot 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 5 ships, maximum 3 ranks down can hook up with a superior.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
&#039;&#039;&#039;General information about colonies:&#039;&#039;&#039;&lt;br /&gt;
* If you buy a Colony in the TE3000 HUD, then this will enable disasters.  If you don&#039;t buy a colony, 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 trade off.&lt;br /&gt;
* Each colony improves your income by 100 credits/ship to a maximum of 300 credits/ship. &lt;br /&gt;
* 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.&lt;br /&gt;
* A recent option is that you can chose yourself which of your colonies is replaced by a new one. This only happens when you have at least three (3) colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum requirements for a colony:&#039;&#039;&#039;&lt;br /&gt;
* Rank at least: Trader (50 ships total)&lt;br /&gt;
* Amount of total ships required are not confirmed exactly. Estimates are: &lt;br /&gt;
** 1st colony: (around) 50 ships total&lt;br /&gt;
** 2nd colony: (around) 70 ships total&lt;br /&gt;
** 3rd colony: (around) 90 ships total&lt;br /&gt;
* You get an offer to buy a colony only once a day (24 hours); when you don&#039;t buy it will come back after about 1 hour&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available colonies:&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Terrestrial&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Mining&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Orbital&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;more loot at census&#039;&#039;&lt;br /&gt;
| &#039;&#039;credit bonus at random&#039;&#039;&lt;br /&gt;
| &#039;&#039;cheaper disasters&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Terrestrial planetoid&lt;br /&gt;
| Mining asteroid&lt;br /&gt;
| Orbital laboratory&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Medium terrestrial planetoid&lt;br /&gt;
| Large mining asteroid&lt;br /&gt;
| Advanced orbital laboratory&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Medium terrestrial planetoid&lt;br /&gt;
| Large mining asteroid&lt;br /&gt;
| Advanced orbital&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Types of Colonies Available&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Colonist Capacity&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Terrestrial Planetoid&lt;br /&gt;
| 2,000&lt;br /&gt;
| 437,500&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Mining asteroid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Orbital Laboratory&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Advanced Orbital Laboratory&lt;br /&gt;
|2,500&lt;br /&gt;
|1,417,500&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Medium Planetoid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Large Mining asteroid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Iron-Rich Asteroid&lt;br /&gt;
|3,200&lt;br /&gt;
|3,937,500&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Orbital Vehicle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Small Icy Moon	&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Carbonaceous Asteroid&lt;br /&gt;
|4,000&lt;br /&gt;
|8,859,375&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Icy Moon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Orbital Spacedock&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Orbital Base&lt;br /&gt;
|6,000&lt;br /&gt;
|18,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Volcanic Moon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Silicate Asteroid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Large Volcanic Moon&lt;br /&gt;
|9,000&lt;br /&gt;
|50,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Magnesium Asteroid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Advanced Orbital Base	&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Rocky Moon&lt;br /&gt;
|17,000&lt;br /&gt;
|122,500,000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Binary Iron Asteroid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Colony Spaceship&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Advanced Colony Spaceship&lt;br /&gt;
|30,000&lt;br /&gt;
|242,000,000??&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Plutonic Moon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Iron Asteroid Field&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Iron-Nickel Moon&lt;br /&gt;
|50,000&lt;br /&gt;
|225,000,000??&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Colony Starship&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Volcanic Dwarf Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Small Volcanic Planet&lt;br /&gt;
|125,000&lt;br /&gt;
|484,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Advanced Colony Starship&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Selenic Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Small Volcanic Planet&lt;br /&gt;
|250,000&lt;br /&gt;
|800,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Advanced Colony Starship&lt;br /&gt;
|&lt;br /&gt;
|(Yes, the same names)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Selenic Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Starbase&lt;br /&gt;
|240,000&lt;br /&gt;
|800,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Xenolith Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Waterworld Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Advanced Starbase&lt;br /&gt;
|430,000&lt;br /&gt;
|1,474,560,000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Telluric Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Yttric Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Artificial Moon&lt;br /&gt;
|800,000&lt;br /&gt;
|2,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Diamond-core Gas Giant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blue-green Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Terraformed Star System&lt;br /&gt;
|8,000,000&lt;br /&gt;
|300,000,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Ore Rich Star System&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dyson Sphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advice on colonies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Considering the above, it&#039;s a personal choice what to buy. But there are some &amp;quot;general rules&amp;quot; that can be helpful.&lt;br /&gt;
* When you research one of the disasters, an orbital planet lowers the cost of your research.&lt;br /&gt;
* When you need (some) extra income, the mining asteroid gives some extra credits from time to time, but the terrestrial planetoids generally have a bigger capacity for colonists, so in the long run the terrestrial planetoids give a better payoff.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disasters:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Disease&lt;br /&gt;
* Corruption&lt;br /&gt;
* Piracy (The Hand of Anarchy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* ask for guild protection - price and effect depend on several factors (increase of population)&lt;br /&gt;
* hire war-hardened mercs - price and effect depend on several factors (increase of population)&lt;br /&gt;
* learn about base defense (a.k.a. Research) - price and effect depend on several factors (research pays off in due time)&lt;br /&gt;
* cut a deal with pirates - price and effect depend on several factors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When someone has three colonies, the possibility comes to research:&lt;br /&gt;
* Disease&lt;br /&gt;
* Corruption&lt;br /&gt;
* &amp;quot;Hand of Anarchy&amp;quot;&lt;br /&gt;
So far: after 20x research, researching one of the disasters mentioned above results in 200 credits/ship increased efficiency and resistances to future disasters of that type. Further effects of research are not known at the moment.&lt;br /&gt;
&lt;br /&gt;
=== 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 (at around 8 - 10 PM SLT). You don&#039;t have to do anything. It resets whether you are online or off. Fatigue does not build up during idle mode.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Taking your HUD off will not reset fatigue, only the game reset once a day will do that.  You won&#039;t lose credits, your income goes down, and if you get the mysterious diamond black ship (trader) you won&#039;t earn income from that either while in fatigue.&lt;br /&gt;
&lt;br /&gt;
=== Puzzles ===&lt;br /&gt;
To get a solution for the puzzles, check out the website:&lt;br /&gt;
http://www.erzsabet.com/TE3000Calc.html&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unity questions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When in doubt, just say no&lt;br /&gt;
&lt;br /&gt;
There are a couple of unity questions we know of now. They are:&lt;br /&gt;
* In a time of universal deceit, telling the truth becomes a revolutionary act. Do you agree? (George Orwell) - Majority tends to answer YES [http://www.timelesscreationssl.com/RevolutionaryTruth3366.jpg See Truth example]&lt;br /&gt;
* If the post-war peace is better than the pre-war strife, yet the war itself is utterly devastating, is the war a good thing overall? - Majority tends to answer NO [http://www.timelesscreationssl.com/War3446.jpg See War example]&lt;br /&gt;
* If you try to fail and you succeed, have you failed? - Majority tends to answer NO [http://www.timelesscreationssl.com/Failure3086.jpg See Success/Failure example]&lt;br /&gt;
* Voltaire wrote, &amp;quot;Those who can make you believe absurdities, can make you commit atrocities.&amp;quot; Do you agree? - Majority tends to answer NO [http://www.timelesscreationssl.com/Voltaire3374.jpg See Voltaire example]&lt;br /&gt;
&lt;br /&gt;
=== Mysterious vessel (Black Diamond) ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Vessel&amp;quot; will occassionaly appear in the HUD. His appearance always causes a lot of excitement and joy in Tiny Empires 3000. When he appears, the &amp;quot;Onboard Entity&amp;quot; will ask you for a lot of of credits to trade for minerals and ore, but won&#039;t say what you will be getting in exchange.  Definitely pay what he asks if you have the credits, as the Vessel is a bonus to the players. The Vessel can give you a boost in either ships or credits, if played properly. The Vessel makes random appearances -  Unknown. There is no website yet available that predicts or records past Trading sightings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On arrival of the &amp;quot;Mysterious Vessel&amp;quot; there are some steps. They are:&lt;br /&gt;
* 1st month = 1st notice, warning about the Mysterious Vessels approach.&lt;br /&gt;
* 2nd month = nothing&lt;br /&gt;
* 3rd month = 2nd notice, warning again of the Mysterious Vessel.&lt;br /&gt;
* 4th month = nothing&lt;br /&gt;
* 5th month = 3rd notice (+ amount of credits asked)&lt;br /&gt;
* 6th month = 4th notice and payment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vessel sightings&#039;&#039;&#039;&lt;br /&gt;
* 03/11/09 11:19 AM SLT&lt;br /&gt;
* 03/15/09 7.39 PM SLT&lt;br /&gt;
* 03/18/09 01:19 PM SLT&lt;br /&gt;
* 03/21/09 08:55 AM SLT&lt;br /&gt;
* 03/24/09 11:18 PM SLT&lt;br /&gt;
* 03/27/09 3:42 PM SLT (not sure)&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offers of Mysterious Vessel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For one year, you may buy ships at a very low price.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: BUY ships for 12 turns (and sell them if you want to make profit)&lt;br /&gt;
&lt;br /&gt;
The price of buying a ship will be incredibly low.  Not totally free, so you will need to have some credits to buy the ships. If you don&#039;t have enough gold to buy, you can always buy/sell at the same time, but be careful the selling price doesn&#039;t drop too.&lt;br /&gt;
                &lt;br /&gt;
&#039;&#039;For one year your ships will be worth more than normal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: SELL ships for 12 turns (and buy them back if you want to keep your personal fleet the same level) &lt;br /&gt;
  &lt;br /&gt;
Your ships are worth a lot with this bonus, but depending on your situation you may want to BUY and SELL at once so you do not lose total ships. However you will get a slightly higher profit if you sell all at once then buy back at a lower cost. This will take more time though it you are patient. &lt;br /&gt;
             &lt;br /&gt;
&#039;&#039;Offers fuel pellets, your efficiency skyrockets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: WAIT out the 12 turns to collect credits and BUY ships (when you can/want)&lt;br /&gt;
&lt;br /&gt;
Your ship efficiency will skyrocket for 12 turns, and you will get a ridiculous amount of credits per turn.  Like with any bonus that builds up your credits, buy ships when you can.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet effiencecy has been raise by 100 credits/ship permantely.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: Nothing!&lt;br /&gt;
&lt;br /&gt;
This bonus permanently  increases your ship efficiency by 100cr/ship. You can check your ship efficiency by clicking on the Accounting tab in the HUD. When you get this bonus, you have nothing further to do.   This is the best bonus in my opinion, and pays off the most in the long run.&lt;br /&gt;
              &lt;br /&gt;
&#039;&#039;Purchased ships are very likely to contain surprises&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: BUY ships for 11 turns&lt;br /&gt;
&lt;br /&gt;
You will receive a surprise in credits which is close to the price of the ship you just bought. Sometimes &amp;quot;hidden chamber with a credit chip&amp;quot;, or &amp;quot;transport previous owner&amp;quot;, or &amp;quot;left-over cargo&amp;quot;. Basically you are getting ships for free or incredibly cheap. Note that for the last month of the Trader bonus year, you don&#039;t get the bonus - hence you only buy for 11 of the 12 turns.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;ONE of your ships is worth more.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: SELL ships (and buy back if you want)&lt;br /&gt;
&lt;br /&gt;
You receive messages that say, &amp;quot;Do you want to sell this ship? Perhaps it is worth something&amp;quot; during normally occuring ship buy/sell turns. Selling this ship may or may not give a profit.  Usually it takes 3-7 sales to recieve the &amp;quot;rare ship&amp;quot; worth more, but depending on how many it takes (the longer it takes to find, the more it seems to be worth), you will recieve between 2 and 3 times what you paid the vessel in return.  This is the only &amp;quot;Buy and Sell&amp;quot; option that you can log off and come back later and finish, as it does not finish with the trader year but will continue until you recieve your pay out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have FATIGUE when the trader comes, be careful, after you pay him, you may zero out and not get any profits from fuel pellets! You may end up losing all your credits! Depending on which bonus you get or how bad your fatigue is, it is very risky!&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=320</id>
		<title>Ranks</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=320"/>
		<updated>2009-03-29T14:35:57Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Upgrades Upgrades]&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;
=== Ranks ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rank&lt;br /&gt;
! Name&lt;br /&gt;
! Nr. of ships&lt;br /&gt;
! Guild dues&lt;br /&gt;
! Commission (per ship)&lt;br /&gt;
! SPF&lt;br /&gt;
! Personal Ships for Colony&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Pilot&lt;br /&gt;
| 1&lt;br /&gt;
| 10%&lt;br /&gt;
| n.a.&lt;br /&gt;
| n.a.&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Runner&lt;br /&gt;
| 2 - 9&lt;br /&gt;
| 15%&lt;br /&gt;
| 900&lt;br /&gt;
| 350&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Courier&lt;br /&gt;
| 10 - 19&lt;br /&gt;
| 15%&lt;br /&gt;
| 800&lt;br /&gt;
| 300&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Merchant&lt;br /&gt;
| 20 - 49&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Trader&lt;br /&gt;
| 50 - 99&lt;br /&gt;
| 20%&lt;br /&gt;
| 600&lt;br /&gt;
| 300&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Trade baron(ess)&lt;br /&gt;
| 100 - 499&lt;br /&gt;
| 25%&lt;br /&gt;
| 500&lt;br /&gt;
| 300&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Broker&lt;br /&gt;
| 500 - 999&lt;br /&gt;
| 25%&lt;br /&gt;
| 400&lt;br /&gt;
| 300&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Mogul&lt;br /&gt;
| 1,000 - 9,999&lt;br /&gt;
| 30%&lt;br /&gt;
| 300&lt;br /&gt;
| 250&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Captain&lt;br /&gt;
| 10,000 +&lt;br /&gt;
| 30%&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Director&lt;br /&gt;
| Flagship Completed (start 25k)&lt;br /&gt;
| 30%&lt;br /&gt;
| 100&lt;br /&gt;
| unknown&lt;br /&gt;
| unknown&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Guild leader&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 100 (assume)&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship pricing formulas are as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Standard purchase formula: Price = SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
* Discounted purchase formula: Price = SPF * .75 * (Ships Owned)  * (Ships Owned)&lt;br /&gt;
* Standard sale formula: Price = SPF * .75 * (Ships Owned - 1) * (Ships Owned - 1)&lt;br /&gt;
* Bonus sale formula: Price = 1.2 * SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
SPF is Ship Purchase Factor and is based on your current rank.&lt;br /&gt;
	 &lt;br /&gt;
At some moment, when you are Trade Broker, prices of ships are leveled to round figures (upwards). So a ship costs - considering what&#039;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).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Players with less than 5 ships (Runner) of their own can&#039;t recruit&lt;br /&gt;
* Players with less than 5 ships can&#039;t receive ships as gifts (message: player too inexperienced)&lt;br /&gt;
* You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)&lt;br /&gt;
* You can keep subordinates up to 5 ranks below your own&lt;br /&gt;
* You can&#039;t choose a superior more than 3 ranks above your own&lt;br /&gt;
* Players with equal ranks (at least up to the rank of Captain) can&#039;t choose each other as superior/subordinate (perhaps it will be possible at the rank of Director)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Director&#039;s Quest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 25,000 total ships you can begin the quest for becoming a Director.  You begin the quest with the following message:&lt;br /&gt;
&lt;br /&gt;
- Pending Promotion:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
- Flagship Progress&lt;br /&gt;
You Still need someone to help you design your flagship&lt;br /&gt;
&lt;br /&gt;
- Risk and Reward&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
- Shipwright&lt;br /&gt;
You gain a ship, the shipwright notices your guild rank, and pauses for a moment. &amp;quot;Are you looking for a flagship designer? If so, I&#039;m your woman.  I&#039;ll only charge 500,000,000cr&amp;quot;  Hire her?&lt;br /&gt;
&lt;br /&gt;
- Shipwright&lt;br /&gt;
You hire the shipwright and immediately start working together on plans for your flagship.  You paid 500 million credits.&lt;br /&gt;
&lt;br /&gt;
- Flagship Progress&lt;br /&gt;
Your Flagship design is well underway, but you still need an orbital construction bay large enough to have your flagship built.  You don&#039;t seem to have any place suitable for this purpose.&lt;br /&gt;
&lt;br /&gt;
- Flagship Progress (Advanced Starbase built)&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call of Leadership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The TE 3000 equivalent to the Pathway to Royalty.  Begins your journey to becoming a Guild Leader.  You can begin the &amp;quot;Call of Leadership&amp;quot; when you reach the rank of Captain and have 450 personal ships.&lt;br /&gt;
&lt;br /&gt;
- Call to Leadership (450 personal ships)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
STEP 1:&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Call To Leadership (500 ships)&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
STEP 2&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
STEP 3&lt;br /&gt;
You can continue to improve trade conditions for all local traders by paying for a grav engineer to precisely map the local planets&#039; orbits.  This will cost 800,000,000 credits.  Pay it?&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Other information ===&lt;br /&gt;
More information can be found at the page [http://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used Terms Used].&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=297</id>
		<title>Ranks</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=297"/>
		<updated>2009-03-26T19:14:26Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Upgrades Upgrades]&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;
=== Ranks ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rank&lt;br /&gt;
! Name&lt;br /&gt;
! Nr. of ships&lt;br /&gt;
! Guild dues&lt;br /&gt;
! Commission (per ship)&lt;br /&gt;
! SPF&lt;br /&gt;
! Personal Ships for Colony&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Pilot&lt;br /&gt;
| 1&lt;br /&gt;
| 10%&lt;br /&gt;
| n.a.&lt;br /&gt;
| n.a.&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Runner&lt;br /&gt;
| 2 - 9&lt;br /&gt;
| 15%&lt;br /&gt;
| 900&lt;br /&gt;
| 350&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Courier&lt;br /&gt;
| 10 - 19&lt;br /&gt;
| 15%&lt;br /&gt;
| 800&lt;br /&gt;
| 300&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Merchant&lt;br /&gt;
| 20 - 49&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Trader&lt;br /&gt;
| 50 - 99&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Trade baron(ess)&lt;br /&gt;
| 100 - 499&lt;br /&gt;
| 25%&lt;br /&gt;
| 600&lt;br /&gt;
| 300&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Broker&lt;br /&gt;
| 500 - 999&lt;br /&gt;
| 25%&lt;br /&gt;
| 500&lt;br /&gt;
| 300&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Mogul&lt;br /&gt;
| 1,000 - 9,999&lt;br /&gt;
| 30%&lt;br /&gt;
| 400&lt;br /&gt;
| 250&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Captain&lt;br /&gt;
| 10,000 +&lt;br /&gt;
| 30%&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
| 305&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Director&lt;br /&gt;
| Flagship Completed (start 25k)&lt;br /&gt;
| 30%&lt;br /&gt;
| 200&lt;br /&gt;
| unknown&lt;br /&gt;
| unknown&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Guild leader&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 100 (assume)&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship pricing formulas are as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Standard purchase formula: Price = SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
* Discounted purchase formula: Price = SPF * .75 * (Ships Owned)  * (Ships Owned)&lt;br /&gt;
* Standard sale formula: Price = SPF * .75 * (Ships Owned - 1) * (Ships Owned - 1)&lt;br /&gt;
* Bonus sale formula: Price = 1.2 * SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
SPF is Ship Purchase Factor and is based on your current rank.&lt;br /&gt;
	 &lt;br /&gt;
At some moment, when you are Trade Broker, prices of ships are leveled to round figures (upwards). So a ship costs - considering what&#039;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).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Players with less than 5 ships (Runner) of their own can&#039;t recruit&lt;br /&gt;
* Players with less than 5 ships can&#039;t receive ships as gifts (message: player too inexperienced)&lt;br /&gt;
* You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)&lt;br /&gt;
* You can keep subordinates up to 5 ranks below your own&lt;br /&gt;
* You can&#039;t choose a superior more than 3 ranks above your own&lt;br /&gt;
* Players with equal ranks (at least up to the rank of Captain) can&#039;t choose each other as superior/subordinate (perhaps it will be possible at the rank of Director)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Director&#039;s Quest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 25,000 total ships you can begin the quest for becoming a Director.  You begin the quest with the following message:&lt;br /&gt;
&lt;br /&gt;
- Pending Promotion:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
- Flagship Progress&lt;br /&gt;
You Still need someone to help you design your flagship&lt;br /&gt;
&lt;br /&gt;
- Risk and Reward&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
- Shipwright&lt;br /&gt;
You gain a ship, the shipwright notices your guild rank, and pauses for a moment. &amp;quot;Are you looking for a flagship designer? If so, I&#039;m your woman.  I&#039;ll only charge 500,000,000cr&amp;quot;  Hire her?&lt;br /&gt;
&lt;br /&gt;
- Shipwright&lt;br /&gt;
You hire the shipwright and immediately start working together on plans for your flagship.  You paid 500 million credits.&lt;br /&gt;
&lt;br /&gt;
- Flagship Progress&lt;br /&gt;
Your Flagship design is well underway, but you still need an orbital construction bay large enough to have your flagship built.  You don&#039;t seem to have any place suitable for this purpose.&lt;br /&gt;
&lt;br /&gt;
- Flagship Progress (Advanced Starbase built)&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call of Leadership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The TE 3000 equivalent to the Pathway to Royalty.  Begins your journey to becoming a Guild Leader.  You can begin the &amp;quot;Call of Leadership&amp;quot; when you reach the rank of Captain and have 450 personal ships.&lt;br /&gt;
&lt;br /&gt;
- Call to Leadership (450 personal ships)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
STEP 1:&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Call To Leadership (500 ships)&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
STEP 2&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Other information ===&lt;br /&gt;
More information can be found at the page [http://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used Terms Used].&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=296</id>
		<title>Ranks</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=296"/>
		<updated>2009-03-26T19:09:54Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Upgrades Upgrades]&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;
=== Ranks ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rank&lt;br /&gt;
! Name&lt;br /&gt;
! Nr. of ships&lt;br /&gt;
! Guild dues&lt;br /&gt;
! Commission (per ship)&lt;br /&gt;
! SPF&lt;br /&gt;
! Personal Ships for Colony&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Pilot&lt;br /&gt;
| 1&lt;br /&gt;
| 10%&lt;br /&gt;
| n.a.&lt;br /&gt;
| n.a.&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Runner&lt;br /&gt;
| 2 - 9&lt;br /&gt;
| 15%&lt;br /&gt;
| 900&lt;br /&gt;
| 350&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Courier&lt;br /&gt;
| 10 - 19&lt;br /&gt;
| 15%&lt;br /&gt;
| 800&lt;br /&gt;
| 300&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Merchant&lt;br /&gt;
| 20 - 49&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Trader&lt;br /&gt;
| 50 - 99&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Trade baron(ess)&lt;br /&gt;
| 100 - 499&lt;br /&gt;
| 25%&lt;br /&gt;
| 600&lt;br /&gt;
| 300&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Broker&lt;br /&gt;
| 500 - 999&lt;br /&gt;
| 25%&lt;br /&gt;
| 500&lt;br /&gt;
| 300&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Mogul&lt;br /&gt;
| 1,000 - 9,999&lt;br /&gt;
| 30%&lt;br /&gt;
| 400&lt;br /&gt;
| 250&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Captain&lt;br /&gt;
| 10,000 +&lt;br /&gt;
| 30%&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
| 305&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Director&lt;br /&gt;
| 25,000 + flagship&lt;br /&gt;
| 30%&lt;br /&gt;
| 200&lt;br /&gt;
| unknown&lt;br /&gt;
| unknown&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Guild leader&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 100 (assume)&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship pricing formulas are as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Standard purchase formula: Price = SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
* Discounted purchase formula: Price = SPF * .75 * (Ships Owned)  * (Ships Owned)&lt;br /&gt;
* Standard sale formula: Price = SPF * .75 * (Ships Owned - 1) * (Ships Owned - 1)&lt;br /&gt;
* Bonus sale formula: Price = 1.2 * SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
SPF is Ship Purchase Factor and is based on your current rank.&lt;br /&gt;
	 &lt;br /&gt;
At some moment, when you are Trade Broker, prices of ships are leveled to round figures (upwards). So a ship costs - considering what&#039;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).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Players with less than 5 ships (Runner) of their own can&#039;t recruit&lt;br /&gt;
* Players with less than 5 ships can&#039;t receive ships as gifts (message: player too inexperienced)&lt;br /&gt;
* You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)&lt;br /&gt;
* You can keep subordinates up to 5 ranks below your own&lt;br /&gt;
* You can&#039;t choose a superior more than 3 ranks above your own&lt;br /&gt;
* Players with equal ranks (at least up to the rank of Captain) can&#039;t choose each other as superior/subordinate (perhaps it will be possible at the rank of Director)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Director&#039;s Quest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At 25,000 total ships you can begin the quest for becoming a Director.  You begin the quest with the following message:&lt;br /&gt;
&lt;br /&gt;
- Pending Promotion:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
- Flagship Progress&lt;br /&gt;
You Still need someone to help you design your flagship&lt;br /&gt;
&lt;br /&gt;
- Risk and Reward&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
- Shipwright&lt;br /&gt;
You gain a ship, the shipwright notices your guild rank, and pauses for a moment. &amp;quot;Are you looking for a flagship designer? If so, I&#039;m your woman.  I&#039;ll only charge 500,000,000cr&amp;quot;  Hire her?&lt;br /&gt;
&lt;br /&gt;
- Shipwright&lt;br /&gt;
You hire the shipwright and immediately start working together on plans for your flagship.  You paid 500 million credits.&lt;br /&gt;
&lt;br /&gt;
- Flagship Progress&lt;br /&gt;
Your Flagship design is well underway, but you still need an orbital construction bay large enough to have your flagship built.  You don&#039;t seem to have any place suitable for this purpose.&lt;br /&gt;
&lt;br /&gt;
- Flagship Progress (Advanced Starbase built)&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call of Leadership&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The TE 3000 equivalent to the Pathway to Royalty.  Begins your journey to becoming a Guild Leader.  You can begin the &amp;quot;Call of Leadership&amp;quot; when you reach the rank of Captain and have 450 personal ships.&lt;br /&gt;
&lt;br /&gt;
- Call to Leadership (450 personal ships)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
STEP 1:&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Call To Leadership (500 ships)&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
STEP 2&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Other information ===&lt;br /&gt;
More information can be found at the page [http://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used Terms Used].&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=229</id>
		<title>Ranks</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=229"/>
		<updated>2009-03-23T17:00:37Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Upgrades Upgrades]&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;
=== Ranks ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rank&lt;br /&gt;
! Name&lt;br /&gt;
! Nr. of ships&lt;br /&gt;
! Guild dues&lt;br /&gt;
! Commission (per ship)&lt;br /&gt;
! SPF&lt;br /&gt;
! Personal Ships for Colony&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Pilot&lt;br /&gt;
| 1&lt;br /&gt;
| 10%&lt;br /&gt;
| n.a.&lt;br /&gt;
| n.a.&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Runner&lt;br /&gt;
| 2 - 9&lt;br /&gt;
| 15%&lt;br /&gt;
| 900&lt;br /&gt;
| 300&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Courier&lt;br /&gt;
| 10 - 19&lt;br /&gt;
| 15%&lt;br /&gt;
| 800&lt;br /&gt;
| 300&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Merchant&lt;br /&gt;
| 20 - 49&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Trader&lt;br /&gt;
| 50 - 99&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Trade baron(ess)&lt;br /&gt;
| 100 - 499&lt;br /&gt;
| 25%&lt;br /&gt;
| 600&lt;br /&gt;
| 300&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Broker&lt;br /&gt;
| 500 - 999&lt;br /&gt;
| 25%&lt;br /&gt;
| 500&lt;br /&gt;
| 300&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Mogul&lt;br /&gt;
| 1,000 - 9,999&lt;br /&gt;
| 30%&lt;br /&gt;
| 400&lt;br /&gt;
| 250&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Captain&lt;br /&gt;
| 10,000 +&lt;br /&gt;
| 30%&lt;br /&gt;
| 300&lt;br /&gt;
| unknown&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Director&lt;br /&gt;
| 25,000 + flagship&lt;br /&gt;
| 30%&lt;br /&gt;
| 200&lt;br /&gt;
| unknown&lt;br /&gt;
| unknown&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Guild leader&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 100 (assume)&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship pricing formulas are as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Standard purchase formula: Price = SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
* Discounted purchase formula: Price = SPF * .75 * (Ships Owned)  * (Ships Owned)&lt;br /&gt;
* Standard sale formula: Price = SPF * .75 * (Ships Owned - 1) * (Ships Owned - 1)&lt;br /&gt;
* Bonus sale formula: Price = 1.2 * SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
SPF is Ship Purchase Factor and is based on your current rank.&lt;br /&gt;
	 &lt;br /&gt;
At some moment, when you are Trade Broker, prices of ships are leveled to round figures (upwards). So a ship costs - considering what&#039;s above - 2,346,280 credits, you pay 2.4 million.&lt;br /&gt;
&lt;br /&gt;
I believe this is when a ship price reaches over 1 million&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Players with less than 5 ships (Runner) of their own can&#039;t recruit&lt;br /&gt;
* Players with less than 5 ships can&#039;t receive ships as gifts (message: player too inexperienced)&lt;br /&gt;
* You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)&lt;br /&gt;
* You can keep subordinates up to 5 ranks below your own&lt;br /&gt;
* You can&#039;t choose a superior more than 3 ranks above your own&lt;br /&gt;
* Players with equal ranks (at least up to the rank of Captain) can&#039;t choose each other as superior/subordinate (perhaps it will be possible at the rank of Director)&lt;br /&gt;
&lt;br /&gt;
=== Other information ===&lt;br /&gt;
More information can be found at the page [http://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used Terms Used].&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=228</id>
		<title>Ranks</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=228"/>
		<updated>2009-03-23T14:56:13Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[http://malixu.me.uk/tinyempires3k/index.php?title=Upgrades Upgrades]&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;
=== Ranks ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rank&lt;br /&gt;
! Name&lt;br /&gt;
! Nr. of ships&lt;br /&gt;
! Guild dues&lt;br /&gt;
! Commission (per ship)&lt;br /&gt;
! SPF&lt;br /&gt;
! Personal Ships for Colony&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Pilot&lt;br /&gt;
| 1&lt;br /&gt;
| 10%&lt;br /&gt;
| n.a.&lt;br /&gt;
| n.a.&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Runner&lt;br /&gt;
| 2 - 9&lt;br /&gt;
| 15%&lt;br /&gt;
| 900&lt;br /&gt;
| 300&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Courier&lt;br /&gt;
| 10 - 19&lt;br /&gt;
| 15%&lt;br /&gt;
| 800&lt;br /&gt;
| 300&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Merchant&lt;br /&gt;
| 20 - 49&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Trader&lt;br /&gt;
| 50 - 99&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Trade baron(ess)&lt;br /&gt;
| 100 - 499&lt;br /&gt;
| 25%&lt;br /&gt;
| 600&lt;br /&gt;
| 300&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Broker&lt;br /&gt;
| 500 - 999&lt;br /&gt;
| 25%&lt;br /&gt;
| 500&lt;br /&gt;
| 300&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Mogul&lt;br /&gt;
| 1,000 - 9,999&lt;br /&gt;
| 30%&lt;br /&gt;
| 400&lt;br /&gt;
| 250&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Captain&lt;br /&gt;
| 10,000 - 24,999&lt;br /&gt;
| 30%&lt;br /&gt;
| 300&lt;br /&gt;
| unknown&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Director&lt;br /&gt;
| 25,000 + flagship&lt;br /&gt;
| 30%&lt;br /&gt;
| 200&lt;br /&gt;
| unknown&lt;br /&gt;
| unknown&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Guild leader&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 100 (assume)&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship pricing formulas are as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Standard purchase formula: Price = SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
* Discounted purchase formula: Price = SPF * .75 * (Ships Owned)  * (Ships Owned)&lt;br /&gt;
* Standard sale formula: Price = SPF * .75 * (Ships Owned - 1) * (Ships Owned - 1)&lt;br /&gt;
* Bonus sale formula: Price = 1.2 * SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
SPF is Ship Purchase Factor and is based on your current rank.&lt;br /&gt;
	 &lt;br /&gt;
At some moment, when you are Trade Broker, prices of ships are leveled to round figures (upwards). So a ship costs - considering what&#039;s above - 2,346,280 credits, you pay 2.4 million.&lt;br /&gt;
&lt;br /&gt;
I believe this is when a ship price reaches over 1 million&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Players with less than 5 ships (Runner) of their own can&#039;t recruit&lt;br /&gt;
* Players with less than 5 ships can&#039;t receive ships as gifts (message: player too inexperienced)&lt;br /&gt;
* You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)&lt;br /&gt;
* You can keep subordinates up to 5 ranks below your own&lt;br /&gt;
* You can&#039;t choose a superior more than 3 ranks above your own&lt;br /&gt;
* Players with equal ranks (at least up to the rank of Captain) can&#039;t choose each other as superior/subordinate (perhaps it will be possible at the rank of Director)&lt;br /&gt;
&lt;br /&gt;
=== Other information ===&lt;br /&gt;
More information can be found at the page [http://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used Terms Used].&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=201</id>
		<title>Ranks</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=201"/>
		<updated>2009-03-22T13:31:34Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Ranks ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rank&lt;br /&gt;
! Name&lt;br /&gt;
! Nr. of ships&lt;br /&gt;
! Guild dues&lt;br /&gt;
! Commission (per ship)&lt;br /&gt;
! SPF&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Pilot&lt;br /&gt;
| 1&lt;br /&gt;
| 10%&lt;br /&gt;
| n.a.&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Runner&lt;br /&gt;
| 2 - 9&lt;br /&gt;
| 15%&lt;br /&gt;
| 900&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Courier&lt;br /&gt;
| 10 - 19&lt;br /&gt;
| 15%&lt;br /&gt;
| 800&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Merchant&lt;br /&gt;
| 20 - 49&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Trader&lt;br /&gt;
| 50 - 99&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Trade baron(ess)&lt;br /&gt;
| 100 - 499&lt;br /&gt;
| 25%&lt;br /&gt;
| 600&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Broker&lt;br /&gt;
| 500 - 999&lt;br /&gt;
| 25%&lt;br /&gt;
| 500&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Mogul&lt;br /&gt;
| 1,000 - 9,999&lt;br /&gt;
| 30%&lt;br /&gt;
| 400&lt;br /&gt;
| 250&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Captain&lt;br /&gt;
| 10,000 - 19,999&lt;br /&gt;
| 30%&lt;br /&gt;
| 300&lt;br /&gt;
| unknown&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Director&lt;br /&gt;
| 25,000+flagship - ?&lt;br /&gt;
| 30%&lt;br /&gt;
| 200&lt;br /&gt;
| unknown&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Guild leader&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 100 (assume)&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship pricing formulas are as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Standard purchase formula: Price = SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
* Discounted purchase formula: Price = SPF * .75 * (Ships Owned)  * (Ships Owned)&lt;br /&gt;
* Standard sale formula: Price = SPF * .75 * (Ships Owned - 1) * (Ships Owned - 1)&lt;br /&gt;
* Bonus sale formula: Price = 1.2 * SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
SPF is Ship Purchase Factor and is based on your current rank.&lt;br /&gt;
	 &lt;br /&gt;
At some moment, when you are Trade Broker, prices of ships are leveled to round figures (upwards). So a ship costs - considering what&#039;s above - 2,346,280 credits, you pay 2.4 million.&lt;br /&gt;
&lt;br /&gt;
I believe this is when a ship price reaches over 1 million&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Players with less than 5 ships (Runner) of their own can&#039;t recruit&lt;br /&gt;
* Players with less than 5 ships can&#039;t receive ships as gifts (message: player too inexperienced)&lt;br /&gt;
* You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)&lt;br /&gt;
* You can keep subordinates up to 5 ranks below your own&lt;br /&gt;
* You can&#039;t choose a superior more than 3 ranks above your own&lt;br /&gt;
* Players with equal ranks (at least up to the rank of Captain) can&#039;t choose each other as superior/subordinate (perhaps it will be possible at the rank of Director)&lt;br /&gt;
&lt;br /&gt;
=== Other information ===&lt;br /&gt;
More information can be found at the page [http://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used Terms Used].&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/Course-plotting system&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;
| Newfangled VR rigs&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;
| Gravity well sling shot&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;
| Experimental fleet of many tiny ships&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 2,100&lt;br /&gt;
|-&lt;br /&gt;
| 135&lt;br /&gt;
| Replace the rest of your fleet with smaller, nible ships&lt;br /&gt;
| ?&lt;br /&gt;
| 355,000&lt;br /&gt;
| 2,150&lt;br /&gt;
|-&lt;br /&gt;
| 141&lt;br /&gt;
| Shrink ray&lt;br /&gt;
| ?&lt;br /&gt;
| 390,000&lt;br /&gt;
| 2,200&lt;br /&gt;
|-&lt;br /&gt;
| 147&lt;br /&gt;
| Superconductor magnet sweep&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 2,250&lt;br /&gt;
|-&lt;br /&gt;
| 153&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;
| 159&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;
| 165&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;
| 171&lt;br /&gt;
| Soleinium Circuits&lt;br /&gt;
| ?&lt;br /&gt;
| 583,200&lt;br /&gt;
| 2,450&lt;br /&gt;
|-&lt;br /&gt;
| 176&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 111 (Navigational maps), there is no cross-reference yet, so the amount of ships needed and price can be other than mentioned (up to 111 ships, the list is 100% accurate)&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>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=200</id>
		<title>Ranks</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=200"/>
		<updated>2009-03-22T13:27:02Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Ranks ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Rank&lt;br /&gt;
! Name&lt;br /&gt;
! Nr. of ships&lt;br /&gt;
! Guild dues&lt;br /&gt;
! Commission (per ship)&lt;br /&gt;
! SPF&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Pilot&lt;br /&gt;
| 1&lt;br /&gt;
| 10%&lt;br /&gt;
| n.a.&lt;br /&gt;
| n.a.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Runner&lt;br /&gt;
| 2 - 9&lt;br /&gt;
| 15%&lt;br /&gt;
| 900&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Courier&lt;br /&gt;
| 10 - 19&lt;br /&gt;
| 15%&lt;br /&gt;
| 800&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Merchant&lt;br /&gt;
| 20 - 49&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Trader&lt;br /&gt;
| 50 - 99&lt;br /&gt;
| 20%&lt;br /&gt;
| 700&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Trade baron(ess)&lt;br /&gt;
| 100 - 499&lt;br /&gt;
| 25%&lt;br /&gt;
| 600&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Broker&lt;br /&gt;
| 500 - 999&lt;br /&gt;
| 25%&lt;br /&gt;
| 500&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Mogul&lt;br /&gt;
| 1,000 - 9,999&lt;br /&gt;
| 30%&lt;br /&gt;
| 400&lt;br /&gt;
| 250&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Captain&lt;br /&gt;
| 10,000 - 19,999&lt;br /&gt;
| 30%&lt;br /&gt;
| 300&lt;br /&gt;
| unknown&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Director&lt;br /&gt;
| 25,000+flagship - ?&lt;br /&gt;
| 30%&lt;br /&gt;
| 200&lt;br /&gt;
| unknown&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Guild leader&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 100 (assume)&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship pricing formulas are as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Standard purchase formula: Price = SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
* Discounted purchase formula: Price = SPF * .75 * (Ships Owned)  * (Ships Owned)&lt;br /&gt;
* Standard sale formula: Price = SPF * .75 * (Ships Owned - 1) * (Ships Owned - 1)&lt;br /&gt;
* Bonus sale formula: Price = 1.2 * SPF * (Ships Owned) * (Ships Owned)&lt;br /&gt;
SPF is Ship Purchase Factor and is based on your current rank.&lt;br /&gt;
	 &lt;br /&gt;
At some moment, when you are Trade Broker, prices of ships are leveled to round figures (upwards). So a ship costs - considering what&#039;s above - 2,346,280 credits, you pay 2.4 million.&lt;br /&gt;
&lt;br /&gt;
I believe this is when a ship price reaches over 1 million&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Players with less than 5 ships (Runner) of their own can&#039;t recruit&lt;br /&gt;
* Players with less than 5 ships can&#039;t receive ships as gifts (message: player too inexperienced)&lt;br /&gt;
* You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)&lt;br /&gt;
* You can keep subordinates up to 5 ranks below your own&lt;br /&gt;
* You can&#039;t choose a superior more than 3 ranks above your own&lt;br /&gt;
* Players with equal ranks (at least up to the rank of Captain) can&#039;t choose each other as superior/subordinate (perhaps it will be possible at the rank of Director)&lt;br /&gt;
&lt;br /&gt;
=== Other information ===&lt;br /&gt;
More information can be found at the page [http://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used Terms Used].&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/Course-plotting system&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;
| Newfangled VR rigs&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;
| Gravity well sling shot&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;
| Experimental fleet of many tiny ships&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 2,100&lt;br /&gt;
|-&lt;br /&gt;
| 135&lt;br /&gt;
| Replace the rest of your fleet with smaller, nible ships&lt;br /&gt;
| ?&lt;br /&gt;
| 355,000&lt;br /&gt;
| 2,150&lt;br /&gt;
|-&lt;br /&gt;
| 141&lt;br /&gt;
| Shrink ray&lt;br /&gt;
| ?&lt;br /&gt;
| 390,000&lt;br /&gt;
| 2,200&lt;br /&gt;
|-&lt;br /&gt;
| 147&lt;br /&gt;
| Superconductor magnet sweep&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 2,250&lt;br /&gt;
|-&lt;br /&gt;
| 153&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;
| 159&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;
| 165&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;
| 171&lt;br /&gt;
| Soleinium Circuits&lt;br /&gt;
| ?&lt;br /&gt;
| 583,200&lt;br /&gt;
| 2,450&lt;br /&gt;
|-&lt;br /&gt;
| 176&lt;br /&gt;
| Engines converted to run on soleinium&lt;br /&gt;
| ?&lt;br /&gt;
| 627,200&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 111 (Navigational maps), there is no cross-reference yet, so the amount of ships needed and price can be other than mentioned (up to 111 ships, the list is 100% accurate)&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>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=198</id>
		<title>Information</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=198"/>
		<updated>2009-03-22T02:24:31Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* Mysterious vessel (Black Diamond) */&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 Pilot 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 5 ships, maximum 3 ranks down can hook up with a superior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
&#039;&#039;&#039;General information about colonies:&#039;&#039;&#039;&lt;br /&gt;
* If you buy a Colony in the TE3000 HUD, then this will enable disasters.  If you don&#039;t buy a colony, 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 trade off.&lt;br /&gt;
* Each colony improves your income by 100 credits/ship to a maximum of 300 credits/ship. &lt;br /&gt;
* 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.&lt;br /&gt;
* A recent option is that you can chose yourself which of your colonies is replaced by a new one. This only happens when you have at least three (3) colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum requirements for a colony:&#039;&#039;&#039;&lt;br /&gt;
* Rank at least: Trader (50 ships total)&lt;br /&gt;
* Amount of total ships required are not confirmed exactly. Estimates are: &lt;br /&gt;
** 1st colony: (around) 50 ships total&lt;br /&gt;
** 2nd colony: (around) 70 ships total&lt;br /&gt;
** 3rd colony: (around) 90 ships total&lt;br /&gt;
* You get an offer to buy a colony only once a day (24 hours); when you don&#039;t buy it will come back after about 1 hour&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available colonies:&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Terrestrial&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Mining&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Orbital&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;more loot at census&#039;&#039;&lt;br /&gt;
| &#039;&#039;credit bonus at random&#039;&#039;&lt;br /&gt;
| &#039;&#039;cheaper disasters&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Terrestrial planetoid&lt;br /&gt;
| Mining asteroid&lt;br /&gt;
| Orbital laboratory&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Medium terrestrial planetoid&lt;br /&gt;
| Large mining asteroid&lt;br /&gt;
| Advanced orbital laboratory&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Medium terrestrial planetoid&lt;br /&gt;
| Large mining asteroid&lt;br /&gt;
| Advanced orbital&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advice on colonies&#039;&#039;&#039;&lt;br /&gt;
Considering the above, it&#039;s a personal choice what to buy. But there are some &amp;quot;general rules&amp;quot; that can be helpful.&lt;br /&gt;
* When you research one of the disasters, an orbital planet lowers the cost of your research.&lt;br /&gt;
* When you need (some) extra income, the mining asteroid gives some extra credits from time to time, but the terrestrial planetoids generally have a bigger capacity for colonists, so in the long run the terrestrial planetoids give a better payoff.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disasters:&#039;&#039;&#039;&lt;br /&gt;
* Disease&lt;br /&gt;
* Corruption&lt;br /&gt;
* Piracy (The Hand of Anarchy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible actions&#039;&#039;&#039;&lt;br /&gt;
* ask for guild protection - price and effect depend on several factors (increase of population)&lt;br /&gt;
* hire war-hardened mercs - price and effect depend on several factors (increase of population)&lt;br /&gt;
* learn about base defense (a.k.a. Research) - price and effect depend on several factors (research pays off in due time)&lt;br /&gt;
* cut a deal with pirates - price and effect depend on several factors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
* when someone has three colonies, the possibility comes to research:&lt;br /&gt;
* Disease&lt;br /&gt;
* Corruption&lt;br /&gt;
* &amp;quot;Hand of Anarchy&amp;quot;&lt;br /&gt;
No data available on what the effect is in the long run, some people have started investigating. Estimated amount of researches before &amp;quot;payout&amp;quot;: 20.&lt;br /&gt;
&lt;br /&gt;
=== 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 (at around 8 - 10 PM SLT). 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;br /&gt;
&lt;br /&gt;
=== Puzzles ===&lt;br /&gt;
To get a solution for the puzzles, check out the website:&lt;br /&gt;
http://www.erzsabet.com/TE3000Calc.html&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unity questions&#039;&#039;&#039;  Just Say NO&lt;br /&gt;
&lt;br /&gt;
There are a couple of unity questions we know of now. They are:&lt;br /&gt;
* In a time of universal deceit, telling the truth becomes a revolutionary act. Do you agree? (George Orwell) - Advice: answer NO&lt;br /&gt;
* If the post-war peace is better than the pre-war strife, yet the war itself is utterly devastating, is the war a good thing overall? - Advice: answer NO&lt;br /&gt;
* If you try to fail and you succeed, have you failed? - Advice: answer NO&lt;br /&gt;
* Voltaire wrote, &amp;quot;Those who can make you believe absurdities, can make you commit atrocities.&amp;quot; Do you agree? - Advice: answer NO&lt;br /&gt;
&lt;br /&gt;
=== Mysterious vessel (Black Diamond) ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Vessel&amp;quot; will occassionaly appear in the HUD.  His appearance always causes a lot of excitement and joy in Tiny Empires 3000. When he appears, the &amp;quot;Onboard Entity&amp;quot; will ask you for a lot of of credits to trade for minerals and ore, but won&#039;t say what you will be getting in exchange.  Definitely pay what he asks if you have the credits, as the Vessel is a bonus to the players. The Vessel can give you a boost in either ships or credits, if played properly. The Vessel makes random appearances -  Unknown. There is no website yet available that predicts or records past Trading sightings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On arrival of the &amp;quot;Mysterious Vessel&amp;quot; there are some steps. They are:&lt;br /&gt;
* 1st month = 1st notice, warning about the Mysterious Vessels approach.&lt;br /&gt;
* 2nd month = nothing&lt;br /&gt;
* 3rd month = 2nd notice, warning again of the Mysterious Vessel.&lt;br /&gt;
* 4th month = nothing&lt;br /&gt;
* 5th month = 3rd notice (+ amount of credits asked)&lt;br /&gt;
* 6th month = 4th notice and payment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vessel sightings&#039;&#039;&#039;&lt;br /&gt;
* 03/11/09 11:19 AM SLT&lt;br /&gt;
* 03/15/09 7.39 PM SLT&lt;br /&gt;
* 03/18/09 01:19 PM SLT&lt;br /&gt;
* 03/21/09 08:55 AM SLT&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offers of Mysterious Vessel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For one year, you may buy ships at a very low price.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: BUY ships for 12 turns (and sell them if you want to make profit)&lt;br /&gt;
&lt;br /&gt;
The price of buying a ship will be incredibly low.  Not totally free, so you will need to have some credits to buy the ships. If you don&#039;t have enough gold to buy, you can always buy/sell at the same time, but be careful the selling price doesn&#039;t drop too.&lt;br /&gt;
                &lt;br /&gt;
&#039;&#039;For one year your ships will be worth more than normal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: SELL ships for 12 turns (and buy them back if you want to keep your personal fleet the same level) &lt;br /&gt;
  &lt;br /&gt;
Your ships are worth a lot with this bonus, but depending on your situation you may want to BUY and SELL at once so you do not lose total ships. However you will get a slightly higher profit if you sell all at once then buy back at a lower cost. This will take more time though it you are patient. &lt;br /&gt;
             &lt;br /&gt;
&#039;&#039;Offers fuel pellets, your efficiency skyrockets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: WAIT out the 12 turns to collect credits and BUY ships (when you can/want)&lt;br /&gt;
&lt;br /&gt;
Your ship efficiency will skyrocket for 12 turns, and you will get a ridiculous amount of credits per turn.  Like with any bonus that builds up your credits, buy ships when you can.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet effiencecy has been raise by 100 credits/ship permantely.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: Nothing!&lt;br /&gt;
&lt;br /&gt;
This bonus permanently  increases your ship efficiency by 100cr/ship. You can check your ship efficiency by clicking on the Accounting tab in the HUD. When you get this bonus, you have nothing further to do.   This is the best bonus in my opinion, and pays off the most in the long run.&lt;br /&gt;
              &lt;br /&gt;
&#039;&#039;Purchased ships are very likely to contain surprises&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: BUY ships for 11 turns&lt;br /&gt;
&lt;br /&gt;
You will receive a surprise in credits which is close to the price of the ship you just bought. Sometimes &amp;quot;hidden chamber with a credit chip&amp;quot;, or &amp;quot;transport previous owner&amp;quot;, or &amp;quot;left-over cargo&amp;quot;. Basically you are getting ships for free or incredibly cheap. Note that for the last month of the Trader bonus year, you don&#039;t get the bonus - hence you only buy for 11 of the 12 turns.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;ONE of your ships is worth more.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: SELL ships (and buy back if you want)&lt;br /&gt;
&lt;br /&gt;
You receive messages that say, &amp;quot;Do you want to sell this ship? Perhaps it is worth something&amp;quot; during normally occuring ship buy/sell turns. Selling this ship may or may not give a profit.  Usually it takes 3-7 sales to recieve the &amp;quot;rare ship&amp;quot; worth more, but depending on how many it takes (the longer it takes to find, the more it seems to be worth), you will recieve between 2 and 3 times what you paid the vessel in return.  This is the only &amp;quot;Buy and Sell&amp;quot; option that you can log off and come back later and finish, as it does not finish with the trader year but will continue until you recieve your pay out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have FATIGUE when the trader comes, be careful, after you pay him, you may zero out and not get any profits from fuel pellets! You may end up losing all your credits! Depending on which bonus you get or how bad your fatigue is, it is very risky!&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=197</id>
		<title>Information</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=197"/>
		<updated>2009-03-22T02:22:39Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* Mysterious vessel (Black Diamond) */&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 Pilot 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 5 ships, maximum 3 ranks down can hook up with a superior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
&#039;&#039;&#039;General information about colonies:&#039;&#039;&#039;&lt;br /&gt;
* If you buy a Colony in the TE3000 HUD, then this will enable disasters.  If you don&#039;t buy a colony, 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 trade off.&lt;br /&gt;
* Each colony improves your income by 100 credits/ship to a maximum of 300 credits/ship. &lt;br /&gt;
* 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.&lt;br /&gt;
* A recent option is that you can chose yourself which of your colonies is replaced by a new one. This only happens when you have at least three (3) colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum requirements for a colony:&#039;&#039;&#039;&lt;br /&gt;
* Rank at least: Trader (50 ships total)&lt;br /&gt;
* Amount of total ships required are not confirmed exactly. Estimates are: &lt;br /&gt;
** 1st colony: (around) 50 ships total&lt;br /&gt;
** 2nd colony: (around) 70 ships total&lt;br /&gt;
** 3rd colony: (around) 90 ships total&lt;br /&gt;
* You get an offer to buy a colony only once a day (24 hours); when you don&#039;t buy it will come back after about 1 hour&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available colonies:&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Terrestrial&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Mining&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Orbital&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;more loot at census&#039;&#039;&lt;br /&gt;
| &#039;&#039;credit bonus at random&#039;&#039;&lt;br /&gt;
| &#039;&#039;cheaper disasters&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Terrestrial planetoid&lt;br /&gt;
| Mining asteroid&lt;br /&gt;
| Orbital laboratory&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Medium terrestrial planetoid&lt;br /&gt;
| Large mining asteroid&lt;br /&gt;
| Advanced orbital laboratory&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Medium terrestrial planetoid&lt;br /&gt;
| Large mining asteroid&lt;br /&gt;
| Advanced orbital&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advice on colonies&#039;&#039;&#039;&lt;br /&gt;
Considering the above, it&#039;s a personal choice what to buy. But there are some &amp;quot;general rules&amp;quot; that can be helpful.&lt;br /&gt;
* When you research one of the disasters, an orbital planet lowers the cost of your research.&lt;br /&gt;
* When you need (some) extra income, the mining asteroid gives some extra credits from time to time, but the terrestrial planetoids generally have a bigger capacity for colonists, so in the long run the terrestrial planetoids give a better payoff.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disasters:&#039;&#039;&#039;&lt;br /&gt;
* Disease&lt;br /&gt;
* Corruption&lt;br /&gt;
* Piracy (The Hand of Anarchy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible actions&#039;&#039;&#039;&lt;br /&gt;
* ask for guild protection - price and effect depend on several factors (increase of population)&lt;br /&gt;
* hire war-hardened mercs - price and effect depend on several factors (increase of population)&lt;br /&gt;
* learn about base defense (a.k.a. Research) - price and effect depend on several factors (research pays off in due time)&lt;br /&gt;
* cut a deal with pirates - price and effect depend on several factors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
* when someone has three colonies, the possibility comes to research:&lt;br /&gt;
* Disease&lt;br /&gt;
* Corruption&lt;br /&gt;
* &amp;quot;Hand of Anarchy&amp;quot;&lt;br /&gt;
No data available on what the effect is in the long run, some people have started investigating. Estimated amount of researches before &amp;quot;payout&amp;quot;: 20.&lt;br /&gt;
&lt;br /&gt;
=== 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 (at around 8 - 10 PM SLT). 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;br /&gt;
&lt;br /&gt;
=== Puzzles ===&lt;br /&gt;
To get a solution for the puzzles, check out the website:&lt;br /&gt;
http://www.erzsabet.com/TE3000Calc.html&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unity questions&#039;&#039;&#039;  Just Say NO&lt;br /&gt;
&lt;br /&gt;
There are a couple of unity questions we know of now. They are:&lt;br /&gt;
* In a time of universal deceit, telling the truth becomes a revolutionary act. Do you agree? (George Orwell) - Advice: answer NO&lt;br /&gt;
* If the post-war peace is better than the pre-war strife, yet the war itself is utterly devastating, is the war a good thing overall? - Advice: answer NO&lt;br /&gt;
* If you try to fail and you succeed, have you failed? - Advice: answer NO&lt;br /&gt;
* Voltaire wrote, &amp;quot;Those who can make you believe absurdities, can make you commit atrocities.&amp;quot; Do you agree? - Advice: answer NO&lt;br /&gt;
&lt;br /&gt;
=== Mysterious vessel (Black Diamond) ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Vessel&amp;quot; will occassionaly appear in the HUD.  His appearance always causes a lot of excitement and joy in Tiny Empires 3000. When he appears, the &amp;quot;Onboard Entity&amp;quot; will ask you for a lot of of credits to trade for minerals and ore, but won&#039;t say what you will be getting in exchange.  Definitely pay what he asks if you have the credits, as the Vessel is a bonus to the players. The Vessel can give you a boost in either ships or credits, if played properly. The Vessel makes random appearances -  Unknown. There is no website yet available that predicts or records past Trading sightings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On arrival of the &amp;quot;Mysterious Vessel&amp;quot; there are some steps. They are:&lt;br /&gt;
* 1st month = 1st notice, warning about the Mysterious Vessels approach.&lt;br /&gt;
* 2nd month = nothing&lt;br /&gt;
* 3rd month = 2nd notice, warning again of the Mysterious Vessel.&lt;br /&gt;
* 4th month = nothing&lt;br /&gt;
* 5th month = 3rd notice (+ amount of credits asked)&lt;br /&gt;
* 6th month = 4th notice and payment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vessel sightings&#039;&#039;&#039;&lt;br /&gt;
* 03/11/09 11:19 AM SLT&lt;br /&gt;
* 03/15/09 7.39 PM SLT&lt;br /&gt;
* 03/18/09 01:19 PM SLT&lt;br /&gt;
* 03/21/09 08:55 AM SLT&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offers of Mysterious Vessel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For one year, you may buy ships at a very low price.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: BUY ships for 12 turns (and sell them if you want to make profit)&lt;br /&gt;
&lt;br /&gt;
The price of buying a ship will be incredibly low.  Not totally free, so you will need to have some credits to buy the ships. If you don&#039;t have enough gold to buy, you can always buy/sell at the same time, but be careful the selling price doesn&#039;t drop too.&lt;br /&gt;
                &lt;br /&gt;
&#039;&#039;For one year your ships will be worth more than normal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: SELL ships for 12 turns (and buy them back if you want to keep your personal fleet the same level) &lt;br /&gt;
  &lt;br /&gt;
Your ships are worth a lot with this bonus, but depending on your situation you may want to BUY and SELL at once so you do not lose total ships. However you will get a slightly higher profit if you sell all at once then buy back at a lower cost. This will take more time though it you are patient. &lt;br /&gt;
             &lt;br /&gt;
&#039;&#039;Offers fuel pellets, your efficiency skyrockets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: WAIT out the 12 turns to collect credits and BUY ships (when you can/want)&lt;br /&gt;
&lt;br /&gt;
Your ship efficiency will skyrocket for 12 turns, and you will get a ridiculous amount of credits per turn.  Like with any bonus that builds up your credits, buy ships when you can.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet effiencecy has been raise by 100 credits/ship permantely.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: Nothing!&lt;br /&gt;
&lt;br /&gt;
This bonus permanently  increases your ship efficiency by 100cr/ship. You can check your ship efficiency by clicking on the Accounting tab in the HUD. When you get this bonus, you have nothing further to do.   This is the best bonus in my opinion, and pays off the most in the long run.&lt;br /&gt;
              &lt;br /&gt;
&#039;&#039;Purchased ships are very likely to contain surprises&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: BUY ships for 11 turns&lt;br /&gt;
&lt;br /&gt;
You will receive a surprise in credits which is close to the price of the ship you just bought. Sometimes &amp;quot;hidden chamber with a credit chip&amp;quot;, or &amp;quot;transport previous owner&amp;quot;, or &amp;quot;left-over cargo&amp;quot;. Basically you are getting ships for free or incredibly cheap. Note that for the last month of the Trader bonus year, you don&#039;t get the bonus - hence you only buy for 11 of the 12 turns.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;Your first ship is maybe worth more (no stated price) OR ONE of your ships is worth more.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: SELL ships (and buy back if you want)&lt;br /&gt;
&lt;br /&gt;
Unfortunately this can be a little unpredictable. You receive messages that say, &amp;quot;Do you want to sell this ship? Perhaps it is worth something.&amp;quot; Selling this ship may or may not give a profit.  Usually it takes 3-7 sales to recieve the &amp;quot;rare ship&amp;quot; worth more, but depending on how many it takes (the longer it takes to find, the more it seems to be worth), you will recieve between 2 and 3 times what you paid the vessel in return.  This is the only &amp;quot;Buy and Sell&amp;quot; option that you can log off and come back later and finish, as it does not finish with the trader year but will continue until you recieve your pay out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have FATIGUE when the trader comes, be careful, after you pay him, you may zero out and not get any profits from fuel pellets! You may end up losing all your credits! Depending on which bonus you get or how bad your fatigue is, it is very risky!&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=196</id>
		<title>Terms Used</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=196"/>
		<updated>2009-03-22T02:18:50Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 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;
&lt;br /&gt;
=== Credit ===&lt;br /&gt;
The unit of finance in Tiny Empires 3000.&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
To be able to get a subordinate, you can&#039;t be more than 3 ranks above. For a new player (pilot), you need at least 5 ships to get him/her as subordinate. To change superior, the superior needs at least 10 ships (Courier). Subordinates will be lost when a superior has a rank that is over 5 above his/her subordinate. The subordinate will be without superior until he/she &amp;quot;hooks up&amp;quot; with someone else.&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
A player can give ships to others who are 1 rank above or (at most) 3 levels below. An exception is giving to a Runner with less than 5 ships: trying to give ships will lead to the message that the player is &amp;quot;too inexperienced&amp;quot; and transferring ships won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Fleet efficiency ===&lt;br /&gt;
Upgrades to your fleet, that improve your income in credits per ship. See [http://malixu.me.uk/tinyempires3k/index.php?title=Ranks#Upgrades Upgrades] for more information about the upgrades you can obtain.&lt;br /&gt;
&lt;br /&gt;
As far as we know now, it looks like every 6 personal ships unlock a new upgrade.&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=195</id>
		<title>Information</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=195"/>
		<updated>2009-03-22T02:17:20Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: &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 Pilot 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 5 ships, maximum 3 ranks down can hook up with a superior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
&#039;&#039;&#039;General information about colonies:&#039;&#039;&#039;&lt;br /&gt;
* If you buy a Colony in the TE3000 HUD, then this will enable disasters.  If you don&#039;t buy a colony, 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 trade off.&lt;br /&gt;
* Each colony improves your income by 100 credits/ship to a maximum of 300 credits/ship. &lt;br /&gt;
* 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.&lt;br /&gt;
* A recent option is that you can chose yourself which of your colonies is replaced by a new one. This only happens when you have at least three (3) colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum requirements for a colony:&#039;&#039;&#039;&lt;br /&gt;
* Rank at least: Trader (50 ships total)&lt;br /&gt;
* Amount of total ships required are not confirmed exactly. Estimates are: &lt;br /&gt;
** 1st colony: (around) 50 ships total&lt;br /&gt;
** 2nd colony: (around) 70 ships total&lt;br /&gt;
** 3rd colony: (around) 90 ships total&lt;br /&gt;
* You get an offer to buy a colony only once a day (24 hours); when you don&#039;t buy it will come back after about 1 hour&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available colonies:&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Terrestrial&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Mining&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Orbital&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;more loot at census&#039;&#039;&lt;br /&gt;
| &#039;&#039;credit bonus at random&#039;&#039;&lt;br /&gt;
| &#039;&#039;cheaper disasters&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Terrestrial planetoid&lt;br /&gt;
| Mining asteroid&lt;br /&gt;
| Orbital laboratory&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Medium terrestrial planetoid&lt;br /&gt;
| Large mining asteroid&lt;br /&gt;
| Advanced orbital laboratory&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Medium terrestrial planetoid&lt;br /&gt;
| Large mining asteroid&lt;br /&gt;
| Advanced orbital&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advice on colonies&#039;&#039;&#039;&lt;br /&gt;
Considering the above, it&#039;s a personal choice what to buy. But there are some &amp;quot;general rules&amp;quot; that can be helpful.&lt;br /&gt;
* When you research one of the disasters, an orbital planet lowers the cost of your research.&lt;br /&gt;
* When you need (some) extra income, the mining asteroid gives some extra credits from time to time, but the terrestrial planetoids generally have a bigger capacity for colonists, so in the long run the terrestrial planetoids give a better payoff.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disasters:&#039;&#039;&#039;&lt;br /&gt;
* Disease&lt;br /&gt;
* Corruption&lt;br /&gt;
* Piracy (The Hand of Anarchy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible actions&#039;&#039;&#039;&lt;br /&gt;
* ask for guild protection - price and effect depend on several factors (increase of population)&lt;br /&gt;
* hire war-hardened mercs - price and effect depend on several factors (increase of population)&lt;br /&gt;
* learn about base defense (a.k.a. Research) - price and effect depend on several factors (research pays off in due time)&lt;br /&gt;
* cut a deal with pirates - price and effect depend on several factors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
* when someone has three colonies, the possibility comes to research:&lt;br /&gt;
* Disease&lt;br /&gt;
* Corruption&lt;br /&gt;
* &amp;quot;Hand of Anarchy&amp;quot;&lt;br /&gt;
No data available on what the effect is in the long run, some people have started investigating. Estimated amount of researches before &amp;quot;payout&amp;quot;: 20.&lt;br /&gt;
&lt;br /&gt;
=== 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 (at around 8 - 10 PM SLT). 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;br /&gt;
&lt;br /&gt;
=== Puzzles ===&lt;br /&gt;
To get a solution for the puzzles, check out the website:&lt;br /&gt;
http://www.erzsabet.com/TE3000Calc.html&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unity questions&#039;&#039;&#039;  Just Say NO&lt;br /&gt;
&lt;br /&gt;
There are a couple of unity questions we know of now. They are:&lt;br /&gt;
* In a time of universal deceit, telling the truth becomes a revolutionary act. Do you agree? (George Orwell) - Advice: answer NO&lt;br /&gt;
* If the post-war peace is better than the pre-war strife, yet the war itself is utterly devastating, is the war a good thing overall? - Advice: answer NO&lt;br /&gt;
* If you try to fail and you succeed, have you failed? - Advice: answer NO&lt;br /&gt;
* Voltaire wrote, &amp;quot;Those who can make you believe absurdities, can make you commit atrocities.&amp;quot; Do you agree? - Advice: answer NO&lt;br /&gt;
&lt;br /&gt;
=== Mysterious vessel (Black Diamond) ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Vessel&amp;quot; will occassionaly appear in the HUD.  His appearance always causes a lot of excitement and joy in Tiny Empires 3000. When he appears, the &amp;quot;Onboard Entity&amp;quot; will ask you for a lot of of credits to trade for minerals and ore, but won&#039;t say what you will be getting in exchange.  Definitely pay what he asks if you have the credits, as the Vessel is a bonus to the players. The Vessel can give you a boost in either ships or credits, if played properly. The Vessel makes random appearances -  Unknown. There is no website yet available that predicts or records past Trading sightings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On arrival of the &amp;quot;Mysterious Vessel&amp;quot; there are some steps. They are:&lt;br /&gt;
* 1st month = 1st notice, warning about the Mysterious Vessels approach.&lt;br /&gt;
* 2nd month = nothing&lt;br /&gt;
* 3rd month = 2nd notice, warning again of the Mysterious Vessel.&lt;br /&gt;
* 4th month = nothing&lt;br /&gt;
* 5th month = 3rd notice (+ amount of credits asked)&lt;br /&gt;
* 6th month = 4th notice and payment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vessel sightings&#039;&#039;&#039;&lt;br /&gt;
* 03/11/09 11:19 AM SLT&lt;br /&gt;
* 03/15/09 7.39 PM SLT&lt;br /&gt;
* 03/18/09 01:19 PM SLT&lt;br /&gt;
* 03/21/09 08:55 AM SLT&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offers of Mysterious Vessel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For one year, you may buy ships at a very low price.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: BUY ships for 12 turns (and sell them if you want to make profit)&lt;br /&gt;
&lt;br /&gt;
The price of buying a ship will be incredibly low.  Not totally free, so you will need to have some credits to buy the ships. If you don&#039;t have enough gold to buy, you can always buy/sell at the same time, but be careful the selling price doesn&#039;t drop too.&lt;br /&gt;
                &lt;br /&gt;
&#039;&#039;For one year your ships will be worth more than normal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: SELL ships for 12 turns (and buy them back if you want to keep your personal fleet the same level) &lt;br /&gt;
  &lt;br /&gt;
Your ships are worth a lot with this bonus, but depending on your situation you may want to BUY and SELL at once so you do not lose total ships. However you will get a slightly higher profit if you sell all at once then buy back at a lower cost. This will take more time though it you are patient. &lt;br /&gt;
             &lt;br /&gt;
&#039;&#039;Offers fuel pellets, your efficiency skyrockets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: WAIT out the 12 turns to collect credits and BUY ships (when you can/want)&lt;br /&gt;
&lt;br /&gt;
Your ship efficiency will skyrocket for 12 turns, and you will get a ridiculous amount of credits per turn.  Like with any bonus that builds up your credits, buy ships when you can.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet effiencecy has been raise by 100 credits/ship permantely.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: Nothing!&lt;br /&gt;
&lt;br /&gt;
This bonus permanently  increases your ship efficiency by 100cr/ship. You can check your ship efficiency by clicking on the Accounting tab in the HUD. When you get this bonus, you have nothing further to do.   This is the best bonus in my opinion, and pays off the most in the long run.&lt;br /&gt;
              &lt;br /&gt;
&#039;&#039;Purchased ships are very likely to contain surprises&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: BUY ships for 11 turns&lt;br /&gt;
&lt;br /&gt;
You will receive a surprise in credits which is close to the price of the ship you just bought. Sometimes &amp;quot;hidden chamber with a credit chip&amp;quot;, or &amp;quot;transport previous owner&amp;quot;, or &amp;quot;left-over cargo&amp;quot;. Basically you are getting ships for free or incredibly cheap. Note that for the last month of the Trader bonus year, you don&#039;t get the bonus - hence you only buy for 11 of the 12 turns.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;Your first ship is maybe worth more (no stated price) OR ONE of your ships is worth more.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: SELL ships (and buy back if you want)&lt;br /&gt;
&lt;br /&gt;
Unfortunately this can be a little unpredictable. Some people receive messages that say, &amp;quot;Do you want to sell this ship? Perhaps it is worth something.&amp;quot; and when they sell, it give them an exceptional profit. However, in other cases there are no clues to which ships you should sell so you have to continue selling them, even after the year the trader is there. It took some people 2 years or 7 different &amp;quot;sell&amp;quot; offers before they got their big pay off. But the pay off was worth it so you have to stick it out! This is even more frustrating if you buy and sell at the same time because each month is a net loss. But when you find that one ship, it sells for 10 - 12 (?) times the normal selling price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have FATIGUE when the trader comes, be careful, after you pay him, you may zero out and not get any profits! You may end up losing all your credits! Depending on which bonus you get or how bad your fatigue is, it is very risky!&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=194</id>
		<title>Information</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=194"/>
		<updated>2009-03-22T02:15:32Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* Colony */&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 Pilot 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 5 ships, maximum 3 ranks down can hook up with a superior.&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== Credit ===&lt;br /&gt;
The unit of finance in Tiny Empires 3000.&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
To be able to get a subordinate, you can&#039;t be more than 3 ranks above. For a new player (pilot), you need at least 5 ships to get him/her as subordinate. To change superior, the superior needs at least 10 ships (Courier). Subordinates will be lost when a superior has a rank that is over 5 above his/her subordinate. The subordinate will be without superior until he/she &amp;quot;hooks up&amp;quot; with someone else.&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
A player can give ships to others who are 1 rank above or (at most) 3 levels below. An exception is giving to a Runner with less than 5 ships: trying to give ships will lead to the message that the player is &amp;quot;too inexperienced&amp;quot; and transferring ships won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
=== Fleet efficiency ===&lt;br /&gt;
Upgrades to your fleet, that improve your income in credits per ship. See [http://malixu.me.uk/tinyempires3k/index.php?title=Ranks#Upgrades Upgrades] for more information about the upgrades you can obtain.&lt;br /&gt;
&lt;br /&gt;
As far as we know now, it looks like every 6 personal ships unlock a new upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
&#039;&#039;&#039;General information about colonies:&#039;&#039;&#039;&lt;br /&gt;
* If you buy a Colony in the TE3000 HUD, then this will enable disasters.  If you don&#039;t buy a colony, 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 trade off.&lt;br /&gt;
* Each colony improves your income by 100 credits/ship to a maximum of 300 credits/ship. &lt;br /&gt;
* 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.&lt;br /&gt;
* A recent option is that you can chose yourself which of your colonies is replaced by a new one. This only happens when you have at least three (3) colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum requirements for a colony:&#039;&#039;&#039;&lt;br /&gt;
* Rank at least: Trader (50 ships total)&lt;br /&gt;
* Amount of total ships required are not confirmed exactly. Estimates are: &lt;br /&gt;
** 1st colony: (around) 50 ships total&lt;br /&gt;
** 2nd colony: (around) 70 ships total&lt;br /&gt;
** 3rd colony: (around) 90 ships total&lt;br /&gt;
* You get an offer to buy a colony only once a day (24 hours); when you don&#039;t buy it will come back after about 1 hour&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available colonies:&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Terrestrial&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Mining&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Orbital&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;more loot at census&#039;&#039;&lt;br /&gt;
| &#039;&#039;credit bonus at random&#039;&#039;&lt;br /&gt;
| &#039;&#039;cheaper disasters&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Terrestrial planetoid&lt;br /&gt;
| Mining asteroid&lt;br /&gt;
| Orbital laboratory&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Medium terrestrial planetoid&lt;br /&gt;
| Large mining asteroid&lt;br /&gt;
| Advanced orbital laboratory&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Medium terrestrial planetoid&lt;br /&gt;
| Large mining asteroid&lt;br /&gt;
| Advanced orbital&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advice on colonies&#039;&#039;&#039;&lt;br /&gt;
Considering the above, it&#039;s a personal choice what to buy. But there are some &amp;quot;general rules&amp;quot; that can be helpful.&lt;br /&gt;
* When you research one of the disasters, an orbital planet lowers the cost of your research.&lt;br /&gt;
* When you need (some) extra income, the mining asteroid gives some extra credits from time to time, but the terrestrial planetoids generally have a bigger capacity for colonists, so in the long run the terrestrial planetoids give a better payoff.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disasters:&#039;&#039;&#039;&lt;br /&gt;
* Disease&lt;br /&gt;
* Corruption&lt;br /&gt;
* Piracy (The Hand of Anarchy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible actions&#039;&#039;&#039;&lt;br /&gt;
* ask for guild protection - price and effect depend on several factors (increase of population)&lt;br /&gt;
* hire war-hardened mercs - price and effect depend on several factors (increase of population)&lt;br /&gt;
* learn about base defense (a.k.a. Research) - price and effect depend on several factors (research pays off in due time)&lt;br /&gt;
* cut a deal with pirates - price and effect depend on several factors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
* when someone has three colonies, the possibility comes to research:&lt;br /&gt;
* Disease&lt;br /&gt;
* Corruption&lt;br /&gt;
* &amp;quot;Hand of Anarchy&amp;quot;&lt;br /&gt;
No data available on what the effect is in the long run, some people have started investigating. Estimated amount of researches before &amp;quot;payout&amp;quot;: 20.&lt;br /&gt;
&lt;br /&gt;
=== 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 (at around 8 - 10 PM SLT). 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;br /&gt;
&lt;br /&gt;
=== Puzzles ===&lt;br /&gt;
To get a solution for the puzzles, check out the website:&lt;br /&gt;
http://www.erzsabet.com/TE3000Calc.html&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unity questions&#039;&#039;&#039;  Just Say NO&lt;br /&gt;
&lt;br /&gt;
There are a couple of unity questions we know of now. They are:&lt;br /&gt;
* In a time of universal deceit, telling the truth becomes a revolutionary act. Do you agree? (George Orwell) - Advice: answer NO&lt;br /&gt;
* If the post-war peace is better than the pre-war strife, yet the war itself is utterly devastating, is the war a good thing overall? - Advice: answer NO&lt;br /&gt;
* If you try to fail and you succeed, have you failed? - Advice: answer NO&lt;br /&gt;
* Voltaire wrote, &amp;quot;Those who can make you believe absurdities, can make you commit atrocities.&amp;quot; Do you agree? - Advice: answer NO&lt;br /&gt;
&lt;br /&gt;
=== Mysterious vessel (Black Diamond) ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Vessel&amp;quot; will occassionaly appear in the HUD.  His appearance always causes a lot of excitement and joy in Tiny Empires 3000. When he appears, the &amp;quot;Onboard Entity&amp;quot; will ask you for a lot of of credits to trade for minerals and ore, but won&#039;t say what you will be getting in exchange.  Definitely pay what he asks if you have the credits, as the Vessel is a bonus to the players. The Vessel can give you a boost in either ships or credits, if played properly. The Vessel makes random appearances -  Unknown. There is no website yet available that predicts or records past Trading sightings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On arrival of the &amp;quot;Mysterious Vessel&amp;quot; there are some steps. They are:&lt;br /&gt;
* 1st month = 1st notice, warning about the Mysterious Vessels approach.&lt;br /&gt;
* 2nd month = nothing&lt;br /&gt;
* 3rd month = 2nd notice, warning again of the Mysterious Vessel.&lt;br /&gt;
* 4th month = nothing&lt;br /&gt;
* 5th month = 3rd notice (+ amount of credits asked)&lt;br /&gt;
* 6th month = 4th notice and payment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vessel sightings&#039;&#039;&#039;&lt;br /&gt;
* 03/11/09 11:19 AM SLT&lt;br /&gt;
* 03/15/09 7.39 PM SLT&lt;br /&gt;
* 03/18/09 01:19 PM SLT&lt;br /&gt;
* 03/21/09 08:55 AM SLT&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offers of Mysterious Vessel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For one year, you may buy ships at a very low price.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: BUY ships for 12 turns (and sell them if you want to make profit)&lt;br /&gt;
&lt;br /&gt;
The price of buying a ship will be incredibly low.  Not totally free, so you will need to have some credits to buy the ships. If you don&#039;t have enough gold to buy, you can always buy/sell at the same time, but be careful the selling price doesn&#039;t drop too.&lt;br /&gt;
                &lt;br /&gt;
&#039;&#039;For one year your ships will be worth more than normal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: SELL ships for 12 turns (and buy them back if you want to keep your personal fleet the same level) &lt;br /&gt;
  &lt;br /&gt;
Your ships are worth a lot with this bonus, but depending on your situation you may want to BUY and SELL at once so you do not lose total ships. However you will get a slightly higher profit if you sell all at once then buy back at a lower cost. This will take more time though it you are patient. &lt;br /&gt;
             &lt;br /&gt;
&#039;&#039;Offers fuel pellets, your efficiency skyrockets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: WAIT out the 12 turns to collect credits and BUY ships (when you can/want)&lt;br /&gt;
&lt;br /&gt;
Your ship efficiency will skyrocket for 12 turns, and you will get a ridiculous amount of credits per turn.  Like with any bonus that builds up your credits, buy ships when you can.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet effiencecy has been raise by 100 credits/ship permantely.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: Nothing!&lt;br /&gt;
&lt;br /&gt;
This bonus permanently  increases your ship efficiency by 100cr/ship. You can check your ship efficiency by clicking on the Accounting tab in the HUD. When you get this bonus, you have nothing further to do.   This is the best bonus in my opinion, and pays off the most in the long run.&lt;br /&gt;
              &lt;br /&gt;
&#039;&#039;Purchased ships are very likely to contain surprises&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: BUY ships for 11 turns&lt;br /&gt;
&lt;br /&gt;
You will receive a surprise in credits which is close to the price of the ship you just bought. Sometimes &amp;quot;hidden chamber with a credit chip&amp;quot;, or &amp;quot;transport previous owner&amp;quot;, or &amp;quot;left-over cargo&amp;quot;. Basically you are getting ships for free or incredibly cheap. Note that for the last month of the Trader bonus year, you don&#039;t get the bonus - hence you only buy for 11 of the 12 turns.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;Your first ship is maybe worth more (no stated price) OR ONE of your ships is worth more.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What to do: SELL ships (and buy back if you want)&lt;br /&gt;
&lt;br /&gt;
Unfortunately this can be a little unpredictable. Some people receive messages that say, &amp;quot;Do you want to sell this ship? Perhaps it is worth something.&amp;quot; and when they sell, it give them an exceptional profit. However, in other cases there are no clues to which ships you should sell so you have to continue selling them, even after the year the trader is there. It took some people 2 years or 7 different &amp;quot;sell&amp;quot; offers before they got their big pay off. But the pay off was worth it so you have to stick it out! This is even more frustrating if you buy and sell at the same time because each month is a net loss. But when you find that one ship, it sells for 10 - 12 (?) times the normal selling price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have FATIGUE when the trader comes, be careful, after you pay him, you may zero out and not get any profits! You may end up losing all your credits! Depending on which bonus you get or how bad your fatigue is, it is very risky!&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=193</id>
		<title>Information</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=193"/>
		<updated>2009-03-22T02:11:31Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Colony ===&lt;br /&gt;
&#039;&#039;&#039;General information about colonies:&#039;&#039;&#039;&lt;br /&gt;
* If you buy a Colony in the TE3000 HUD, then this will enable disasters.  If you don&#039;t buy a colony, 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 trade off.&lt;br /&gt;
* Each colony improves your income by 100 credits/ship to a maximum of 300 credits/ship. &lt;br /&gt;
* 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.&lt;br /&gt;
* A recent option is that you can chose yourself which of your colonies is replaced by a new one. This only happens when you have at least three (3) colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum requirements for a colony:&#039;&#039;&#039;&lt;br /&gt;
* Rank at least: Trader (50 ships total)&lt;br /&gt;
* Amount of total ships required are not confirmed exactly. Estimates are: &lt;br /&gt;
** 1st colony: (around) 50 ships total&lt;br /&gt;
** 2nd colony: (around) 70 ships total&lt;br /&gt;
** 3rd colony: (around) 90 ships total&lt;br /&gt;
* You get an offer to buy a colony only once a day (24 hours); when you don&#039;t buy it will come back after about 1 hour&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available colonies:&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Terrestrial&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Mining&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Orbital&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;more loot at census&#039;&#039;&lt;br /&gt;
| &#039;&#039;credit bonus at random&#039;&#039;&lt;br /&gt;
| &#039;&#039;cheaper disasters&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Terrestrial planetoid&lt;br /&gt;
| Mining asteroid&lt;br /&gt;
| Orbital laboratory&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Medium terrestrial planetoid&lt;br /&gt;
| Large mining asteroid&lt;br /&gt;
| Advanced orbital laboratory&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Medium terrestrial planetoid&lt;br /&gt;
| Large mining asteroid&lt;br /&gt;
| Advanced orbital&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advice on colonies&#039;&#039;&#039;&lt;br /&gt;
Considering the above, it&#039;s a personal choice what to buy. But there are some &amp;quot;general rules&amp;quot; that can be helpful.&lt;br /&gt;
* When you research one of the disasters, an orbital planet lowers the cost of your research.&lt;br /&gt;
* When you need (some) extra income, the mining asteroid gives some extra credits from time to time, but the terrestrial planetoids generally have a bigger capacity for colonists, so in the long run the terrestrial planetoids give a better payoff.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disasters:&#039;&#039;&#039;&lt;br /&gt;
* Disease&lt;br /&gt;
* Corruption&lt;br /&gt;
* Piracy (The Hand of Anarchy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible actions&#039;&#039;&#039;&lt;br /&gt;
* ask for guild protection - price and effect depend on several factors (increase of population)&lt;br /&gt;
* hire war-hardened mercs - price and effect depend on several factors (increase of population)&lt;br /&gt;
* learn about base defense (a.k.a. Research) - price and effect depend on several factors (research pays off in due time)&lt;br /&gt;
* cut a deal with pirates - price and effect depend on several factors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research&#039;&#039;&#039;&lt;br /&gt;
* when someone has three colonies, the possibility comes to research:&lt;br /&gt;
* Disease&lt;br /&gt;
* Corruption&lt;br /&gt;
* &amp;quot;Hand of Anarchy&amp;quot;&lt;br /&gt;
No data available on what the effect is in the long run, some people have started investigating. Estimated amount of researches before &amp;quot;payout&amp;quot;: 20.&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Main_Page&amp;diff=192</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Main_Page&amp;diff=192"/>
		<updated>2009-03-22T02:08:58Z</updated>

		<summary type="html">&lt;p&gt;BigJohn: /* Tiny Empires 3000 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tiny Empires 3000 =&lt;br /&gt;
&lt;br /&gt;
* [[Ranks]]&lt;br /&gt;
* [[Information]]&lt;br /&gt;
* [[Terms Used]]&lt;br /&gt;
* [[Troubleshooting]]&lt;br /&gt;
* [[Links to Outside Resources]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tiny Empires Basics ==&lt;br /&gt;
&lt;br /&gt;
Tiny Empires 3000 is a massively multi-player turn-based game played inside the virtual world Second Life via the use of a HUD (Heads Up Display), where the goal is to acquire ships, credits, subjects and move in standings amongst the other residents of the guild. Game play is set in a sci-fi future (presumably around the year 3000).&lt;/div&gt;</summary>
		<author><name>BigJohn</name></author>
	</entry>
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