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	<id>https://malixu.me.uk/tinyempires3k/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kylie26+skytower</id>
	<title>Tiny Empires 3k - User contributions [en-gb]</title>
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	<updated>2026-04-17T15:33:17Z</updated>
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	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=92</id>
		<title>Terms Used</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=92"/>
		<updated>2009-03-16T06:01:54Z</updated>

		<summary type="html">&lt;p&gt;Kylie26 skytower: /* 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;
=== 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 tradeoff.&lt;br /&gt;
* Each colony improves your income by 100 credits / ship. &lt;br /&gt;
* You can have a maximum of three (3) colonies. When you buy your fourth colony, it replaces the colony with the least citizen capacity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum requirements for a colony:&#039;&#039;&#039;&lt;br /&gt;
* Rank at least Trader&lt;br /&gt;
* Amount of personal ships required are not confirmed exactly. Estimates are: &lt;br /&gt;
** 1. colony: (around) 25 ships&lt;br /&gt;
** 2. colony: (around) 45 ships&lt;br /&gt;
** 3. colony: (around) 65 ships and... (?)&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;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
* when someone has three (?) colonies, the possibility comes to research disease, corruption or &amp;quot;Hand of Anarchy&amp;quot;: no data available on what the effect is in the long run, some people have started investigatin&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;
** ask for guild protection - 60k cr&lt;br /&gt;
** hire war-hardened mercs - 280k cr&lt;br /&gt;
** learn about base defense - 600k cr&lt;br /&gt;
** cut a deal with pirates - 0 cr&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;
The following website has this information as well and is updated regularly...&lt;br /&gt;
http://www.erzsabet.com/TE3000Calc.html&lt;br /&gt;
&lt;br /&gt;
DO WE WANT TO INCLUDE CHEAT SHEET?&lt;br /&gt;
&lt;br /&gt;
Advice on voting the unity:&lt;br /&gt;
* Question about war being good: advice is to vote NO&lt;br /&gt;
* Question about truth being revolutionary: advice is to vote YES&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 -  usually between every 24 to 72 hours. The Vessel has been known to appear more frequently if there were problems with the Tiny Empires 3000 servers. There is no website yet available that predicts or records past Trading sightings.&lt;/div&gt;</summary>
		<author><name>Kylie26 skytower</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=91</id>
		<title>Terms Used</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=91"/>
		<updated>2009-03-16T05:44:51Z</updated>

		<summary type="html">&lt;p&gt;Kylie26 skytower: /* 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 tradeoff.&lt;br /&gt;
* Each colony improves your income by 100 credits / ship. &lt;br /&gt;
* You can have a maximum of three (3) colonies. When you buy your fourth colony, it replaces the colony with the least citizen capacity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum requirements for a colony:&#039;&#039;&#039;&lt;br /&gt;
* Rank at least Trader&lt;br /&gt;
* Amount of personal ships required are not confirmed exactly. Estimates are: &lt;br /&gt;
** 1. colony: (around) 25 ships&lt;br /&gt;
** 2. colony: (around) 45 ships&lt;br /&gt;
** 3. colony: (around) 65 ships and... (?)&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;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
* when someone has three (?) colonies, the possibility comes to research disease, corruption or &amp;quot;Hand of Anarchy&amp;quot;: no data available on what the effect is in the long run, some people have started investigatin&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;
** ask for guild protection - 60k cr&lt;br /&gt;
** hire war-hardened mercs - 280k cr&lt;br /&gt;
** learn about base defense - 600k cr&lt;br /&gt;
** cut a deal with pirates - 0 cr&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;
The following website has this information as well and is updated regularly...&lt;br /&gt;
http://www.erzsabet.com/TE3000Calc.html&lt;br /&gt;
&lt;br /&gt;
DO WE WANT TO INCLUDE CHEAT SHEET?&lt;br /&gt;
&lt;br /&gt;
Advice on voting the unity:&lt;br /&gt;
* Question about war being good: advice is to vote NO&lt;br /&gt;
* Question about truth being revolutionary: advice is to vote YES&lt;br /&gt;
&lt;br /&gt;
=== Mysterious vessel (Black Diamond) ===&lt;br /&gt;
&lt;br /&gt;
Mysterious vessel - trader (Black Diamond)&lt;br /&gt;
Seen: Feb 3047&lt;br /&gt;
Slowed: Apr 3047 ~ Mysterious vessel wants &amp;quot;rare minerals and ores&amp;quot;&lt;br /&gt;
Jun 3047 ~ Price (based on fleet and colonies)&lt;br /&gt;
Jul 3047 ~ Paymonth&lt;br /&gt;
&lt;br /&gt;
Magic Fuel Pellets&lt;br /&gt;
Purchased ships contain surprises&lt;br /&gt;
Buy ships low price for 1 year&lt;br /&gt;
Ships worth mote than normal for 1 year&lt;br /&gt;
Your fleet&#039;s efficiency has been raised 100 cr/ship permanently&lt;/div&gt;</summary>
		<author><name>Kylie26 skytower</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=90</id>
		<title>Ranks</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Ranks&amp;diff=90"/>
		<updated>2009-03-16T05:26:43Z</updated>

		<summary type="html">&lt;p&gt;Kylie26 skytower: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ranks and Ships ==&lt;br /&gt;
&lt;br /&gt;
The price per ship is calculated as follows:&lt;br /&gt;
&amp;lt;# of personal ships&amp;gt; * &amp;lt;# of personal ships&amp;gt; * 300&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! No.&lt;br /&gt;
! Title&lt;br /&gt;
! Fleet From&lt;br /&gt;
! Fleet To&lt;br /&gt;
! Commission/ship&lt;br /&gt;
! Dues&lt;br /&gt;
! SPF&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Pilot&lt;br /&gt;
| 1&lt;br /&gt;
| n.a.&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&lt;br /&gt;
| 9&lt;br /&gt;
| 900&lt;br /&gt;
| 15%&lt;br /&gt;
| 350&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Courier&lt;br /&gt;
| 10&lt;br /&gt;
| 19&lt;br /&gt;
| 800&lt;br /&gt;
| 15%&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Merchant&lt;br /&gt;
| 20&lt;br /&gt;
| 49&lt;br /&gt;
| 700&lt;br /&gt;
| 20%&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Trader&lt;br /&gt;
| 50&lt;br /&gt;
| 99&lt;br /&gt;
| 600&lt;br /&gt;
| 20%&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Trade Baron/ess&lt;br /&gt;
| 100&lt;br /&gt;
| 499&lt;br /&gt;
| 500&lt;br /&gt;
| 25%&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Broker&lt;br /&gt;
| 500&lt;br /&gt;
| 999&lt;br /&gt;
| 400&lt;br /&gt;
| 25%&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Mogul&lt;br /&gt;
| 1,000&lt;br /&gt;
| 4,999&lt;br /&gt;
| 300&lt;br /&gt;
| 30%&lt;br /&gt;
| 250&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Captain&lt;br /&gt;
| 10,000&lt;br /&gt;
| ?&lt;br /&gt;
| 200&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Director&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Guild Leader&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&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;
* 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;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039;&lt;br /&gt;
* Players with less than 5 ships of their own cannot recruit.&lt;br /&gt;
* Players with less than 5 ships cannot receive ships as gifts.&lt;br /&gt;
* You can only give gifts to a maximum of 1 rank above you or 3 ranks below you&lt;br /&gt;
* You can recruit up to 5 ranks below your own.  &lt;br /&gt;
* You cannot choose a superior more than 3 ranks above your own.&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Upgrades become available based on the number of personal ships you own. Each upgrade improves the fleet efficiency by 500cr / ship The initial cost is the cost of the upgrade at the minimum number of ships; 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;
{| 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;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Repair Bot&lt;br /&gt;
| 300&lt;br /&gt;
| 100&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;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Recalibrate Engines&lt;br /&gt;
| 108,000&lt;br /&gt;
| 7,200&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;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| VR Rigs&lt;br /&gt;
| 540,000&lt;br /&gt;
| 20,000&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;
|-&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;
|-&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;
|-&lt;br /&gt;
| 51&lt;br /&gt;
| Engine upgrade&lt;br /&gt;
| 3,304,800&lt;br /&gt;
| 64,800&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;
|-&lt;br /&gt;
| 63&lt;br /&gt;
| Second engine upgrade&lt;br /&gt;
| 6,098,400&lt;br /&gt;
| 96,800&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;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| SUV&#039;s&lt;br /&gt;
| 10,140,000&lt;br /&gt;
| 135,200&lt;br /&gt;
|-&lt;br /&gt;
| 81&lt;br /&gt;
| Leprechauns to kill engine gremlins&lt;br /&gt;
| 10,935,000&lt;br /&gt;
| 135.000&lt;br /&gt;
|-&lt;br /&gt;
| 91&lt;br /&gt;
| Hire task manager&lt;br /&gt;
| 12,700,800&lt;br /&gt;
| 141,103&lt;br /&gt;
|-&lt;br /&gt;
| 137&lt;br /&gt;
| Course-Plotting System&lt;br /&gt;
| 43,840,000&lt;br /&gt;
| 320,000&lt;br /&gt;
|-&lt;br /&gt;
| Newfangled VR rigs&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kylie26 skytower</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=31</id>
		<title>Terms Used</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=31"/>
		<updated>2009-03-13T11:42:44Z</updated>

		<summary type="html">&lt;p&gt;Kylie26 skytower: /* Fatigue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General information ===&lt;br /&gt;
Tiny Empires 3000 is a massively multiplayer game that you play entirely in the HUD window in Second Life. The game is set far in the future, when the human race has spread across most of the galaxy. A devastating galactic war has ended, and the corrupt empire of old has been overthrown by a freedom-seeking rebellion force. The economy, badly damaged during the war, is starting to recover. Goods are being traded again among the various star systems.&lt;br /&gt;
&lt;br /&gt;
You start out as a trader with a single transport spaceship, earning a modest living by delivering goods to outlying colonies and trade outposts.&lt;br /&gt;
&lt;br /&gt;
The goal of the game is simple: Grow your trade empire by purchasing ships, joining a guild, gaining subordinates, and cultivating colonists.&lt;br /&gt;
&lt;br /&gt;
Of course, you may find that friends make for good subordinates, and subordinates can make very good friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game hud will go into idle mode after a while of no activity, similar to original Tiny Empires. In idle mode there is no income, no dues, nothing. SO there is no danger in leaving your HUD attached all night.&lt;br /&gt;
&lt;br /&gt;
For choosing your own superior, the following rules apply: the superior has to have a minimum of 10 ships, maximum 3 ranks down can hook up with a superior.&lt;br /&gt;
&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;
=== 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;
=== Fleet efficiency ===&lt;br /&gt;
Upgrades to your fleet, that improve your income in credits per ship. At the moment we are investigating the upgrades, but these are the ones we know of:&lt;br /&gt;
&lt;br /&gt;
Listed as &amp;quot;Upgrades&amp;quot; - &amp;quot;Cost in credits&amp;quot; - &amp;quot;Personal Ships (PS) required to unlock&amp;quot; -&amp;gt; &amp;quot;New earnings per Ship&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Repair bot - 300 - 3 ships -&amp;gt; 1,050&lt;br /&gt;
&lt;br /&gt;
Cargo pods - 28800 (2880 x #of PS) - 10 ships -&amp;gt; 1,100&lt;br /&gt;
&lt;br /&gt;
Recalibrate ships engines - ~108K (7200 x #of PS) - 15 ships -&amp;gt; 1,150&lt;br /&gt;
&lt;br /&gt;
Scanning system - (12,800 x #of PS) - 21 ships -&amp;gt; 1,200&lt;br /&gt;
&lt;br /&gt;
VR rigs - (20800 x # of PS) - 26 ships -&amp;gt; 1,250&lt;br /&gt;
&lt;br /&gt;
Plasma cooled refridgeration system - (28,800 x #of PS) - 32 ships -&amp;gt; 1,300&lt;br /&gt;
&lt;br /&gt;
Merchant grade navigation system (39.2k x #of PS) - 38 or 39 ships -&amp;gt; 1,350&lt;br /&gt;
&lt;br /&gt;
Install an Ops module - (52.2 x #of PS) -  45 ships -&amp;gt; 1,400&lt;br /&gt;
&lt;br /&gt;
?Engine upgrade - (~4.5mil) - 61 ships? -&amp;gt; 1,450&lt;br /&gt;
&lt;br /&gt;
?Cloaking Devices for Ships - (~5.6mil) - 70 ships -&amp;gt; 1,500&lt;br /&gt;
&lt;br /&gt;
?Low Power Thrusters - (~8.2mil) - 71 ships -&amp;gt; 1,600&lt;br /&gt;
&lt;br /&gt;
?Hire Manager - (~15.5mil) - 99 ships -&amp;gt; 1,700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Like the original Tiny Empires, upgrade price is based off the amount of ships you personally own. Costs listed are based on the minimum ships required to unlock the upgrade. Your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
An addition to your income. Each colony improves your income per ship. There are four (maybe five?) different colonies known at the moment. It seems (investigate!) that each colony improves your income/ship with 1,000 credits. Colonies are:&lt;br /&gt;
Terrestrial planetoid (gives 100 cr/ship?)&lt;br /&gt;
Mining asteroid (pays some bonus credits in earnings and gave 1000 colonists to start with)&lt;br /&gt;
Orbital laboratory&lt;br /&gt;
Volcano colony (exact name?)&lt;br /&gt;
Small icy moon&lt;br /&gt;
&lt;br /&gt;
Costs range from 500k to 2mil currently...&lt;br /&gt;
&lt;br /&gt;
Its unknown when colonies are unlocked, some say a min of 25 personal ships and a ratio of 4:1 This ratio has been going up and down... 10% may work. I got my first colony offer at 50/30&lt;br /&gt;
&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 tradeoff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DISASTERS:&lt;br /&gt;
? There is curruptions, disease, crime... etc.&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. 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;
&lt;br /&gt;
NEEDS ANOTHER SECTION FOR: PUZZLES AND MYSTERIOUS VESSEL (BLACK DIAMOND)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PUZZLES&lt;br /&gt;
The following website has this information as well and is updated regularly...&lt;br /&gt;
http://www.erzsabet.com/TE3000Calc.html&lt;br /&gt;
&lt;br /&gt;
DO WE WANT TO INCLUDE CHEAT SHEET?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MYSTERIOUS VESSEL (BLACK DIAMOND)&lt;br /&gt;
&lt;br /&gt;
Mysterious vessel - trader (Black Diamond)&lt;br /&gt;
Seen: Feb 3047&lt;br /&gt;
Slowed: Apr 3047 ~ Mysterious vessel wants &amp;quot;rare minerals and ores&amp;quot;&lt;br /&gt;
Jun 3047 ~ Price (based on fleet and colonies)&lt;br /&gt;
Jul 3047 ~ Paymonth&lt;br /&gt;
&lt;br /&gt;
Magic Fuel Pellets&lt;br /&gt;
Purchased ships contain surprises&lt;br /&gt;
Buy ships low price for 1 year&lt;br /&gt;
Ships worth mote than normal for 1 year&lt;br /&gt;
Your fleet&#039;s efficiency has been raised 100 cr/ship permanently&lt;/div&gt;</summary>
		<author><name>Kylie26 skytower</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=30</id>
		<title>Terms Used</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=30"/>
		<updated>2009-03-13T11:40:47Z</updated>

		<summary type="html">&lt;p&gt;Kylie26 skytower: /* Fatigue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General information ===&lt;br /&gt;
Tiny Empires 3000 is a massively multiplayer game that you play entirely in the HUD window in Second Life. The game is set far in the future, when the human race has spread across most of the galaxy. A devastating galactic war has ended, and the corrupt empire of old has been overthrown by a freedom-seeking rebellion force. The economy, badly damaged during the war, is starting to recover. Goods are being traded again among the various star systems.&lt;br /&gt;
&lt;br /&gt;
You start out as a trader with a single transport spaceship, earning a modest living by delivering goods to outlying colonies and trade outposts.&lt;br /&gt;
&lt;br /&gt;
The goal of the game is simple: Grow your trade empire by purchasing ships, joining a guild, gaining subordinates, and cultivating colonists.&lt;br /&gt;
&lt;br /&gt;
Of course, you may find that friends make for good subordinates, and subordinates can make very good friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game hud will go into idle mode after a while of no activity, similar to original Tiny Empires. In idle mode there is no income, no dues, nothing. SO there is no danger in leaving your HUD attached all night.&lt;br /&gt;
&lt;br /&gt;
For choosing your own superior, the following rules apply: the superior has to have a minimum of 10 ships, maximum 3 ranks down can hook up with a superior.&lt;br /&gt;
&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;
=== 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;
=== Fleet efficiency ===&lt;br /&gt;
Upgrades to your fleet, that improve your income in credits per ship. At the moment we are investigating the upgrades, but these are the ones we know of:&lt;br /&gt;
&lt;br /&gt;
Listed as &amp;quot;Upgrades&amp;quot; - &amp;quot;Cost in credits&amp;quot; - &amp;quot;Personal Ships (PS) required to unlock&amp;quot; -&amp;gt; &amp;quot;New earnings per Ship&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Repair bot - 300 - 3 ships -&amp;gt; 1,050&lt;br /&gt;
&lt;br /&gt;
Cargo pods - 28800 (2880 x #of PS) - 10 ships -&amp;gt; 1,100&lt;br /&gt;
&lt;br /&gt;
Recalibrate ships engines - ~108K (7200 x #of PS) - 15 ships -&amp;gt; 1,150&lt;br /&gt;
&lt;br /&gt;
Scanning system - (12,800 x #of PS) - 21 ships -&amp;gt; 1,200&lt;br /&gt;
&lt;br /&gt;
VR rigs - (20800 x # of PS) - 26 ships -&amp;gt; 1,250&lt;br /&gt;
&lt;br /&gt;
Plasma cooled refridgeration system - (28,800 x #of PS) - 32 ships -&amp;gt; 1,300&lt;br /&gt;
&lt;br /&gt;
Merchant grade navigation system (39.2k x #of PS) - 38 or 39 ships -&amp;gt; 1,350&lt;br /&gt;
&lt;br /&gt;
Install an Ops module - (52.2 x #of PS) -  45 ships -&amp;gt; 1,400&lt;br /&gt;
&lt;br /&gt;
?Engine upgrade - (~4.5mil) - 61 ships? -&amp;gt; 1,450&lt;br /&gt;
&lt;br /&gt;
?Cloaking Devices for Ships - (~5.6mil) - 70 ships -&amp;gt; 1,500&lt;br /&gt;
&lt;br /&gt;
?Low Power Thrusters - (~8.2mil) - 71 ships -&amp;gt; 1,600&lt;br /&gt;
&lt;br /&gt;
?Hire Manager - (~15.5mil) - 99 ships -&amp;gt; 1,700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Like the original Tiny Empires, upgrade price is based off the amount of ships you personally own. Costs listed are based on the minimum ships required to unlock the upgrade. Your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
An addition to your income. Each colony improves your income per ship. There are four (maybe five?) different colonies known at the moment. It seems (investigate!) that each colony improves your income/ship with 1,000 credits. Colonies are:&lt;br /&gt;
Terrestrial planetoid (gives 100 cr/ship?)&lt;br /&gt;
Mining asteroid (pays some bonus credits in earnings and gave 1000 colonists to start with)&lt;br /&gt;
Orbital laboratory&lt;br /&gt;
Volcano colony (exact name?)&lt;br /&gt;
Small icy moon&lt;br /&gt;
&lt;br /&gt;
Costs range from 500k to 2mil currently...&lt;br /&gt;
&lt;br /&gt;
Its unknown when colonies are unlocked, some say a min of 25 personal ships and a ratio of 4:1 This ratio has been going up and down... 10% may work. I got my first colony offer at 50/30&lt;br /&gt;
&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 tradeoff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DISASTERS:&lt;br /&gt;
? There is curruptions, disease, crime... etc.&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. 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;
&lt;br /&gt;
NEEDS ANOTHER SECTION FOR:&lt;br /&gt;
&lt;br /&gt;
PUZZLES AND &lt;br /&gt;
&lt;br /&gt;
MYSTERIOUS VESSEL (BLACK DIAMOND)&lt;br /&gt;
&lt;br /&gt;
Mysterious vessel - trader (Black Diamond)&lt;br /&gt;
Seen: Feb 3047&lt;br /&gt;
Slowed: Apr 3047 ~ Mysterious vessel wants &amp;quot;rare minerals and ores&amp;quot;&lt;br /&gt;
Jun 3047 ~ Price (based on fleet and colonies)&lt;br /&gt;
Jul 3047 ~ Paymonth&lt;br /&gt;
&lt;br /&gt;
Magic Fuel Pellets&lt;br /&gt;
Purchased ships contain surprises&lt;br /&gt;
Buy ships low price for 1 year&lt;br /&gt;
Ships worth mote than normal for 1 year&lt;br /&gt;
Your fleet&#039;s efficiency has been raised 100 cr/ship permanently&lt;/div&gt;</summary>
		<author><name>Kylie26 skytower</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=29</id>
		<title>Terms Used</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=29"/>
		<updated>2009-03-13T11:38:11Z</updated>

		<summary type="html">&lt;p&gt;Kylie26 skytower: /* 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 trader with a single transport spaceship, earning a modest living by delivering goods to outlying colonies and trade outposts.&lt;br /&gt;
&lt;br /&gt;
The goal of the game is simple: Grow your trade empire by purchasing ships, joining a guild, gaining subordinates, and cultivating colonists.&lt;br /&gt;
&lt;br /&gt;
Of course, you may find that friends make for good subordinates, and subordinates can make very good friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game hud will go into idle mode after a while of no activity, similar to original Tiny Empires. In idle mode there is no income, no dues, nothing. SO there is no danger in leaving your HUD attached all night.&lt;br /&gt;
&lt;br /&gt;
For choosing your own superior, the following rules apply: the superior has to have a minimum of 10 ships, maximum 3 ranks down can hook up with a superior.&lt;br /&gt;
&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;
=== 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;
=== Fleet efficiency ===&lt;br /&gt;
Upgrades to your fleet, that improve your income in credits per ship. At the moment we are investigating the upgrades, but these are the ones we know of:&lt;br /&gt;
&lt;br /&gt;
Listed as &amp;quot;Upgrades&amp;quot; - &amp;quot;Cost in credits&amp;quot; - &amp;quot;Personal Ships (PS) required to unlock&amp;quot; -&amp;gt; &amp;quot;New earnings per Ship&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Repair bot - 300 - 3 ships -&amp;gt; 1,050&lt;br /&gt;
&lt;br /&gt;
Cargo pods - 28800 (2880 x #of PS) - 10 ships -&amp;gt; 1,100&lt;br /&gt;
&lt;br /&gt;
Recalibrate ships engines - ~108K (7200 x #of PS) - 15 ships -&amp;gt; 1,150&lt;br /&gt;
&lt;br /&gt;
Scanning system - (12,800 x #of PS) - 21 ships -&amp;gt; 1,200&lt;br /&gt;
&lt;br /&gt;
VR rigs - (20800 x # of PS) - 26 ships -&amp;gt; 1,250&lt;br /&gt;
&lt;br /&gt;
Plasma cooled refridgeration system - (28,800 x #of PS) - 32 ships -&amp;gt; 1,300&lt;br /&gt;
&lt;br /&gt;
Merchant grade navigation system (39.2k x #of PS) - 38 or 39 ships -&amp;gt; 1,350&lt;br /&gt;
&lt;br /&gt;
Install an Ops module - (52.2 x #of PS) -  45 ships -&amp;gt; 1,400&lt;br /&gt;
&lt;br /&gt;
?Engine upgrade - (~4.5mil) - 61 ships? -&amp;gt; 1,450&lt;br /&gt;
&lt;br /&gt;
?Cloaking Devices for Ships - (~5.6mil) - 70 ships -&amp;gt; 1,500&lt;br /&gt;
&lt;br /&gt;
?Low Power Thrusters - (~8.2mil) - 71 ships -&amp;gt; 1,600&lt;br /&gt;
&lt;br /&gt;
?Hire Manager - (~15.5mil) - 99 ships -&amp;gt; 1,700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Like the original Tiny Empires, upgrade price is based off the amount of ships you personally own. Costs listed are based on the minimum ships required to unlock the upgrade. Your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
An addition to your income. Each colony improves your income per ship. There are four (maybe five?) different colonies known at the moment. It seems (investigate!) that each colony improves your income/ship with 1,000 credits. Colonies are:&lt;br /&gt;
Terrestrial planetoid (gives 100 cr/ship?)&lt;br /&gt;
Mining asteroid (pays some bonus credits in earnings and gave 1000 colonists to start with)&lt;br /&gt;
Orbital laboratory&lt;br /&gt;
Volcano colony (exact name?)&lt;br /&gt;
Small icy moon&lt;br /&gt;
&lt;br /&gt;
Costs range from 500k to 2mil currently...&lt;br /&gt;
&lt;br /&gt;
Its unknown when colonies are unlocked, some say a min of 25 personal ships and a ratio of 4:1 This ratio has been going up and down... 10% may work. I got my first colony offer at 50/30&lt;br /&gt;
&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 tradeoff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DISASTERS:&lt;br /&gt;
? There is curruptions, disease, crime... etc.&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. You don&#039;t have to do anything. It resets whether you are online or off. Fatigue does not build up during idle mode.&lt;/div&gt;</summary>
		<author><name>Kylie26 skytower</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=27</id>
		<title>Terms Used</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=27"/>
		<updated>2009-03-13T11:36:06Z</updated>

		<summary type="html">&lt;p&gt;Kylie26 skytower: /* 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 trader with a single transport spaceship, earning a modest living by delivering goods to outlying colonies and trade outposts.&lt;br /&gt;
&lt;br /&gt;
The goal of the game is simple: Grow your trade empire by purchasing ships, joining a guild, gaining subordinates, and cultivating colonists.&lt;br /&gt;
&lt;br /&gt;
Of course, you may find that friends make for good subordinates, and subordinates can make very good friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game hud will go into idle mode after a while of no activity, similar to original Tiny Empires. In idle mode there is no income, no dues, nothing. SO there is no danger in leaving your HUD attached all night.&lt;br /&gt;
&lt;br /&gt;
For choosing your own superior, the following rules apply: the superior has to have a minimum of 10 ships, maximum 3 ranks down can hook up with a superior.&lt;br /&gt;
&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;
=== 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;
=== Fleet efficiency ===&lt;br /&gt;
Upgrades to your fleet, that improve your income in credits per ship. At the moment we are investigating the upgrades, but these are the ones we know of:&lt;br /&gt;
&lt;br /&gt;
Listed as &amp;quot;Upgrades&amp;quot; - &amp;quot;Cost in credits&amp;quot; - &amp;quot;Personal Ships (PS) required to unlock&amp;quot; -&amp;gt; &amp;quot;New earnings per Ship&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Repair bot - 300 - 3 ships -&amp;gt; 1,050&lt;br /&gt;
&lt;br /&gt;
Cargo pods - 28800 (2880 x #of PS) - 10 ships -&amp;gt; 1,100&lt;br /&gt;
&lt;br /&gt;
Recalibrate ships engines - ~108K (7200 x #of PS) - 15 ships -&amp;gt; 1,150&lt;br /&gt;
&lt;br /&gt;
Scanning system - (12,800 x #of PS) - 21 ships -&amp;gt; 1,200&lt;br /&gt;
&lt;br /&gt;
VR rigs - (20800 x # of PS) - 26 ships -&amp;gt; 1,250&lt;br /&gt;
&lt;br /&gt;
Plasma cooled refridgeration system - (28,800 x #of PS) - 32 ships -&amp;gt; 1,300&lt;br /&gt;
&lt;br /&gt;
Merchant grade navigation system (39.2k x #of PS) - 38 or 39 ships -&amp;gt; 1,350&lt;br /&gt;
&lt;br /&gt;
?Install an Ops module - (~3.2mil) -  60 ships -&amp;gt; 1,400&lt;br /&gt;
&lt;br /&gt;
?Engine upgrade - (~4.5mil) - 61 ships? -&amp;gt; 1,450&lt;br /&gt;
&lt;br /&gt;
?Cloaking Devices for Ships - (~5.6mil) - 70 ships -&amp;gt; 1,500&lt;br /&gt;
&lt;br /&gt;
?Low Power Thrusters - (~8.2mil) - 71 ships -&amp;gt; 1,600&lt;br /&gt;
&lt;br /&gt;
?Hire Manager - (~15.5mil) - 99 ships -&amp;gt; 1,700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Like the original Tiny Empires, upgrade price is based off the amount of ships you personally own. Costs listed are based on the minimum ships required to unlock the upgrade. Your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
An addition to your income. Each colony improves your income per ship. There are four (maybe five?) different colonies known at the moment. It seems (investigate!) that each colony improves your income/ship with 1,000 credits. Colonies are:&lt;br /&gt;
Terrestrial planetoid (gives 100 cr/ship?)&lt;br /&gt;
Mining asteroid (pays some bonus credits in earnings and gave 1000 colonists to start with)&lt;br /&gt;
Orbital laboratory&lt;br /&gt;
Volcano colony (exact name?)&lt;br /&gt;
Small icy moon&lt;br /&gt;
&lt;br /&gt;
Costs range from 500k to 2mil currently...&lt;br /&gt;
&lt;br /&gt;
Its unknown when colonies are unlocked, some say a min of 25 personal ships and a ratio of 4:1 This ratio has been going up and down... 10% may work. I got my first colony offer at 50/30&lt;br /&gt;
&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 tradeoff.&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. You don&#039;t have to do anything. It resets whether you are online or off. Fatigue does not build up during idle mode.&lt;/div&gt;</summary>
		<author><name>Kylie26 skytower</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=25</id>
		<title>Terms Used</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=25"/>
		<updated>2009-03-13T11:27:19Z</updated>

		<summary type="html">&lt;p&gt;Kylie26 skytower: /* Fleet efficiency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General information ===&lt;br /&gt;
Tiny Empires 3000 is a massively multiplayer game that you play entirely in the HUD window in Second Life. The game is set far in the future, when the human race has spread across most of the galaxy. A devastating galactic war has ended, and the corrupt empire of old has been overthrown by a freedom-seeking rebellion force. The economy, badly damaged during the war, is starting to recover. Goods are being traded again among the various star systems.&lt;br /&gt;
&lt;br /&gt;
You start out as a trader with a single transport spaceship, earning a modest living by delivering goods to outlying colonies and trade outposts.&lt;br /&gt;
&lt;br /&gt;
The goal of the game is simple: Grow your trade empire by purchasing ships, joining a guild, gaining subordinates, and cultivating colonists.&lt;br /&gt;
&lt;br /&gt;
Of course, you may find that friends make for good subordinates, and subordinates can make very good friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game hud will go into idle mode after a while of no activity, similar to original Tiny Empires. In idle mode there is no income, no dues, nothing. SO there is no danger in leaving your HUD attached all night.&lt;br /&gt;
&lt;br /&gt;
For choosing your own superior, the following rules apply: the superior has to have a minimum of 10 ships, maximum 3 ranks down can hook up with a superior.&lt;br /&gt;
&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;
=== 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;
=== Fleet efficiency ===&lt;br /&gt;
Upgrades to your fleet, that improve your income in credits per ship. At the moment we are investigating the upgrades, but these are the ones we know of:&lt;br /&gt;
&lt;br /&gt;
Listed as &amp;quot;Upgrades&amp;quot; - &amp;quot;Cost in credits&amp;quot; - &amp;quot;Personal Ships (PS) required to unlock&amp;quot; -&amp;gt; &amp;quot;New earnings per Ship&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
Repair bot - 300 - 3 ships -&amp;gt; 1,050&lt;br /&gt;
&lt;br /&gt;
Cargo pods - 28800 (2880 x #of PS) - 10 ships -&amp;gt; 1,100&lt;br /&gt;
&lt;br /&gt;
Recalibrate ships engines - ~108K (7200 x #of PS) - 15 ships -&amp;gt; 1,150&lt;br /&gt;
&lt;br /&gt;
Scanning system - (12,800 x #of PS) - 21 ships -&amp;gt; 1,200&lt;br /&gt;
&lt;br /&gt;
VR rigs - (20800 x # of PS) - 26 ships -&amp;gt; 1,250&lt;br /&gt;
&lt;br /&gt;
Plasma cooled refridgeration system - (28,800 x #of PS) - 32 ships -&amp;gt; 1,300&lt;br /&gt;
&lt;br /&gt;
Merchant grade navigation system (39.2k x #of PS) - 38 or 39 ships -&amp;gt; 1,350&lt;br /&gt;
&lt;br /&gt;
?Install an Ops module - (~3.2mil) -  60 ships -&amp;gt; 1,400&lt;br /&gt;
&lt;br /&gt;
?Engine upgrade - (~4.5mil) - 61 ships? -&amp;gt; 1,450&lt;br /&gt;
&lt;br /&gt;
?Cloaking Devices for Ships - (~5.6mil) - 70 ships -&amp;gt; 1,500&lt;br /&gt;
&lt;br /&gt;
?Low Power Thrusters - (~8.2mil) - 71 ships -&amp;gt; 1,600&lt;br /&gt;
&lt;br /&gt;
?Hire Manager - (~15.5mil) - 99 ships -&amp;gt; 1,700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Like the original Tiny Empires, upgrade price is based off the amount of ships you personally own. Costs listed are based on the minimum ships required to unlock the upgrade. Your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
An addition to your income. Each colony improves your income per ship. There are four different colonies known at the moment. It seems (investigate!) that each colony improves your income/ship with 1,000 credits. Colonies are:&lt;br /&gt;
Terrestrial planetoid&lt;br /&gt;
Mining asteroid&lt;br /&gt;
Orbital laboratory&lt;br /&gt;
Vulcano colony (exact name?)&lt;br /&gt;
Small icy moon&lt;br /&gt;
&lt;br /&gt;
If you buy a Colony in the TE3000 HUD, then this will enable disasters.  If you don&#039;t buy a Colonly, then the HUD will be like the regular Full Version HUD, and you can wear if without fear of being penalized. If you do buy a Colony, then you have to keep monitoring the HUD every turn to avoid missing disasters, like with the Federation HUD, but with the potential for more credits (gold).  So, it&#039;s a tradeoff.&lt;br /&gt;
&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. You don&#039;t have to do anything. It resets whether you are online or off. Fatigue does not build up during idle mode.&lt;/div&gt;</summary>
		<author><name>Kylie26 skytower</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=24</id>
		<title>Terms Used</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Terms_Used&amp;diff=24"/>
		<updated>2009-03-13T11:26:15Z</updated>

		<summary type="html">&lt;p&gt;Kylie26 skytower: /* Fleet efficiency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General information ===&lt;br /&gt;
Tiny Empires 3000 is a massively multiplayer game that you play entirely in the HUD window in Second Life. The game is set far in the future, when the human race has spread across most of the galaxy. A devastating galactic war has ended, and the corrupt empire of old has been overthrown by a freedom-seeking rebellion force. The economy, badly damaged during the war, is starting to recover. Goods are being traded again among the various star systems.&lt;br /&gt;
&lt;br /&gt;
You start out as a trader with a single transport spaceship, earning a modest living by delivering goods to outlying colonies and trade outposts.&lt;br /&gt;
&lt;br /&gt;
The goal of the game is simple: Grow your trade empire by purchasing ships, joining a guild, gaining subordinates, and cultivating colonists.&lt;br /&gt;
&lt;br /&gt;
Of course, you may find that friends make for good subordinates, and subordinates can make very good friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game hud will go into idle mode after a while of no activity, similar to original Tiny Empires. In idle mode there is no income, no dues, nothing. SO there is no danger in leaving your HUD attached all night.&lt;br /&gt;
&lt;br /&gt;
For choosing your own superior, the following rules apply: the superior has to have a minimum of 10 ships, maximum 3 ranks down can hook up with a superior.&lt;br /&gt;
&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;
=== 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;
=== Fleet efficiency ===&lt;br /&gt;
Upgrades to your fleet, that improve your income in credits per ship. At the moment we are investigating the upgrades, but these are the ones we know of:&lt;br /&gt;
Listed as &amp;quot;Upgrades&amp;quot; - &amp;quot;Cost in credits&amp;quot; - &amp;quot;Personal Ships (PS) required to unlock&amp;quot; -&amp;gt; &amp;quot;New earnings per Ship&amp;quot;...&lt;br /&gt;
Repair bot - 300 - 3 ships -&amp;gt; 1,050&lt;br /&gt;
Cargo pods - 28800 (2880 x #of PS) - 10 ships -&amp;gt; 1,100&lt;br /&gt;
Recalibrate ships engines - ~108K (7200 x #of PS) - 15 ships -&amp;gt; 1,150&lt;br /&gt;
Scanning system - (12,800 x #of PS) - 21 ships -&amp;gt; 1,200&lt;br /&gt;
VR rigs - (20800 x # of PS) - 26 ships -&amp;gt; 1,250&lt;br /&gt;
Plasma cooled refridgeration system - (28,800 x #of PS) - 32 ships -&amp;gt; 1,300&lt;br /&gt;
Merchant grade navigation system (39.2k x #of PS) - 38 or 39 ships -&amp;gt; 1,350&lt;br /&gt;
?Install an Ops module - (~3.2mil) -  60 ships -&amp;gt; 1,400&lt;br /&gt;
?Engine upgrade - (~4.5mil) - 61 ships? -&amp;gt; 1,450&lt;br /&gt;
?Cloaking Devices for Ships - (~5.6mil) - 70 ships -&amp;gt; 1,500&lt;br /&gt;
?Low Power Thrusters - (~8.2mil) - 71 ships -&amp;gt; 1,600&lt;br /&gt;
?Hire Manager - (~15.5mil) - 99 ships -&amp;gt; 1,700&lt;br /&gt;
&lt;br /&gt;
Note: Like the original Tiny Empires, upgrade price is based off the amount of ships you personally own. Costs listed are based on the minimum ships required to unlock the upgrade. Your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
=== Colony ===&lt;br /&gt;
An addition to your income. Each colony improves your income per ship. There are four different colonies known at the moment. It seems (investigate!) that each colony improves your income/ship with 1,000 credits. Colonies are:&lt;br /&gt;
Terrestrial planetoid&lt;br /&gt;
Mining asteroid&lt;br /&gt;
Orbital laboratory&lt;br /&gt;
Vulcano colony (exact name?)&lt;br /&gt;
Small icy moon&lt;br /&gt;
&lt;br /&gt;
If you buy a Colony in the TE3000 HUD, then this will enable disasters.  If you don&#039;t buy a Colonly, then the HUD will be like the regular Full Version HUD, and you can wear if without fear of being penalized. If you do buy a Colony, then you have to keep monitoring the HUD every turn to avoid missing disasters, like with the Federation HUD, but with the potential for more credits (gold).  So, it&#039;s a tradeoff.&lt;br /&gt;
&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. You don&#039;t have to do anything. It resets whether you are online or off. Fatigue does not build up during idle mode.&lt;/div&gt;</summary>
		<author><name>Kylie26 skytower</name></author>
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