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		<title>Information</title>
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		<updated>2013-08-30T00:19:27Z</updated>

		<summary type="html">&lt;p&gt;TonyaSouther: /* Red Tape */ adding 3x unity to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[[Ranks]]&lt;br /&gt;
&lt;br /&gt;
[[Upgrades]]&lt;br /&gt;
&lt;br /&gt;
[[Colonies]]&lt;br /&gt;
&lt;br /&gt;
[[Terms Used]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
[[Links to Outside Resources]]&lt;br /&gt;
&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. This limit was relaxed in 2010 - a Mogul is now the highest rank that can take on a Pilot.&lt;br /&gt;
&lt;br /&gt;
=== Red Tape ===&lt;br /&gt;
&lt;br /&gt;
Red Tape started being awarded during January 2012 and may be received for any of the following:&lt;br /&gt;
&lt;br /&gt;
* Paying end of year dues&lt;br /&gt;
* Paying fleet tax for being at/above a certain rank (2 or 3 Red Tape)&lt;br /&gt;
* Refunding a direct&#039;s commission&lt;br /&gt;
* Buying a ship (1 to 3 Red Tape)&lt;br /&gt;
* Selling a ship (1 to 3 Red Tape)&lt;br /&gt;
* Entering a puzzle answer (up to 3 Red Tape)&lt;br /&gt;
* Gift from MV (2 to 5 Red Tape)&lt;br /&gt;
* Completing some steps on the Call of Leadership (Step 2 gave 5 Red Tape)&lt;br /&gt;
* Hiring the flagship designer in the Director&#039;s Quest (3 red tape)&lt;br /&gt;
* Random Event, eg &amp;quot;A distributor that you sometimes work with owes you payment. He recently changed his Accounts Payable process. You spend hours trying to get your credits. You gained 1 Red Tape&amp;quot;&lt;br /&gt;
* Paying for the medical clinics at the 30K ships stage on Call of Leadership (5 Red Tape)&lt;br /&gt;
* Paying for the planet terraforming at the 50K ships stage on Call of Leadership (5 Red Tape)&lt;br /&gt;
&lt;br /&gt;
The Bureaucrat made his first appearence on Jan 26, 2012 in game month July 3259 visiting all guilds. As anticipated, there are similarities with the Alchemist in TE including the multi-turn approach sequence and the trading of red tape for game modifiers.&lt;br /&gt;
&lt;br /&gt;
List of offers seen so far, ordered by their cost.&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Arrangement 202(r) - fleet tax 20% less forever - 2 red tape&lt;br /&gt;
 &lt;br /&gt;
*Reserve Bond 908.5(m) - fleet donation matched twice - 2 red tape&lt;br /&gt;
&lt;br /&gt;
*Clarity Renumeration Forum 1 (c) - +50% on puzzle bonus forever - 3 red tape &lt;br /&gt;
&lt;br /&gt;
*Unity Match Contract - unity bonus 50 % forever - 3 red tape&lt;br /&gt;
&lt;br /&gt;
*Research Arrangement - Jump Ahead 3 research levels - 4 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Stipulation - annual guild dues 10% less - 4 red tape  &lt;br /&gt;
&lt;br /&gt;
*Census Agreement 47 (s) - 10% more per sub - 5 red tape&lt;br /&gt;
&lt;br /&gt;
*Census Agreement 219 - 10% more/colonists - 5 red tape&lt;br /&gt;
&lt;br /&gt;
*Research Arrangement RA6 - Jump ahead 6 research levels - 6 red tape&lt;br /&gt;
&lt;br /&gt;
*Colonist Contract 710(a) - +10% colonist capacity - 7 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Compromise 20(v) - Annual Guild Dues 20% Less - 8 red tape (This was seen after previously purchasing the Dues Stipulation that gives 10% less, possibly it&#039;s not offered until after the 10% contract has been bought)&lt;br /&gt;
&lt;br /&gt;
*Unity Commitment C(f.100) - Unit bonus doubled forever - 10 red tape&lt;br /&gt;
&lt;br /&gt;
*Clarity Premium Form 2 (c) Puzzle bonus doubled Forever - 10 red tape&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Arrangement 404(r) - Fleet tax 40% less forever - 12 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Compromise 30(z) - Annual Guild Dues 30% less - 12 red tape&lt;br /&gt;
&lt;br /&gt;
*Ship Concessions s5 - Ships cost 5% less forever - 15 red tape&lt;br /&gt;
&lt;br /&gt;
*Census(s) Treaty 57(s) - 20% more per subordinate - 20 red tape&lt;br /&gt;
&lt;br /&gt;
*Census(c) Treaty 819(c) - 20% more per colonist - 20 red tape&lt;br /&gt;
&lt;br /&gt;
*Research Contract I.Nf.2x - Research is doubled forever - 20 red tape (clarification required: what is doubled?)&lt;br /&gt;
&lt;br /&gt;
*Colonist Accord 20.r(b) - +20% colonist capacity -  25 red tape&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Embargo - Total immunity to fleet tax - 25 red tape&lt;br /&gt;
&lt;br /&gt;
*Ship Concessions s10 - Ships cost 10% less - 30 red tape&lt;br /&gt;
&lt;br /&gt;
*Unity Incentive 3x.k - Unity bonus tripled forever - 30 red tape&lt;br /&gt;
&lt;br /&gt;
*Alien Negotiation Contract - MV price 25% less forever - 35 red tape&lt;br /&gt;
&lt;br /&gt;
*Colonist Accord 144.33(b) - +33% colonist capacity (200% cumulative) - 35 red tape&lt;br /&gt;
&lt;br /&gt;
*Ship Settlement s15 - Ships cost 15% less - 50 red tape&lt;br /&gt;
&lt;br /&gt;
*Bureaucratic Entente - Fleet Efficiency +100 cr/ship - 60 red tape&lt;br /&gt;
&lt;br /&gt;
*Bureaucratic Coup - Fleet Efficiency +100 cr/ship - 100 red tape&lt;br /&gt;
&lt;br /&gt;
The table below shows the evolution of each theme&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Theme&lt;br /&gt;
! Step 1&lt;br /&gt;
! Step 2&lt;br /&gt;
! Step 3&lt;br /&gt;
|-&lt;br /&gt;
| Lower Fleet Tax&lt;br /&gt;
| 20% less 2RT&lt;br /&gt;
| 40% less 12RT&lt;br /&gt;
| Immune 25RT&lt;br /&gt;
|-&lt;br /&gt;
| Reserve Fleet&lt;br /&gt;
| Match donation twice 2RT&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Puzzles&lt;br /&gt;
| 50% bonus 3RT&lt;br /&gt;
| 100% bonus 10RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Unity Vote&lt;br /&gt;
| 50% bonus 3RT&lt;br /&gt;
| 100% bonus 10RT&lt;br /&gt;
| 200% bonus 30RT&lt;br /&gt;
|-&lt;br /&gt;
| Annual Dues&lt;br /&gt;
| 10% less 4RT&lt;br /&gt;
| 20% less 8RT&lt;br /&gt;
| 30% less 12RT&lt;br /&gt;
|-&lt;br /&gt;
| Research&lt;br /&gt;
| Gain 3 steps 4RT&lt;br /&gt;
| Gain 6 steps 6RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Census - Directs&lt;br /&gt;
| 10% more per direct 5RT&lt;br /&gt;
| 20% more per direct 20RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Census - Colonists&lt;br /&gt;
| 10% more per colonist 5RT&lt;br /&gt;
| 20% more per colonist 20RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Colonist capacity&lt;br /&gt;
| 10% more 7RT&lt;br /&gt;
| 20% more 25RT&lt;br /&gt;
| 33% more 35RT&lt;br /&gt;
|-&lt;br /&gt;
| Ship Pricing&lt;br /&gt;
| 5% less 15RT&lt;br /&gt;
| 10% less 30RT&lt;br /&gt;
| 15% less 50RT&lt;br /&gt;
|-&lt;br /&gt;
| MV Cost&lt;br /&gt;
| 25% less 35RT&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Fleet Efficiency&lt;br /&gt;
| +100/month 60RT&lt;br /&gt;
| +100/month 100RT&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Bureaucrat takes slightly longer to arrive than the Alchemist in TE, which is a three turn sequence. The turns and text are:-&lt;br /&gt;
&lt;br /&gt;
*Month 1: The Bureaucrat has come to (name of guild) space. His ability to navigate political minefields, bypass elaborate over-regulation, and cut red tape is truly astonishing. He should be here shortly.&lt;br /&gt;
&lt;br /&gt;
*Month 2: The Bureaucrat is a man of mystery. Nobody knows how he can do what he does. Some say he&#039;s not human at all, but is actually an advanced AI under the control of a shadowy pseudo-governmental agency&lt;br /&gt;
&lt;br /&gt;
*Month 3: A spaceport has been set up for next month&#039;s Bureaucrat visit at guild headquarters. Long lines are anticipated. The only thing that can cut red tape is more red tape. You check your inventory. You have X red tape. (Slightly different message if none)&lt;br /&gt;
&lt;br /&gt;
*Month 4, page 1: The Bureaucrat sits at a desk surrounded by assistants, who are constantly whispering into his ear. He is also connected to an untold number of other parties via comm-link insterted into the base of his skull&lt;br /&gt;
 &lt;br /&gt;
*Month 4, page 2: You feel that the Bureaucrat could make anything possible. Which contract will you sign?&lt;br /&gt;
 &lt;br /&gt;
*Month 5, page 1: Feedback on your purchase or a generic message if nothing purchased.&lt;br /&gt;
&lt;br /&gt;
*Month 5, page 2: The line of visitors dwindles. The Bureaucrat unplugs his comm-link, smooths his tie, and strides out of the room, followed by his assistants. The sign on the wall enlightens you: &amp;quot;Facilitate, Leverage, Perseverance!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The three buzzwords above vary from visit to visit.&lt;br /&gt;
&lt;br /&gt;
So, there is an extra month in the prelude compared to the Alchemist in TE.&lt;br /&gt;
&lt;br /&gt;
Notification of Bureaucrat visits whilst offline is given in the &amp;quot;While you were away&amp;quot; pages when someone direct to their Guildleader logs into the game.&lt;br /&gt;
&lt;br /&gt;
The frequency is assumed to be daily and individual to each guild from the second visitation onwards. The first was seen in all guilds simultaneously.&lt;br /&gt;
&lt;br /&gt;
The offers may not all be affordable, but do seem to be tailored to the number of red tape held, eg when holding 15 tape the offers presented cost 10, 10 and 15. Also some situations have been seen where less than 3 offers are presented.&lt;br /&gt;
&lt;br /&gt;
=== Medals, Titles &amp;amp; Ship Caps ===&lt;br /&gt;
&lt;br /&gt;
Guildleaders can assign medals and custom titles. Operations Managers can assign titles within the guild and Operations Assistants can do the same for their downline only.&lt;br /&gt;
&lt;br /&gt;
Custom titles persist until replaced and survive changes in rank. However a title will begin to fade over a period of a few days if the holder changes guilds.&lt;br /&gt;
&lt;br /&gt;
Each medal gives an award of extra personal ships and an increase in the maximum number of personal ships from 3000. Although medals can fade with guild moves, increases in personal ship ceiling are permanent.&lt;br /&gt;
&lt;br /&gt;
Medals must be awarded in sequence, so the Star of Hera is always the first.&lt;br /&gt;
&lt;br /&gt;
Star of Hera - 10 personal ships, ship cap increased to 3100&lt;br /&gt;
&lt;br /&gt;
Order of Merit - 15 personal ships, ship cap increased to 3250&lt;br /&gt;
&lt;br /&gt;
Cross of the Guardian - 20 personal ships, ship cap increased to 3500&lt;br /&gt;
&lt;br /&gt;
Once a guild has donated 10,000 ships to the Reserve, the Guild Leader can have custom names for its medals.  For the Cosmic Paradise guild, the custom medal names are:&lt;br /&gt;
&lt;br /&gt;
1st Title - Eternal Beacon of Light &lt;br /&gt;
&lt;br /&gt;
2nd Title - The Big Bang Medal&lt;br /&gt;
&lt;br /&gt;
3rd Title - Master of the Cosmos  &lt;br /&gt;
&lt;br /&gt;
If a Guildleader tries assigning a medal/title a fourth time it is regarded as an attempt to convert that player to an Operations Assistant. Similarly, doing it a fifth time converts an Operations Assistant to an Operations Manager.&lt;br /&gt;
&lt;br /&gt;
The Title offers available to the Operations Manager/Operations Assistants do not include medals or a ship grant and can therefore be used even to re-title someone who has received all three medals.&lt;br /&gt;
&lt;br /&gt;
Where a guild has completed the assignment of 10,000 ships into their reserve fleet the Guildleader gains the option to rename the three standard medals. Their other properties are unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Credit Caps ===&lt;br /&gt;
&lt;br /&gt;
Credit cap was verified reached with photos on 06/21/2012 by Celeste Auer of Cosmic Paradise.  The cap is 10,000,000,000,000 (10 Trillion) credit.  Profits continue to be acquired monthly, but then are lost the following month. Depending on earnings or expenses per month, the total will exceed slighly the 10 Trillion credit or fall just below it for a month. Once this was reached and reported to the game creator, he verified that the maximun cap for this game was 10 Trillion. There had been a prior report of someone reaching the cap, but it was after the time they stated having it and were not able to verify it. The amount was different that the above amount and what was verified by the game creator.&lt;br /&gt;
&lt;br /&gt;
===Disasters:===&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 earnings 1.25% per turn.  Windfalls, commission, census and fleet earnings are all affected. Ship buying and selling are not, and guild dues are not.  It resets back to zero once per day (at around midnight 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;
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 Erzabet&#039;s TE Calculators]&lt;br /&gt;
&lt;br /&gt;
====Unity questions====&lt;br /&gt;
&lt;br /&gt;
Most people just answer NO on every question, so the chance of gaining some credits is biggest when you answer NO like the majority does [we&#039;re talking about percentages of around 90%!!!]. When you&#039;re building a flagship [[Director&#039;s Quest]], you need 20 YES-answers to the unity questionsm this gived the non-conformist votes needed for the Quest. So it helps when people who are going for the credits answer 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 No [http://www.timelesscreationssl.com/RevolutionaryTruth3366.jpg See Truth example, the philosophical answer should probably be yes however. But who cares about philosophy?]&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;
* If you try to fail and you succeed, have you succeeded? - Majority tends to answer NO [Note this is the opposite of the prior 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, the philosophical answer should probably be yes however. But who cares about philosophy?]&lt;br /&gt;
* Someone once wrote: &amp;quot;We are half ruined by conformity, but we should be wholly ruined without it.&amp;quot; Do you agree? - Majority tends to answer NO [The philosophical answer should probably be yes however. But who cares about philosophy?&lt;br /&gt;
&lt;br /&gt;
=== Mysterious vessel (Black Diamond) ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Vessel&amp;quot; will occasionally 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. You only get the &amp;quot;Mysterious Vessel&amp;quot; after the rank of Trader, or in other words, you have at least 50 total ships. &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;
For a list of vessel sightings, see: [[MV Sightings]]&lt;br /&gt;
&lt;br /&gt;
====Offers of Mysterious Vessel====&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. ***This is not a true statement.  You will get less money every time you sell and lose the income and windfalls from these ships*** Buy/Sell unless you are just out for credits.&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. Unlike old TE,the efficiency goes up instead of down when you buy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet efficiency has been raise by 100 credits/ship permanently.&#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 occurring ship buy/sell turns. Selling this ship may or may not give a profit.  Usually it takes 3-7 sales to receive 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 receive 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 receive your pay out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You match velocities with the mysterious vessel. Your minerals vanish, to be replaced by.... nothing? Wait. Searching again, you find a liquid metallic sphere encased in a carbon shell. This must be purified Soleinium.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Required component for the Flagship, part of the [[Director&#039;s Quest]]. No other benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You match velocities with the mysterious vessel. Your minerals vanish, to be replaced by.... nothing? Wait. You search again. In your cargo hold is a mountain of paperwork for you to complete. You gain 5 red tape.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You get 5 Red Tape to use with the Bureaucrat.&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 Mysterious Vessel 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;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I missed the reward message!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you missed the message saying what you got from the MV, it can be figured out by working through the following.&lt;br /&gt;
&lt;br /&gt;
Are you getting a ship buy/sell offer every turn? If you are it&#039;s Buy Low, Sell High or Surprises. The first two can be seen from the prices being proposed. If both prices are normal then you got Surprises. You may also get a random Buy Low or Sell High (or even both if you have Surprises); if this happens look at next turn&#039;s offer to see which figure has returned to normal.&lt;br /&gt;
&lt;br /&gt;
Look on the Accounts tab. If the efficiency figure has jumped to something massively over 3300 you got fuel pellets. If the efficiency has increased by 100, that&#039;s what the MV just gave you. If your Red Tape total has increased, that&#039;s what you got.&lt;br /&gt;
&lt;br /&gt;
When you get a buy/sell offer, the sell offer says &#039;might be worth something&#039; - this indicates that you got One Ship Worth More. It typically takes around six sales to get the bonus.&lt;br /&gt;
&lt;br /&gt;
If none of the above apply you got the Solenium from the MV.&lt;/div&gt;</summary>
		<author><name>TonyaSouther</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=2402</id>
		<title>Information</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=2402"/>
		<updated>2013-08-30T00:17:29Z</updated>

		<summary type="html">&lt;p&gt;TonyaSouther: /* Red Tape */ Unity bonus tripled forever&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[[Ranks]]&lt;br /&gt;
&lt;br /&gt;
[[Upgrades]]&lt;br /&gt;
&lt;br /&gt;
[[Colonies]]&lt;br /&gt;
&lt;br /&gt;
[[Terms Used]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
[[Links to Outside Resources]]&lt;br /&gt;
&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. This limit was relaxed in 2010 - a Mogul is now the highest rank that can take on a Pilot.&lt;br /&gt;
&lt;br /&gt;
=== Red Tape ===&lt;br /&gt;
&lt;br /&gt;
Red Tape started being awarded during January 2012 and may be received for any of the following:&lt;br /&gt;
&lt;br /&gt;
* Paying end of year dues&lt;br /&gt;
* Paying fleet tax for being at/above a certain rank (2 or 3 Red Tape)&lt;br /&gt;
* Refunding a direct&#039;s commission&lt;br /&gt;
* Buying a ship (1 to 3 Red Tape)&lt;br /&gt;
* Selling a ship (1 to 3 Red Tape)&lt;br /&gt;
* Entering a puzzle answer (up to 3 Red Tape)&lt;br /&gt;
* Gift from MV (2 to 5 Red Tape)&lt;br /&gt;
* Completing some steps on the Call of Leadership (Step 2 gave 5 Red Tape)&lt;br /&gt;
* Hiring the flagship designer in the Director&#039;s Quest (3 red tape)&lt;br /&gt;
* Random Event, eg &amp;quot;A distributor that you sometimes work with owes you payment. He recently changed his Accounts Payable process. You spend hours trying to get your credits. You gained 1 Red Tape&amp;quot;&lt;br /&gt;
* Paying for the medical clinics at the 30K ships stage on Call of Leadership (5 Red Tape)&lt;br /&gt;
* Paying for the planet terraforming at the 50K ships stage on Call of Leadership (5 Red Tape)&lt;br /&gt;
&lt;br /&gt;
The Bureaucrat made his first appearence on Jan 26, 2012 in game month July 3259 visiting all guilds. As anticipated, there are similarities with the Alchemist in TE including the multi-turn approach sequence and the trading of red tape for game modifiers.&lt;br /&gt;
&lt;br /&gt;
List of offers seen so far, ordered by their cost.&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Arrangement 202(r) - fleet tax 20% less forever - 2 red tape&lt;br /&gt;
 &lt;br /&gt;
*Reserve Bond 908.5(m) - fleet donation matched twice - 2 red tape&lt;br /&gt;
&lt;br /&gt;
*Clarity Renumeration Forum 1 (c) - +50% on puzzle bonus forever - 3 red tape &lt;br /&gt;
&lt;br /&gt;
*Unity Match Contract - unity bonus 50 % forever - 3 red tape&lt;br /&gt;
&lt;br /&gt;
*Research Arrangement - Jump Ahead 3 research levels - 4 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Stipulation - annual guild dues 10% less - 4 red tape  &lt;br /&gt;
&lt;br /&gt;
*Census Agreement 47 (s) - 10% more per sub - 5 red tape&lt;br /&gt;
&lt;br /&gt;
*Census Agreement 219 - 10% more/colonists - 5 red tape&lt;br /&gt;
&lt;br /&gt;
*Research Arrangement RA6 - Jump ahead 6 research levels - 6 red tape&lt;br /&gt;
&lt;br /&gt;
*Colonist Contract 710(a) - +10% colonist capacity - 7 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Compromise 20(v) - Annual Guild Dues 20% Less - 8 red tape (This was seen after previously purchasing the Dues Stipulation that gives 10% less, possibly it&#039;s not offered until after the 10% contract has been bought)&lt;br /&gt;
&lt;br /&gt;
*Unity Commitment C(f.100) - Unit bonus doubled forever - 10 red tape&lt;br /&gt;
&lt;br /&gt;
*Clarity Premium Form 2 (c) Puzzle bonus doubled Forever - 10 red tape&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Arrangement 404(r) - Fleet tax 40% less forever - 12 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Compromise 30(z) - Annual Guild Dues 30% less - 12 red tape&lt;br /&gt;
&lt;br /&gt;
*Ship Concessions s5 - Ships cost 5% less forever - 15 red tape&lt;br /&gt;
&lt;br /&gt;
*Census(s) Treaty 57(s) - 20% more per subordinate - 20 red tape&lt;br /&gt;
&lt;br /&gt;
*Census(c) Treaty 819(c) - 20% more per colonist - 20 red tape&lt;br /&gt;
&lt;br /&gt;
*Research Contract I.Nf.2x - Research is doubled forever - 20 red tape (clarification required: what is doubled?)&lt;br /&gt;
&lt;br /&gt;
*Colonist Accord 20.r(b) - +20% colonist capacity -  25 red tape&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Embargo - Total immunity to fleet tax - 25 red tape&lt;br /&gt;
&lt;br /&gt;
*Ship Concessions s10 - Ships cost 10% less - 30 red tape&lt;br /&gt;
&lt;br /&gt;
*Unity Incentive 3x.k - Unity bonus tripled forever - 30 red tape&lt;br /&gt;
&lt;br /&gt;
*Alien Negotiation Contract - MV price 25% less forever - 35 red tape&lt;br /&gt;
&lt;br /&gt;
*Colonist Accord 144.33(b) - +33% colonist capacity (200% cumulative) - 35 red tape&lt;br /&gt;
&lt;br /&gt;
*Ship Settlement s15 - Ships cost 15% less - 50 red tape&lt;br /&gt;
&lt;br /&gt;
*Bureaucratic Entente - Fleet Efficiency +100 cr/ship - 60 red tape&lt;br /&gt;
&lt;br /&gt;
*Bureaucratic Coup - Fleet Efficiency +100 cr/ship - 100 red tape&lt;br /&gt;
&lt;br /&gt;
The table below shows the evolution of each theme&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Theme&lt;br /&gt;
! Step 1&lt;br /&gt;
! Step 2&lt;br /&gt;
! Step 3&lt;br /&gt;
|-&lt;br /&gt;
| Lower Fleet Tax&lt;br /&gt;
| 20% less 2RT&lt;br /&gt;
| 40% less 12RT&lt;br /&gt;
| Immune 25RT&lt;br /&gt;
|-&lt;br /&gt;
| Reserve Fleet&lt;br /&gt;
| Match donation twice 2RT&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Puzzles&lt;br /&gt;
| 50% bonus 3RT&lt;br /&gt;
| 100% bonus 10RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Unity Vote&lt;br /&gt;
| 50% bonus 3RT&lt;br /&gt;
| 100% bonus 10RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Annual Dues&lt;br /&gt;
| 10% less 4RT&lt;br /&gt;
| 20% less 8RT&lt;br /&gt;
| 30% less 12RT&lt;br /&gt;
|-&lt;br /&gt;
| Research&lt;br /&gt;
| Gain 3 steps 4RT&lt;br /&gt;
| Gain 6 steps 6RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Census - Directs&lt;br /&gt;
| 10% more per direct 5RT&lt;br /&gt;
| 20% more per direct 20RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Census - Colonists&lt;br /&gt;
| 10% more per colonist 5RT&lt;br /&gt;
| 20% more per colonist 20RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Colonist capacity&lt;br /&gt;
| 10% more 7RT&lt;br /&gt;
| 20% more 25RT&lt;br /&gt;
| 33% more 35RT&lt;br /&gt;
|-&lt;br /&gt;
| Ship Pricing&lt;br /&gt;
| 5% less 15RT&lt;br /&gt;
| 10% less 30RT&lt;br /&gt;
| 15% less 50RT&lt;br /&gt;
|-&lt;br /&gt;
| MV Cost&lt;br /&gt;
| 25% less 35RT&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Fleet Efficiency&lt;br /&gt;
| +100/month 60RT&lt;br /&gt;
| +100/month 100RT&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Bureaucrat takes slightly longer to arrive than the Alchemist in TE, which is a three turn sequence. The turns and text are:-&lt;br /&gt;
&lt;br /&gt;
*Month 1: The Bureaucrat has come to (name of guild) space. His ability to navigate political minefields, bypass elaborate over-regulation, and cut red tape is truly astonishing. He should be here shortly.&lt;br /&gt;
&lt;br /&gt;
*Month 2: The Bureaucrat is a man of mystery. Nobody knows how he can do what he does. Some say he&#039;s not human at all, but is actually an advanced AI under the control of a shadowy pseudo-governmental agency&lt;br /&gt;
&lt;br /&gt;
*Month 3: A spaceport has been set up for next month&#039;s Bureaucrat visit at guild headquarters. Long lines are anticipated. The only thing that can cut red tape is more red tape. You check your inventory. You have X red tape. (Slightly different message if none)&lt;br /&gt;
&lt;br /&gt;
*Month 4, page 1: The Bureaucrat sits at a desk surrounded by assistants, who are constantly whispering into his ear. He is also connected to an untold number of other parties via comm-link insterted into the base of his skull&lt;br /&gt;
 &lt;br /&gt;
*Month 4, page 2: You feel that the Bureaucrat could make anything possible. Which contract will you sign?&lt;br /&gt;
 &lt;br /&gt;
*Month 5, page 1: Feedback on your purchase or a generic message if nothing purchased.&lt;br /&gt;
&lt;br /&gt;
*Month 5, page 2: The line of visitors dwindles. The Bureaucrat unplugs his comm-link, smooths his tie, and strides out of the room, followed by his assistants. The sign on the wall enlightens you: &amp;quot;Facilitate, Leverage, Perseverance!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The three buzzwords above vary from visit to visit.&lt;br /&gt;
&lt;br /&gt;
So, there is an extra month in the prelude compared to the Alchemist in TE.&lt;br /&gt;
&lt;br /&gt;
Notification of Bureaucrat visits whilst offline is given in the &amp;quot;While you were away&amp;quot; pages when someone direct to their Guildleader logs into the game.&lt;br /&gt;
&lt;br /&gt;
The frequency is assumed to be daily and individual to each guild from the second visitation onwards. The first was seen in all guilds simultaneously.&lt;br /&gt;
&lt;br /&gt;
The offers may not all be affordable, but do seem to be tailored to the number of red tape held, eg when holding 15 tape the offers presented cost 10, 10 and 15. Also some situations have been seen where less than 3 offers are presented.&lt;br /&gt;
&lt;br /&gt;
=== Medals, Titles &amp;amp; Ship Caps ===&lt;br /&gt;
&lt;br /&gt;
Guildleaders can assign medals and custom titles. Operations Managers can assign titles within the guild and Operations Assistants can do the same for their downline only.&lt;br /&gt;
&lt;br /&gt;
Custom titles persist until replaced and survive changes in rank. However a title will begin to fade over a period of a few days if the holder changes guilds.&lt;br /&gt;
&lt;br /&gt;
Each medal gives an award of extra personal ships and an increase in the maximum number of personal ships from 3000. Although medals can fade with guild moves, increases in personal ship ceiling are permanent.&lt;br /&gt;
&lt;br /&gt;
Medals must be awarded in sequence, so the Star of Hera is always the first.&lt;br /&gt;
&lt;br /&gt;
Star of Hera - 10 personal ships, ship cap increased to 3100&lt;br /&gt;
&lt;br /&gt;
Order of Merit - 15 personal ships, ship cap increased to 3250&lt;br /&gt;
&lt;br /&gt;
Cross of the Guardian - 20 personal ships, ship cap increased to 3500&lt;br /&gt;
&lt;br /&gt;
Once a guild has donated 10,000 ships to the Reserve, the Guild Leader can have custom names for its medals.  For the Cosmic Paradise guild, the custom medal names are:&lt;br /&gt;
&lt;br /&gt;
1st Title - Eternal Beacon of Light &lt;br /&gt;
&lt;br /&gt;
2nd Title - The Big Bang Medal&lt;br /&gt;
&lt;br /&gt;
3rd Title - Master of the Cosmos  &lt;br /&gt;
&lt;br /&gt;
If a Guildleader tries assigning a medal/title a fourth time it is regarded as an attempt to convert that player to an Operations Assistant. Similarly, doing it a fifth time converts an Operations Assistant to an Operations Manager.&lt;br /&gt;
&lt;br /&gt;
The Title offers available to the Operations Manager/Operations Assistants do not include medals or a ship grant and can therefore be used even to re-title someone who has received all three medals.&lt;br /&gt;
&lt;br /&gt;
Where a guild has completed the assignment of 10,000 ships into their reserve fleet the Guildleader gains the option to rename the three standard medals. Their other properties are unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Credit Caps ===&lt;br /&gt;
&lt;br /&gt;
Credit cap was verified reached with photos on 06/21/2012 by Celeste Auer of Cosmic Paradise.  The cap is 10,000,000,000,000 (10 Trillion) credit.  Profits continue to be acquired monthly, but then are lost the following month. Depending on earnings or expenses per month, the total will exceed slighly the 10 Trillion credit or fall just below it for a month. Once this was reached and reported to the game creator, he verified that the maximun cap for this game was 10 Trillion. There had been a prior report of someone reaching the cap, but it was after the time they stated having it and were not able to verify it. The amount was different that the above amount and what was verified by the game creator.&lt;br /&gt;
&lt;br /&gt;
===Disasters:===&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 earnings 1.25% per turn.  Windfalls, commission, census and fleet earnings are all affected. Ship buying and selling are not, and guild dues are not.  It resets back to zero once per day (at around midnight 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;
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 Erzabet&#039;s TE Calculators]&lt;br /&gt;
&lt;br /&gt;
====Unity questions====&lt;br /&gt;
&lt;br /&gt;
Most people just answer NO on every question, so the chance of gaining some credits is biggest when you answer NO like the majority does [we&#039;re talking about percentages of around 90%!!!]. When you&#039;re building a flagship [[Director&#039;s Quest]], you need 20 YES-answers to the unity questionsm this gived the non-conformist votes needed for the Quest. So it helps when people who are going for the credits answer 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 No [http://www.timelesscreationssl.com/RevolutionaryTruth3366.jpg See Truth example, the philosophical answer should probably be yes however. But who cares about philosophy?]&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;
* If you try to fail and you succeed, have you succeeded? - Majority tends to answer NO [Note this is the opposite of the prior 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, the philosophical answer should probably be yes however. But who cares about philosophy?]&lt;br /&gt;
* Someone once wrote: &amp;quot;We are half ruined by conformity, but we should be wholly ruined without it.&amp;quot; Do you agree? - Majority tends to answer NO [The philosophical answer should probably be yes however. But who cares about philosophy?&lt;br /&gt;
&lt;br /&gt;
=== Mysterious vessel (Black Diamond) ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Vessel&amp;quot; will occasionally 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. You only get the &amp;quot;Mysterious Vessel&amp;quot; after the rank of Trader, or in other words, you have at least 50 total ships. &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;
For a list of vessel sightings, see: [[MV Sightings]]&lt;br /&gt;
&lt;br /&gt;
====Offers of Mysterious Vessel====&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. ***This is not a true statement.  You will get less money every time you sell and lose the income and windfalls from these ships*** Buy/Sell unless you are just out for credits.&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. Unlike old TE,the efficiency goes up instead of down when you buy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet efficiency has been raise by 100 credits/ship permanently.&#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 occurring ship buy/sell turns. Selling this ship may or may not give a profit.  Usually it takes 3-7 sales to receive 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 receive 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 receive your pay out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You match velocities with the mysterious vessel. Your minerals vanish, to be replaced by.... nothing? Wait. Searching again, you find a liquid metallic sphere encased in a carbon shell. This must be purified Soleinium.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Required component for the Flagship, part of the [[Director&#039;s Quest]]. No other benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You match velocities with the mysterious vessel. Your minerals vanish, to be replaced by.... nothing? Wait. You search again. In your cargo hold is a mountain of paperwork for you to complete. You gain 5 red tape.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You get 5 Red Tape to use with the Bureaucrat.&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 Mysterious Vessel 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;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I missed the reward message!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you missed the message saying what you got from the MV, it can be figured out by working through the following.&lt;br /&gt;
&lt;br /&gt;
Are you getting a ship buy/sell offer every turn? If you are it&#039;s Buy Low, Sell High or Surprises. The first two can be seen from the prices being proposed. If both prices are normal then you got Surprises. You may also get a random Buy Low or Sell High (or even both if you have Surprises); if this happens look at next turn&#039;s offer to see which figure has returned to normal.&lt;br /&gt;
&lt;br /&gt;
Look on the Accounts tab. If the efficiency figure has jumped to something massively over 3300 you got fuel pellets. If the efficiency has increased by 100, that&#039;s what the MV just gave you. If your Red Tape total has increased, that&#039;s what you got.&lt;br /&gt;
&lt;br /&gt;
When you get a buy/sell offer, the sell offer says &#039;might be worth something&#039; - this indicates that you got One Ship Worth More. It typically takes around six sales to get the bonus.&lt;br /&gt;
&lt;br /&gt;
If none of the above apply you got the Solenium from the MV.&lt;/div&gt;</summary>
		<author><name>TonyaSouther</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=2325</id>
		<title>Information</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=2325"/>
		<updated>2013-02-11T03:17:41Z</updated>

		<summary type="html">&lt;p&gt;TonyaSouther: /* Red Tape */ Added Fleet Tax Embargo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[[Ranks]]&lt;br /&gt;
&lt;br /&gt;
[[Upgrades]]&lt;br /&gt;
&lt;br /&gt;
[[Colonies]]&lt;br /&gt;
&lt;br /&gt;
[[Terms Used]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
[[Links to Outside Resources]]&lt;br /&gt;
&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. This limit was relaxed in 2010 - a Mogul is now the highest rank that can take on a Pilot.&lt;br /&gt;
&lt;br /&gt;
=== Red Tape ===&lt;br /&gt;
&lt;br /&gt;
Red Tape started being awarded during January 2012 and may be received for any of the following:&lt;br /&gt;
&lt;br /&gt;
* Paying end of year dues&lt;br /&gt;
* Paying fleet tax for being at/above a certain rank (2 or 3 Red Tape)&lt;br /&gt;
* Refunding a direct&#039;s commission&lt;br /&gt;
* Buying a ship (1 to 3 Red Tape)&lt;br /&gt;
* Selling a ship (1 to 3 Red Tape)&lt;br /&gt;
* Entering a puzzle answer (up to 3 Red Tape)&lt;br /&gt;
* Gift from MV (2 to 5 Red Tape)&lt;br /&gt;
* Completing some steps on the Call of Leadership (Step 2 gave 5 Red Tape)&lt;br /&gt;
* Hiring the flagship designer in the Director&#039;s Quest (3 red tape)&lt;br /&gt;
* Random Event, eg &amp;quot;A distributor that you sometimes work with owes you payment. He recently changed his Accounts Payable process. You spend hours trying to get your credits. You gained 1 Red Tape&amp;quot;&lt;br /&gt;
* Paying for the medical clinics at the 30K ships stage on Call of Leadership (5 Red Tape)&lt;br /&gt;
* Paying for the planet terraforming at the 50K ships stage on Call of Leadership (5 Red Tape)&lt;br /&gt;
&lt;br /&gt;
The Bureaucrat made his first appearence on Jan 26, 2012 in game month July 3259 visiting all guilds. As anticipated, there are similarities with the Alchemist in TE including the multi-turn approach sequence and the trading of red tape for game modifiers.&lt;br /&gt;
&lt;br /&gt;
List of offers seen so far, ordered by their cost.&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Arrangement 202(r) - fleet tax 20% less forever - 2 red tape&lt;br /&gt;
 &lt;br /&gt;
*Reserve Bond 908.5(m) - fleet donation matched twice - 2 red tape&lt;br /&gt;
&lt;br /&gt;
*Clarity Renumeration Forum 1 (c) - +50% on puzzle bonus forever - 3 red tape &lt;br /&gt;
&lt;br /&gt;
*Unity Match Contract - unity bonus 50 % forever - 3 red tape&lt;br /&gt;
&lt;br /&gt;
*Research Arrangement - Jump Ahead 3 research levels - 4 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Stipulation - annual guild dues 10% less - 4 red tape  &lt;br /&gt;
&lt;br /&gt;
*Census Agreement 47 (s) - 10% more per sub - 5 red tape&lt;br /&gt;
&lt;br /&gt;
*Census Agreement 219 - 10% more/colonists - 5 red tape&lt;br /&gt;
&lt;br /&gt;
*Research Arrangement RA6 - Jump ahead 6 research levels - 6 red tape&lt;br /&gt;
&lt;br /&gt;
*Colonist Contract 710(a) - +10% colonist capacity - 7 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Compromise 20(v) - Annual Guild Dues 20% Less - 8 red tape (This was seen after previously purchasing the Dues Stipulation that gives 10% less, possibly it&#039;s not offered until after the 10% contract has been bought)&lt;br /&gt;
&lt;br /&gt;
*Unity Commitment C(f.100) - Unit bonus doubled forever - 10 red tape&lt;br /&gt;
&lt;br /&gt;
*Clarity Premium Form 2 (c) Puzzle bonus doubled Forever - 10 red tape&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Arrangement 404(r) - Fleet tax 40% less forever - 12 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Compromise 30(z) - Annual Guild Dues 30% less - 12 red tape&lt;br /&gt;
&lt;br /&gt;
*Ship Concessions s5 - Ships cost 5% less forever - 15 red tape&lt;br /&gt;
&lt;br /&gt;
*Census(s) Treaty 57(s) - 20% more per subordinate - 20 red tape&lt;br /&gt;
&lt;br /&gt;
*Census(c) Treaty 819(c) - 20% more per colonist - 20 red tape&lt;br /&gt;
&lt;br /&gt;
*Colonist Accord 20.r(b) - +20% colonist capacity -  25 red tape&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Embargo - Total immunity to fleet tax - 25 red tape&lt;br /&gt;
&lt;br /&gt;
*Ship Concessions s10 - Ships cost 10% less - 30 red tape&lt;br /&gt;
&lt;br /&gt;
*Alien Negotiation Contract - MV price 25% less forever - 35 red tape&lt;br /&gt;
&lt;br /&gt;
*Colonist Accord 144.33(b) - +33% colonist capacity (200% cumulative) - 35 red tape&lt;br /&gt;
&lt;br /&gt;
*Bureaucratic Entente - Fleet Efficiency +100 cr/ship - 60 red tape&lt;br /&gt;
&lt;br /&gt;
The table below shows the evolution of each theme&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Theme&lt;br /&gt;
! Step 1&lt;br /&gt;
! Step 2&lt;br /&gt;
! Step 3&lt;br /&gt;
|-&lt;br /&gt;
| Lower Fleet Tax&lt;br /&gt;
| 20% less 2RT&lt;br /&gt;
| 40% less 12RT&lt;br /&gt;
| Immune 25RT&lt;br /&gt;
|-&lt;br /&gt;
| Reserve Fleet&lt;br /&gt;
| Match donation twice 2RT&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Puzzles&lt;br /&gt;
| 50% bonus 3RT&lt;br /&gt;
| 100% bonus 10RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Unity Vote&lt;br /&gt;
| 50% bonus 3RT&lt;br /&gt;
| 100% bonus 10RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Annual Dues&lt;br /&gt;
| 10% less 4RT&lt;br /&gt;
| 20% less 8RT&lt;br /&gt;
| 30% less 12RT&lt;br /&gt;
|-&lt;br /&gt;
| Research&lt;br /&gt;
| Gain 3 steps 4RT&lt;br /&gt;
| Gain 6 steps 6RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Census - Directs&lt;br /&gt;
| 10% more per direct 5RT&lt;br /&gt;
| 20% more per direct 20RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Census - Colonists&lt;br /&gt;
| 10% more per colonist 5RT&lt;br /&gt;
| 20% more per colonist 20RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Colonist capacity&lt;br /&gt;
| 10% more 7RT&lt;br /&gt;
| 20% more 25RT&lt;br /&gt;
| 33% more 35RT&lt;br /&gt;
|-&lt;br /&gt;
| Ship Pricing&lt;br /&gt;
| 5% less 15RT&lt;br /&gt;
| 10% less 30RT&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| MV Cost&lt;br /&gt;
| 25% less 35RT&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Fleet Efficiency&lt;br /&gt;
| +100/month 60RT&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Bureaucrat takes slightly longer to arrive than the Alchemist in TE, which is a three turn sequence. The turns and text are:-&lt;br /&gt;
&lt;br /&gt;
*Month 1: The Bureaucrat has come to (name of guild) space. His ability to navigate political minefields, bypass elaborate over-regulation, and cut red tape is truly astonishing. He should be here shortly.&lt;br /&gt;
&lt;br /&gt;
*Month 2: The Bureaucrat is a man of mystery. Nobody knows how he can do what he does. Some say he&#039;s not human at all, but is actually an advanced AI under the control of a shadowy pseudo-governmental agency&lt;br /&gt;
&lt;br /&gt;
*Month 3: A spaceport has been set up for next month&#039;s Bureaucrat visit at guild headquarters. Long lines are anticipated. The only thing that can cut red tape is more red tape. You check your inventory. You have X red tape. (Slightly different message if none)&lt;br /&gt;
&lt;br /&gt;
*Month 4, page 1: The Bureaucrat sits at a desk surrounded by assistants, who are constantly whispering into his ear. He is also connected to an untold number of other parties via comm-link insterted into the base of his skull&lt;br /&gt;
 &lt;br /&gt;
*Month 4, page 2: You feel that the Bureaucrat could make anything possible. Which contract will you sign?&lt;br /&gt;
 &lt;br /&gt;
*Month 5, page 1: Feedback on your purchase or a generic message if nothing purchased.&lt;br /&gt;
&lt;br /&gt;
*Month 5, page 2: The line of visitors dwindles. The Bureaucrat unplugs his comm-link, smooths his tie, and strides out of the room, followed by his assistants. The sign on the wall enlightens you: &amp;quot;Facilitate, Leverage, Perseverance!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The three buzzwords above vary from visit to visit.&lt;br /&gt;
&lt;br /&gt;
So, there is an extra month in the prelude compared to the Alchemist in TE.&lt;br /&gt;
&lt;br /&gt;
Notification of Bureaucrat visits whilst offline is given in the &amp;quot;While you were away&amp;quot; pages when someone direct to their Guildleader logs into the game.&lt;br /&gt;
&lt;br /&gt;
The frequency is assumed to be daily and individual to each guild from the second visitation onwards. The first was seen in all guilds simultaneously.&lt;br /&gt;
&lt;br /&gt;
The offers may not all be affordable, but do seem to be tailored to the number of red tape held, eg when holding 15 tape the offers presented cost 10, 10 and 15. Also some situations have been seen where less than 3 offers are presented.&lt;br /&gt;
&lt;br /&gt;
=== Medals, Titles &amp;amp; Ship Caps ===&lt;br /&gt;
&lt;br /&gt;
Guildleaders can assign medals and custom titles. Operations Managers can assign titles within the guild and Operations Assistants can do the same for their downline only.&lt;br /&gt;
&lt;br /&gt;
Custom titles persist until replaced and survive changes in rank. However a title will begin to fade over a period of a few days if the holder changes guilds.&lt;br /&gt;
&lt;br /&gt;
Each medal gives an award of extra personal ships and an increase in the maximum number of personal ships from 3000. Although medals can fade with guild moves, increases in personal ship ceiling are permanent.&lt;br /&gt;
&lt;br /&gt;
Medals must be awarded in sequence, so the Star of Hera is always the first.&lt;br /&gt;
&lt;br /&gt;
Star of Hera - 10 personal ships, ship cap increased to 3100&lt;br /&gt;
&lt;br /&gt;
Order of Merit - 15 personal ships, ship cap increased to 3250&lt;br /&gt;
&lt;br /&gt;
Cross of the Guardian - 20 personal ships, ship cap increased to 3500&lt;br /&gt;
&lt;br /&gt;
Once a guild has donated 10,000 ships to the Reserve, the Guild Leader can have custom names for its medals.  For the Cosmic Paradise guild, the custom medal names are:&lt;br /&gt;
&lt;br /&gt;
1st Title - Eternal Beacon of Light &lt;br /&gt;
&lt;br /&gt;
2nd Title - The Big Bang Medal&lt;br /&gt;
&lt;br /&gt;
3rd Title - Master of the Cosmos  &lt;br /&gt;
&lt;br /&gt;
If a Guildleader tries assigning a medal/title a fourth time it is regarded as an attempt to convert that player to an Operations Assistant. Similarly, doing it a fifth time converts an Operations Assistant to an Operations Manager.&lt;br /&gt;
&lt;br /&gt;
The Title offers available to the Operations Manager/Operations Assistants do not include medals or a ship grant and can therefore be used even to re-title someone who has received all three medals.&lt;br /&gt;
&lt;br /&gt;
Where a guild has completed the assignment of 10,000 ships into their reserve fleet the Guildleader gains the option to rename the three standard medals. Their other properties are unchanged.&lt;br /&gt;
&lt;br /&gt;
=== Credit Caps ===&lt;br /&gt;
&lt;br /&gt;
Credit cap was verified reached with photos on 06/21/2012 by Celeste Auer of Cosmic Paradise.  The cap is 10,000,000,000,000 (10 Trillion) credit.  Profits continue to be acquired monthly, but then are lost the following month. Depending on earnings or expenses per month, the total will exceed slighly the 10 Trillion credit or fall just below it for a month. Once this was reached and reported to the game creator, he verified that the maximun cap for this game was 10 Trillion. There had been a prior report of someone reaching the cap, but it was after the time they stated having it and were not able to verify it. The amount was different that the above amount and what was verified by the game creator.&lt;br /&gt;
&lt;br /&gt;
===Disasters:===&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 earnings 1.25% per turn.  Windfalls, commission, census and fleet earnings are all affected. Ship buying and selling are not, and guild dues are not.  It resets back to zero once per day (at around midnight 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;
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 Erzabet&#039;s TE Calculators]&lt;br /&gt;
&lt;br /&gt;
====Unity questions====&lt;br /&gt;
&lt;br /&gt;
Most people just answer NO on every question, so the chance of gaining some credits is biggest when you answer NO like the majority does [we&#039;re talking about percentages of around 90%!!!]. When you&#039;re building a flagship [[Director&#039;s Quest]], you need 20 YES-answers to the unity questionsm this gived the non-conformist votes needed for the Quest. So it helps when people who are going for the credits answer 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 No [http://www.timelesscreationssl.com/RevolutionaryTruth3366.jpg See Truth example, the philosophical answer should probably be yes however. But who cares about philosophy?]&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;
* If you try to fail and you succeed, have you succeeded? - Majority tends to answer NO [Note this is the opposite of the prior 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, the philosophical answer should probably be yes however. But who cares about philosophy?]&lt;br /&gt;
* Someone once wrote: &amp;quot;We are half ruined by conformity, but we should be wholly ruined without it.&amp;quot; Do you agree? - Majority tends to answer NO [The philosophical answer should probably be yes however. But who cares about philosophy?&lt;br /&gt;
&lt;br /&gt;
=== Mysterious vessel (Black Diamond) ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Vessel&amp;quot; will occasionally 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. You only get the &amp;quot;Mysterious Vessel&amp;quot; after the rank of Trader, or in other words, you have at least 50 total ships. &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;
For a list of vessel sightings, see: [[MV Sightings]]&lt;br /&gt;
&lt;br /&gt;
====Offers of Mysterious Vessel====&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. ***This is not a true statement.  You will get less money every time you sell and lose the income and windfalls from these ships*** Buy/Sell unless you are just out for credits.&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. Unlike old TE,the efficiency goes up instead of down when you buy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet efficiency has been raise by 100 credits/ship permanently.&#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 occurring ship buy/sell turns. Selling this ship may or may not give a profit.  Usually it takes 3-7 sales to receive 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 receive 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 receive your pay out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You match velocities with the mysterious vessel. Your minerals vanish, to be replaced by.... nothing? Wait. Searching again, you find a liquid metallic sphere encased in a carbon shell. This must be purified Soleinium.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Required component for the Flagship, part of the [[Director&#039;s Quest]]. No other benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You match velocities with the mysterious vessel. Your minerals vanish, to be replaced by.... nothing? Wait. You search again. In your cargo hold is a mountain of paperwork for you to complete. You gain 5 red tape.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You get 5 Red Tape to use with the Bureaucrat.&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 Mysterious Vessel 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;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I missed the reward message!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you missed the message saying what you got from the MV, it can be figured out by working through the following.&lt;br /&gt;
&lt;br /&gt;
Are you getting a ship buy/sell offer every turn? If you are it&#039;s Buy Low, Sell High or Surprises. The first two can be seen from the prices being proposed. If both prices are normal then you got Surprises. You may also get a random Buy Low or Sell High (or even both if you have Surprises); if this happens look at next turn&#039;s offer to see which figure has returned to normal.&lt;br /&gt;
&lt;br /&gt;
Look on the Accounts tab. If the efficiency figure has jumped to something massively over 3300 you got fuel pellets. If the efficiency has increased by 100, that&#039;s what the MV just gave you. If your Red Tape total has increased, that&#039;s what you got.&lt;br /&gt;
&lt;br /&gt;
When you get a buy/sell offer, the sell offer says &#039;might be worth something&#039; - this indicates that you got One Ship Worth More. It typically takes around six sales to get the bonus.&lt;br /&gt;
&lt;br /&gt;
If none of the above apply you got the Solenium from the MV.&lt;/div&gt;</summary>
		<author><name>TonyaSouther</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Guilds_of_TE3000&amp;diff=2320</id>
		<title>Guilds of TE3000</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Guilds_of_TE3000&amp;diff=2320"/>
		<updated>2013-02-04T00:53:55Z</updated>

		<summary type="html">&lt;p&gt;TonyaSouther: /* Alliance of Pegasus - Guild Leader Aderyn Quinnell */ Updating key people&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GUILDS &amp;amp; THEIR OFFICERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All Guilds listed here have met the required rules of game play to create a new Guild. Requirement being a minimun of 100,000 total ships, completion of the Call to Leadership and necessary personal ships. Also, their Operations Managers and Operations Assistants are listed as they have meet all of the same requirement above, except the last step payment, which creates a new guild. Additionally, the Executive assistants are listed; they have a minimum or 50,000 ships.&lt;br /&gt;
&lt;br /&gt;
More information on the Guild listed here, their sublines or potential future guilds can be found by clicking on the Guild&#039;s name and going to the personal page for that Guild.&lt;br /&gt;
&lt;br /&gt;
All information here is voluntarily added by the Guild member of the Lines of Tiny Empires 3000.  Please feel free to add your information. Please order Guilds Alphabetically and include Date of Creation, and order Sublines alphabetically by current parent Guild on the Guilds personal pages.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==[[Alliance of Hera]] - Guild Leader Aristotle Landry==&lt;br /&gt;
Launched 2009-03-10 - same day TE3000 was released. Guild Leader is an Ultra-Bot as is Bethany Frankle. Various other Ultra-Bots have been retired over time as Hera shrank.&lt;br /&gt;
==[[Alliance of Lyonesse]] - Guild Leader Snookums Voom==&lt;br /&gt;
Launched 2010-06-07&lt;br /&gt;
&lt;br /&gt;
*Executive Director - Tristan Meriman&lt;br /&gt;
&lt;br /&gt;
==[[Alliance of Pegasus]] - Guild Leader Aderyn Quinnell==&lt;br /&gt;
Launched 2010-08-12&lt;br /&gt;
&lt;br /&gt;
*Operations Manager - Tremor Trefoil&lt;br /&gt;
*Executive Director - Ginger Goldlust&lt;br /&gt;
*Executive Director - Amazon Skytower&lt;br /&gt;
&lt;br /&gt;
==[[Alliance of Serenity]] - Guild Leader Flonne Ninetails==&lt;br /&gt;
Launched 2009-07-10&lt;br /&gt;
*Operation Manager - Nicolina Cale&lt;br /&gt;
*Operation Assistant - SkyeLynn Darkstone&lt;br /&gt;
*Executive Director - Alamiga Anatine&lt;br /&gt;
*Executive Director - Cakes Destiny&lt;br /&gt;
&lt;br /&gt;
==[[Anarchy]] - Guild Leader BigJohn Troglodite==&lt;br /&gt;
Launched 2009-07-12&lt;br /&gt;
==[[Andromeda Alliance]] - Guild Leader Robyn Hirano==&lt;br /&gt;
Launched 2012-01-19&lt;br /&gt;
*Operation Manager - Tia Antwerp&lt;br /&gt;
*Operation Assistant - Hotlips Steamweaver&lt;br /&gt;
&lt;br /&gt;
==[[Cosmic Paradise]] - Guild Leader BigBadaBoom Bing==&lt;br /&gt;
Launched 2009-07-01&lt;br /&gt;
&lt;br /&gt;
*Operations Manager - Celeste Auer&lt;br /&gt;
*Operations Assistant - Ushi Cioc&lt;br /&gt;
*Operations Assistant - Magic Ember&lt;br /&gt;
*Operations Assistant - Fyn Landar&lt;br /&gt;
*Operations Assistant - Sarafina Szondi&lt;br /&gt;
*Executive Director - jack Walsh&lt;br /&gt;
&lt;br /&gt;
==[[Dendarii Guild]] - Guild Leader Kelly Barron==&lt;br /&gt;
Launched 2010-05-25&lt;br /&gt;
*Operations Manager - Andy Sao&lt;br /&gt;
&lt;br /&gt;
==[[Enigma Guild]] - Guild Leader Severinus Wiefel==&lt;br /&gt;
Launched 2010-01-29&lt;br /&gt;
&lt;br /&gt;
==[[Federation Alliance]] - Guild Leader Anastasia Mathilde==&lt;br /&gt;
Launched 2009-06-01&lt;br /&gt;
*Operations Manager - Tasha Jewell&lt;br /&gt;
*Operations Assistant - Keith Lycheborne&lt;br /&gt;
*Operations Assistant - Petruschka Paine&lt;br /&gt;
*Executive Director - Draxx Vanbeeck&lt;br /&gt;
&lt;br /&gt;
==[[Guardian Angels]] - Guild Leader Ranchan Weidman==&lt;br /&gt;
Launched 2011-07-02&lt;br /&gt;
*Executive Director - Rita Mariner&lt;br /&gt;
&lt;br /&gt;
==[[Guild of Swank]] - Guild Leader Scottie Muircastle==&lt;br /&gt;
Launched 2010-02-15&lt;br /&gt;
*Operations Manager - Missbehaving Magic&lt;br /&gt;
&lt;br /&gt;
==[[Hades Revolution]] - Guild Leader Toohey Paneer==&lt;br /&gt;
RENAMED 2011-09-18 &lt;br /&gt;
Formly known as Styx Imperium II&lt;br /&gt;
Launched 2011-01-14 - &lt;br /&gt;
Game creator Chancellor Ultralite put out a notice stating &amp;quot;Guild name changes are not normally done. This was just a special exception to solve a problem of name confusion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[Haven]] - Guild Leader Swankhaven Blitz==&lt;br /&gt;
Launched 2010-01-13&lt;br /&gt;
&lt;br /&gt;
==[[Helion Prime]] - Guild Leader Cornholio Lilliehook ==&lt;br /&gt;
Launched 2011-05-08&lt;br /&gt;
&lt;br /&gt;
==[[Intimate Confessions]] - Guild Leader Lasch Avro ==&lt;br /&gt;
Launched 2011-05-28&lt;br /&gt;
&lt;br /&gt;
==[[Koru Guild]] - Guild Leader Soph Shepherd==&lt;br /&gt;
Launched 2010-07-24  &lt;br /&gt;
&lt;br /&gt;
==[[Mu Trade Federation]] - Guild Leader Buckaroo Mu==&lt;br /&gt;
Launched 2009-08-22&lt;br /&gt;
*Operations Manager - Elsbeth Eleventhauer [[Sagittarian Alliance]]&lt;br /&gt;
==[[Mystic Constellation]] - Guild Leader Pikalli Pfeffer==&lt;br /&gt;
Launched 2012-02-17&lt;br /&gt;
*Executive Director - Fabiola Savira&lt;br /&gt;
&lt;br /&gt;
==[[Overlords&#039; Alliance]] - Guild Leader Amadeuss Rosca==&lt;br /&gt;
Launched 2009-08-25&lt;br /&gt;
&lt;br /&gt;
==[[Renegade]] - Guild Leader Lelana Ansaldo==&lt;br /&gt;
Launched 2010-09-26&lt;br /&gt;
*Operations Manager - Adam3 Magic&lt;br /&gt;
&lt;br /&gt;
==[[Shadow Guild]] - Guild Leader Steve Fallingbridge==&lt;br /&gt;
Launched 2009-06-17&lt;br /&gt;
*Operations Manager - Olgatha Voom&lt;br /&gt;
*Executive Director - DigitalJack Blackhawk&lt;br /&gt;
*Executive Director - Raymond Goalpost&lt;br /&gt;
&lt;br /&gt;
==[[Sikaria]] - Guild Leader Stewart McDowwll==&lt;br /&gt;
Launchd 2010-01-03 *This guild disappeared from the minor guilds list when the Guildleader requested his HUD game deleted.  He later started playing again as a start up player.&lt;br /&gt;
&lt;br /&gt;
==[[Sirius]] - Guild Leader Alexandra Fallon==&lt;br /&gt;
Launched 2010-05-15&lt;br /&gt;
&lt;br /&gt;
==[[Space Odyssey]] - Guild Leader Rosaria Constantine==&lt;br /&gt;
Launched 2011-09-19&lt;br /&gt;
*Executive Director - Traci Underwood&lt;br /&gt;
&lt;br /&gt;
==[[Space Order Prophecy]] - Guild Leader Orpheus Carter==&lt;br /&gt;
Launched 2010-06-30&lt;br /&gt;
&lt;br /&gt;
==[[Spaceballs Guild]] - Guild Leader Kronik Lockjaw==&lt;br /&gt;
Launched 2009-06-25&lt;br /&gt;
&lt;br /&gt;
==[[Styx Imperium]] - Guild Leader Bratt Lunasea==&lt;br /&gt;
Launched 2010-05-29&lt;br /&gt;
&lt;br /&gt;
==[[Supernova]] - Guild Leader Nicole Perian==&lt;br /&gt;
Launched 2012-02-04&lt;br /&gt;
*Executive Director - Jolanda Sellers&lt;br /&gt;
&lt;br /&gt;
==[[The CHOsen Alliance]] - Guild Leader Zhu Juran==&lt;br /&gt;
Launched 2010-01-23&lt;br /&gt;
&lt;br /&gt;
==[[The Collective]] - Guild Leader Borg Capalini==&lt;br /&gt;
Launched 2011-05-01&lt;br /&gt;
*Executive Director - Ayalara Merlin&lt;br /&gt;
&lt;br /&gt;
==[[The Neutral Zone]] - Guild Leader Kaelyn Mahoney ==&lt;br /&gt;
Launched 2010-07-14&lt;br /&gt;
*Operation Manager - Sadira Desideri&lt;br /&gt;
*Executive Director - Amarantha Rae&lt;br /&gt;
*Executive Director - Samantha Whizenhunt&lt;br /&gt;
&lt;br /&gt;
==[[The Rebellion|The Rebellion]] - Guild Leader Zippo Waco==&lt;br /&gt;
Launched 2009-06-19 - [mailto:zippo.waco@live.co.uk Email the Guildleader]&lt;br /&gt;
&lt;br /&gt;
==[[The Star Empire]] - Guild Leader Sabean Pagan==&lt;br /&gt;
Launched 2010-09-24 -&lt;br /&gt;
* Director Anjali Carter, Operations Manager&lt;br /&gt;
&lt;br /&gt;
==[[The Twilight Zone]] - Guild Leader Madmaz2 Holmer==&lt;br /&gt;
Launched 2009-10-07&lt;br /&gt;
&lt;br /&gt;
* Operations Manager - Kerry Ninetails&lt;br /&gt;
* Operations Assistant - JustOneMore Loon [[Northern Empire]]&lt;br /&gt;
* Executive Director - Angelwings Paine&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[[7th Gate of Galactic Hell]]&#039;&#039;&#039; - Guild Leader: Blaize Korobase==&lt;br /&gt;
Launched 2010-05-28&lt;br /&gt;
* Operation Manager - Francine Susanti&lt;br /&gt;
*Executive Director - Jr Offcourse&lt;br /&gt;
&lt;br /&gt;
==[[Tunaverse Immortalis]] - Guild Leader Tuna Oddfellow==&lt;br /&gt;
Launched 2012-09-17&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Guild Primacy and Order of Creation&#039;&#039;&#039;==&lt;br /&gt;
*Alliance of Hera - 2009-03-10, only 1st Generation Guild&lt;br /&gt;
**Federation Alliance - 2009-06-01, 2nd Generation (from Alliance of Hera)&lt;br /&gt;
***Helion Prime - 2011-05-08, 3rd Generation (from Federation Alliance)&lt;br /&gt;
**Shadow Guild - 2009-06-17, 2nd Generation (from Alliance of Hera)&lt;br /&gt;
***Spaceball&#039;s The Guild - 2009-06-25, 3rd Generation (from Shadow Guild)&lt;br /&gt;
****Overlords&#039; Alliance - 2009-08-25 4th Generation (from Spaceballs Guild)&lt;br /&gt;
*****The CHOsen Alliance - 2010-01-23, 5th Generation (from Overlords Alliance)&lt;br /&gt;
*****Space Order Prophecy - 2010-06-30 5th Generation (From Overlords Alliance)&lt;br /&gt;
***Cosmic Paradise - 2009-07-01, 3rd Generation (from Shadow Guild)&lt;br /&gt;
***Alliance of Serenity - 2009-07-10, 3rd Generation (from Shadow Guild)&lt;br /&gt;
****Mu Trade Federation - 2009-08-22, 4th Generation (from Alliance of Serenity)&lt;br /&gt;
*****Haven - 2010-01-13, 5th Generation (from Mu Trade Federation)&lt;br /&gt;
******Guild of Swank - 2010-02-15, 6th Generation (from Haven)&lt;br /&gt;
*****7th Gate of Galactic Hell - 2010-05-28, 5th Generation (from Mu Trade Federation)&lt;br /&gt;
******Styx Imperium - 2010-05-29, 6th Generation (from 7th Gate of Galactic Hell) &lt;br /&gt;
*******Space Odyssey - 2011-09-19, 7th Generation (from Styx Imperium) &lt;br /&gt;
*******Hades Revolution - 2011-01-14, 7th Generation(from Styx Imperium) former name Styx Imperium II&lt;br /&gt;
********Intimate Confessions - 2011-05-28 8th Generation (from Styx Imperium II, now named Hades Revolution)&lt;br /&gt;
********Andromeda Alliance - 2012-01-19 8th Generation (from Revolution)&lt;br /&gt;
*****Supernova - 2012-02-04 5th Generation (from Mu Trade Federation)&lt;br /&gt;
***Enigma Guild - 2010-01-29, 3rd Generation (from Shadow Guild)&lt;br /&gt;
***Alliance of Lyonesse - 2010-06-07, 3rd Generation (from Shadow Guild)&lt;br /&gt;
****Mystic Constellation - 2012-02-17, 4th Generation (from Alliance of Lyonesse)&lt;br /&gt;
***The Collective - 2011-05-01, 3rd Generation (from Shadow Guild)&lt;br /&gt;
***Tunaverse Immortalis - 2012-09-16-3rd Generation (from Shadow Guild)&lt;br /&gt;
**The Rebellion - 2009-06-19, 2nd Generation (from Alliance of Hera)&lt;br /&gt;
**Anarchy - 2009-07-12, 2nd Generation (from Alliance of Hera)&lt;br /&gt;
***Sikaria - 2010-01-03, 3rd Generation (from Anarchy)&lt;br /&gt;
****Sirius - 2010-05-15, 4th Generation (from Sikaria)&lt;br /&gt;
****The Neutral Zone - 2010-07-14, 4th Generation (from Sikara)&lt;br /&gt;
*****The Star Empire - 2010-09-24, 5th Generation (from The Neutral Zone)&lt;br /&gt;
***Dendarii Guild - 2010-05-25, 3rd Generation (from Anarchy)&lt;br /&gt;
***Koru Guild - 2010-07-24, 3rd Generation (from Anarchy)&lt;br /&gt;
**The Twilight Zone - 2009-10-07, 2rd Generation (from Alliance of Hera)&lt;br /&gt;
***Alliance of Pegasus - 2011-08-12,3rd Generation (from The Twilight Zone)&lt;/div&gt;</summary>
		<author><name>TonyaSouther</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Colonies&amp;diff=2293</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Colonies&amp;diff=2293"/>
		<updated>2012-10-06T13:25:06Z</updated>

		<summary type="html">&lt;p&gt;TonyaSouther: /* Minimum requirements for a colony: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[[Information]]&lt;br /&gt;
&lt;br /&gt;
[[Ranks]]&lt;br /&gt;
&lt;br /&gt;
[[Upgrades]]&lt;br /&gt;
&lt;br /&gt;
[[Terms Used]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
[[Links to Outside Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Guilds of TE3000]]&lt;br /&gt;
&lt;br /&gt;
====General information about colonies:====&lt;br /&gt;
* Colonies are critical to your ability to generate revenue, especially at higher ranks.  &lt;br /&gt;
* Once you buy a Colony, this will enable disasters, similar to the Fed HUD in regular TE. However, unlike the Fed HUD, the default handling of a disaster is not as destructive to your colonists.  It will default to the cheapest (not free) option, and you will only lose a few colonists. Another major difference from the Fed HUD, is that the zero cost option, will actually generate income for you, at a cost of 2% of your total colonists. While the cost in colonists may seem high, there are also random events which allow colonists to join you (normally 1%, but occasionally as much as 5%), which have the potential to more than offset your losses if you choose this option.&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, you can choose which of your colonies is replaced by the new one. This only happens when you have at least three (3) colonies.&lt;br /&gt;
&lt;br /&gt;
====Minimum requirements for a colony:====&lt;br /&gt;
* Rank at least: Trader (50 ships total)&lt;br /&gt;
* All Level 1 colonies are available at 50 ships&lt;br /&gt;
* You get an offer to buy your first three colonies about once a day (24 hours); when you don&#039;t buy it will come back after about 3 hours&lt;br /&gt;
* For your first 3 colonies, you will receive a colonist boost equal to 50% of the new colony&#039;s capacity.&lt;br /&gt;
* Once you have 3 colonies, you will have opportunities to upgrade them.&lt;br /&gt;
** Upgrade offers will be offered when you reach  the minimum ships for that level.&lt;br /&gt;
** You will be asked which colony you wish to replace.  (Defaults to the smallest colony.)If your colonies are all of the same size, and you miss the &#039;which colony would you like to replace?&#039; message, it defaults to colony number 1. &lt;br /&gt;
** When you upgrade, you will receive a colonist boost equal to 20% of the new colony&#039;s capacity. &lt;br /&gt;
** &#039;&#039;&#039;Warning&#039;&#039;&#039;: If your total ships have declined, you may have colony offers that are smaller than the ones you already have.&lt;br /&gt;
* The max colonist % is 150%. After that, you will lose excess colonists. This may be raised, in three steps (165%, 180%,and 200%), through the [[Information#Red Tape|Bureaucrat]].&lt;br /&gt;
&lt;br /&gt;
====Advice on colonies====&lt;br /&gt;
It&#039;s a personal choice on what to buy. But here are some &amp;quot;general rules&amp;quot; that can be helpful.&lt;br /&gt;
* Terrestrial colonies provide 5% more credits per colonist at census time.  The bonuses are cumulative, so 3 terrestrial colonies will yield a 15% bonus.&lt;br /&gt;
* A man-made colony (Orbital spacedock, Colony starship, etc.) lowers the cost of disaster handling and research.&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; Disasters begin as soon as you have your first colony. You should choose one type of disaster to research and stick to it. The two other types can be used to grow the colonist total by taking the most expensive option short of researching each time.&lt;br /&gt;
* Mining colonies randomly yield bonus credit payments, as well as quantities of enectrium after achieving the rank of Captain.  (Enectrium is required for building the flagship for the [[Director&#039;s Quest]].) Mining colonies also reduce the cost of the Mysterious Vessel.&lt;br /&gt;
&lt;br /&gt;
====Colony Types====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Terrestrial&lt;br /&gt;
| Higher payout per colonist at census&lt;br /&gt;
| Terrestrial planetoid, Volcanic Dwarf Planet, Telluric Planet&lt;br /&gt;
|-&lt;br /&gt;
| Mining&lt;br /&gt;
| Random credit bonuses &amp;amp; random quantities of ore&lt;br /&gt;
| Mining asteroid, Iron-Nickel Moon, Yttric Planet&lt;br /&gt;
|-&lt;br /&gt;
| Orbital / Man-made&lt;br /&gt;
| Discounted disaster handling and research&lt;br /&gt;
| Orbital laboratory, Colony Starship, Advanced Starbase&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Colony Classes====&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;
! &#039;&#039;&#039;Total Ships Required&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#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;
| Min: 50&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Mining asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Max: 149&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Orbital Laboratory&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Man-made&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;
| Min: 90&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Medium Planetoid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 224&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Large Mining asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Mining&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;
| Min: 150&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Orbital Vehicle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 299&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Small Icy Moon	&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&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;
| Min: 225&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Icy Moon&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Max: 499&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Orbital Spacedock&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Man-made&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;
| Min: 300&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Volcanic Moon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 699&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Silicate Asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Mining&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;
| Min: 500&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Magnesium Asteroid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 1099&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Advanced Orbital Base	&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Man-made&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;
| Min: 700&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Binary Iron Asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Max: 1499&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Colony Spaceship&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| Man-made&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;
| Min: 1100&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Plutonic Moon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 2199&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Iron Asteroid Field&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Iron-Nickel Moon&lt;br /&gt;
|50,000&lt;br /&gt;
|393,750,000&lt;br /&gt;
| Min: 1500&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Colony Starship&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 3999&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Volcanic Dwarf Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&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;
| Min: 2,200&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Advanced Colony Starship&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 6399&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Selenic Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Starbase&lt;br /&gt;
|240,000&lt;br /&gt;
|800,000,000&lt;br /&gt;
| Min: 4000&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Xenolith Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;9999&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Waterworld Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Advanced Starbase&lt;br /&gt;
|430,000&lt;br /&gt;
|1,474,560,000&lt;br /&gt;
| Min: 6400&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Telluric Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;24,999&#039;&#039;&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Yttric Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Artificial Moon&lt;br /&gt;
|800,000&lt;br /&gt;
|4,000,000,000&lt;br /&gt;
| Min: 10,000&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Diamond-core Gas Giant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;49,999&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blue-green Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Synthetic world&lt;br /&gt;
|1,000,000&lt;br /&gt;
|62,500,000,000&lt;br /&gt;
| Min: &#039;&#039;25,000&#039;&#039;&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Interstellar Asteroid Belt&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;?&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Terraformed Binary Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Terraformed Star System&lt;br /&gt;
|2,000,000&lt;br /&gt;
|300,000,000,000&lt;br /&gt;
| Min: &#039;&#039;50,000&#039;&#039;&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Ore Rich Star System&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;?&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dyson Sphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Man-made&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039;  The min/max ships in the table above are estimates if they are recorded in &#039;&#039;italics&#039;&#039; and followed by a &amp;quot;?&amp;quot;.&lt;/div&gt;</summary>
		<author><name>TonyaSouther</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Colonies&amp;diff=2292</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Colonies&amp;diff=2292"/>
		<updated>2012-10-06T13:20:56Z</updated>

		<summary type="html">&lt;p&gt;TonyaSouther: /* Minimum requirements for a colony: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[[Information]]&lt;br /&gt;
&lt;br /&gt;
[[Ranks]]&lt;br /&gt;
&lt;br /&gt;
[[Upgrades]]&lt;br /&gt;
&lt;br /&gt;
[[Terms Used]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
[[Links to Outside Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Guilds of TE3000]]&lt;br /&gt;
&lt;br /&gt;
====General information about colonies:====&lt;br /&gt;
* Colonies are critical to your ability to generate revenue, especially at higher ranks.  &lt;br /&gt;
* Once you buy a Colony, this will enable disasters, similar to the Fed HUD in regular TE. However, unlike the Fed HUD, the default handling of a disaster is not as destructive to your colonists.  It will default to the cheapest (not free) option, and you will only lose a few colonists. Another major difference from the Fed HUD, is that the zero cost option, will actually generate income for you, at a cost of 2% of your total colonists. While the cost in colonists may seem high, there are also random events which allow colonists to join you (normally 1%, but occasionally as much as 5%), which have the potential to more than offset your losses if you choose this option.&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, you can choose which of your colonies is replaced by the new one. This only happens when you have at least three (3) colonies.&lt;br /&gt;
&lt;br /&gt;
====Minimum requirements for a colony:====&lt;br /&gt;
* Rank at least: Trader (50 ships total)&lt;br /&gt;
* All Level 1 colonies are available at 50 ships&lt;br /&gt;
* You get an offer to buy your first three colonies about once a day (24 hours); when you don&#039;t buy it will come back after about 3 hours&lt;br /&gt;
* For your first 3 colonies, you will receive a colonist boost equal to 50% of the new colony&#039;s capacity.&lt;br /&gt;
* Once you have 3 colonies, you will have opportunities to upgrade them.&lt;br /&gt;
** Upgrade offers will be offered when you reach  the minimum ships for that level.&lt;br /&gt;
** You will be asked which colony you wish to replace.  (Defaults to the smallest colony.)If your colonies are all of the same size, and you miss the &#039;which colony would you like to replace?&#039; message, it defaults to colony number 1. &lt;br /&gt;
** When you upgrade, you will receive a colonist boost equal to 20% of the new colony&#039;s capacity. &lt;br /&gt;
** &#039;&#039;&#039;Warning&#039;&#039;&#039;: If your total ships have declined, you may have colony offers that are smaller than the ones you already have.&lt;br /&gt;
* The max colonist % is 150%. After that, you will lose excess colonists. This may be raised, in three steps, to 165%, 180%, or 200% through the Bureaucrat.&lt;br /&gt;
&lt;br /&gt;
====Advice on colonies====&lt;br /&gt;
It&#039;s a personal choice on what to buy. But here are some &amp;quot;general rules&amp;quot; that can be helpful.&lt;br /&gt;
* Terrestrial colonies provide 5% more credits per colonist at census time.  The bonuses are cumulative, so 3 terrestrial colonies will yield a 15% bonus.&lt;br /&gt;
* A man-made colony (Orbital spacedock, Colony starship, etc.) lowers the cost of disaster handling and research.&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; Disasters begin as soon as you have your first colony. You should choose one type of disaster to research and stick to it. The two other types can be used to grow the colonist total by taking the most expensive option short of researching each time.&lt;br /&gt;
* Mining colonies randomly yield bonus credit payments, as well as quantities of enectrium after achieving the rank of Captain.  (Enectrium is required for building the flagship for the [[Director&#039;s Quest]].) Mining colonies also reduce the cost of the Mysterious Vessel.&lt;br /&gt;
&lt;br /&gt;
====Colony Types====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Terrestrial&lt;br /&gt;
| Higher payout per colonist at census&lt;br /&gt;
| Terrestrial planetoid, Volcanic Dwarf Planet, Telluric Planet&lt;br /&gt;
|-&lt;br /&gt;
| Mining&lt;br /&gt;
| Random credit bonuses &amp;amp; random quantities of ore&lt;br /&gt;
| Mining asteroid, Iron-Nickel Moon, Yttric Planet&lt;br /&gt;
|-&lt;br /&gt;
| Orbital / Man-made&lt;br /&gt;
| Discounted disaster handling and research&lt;br /&gt;
| Orbital laboratory, Colony Starship, Advanced Starbase&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Colony Classes====&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;
! &#039;&#039;&#039;Total Ships Required&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#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;
| Min: 50&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Mining asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Max: 149&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Orbital Laboratory&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Man-made&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;
| Min: 90&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Medium Planetoid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 224&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Large Mining asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Mining&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;
| Min: 150&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Orbital Vehicle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 299&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Small Icy Moon	&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&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;
| Min: 225&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Icy Moon&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Max: 499&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Orbital Spacedock&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Man-made&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;
| Min: 300&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Volcanic Moon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 699&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Silicate Asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Mining&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;
| Min: 500&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Magnesium Asteroid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 1099&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Advanced Orbital Base	&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Man-made&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;
| Min: 700&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Binary Iron Asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Max: 1499&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Colony Spaceship&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| Man-made&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;
| Min: 1100&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Plutonic Moon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 2199&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Iron Asteroid Field&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Iron-Nickel Moon&lt;br /&gt;
|50,000&lt;br /&gt;
|393,750,000&lt;br /&gt;
| Min: 1500&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Colony Starship&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 3999&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Volcanic Dwarf Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&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;
| Min: 2,200&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Advanced Colony Starship&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 6399&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Selenic Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Starbase&lt;br /&gt;
|240,000&lt;br /&gt;
|800,000,000&lt;br /&gt;
| Min: 4000&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Xenolith Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;9999&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Waterworld Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Advanced Starbase&lt;br /&gt;
|430,000&lt;br /&gt;
|1,474,560,000&lt;br /&gt;
| Min: 6400&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Telluric Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;24,999&#039;&#039;&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Yttric Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Artificial Moon&lt;br /&gt;
|800,000&lt;br /&gt;
|4,000,000,000&lt;br /&gt;
| Min: 10,000&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Diamond-core Gas Giant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;49,999&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blue-green Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Synthetic world&lt;br /&gt;
|1,000,000&lt;br /&gt;
|62,500,000,000&lt;br /&gt;
| Min: &#039;&#039;25,000&#039;&#039;&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Interstellar Asteroid Belt&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;?&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Terraformed Binary Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Terraformed Star System&lt;br /&gt;
|2,000,000&lt;br /&gt;
|300,000,000,000&lt;br /&gt;
| Min: &#039;&#039;50,000&#039;&#039;&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Ore Rich Star System&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;?&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dyson Sphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Man-made&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039;  The min/max ships in the table above are estimates if they are recorded in &#039;&#039;italics&#039;&#039; and followed by a &amp;quot;?&amp;quot;.&lt;/div&gt;</summary>
		<author><name>TonyaSouther</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Call_of_Leadership&amp;diff=2233</id>
		<title>Call of Leadership</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Call_of_Leadership&amp;diff=2233"/>
		<updated>2012-07-09T22:45:46Z</updated>

		<summary type="html">&lt;p&gt;TonyaSouther: /* STEP 4 (30,000 Total Ships) */ added RT note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Call to Leadership is the TE 3000 equivalent to the Pathway to Royalty.  It is the Beginnings of 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. Each stage seems to appear 12 online hours after the previous and then repeats approximately every two hours if not taken or requirements are not met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==STEP 1 (450 Personal Ships, 10,000 Total 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;
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;
==STEP 2 (500 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;
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, xx,000 new colonists in from other areas.  Your reputation as a leader is on the rise.&lt;br /&gt;
&lt;br /&gt;
Receive: New colonists equal to 10% Capacity.&lt;br /&gt;
&lt;br /&gt;
==STEP 3 (550 Personal Ships,  20,000 Total Ships)==&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;
==STEP 4 (30,000 Total Ships)==&lt;br /&gt;
To gain the support of your colonists, you consider upgrading the infrastructure in the colonies. A system of medical clinics is required. Will you pay 1,000,000,000 credits for some clinics?&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
You paid 1,000,000,000 credits for a system of medical clinics amongst your colonies. Word of your benevolence gets out, and 10% of your population capacity new colonists join you. Your reputation as a decisive leader is on the rise.&lt;br /&gt;
&lt;br /&gt;
In addition, getting all those doctors to work together took many long meetings and negotiations. You gain 5 Red Tape. (July 2012)&lt;br /&gt;
&lt;br /&gt;
==STEP 5 (Director Rank &amp;amp; 40,000 Total Ships)==&lt;br /&gt;
A large asteroid field blocks the route between two lucrative trade centers.  Thought it will be extraordinarily huge undertaking,  will you pay 2,000,000,000 cr to have the field cleared?  Yes  X  No&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
You paid 2,000,000,000 credits to have the large asteroid field cleared, which benefits everyone except the pirates, who used it for cover.  In gratitude, fellow traders send 10% of your population capacity colonists to your colonies&lt;br /&gt;
&lt;br /&gt;
==STEP 6 (50,000 Total Ships)==&lt;br /&gt;
Your colonies have grown so rapidly that again food has become scarce.  For 20,000,000,000 creds. you can convert and entire planet into a farm world, and hire overseers for it.  Pay it?  Yes x  No&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
You paid 20,000,000,000 credits to terraform and entire planet into a massive farm production.  The food flows freely now, and your colonies continue to grow.  10% of your population capacity of new colonists join under your guardianship.&lt;br /&gt;
&lt;br /&gt;
Whilst remaining over 50K ships and direct to the Guild Leader the hint text for the Guild on the Standings page will show your name as &amp;quot;Executive Director&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==STEP 7: (60,000 Total Ships)==&lt;br /&gt;
Every guild is required to hire a security force to keep the trade lanes safe from the Hand of Anarchy pirates.  The initial cost for this is 40,700,000,001 credits.  Buy it?&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
&lt;br /&gt;
You paid 40,700,000,001 credits to hire a security force for the guild you plan to create.  They will stand by until you actually start your guild.  10% of your population capacity join your colonies.&lt;br /&gt;
&lt;br /&gt;
==STEP 8:  Guild Name (1,500 Personal Ships, 75,000 Total Ships)==&lt;br /&gt;
&lt;br /&gt;
You are nearing the day when you can be leader of your own guild.  Of course, every guild requires a name, and now is the time to propose one.  You&#039;ll have several chances to decide if you aren&#039;t ready now. &lt;br /&gt;
A guild name can be no more then 20 letters, including spaces, Hyphens and apostrophes are ok, but no other special characters.  Click yes after typing the name.&lt;br /&gt;
&lt;br /&gt;
Next turn:&lt;br /&gt;
&lt;br /&gt;
You typed &amp;quot;xxxxxxx xxxxxxx&amp;quot; as your future guild name.  If this is correct, it will be sent along for approval.  If not, click No and you&#039;ll have another chance.  Accept name?&lt;br /&gt;
&lt;br /&gt;
Next turn:&lt;br /&gt;
&lt;br /&gt;
You&#039;ve accepted the guild name &amp;quot;xxxxxxxx xxxxxxx&amp;quot;  The name has been sent to the authorities for approval.  If you hear nothing, then the name was approved.&lt;br /&gt;
&lt;br /&gt;
==STEP 9: (2000 Personal Ships &amp;amp; 100,000 Total Ships)==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve made it to the final step along this epic quest to become leader of your own guild.  You must pay to convert a former colony into a base of operations for your new guild.  This is the Guild HQ.&lt;br /&gt;
&lt;br /&gt;
Please note:  if you chose Yes, you will leave your guild to form a new one, with you as its leader.  Pay 120,808,909,000 cr to build the HQ and form a new guild?  Destiny Awaits!&lt;br /&gt;
&lt;br /&gt;
==ALTERNATIVE to STEP 9: Operations Assistant / Operations Manager ==&lt;br /&gt;
&lt;br /&gt;
Alternatively, a player who has completed Step 8 can be named as an Operations Assistant or Operations Manager of their Guild (this can occur before seeing Step 9). The Guildleader performs this through the same process as awarding a medal/title. It must be done twice, once to promote from Cross of the Guardian to OA, and then again to promote from OA to OM.&lt;br /&gt;
&lt;br /&gt;
An Operations Assistant can only act on their downline. The Operations Manager can act on the whole guild. Both OA and OM must be direct to their Guildleader and have 100K ships or more to receive the OA- and OM-specific offers.&lt;br /&gt;
&lt;br /&gt;
OAs can place a bulk ship order for their downline and also allocate titles in their downline (without medals or awarding extra ships). Thus an OA/OM can give someone a new title even when they have received all three medals.&lt;br /&gt;
&lt;br /&gt;
OMs have the ability to place a bulk ship order for the whole guild, allocate titles as above and a unique ability which is to shift someone to a new superior within the guild, so allowing inactive players/lines to be moved.&lt;br /&gt;
&lt;br /&gt;
OAs and OMs also have an ability to reimburse a sabotage victim in their downline from the guild&#039;s reserve providing that it holds over 2000 ships. This only applies to their downline, even with an OM. The OA/OM must be online at the time of the sabotage.&lt;br /&gt;
&lt;br /&gt;
Therefore, there are three abilities which are unique to Guildleaders:-&lt;br /&gt;
&lt;br /&gt;
* Awarding medals with the associated title, free ships and increase in personal ship maximum&lt;br /&gt;
&lt;br /&gt;
* Punishments (barring someone from joining the guild, banishing someone from the guild, imprisonment for a year or stripping a medal - with a choice of whether it is publicly announced or not)&lt;br /&gt;
&lt;br /&gt;
* Prepaying dues for the guild for three years (or five years in those guilds which have achieved 10,000 ships in the reserve fleet). This can either take effect immediately or be preset for a date in advance&lt;br /&gt;
&lt;br /&gt;
OMs have one unique ability - being able to move an inactive player (inactive seems to mean about a month without using the game) elsewhere in the same guild.&lt;br /&gt;
&lt;br /&gt;
When an OM/OA signs in they will see notification of any MV visit whilst they were offline, as does a Guildleader. In fact anyone at any rank who is direct to a Guildleader gets the MV notifications at sign-in.&lt;br /&gt;
&lt;br /&gt;
As at October 2011 the MV notification at sign-in still quotes a date one month earlier than the actual first in-game sighting.&lt;/div&gt;</summary>
		<author><name>TonyaSouther</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=2208</id>
		<title>Information</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=2208"/>
		<updated>2012-05-11T03:21:32Z</updated>

		<summary type="html">&lt;p&gt;TonyaSouther: /* Offers of Mysterious Vessel */ Red Tape message text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[[Ranks]]&lt;br /&gt;
&lt;br /&gt;
[[Upgrades]]&lt;br /&gt;
&lt;br /&gt;
[[Colonies]]&lt;br /&gt;
&lt;br /&gt;
[[Terms Used]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
[[Links to Outside Resources]]&lt;br /&gt;
&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. This limit was relaxed in 2010 - a Mogul is now the highest rank that can take on a Pilot.&lt;br /&gt;
&lt;br /&gt;
=== Red Tape ===&lt;br /&gt;
&lt;br /&gt;
Red Tape started being awarded during January 2012 and may be received for any of the following:&lt;br /&gt;
&lt;br /&gt;
* Paying end of year dues&lt;br /&gt;
* Paying fleet tax for being at/above a certain rank (2 Red Tape)&lt;br /&gt;
* Refunding a direct&#039;s commission&lt;br /&gt;
* Buying a ship (1 to 3 Red Tape)&lt;br /&gt;
* Selling a ship (1 to 3 Red Tape)&lt;br /&gt;
* Entering a puzzle answer (up to 3 Red Tape)&lt;br /&gt;
* Gift from MV (2 to 5 Red Tape)&lt;br /&gt;
* Completing some steps on the Call of Leadership (Step 2 gave 5 Red Tape)&lt;br /&gt;
* Hiring the flagship designer in the Director&#039;s Quest (3 red tape)&lt;br /&gt;
* Random Event, eg &amp;quot;A distributor that you sometimes work with owes you payment. He recently changed his Accounts Payable process. You spend hours trying to get your credits. You gained 1 Red Tape&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Bureaucrat made his first appearence on Jan 26, 2012 in game month July 3259 visiting all guilds. As anticipated, there are similarities with the Alchemist in TE including the multi-turn approach sequence and the trading of red tape for game modifiers.&lt;br /&gt;
&lt;br /&gt;
List of offers seen so far, ordered by their cost.&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Arrangement 202(r) - fleet tax 20% less forever - 2 red tape&lt;br /&gt;
 &lt;br /&gt;
*Reserve Bond 908.5(m) - fleet donation matched twice - 2 red tape&lt;br /&gt;
&lt;br /&gt;
*Clarity Renumeration Forum 1 (c) - +50% on puzzle bonus forever - 3 red tape &lt;br /&gt;
&lt;br /&gt;
*Unity Match Contract - unity bonus 50 % forever - 3 red tape&lt;br /&gt;
&lt;br /&gt;
*Research Arrangement - Jump Ahead 3 research levels - 4 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Stipulation - annual guild dues 10% less - 4 red tape  &lt;br /&gt;
&lt;br /&gt;
*Census Agreement 47 (s) - 10% more per sub - 5 red tape&lt;br /&gt;
&lt;br /&gt;
*Census Agreement 219 - 10% more/colonists - 5 red tape&lt;br /&gt;
&lt;br /&gt;
*Research Arrangement RA6 - Jump ahead 6 research levels - 6 red tape&lt;br /&gt;
&lt;br /&gt;
*Colonist Contract 710(a) - +10% colonist capacity - 7 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Compromise 20(v) - Annual Guild Dues 20% Less - 8 red tape (This was seen after previously purchasing the Dues Stipulation that gives 10% less, possibly it&#039;s not offered until after the 10% contract has been bought)&lt;br /&gt;
&lt;br /&gt;
*Unity Commitment C(f.100) - Unit bonus doubled forever - 10 red tape&lt;br /&gt;
&lt;br /&gt;
*Clarity Premium Form 2 (c) Puzzle bonus doubled Forever - 10 red tape&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Arrangement 404(r) - Fleet tax 40% less forever - 12 red tape&lt;br /&gt;
&lt;br /&gt;
*Ship Concessions s5 - Ships cost 5% less forever - 15 red tape&lt;br /&gt;
&lt;br /&gt;
The Bureaucrat takes slightly longer to arrive than the Alchemist in TE, which is a three turn sequence. The turns and text are:-&lt;br /&gt;
&lt;br /&gt;
*Month 1: The Bureaucrat has come to (name of guild) space. His ability to navigate political minefields, bypass elaborate over-regulation, and cut red tape is truly astonishing. He should be here shortly.&lt;br /&gt;
&lt;br /&gt;
*Month 2: The Bureaucrat is a man of mystery. Nobody knows how he can do what he does. Some say he&#039;s not human at all, but is actually an advanced AI under the control of a shadowy pseudo-governmental agency&lt;br /&gt;
&lt;br /&gt;
*Month 3: A spaceport has been set up for next month&#039;s Bureaucrat visit at guild headquarters. Long lines are anticipated. The only thing that can cut red tape is more red tape. You check your inventory. You have X red tape. (Slightly different message if none)&lt;br /&gt;
&lt;br /&gt;
*Month 4, page 1: The Bureaucrat sits at a desk surrounded by assistants, who are constantly whispering into his ear. He is also connected to an untold number of other parties via comm-link insterted into the base of his skull&lt;br /&gt;
 &lt;br /&gt;
*Month 4, page 2: You feel that the Bureaucrat could make anything possible. Which contract will you sign?&lt;br /&gt;
 &lt;br /&gt;
*Month 5, page 1: Feedback on your purchase or a generic message if nothing purchased.&lt;br /&gt;
&lt;br /&gt;
*Month 5, page 2: The line of visitors dwindles. The Bureaucrat unplugs his comm-link, smooths his tie, and strides out of the room, followed by his assistants. The sign on the wall enlightens you: &amp;quot;Facilitate, Leverage, Perseverance!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The three buzzwords above vary from visit to visit.&lt;br /&gt;
&lt;br /&gt;
So, there is an extra month in the prelude compared to the Alchemist in TE.&lt;br /&gt;
&lt;br /&gt;
Notification of Bureaucrat visits whilst offline is given in the &amp;quot;While you were away&amp;quot; pages when someone direct to their Guildleader logs into the game.&lt;br /&gt;
&lt;br /&gt;
The frequency is assumed to be daily and individual to each guild from the second visitation onwards. The first was seen in all guilds simultaneously.&lt;br /&gt;
&lt;br /&gt;
The offers may not all be affordable, but do seem to be tailored to the number of red tape held, eg when holding 15 tape the offers presented cost 10, 10 and 15. Also some situations have been seen where less than 3 offers are presented.&lt;br /&gt;
&lt;br /&gt;
=== Medals and Titles ===&lt;br /&gt;
&lt;br /&gt;
Guildleaders can assign medals and custom titles. Operations Managers can assign titles within the guild and Operations Assistants can do the same for their downline only.&lt;br /&gt;
&lt;br /&gt;
Custom titles persist until replaced and survive changes in rank. However a title will begin to fade over a period of a few days if the holder changes guilds.&lt;br /&gt;
&lt;br /&gt;
Each medal gives an award of extra personal ships and an increase in the maximum number of personal ships from 3000. Although medals can fade with guild moves, increases in personal ship ceiling are permanent.&lt;br /&gt;
&lt;br /&gt;
Medals must be awarded in sequence, so the Star of Hera is always the first.&lt;br /&gt;
&lt;br /&gt;
Star of Hera - 10 personal ships, ship cap increased to 3100&lt;br /&gt;
&lt;br /&gt;
Order of Merit - 15 personal ships, ship cap increased to 3250&lt;br /&gt;
&lt;br /&gt;
Cross of the Guardian - 20 personal ships, ship cap increased to 3500&lt;br /&gt;
&lt;br /&gt;
Once a guild has donated 10,000 ships to the Reserve, the Guild Leader can have custom names for its medals.  For the Cosmic Paradise guild, the custom medal names are:&lt;br /&gt;
&lt;br /&gt;
1st Title - Eternal Beacon of Light &lt;br /&gt;
&lt;br /&gt;
2nd Title - The Big Bang Medal&lt;br /&gt;
&lt;br /&gt;
3rd Title - Master of the Cosmos  &lt;br /&gt;
&lt;br /&gt;
If a Guildleader tries assigning a medal/title a fourth time it is regarded as an attempt to convert that player to an Operations Assistant. Similarly, doing it a fifth time converts an Operations Assistant to an Operations Manager.&lt;br /&gt;
&lt;br /&gt;
The Title offers available to the Operations Manager/Operations Assistants do not include medals or a ship grant and can therefore be used even to re-title someone who has received all three medals.&lt;br /&gt;
&lt;br /&gt;
Where a guild has completed the assignment of 10,000 ships into their reserve fleet the Guildleader gains the option to rename the three standard medals. Their other properties are unchanged.&lt;br /&gt;
&lt;br /&gt;
===Disasters:===&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 earnings 1.25% per turn.  Windfalls, commission, census and fleet earnings are all affected. Ship buying and selling are not, and guild dues are not.  It resets back to zero once per day (at around midnight 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;
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 Erzabet&#039;s TE Calculators]&lt;br /&gt;
&lt;br /&gt;
====Unity questions====&lt;br /&gt;
&lt;br /&gt;
Most people just answer NO on every question, so the chance of gaining some credits is biggest when you answer NO like the majority does [we&#039;re talking about percentages of around 90%!!!]. When you&#039;re building a flagship [[Director&#039;s Quest]], you need 20 YES-answers to the unity questions. So it helps when people who are going for the credits answer 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 No [http://www.timelesscreationssl.com/RevolutionaryTruth3366.jpg See Truth example, the philosophical answer should probably be yes however. But who cares about philosophy?]&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;
* If you try to fail and you succeed, have you succeeded? - Majority tends to answer NO [Note this is the opposite of the prior 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, the philosophical answer should probably be yes however. But who cares about philosophy?]&lt;br /&gt;
* Someone once wrote: &amp;quot;We are half ruined by conformity, but we should be wholly ruined without it.&amp;quot; Do you agree? - Majority tends to answer NO [The philosophical answer should probably be yes however. But who cares about philosophy?&lt;br /&gt;
&lt;br /&gt;
=== Mysterious vessel (Black Diamond) ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Vessel&amp;quot; will occasionally 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. You only get the &amp;quot;Mysterious Vessel&amp;quot; after the rank of Trader, or in other words, you have at least 50 total ships. &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;
For a list of vessel sightings, see: [[MV Sightings]]&lt;br /&gt;
&lt;br /&gt;
====Offers of Mysterious Vessel====&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. ***This is not a true statement.  You will get less money every time you sell and lose the income and windfalls from these ships*** Buy/Sell unless you are just out for credits.&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. Unlike old TE,the efficiency goes up instead of down when you buy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet efficiency has been raise by 100 credits/ship permanently.&#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 occurring ship buy/sell turns. Selling this ship may or may not give a profit.  Usually it takes 3-7 sales to receive 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 receive 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 receive your pay out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You match velocities with the mysterious vessel. Your minerals vanish, to be replaced by.... nothing? Wait. Searching again, you find a liquid metallic sphere encased in a carbon shell. This must be purified Soleinium.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Required component for the Flagship, part of the [[Director&#039;s Quest]]. No other benefit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You match velocities with the mysterious vessel. Your minerals vanish, to be replaced by.... nothing? Wait. You search again. In your cargo hold is a mountain of paperwork for you to complete. You gain 5 red tape.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You get 5 Red Tape to use with the Bureaucrat.&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 Mysterious Vessel 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;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I missed the reward message!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you missed the message saying what you got from the MV, it can be figured out by working through the following.&lt;br /&gt;
&lt;br /&gt;
Are you getting a ship buy/sell offer every turn? If you are it&#039;s Buy Low, Sell High or Surprises. The first two can be seen from the prices being proposed. If both prices are normal then you got Surprises. You may also get a random Buy Low or Sell High (or even both if you have Surprises); if this happens look at next turn&#039;s offer to see which figure has returned to normal.&lt;br /&gt;
&lt;br /&gt;
Look on the Accounts tab. If the efficiency figure has jumped to something massively over 3300 you got fuel pellets. If the efficiency has increased by 100, that&#039;s what the MV just gave you. If your Red Tape total has increased, that&#039;s what you got.&lt;br /&gt;
&lt;br /&gt;
When you get a buy/sell offer, the sell offer says &#039;might be worth something&#039; - this indicates that you got One Ship Worth More. It typically takes around six sales to get the bonus.&lt;br /&gt;
&lt;br /&gt;
If none of the above apply you got the Solenium from the MV.&lt;/div&gt;</summary>
		<author><name>TonyaSouther</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=2207</id>
		<title>Information</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Information&amp;diff=2207"/>
		<updated>2012-05-11T03:19:16Z</updated>

		<summary type="html">&lt;p&gt;TonyaSouther: /* Fatigue */ corrected fatigue reset time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[[Ranks]]&lt;br /&gt;
&lt;br /&gt;
[[Upgrades]]&lt;br /&gt;
&lt;br /&gt;
[[Colonies]]&lt;br /&gt;
&lt;br /&gt;
[[Terms Used]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
[[Links to Outside Resources]]&lt;br /&gt;
&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. This limit was relaxed in 2010 - a Mogul is now the highest rank that can take on a Pilot.&lt;br /&gt;
&lt;br /&gt;
=== Red Tape ===&lt;br /&gt;
&lt;br /&gt;
Red Tape started being awarded during January 2012 and may be received for any of the following:&lt;br /&gt;
&lt;br /&gt;
* Paying end of year dues&lt;br /&gt;
* Paying fleet tax for being at/above a certain rank (2 Red Tape)&lt;br /&gt;
* Refunding a direct&#039;s commission&lt;br /&gt;
* Buying a ship (1 to 3 Red Tape)&lt;br /&gt;
* Selling a ship (1 to 3 Red Tape)&lt;br /&gt;
* Entering a puzzle answer (up to 3 Red Tape)&lt;br /&gt;
* Gift from MV (2 to 5 Red Tape)&lt;br /&gt;
* Completing some steps on the Call of Leadership (Step 2 gave 5 Red Tape)&lt;br /&gt;
* Hiring the flagship designer in the Director&#039;s Quest (3 red tape)&lt;br /&gt;
* Random Event, eg &amp;quot;A distributor that you sometimes work with owes you payment. He recently changed his Accounts Payable process. You spend hours trying to get your credits. You gained 1 Red Tape&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Bureaucrat made his first appearence on Jan 26, 2012 in game month July 3259 visiting all guilds. As anticipated, there are similarities with the Alchemist in TE including the multi-turn approach sequence and the trading of red tape for game modifiers.&lt;br /&gt;
&lt;br /&gt;
List of offers seen so far, ordered by their cost.&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Arrangement 202(r) - fleet tax 20% less forever - 2 red tape&lt;br /&gt;
 &lt;br /&gt;
*Reserve Bond 908.5(m) - fleet donation matched twice - 2 red tape&lt;br /&gt;
&lt;br /&gt;
*Clarity Renumeration Forum 1 (c) - +50% on puzzle bonus forever - 3 red tape &lt;br /&gt;
&lt;br /&gt;
*Unity Match Contract - unity bonus 50 % forever - 3 red tape&lt;br /&gt;
&lt;br /&gt;
*Research Arrangement - Jump Ahead 3 research levels - 4 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Stipulation - annual guild dues 10% less - 4 red tape  &lt;br /&gt;
&lt;br /&gt;
*Census Agreement 47 (s) - 10% more per sub - 5 red tape&lt;br /&gt;
&lt;br /&gt;
*Census Agreement 219 - 10% more/colonists - 5 red tape&lt;br /&gt;
&lt;br /&gt;
*Research Arrangement RA6 - Jump ahead 6 research levels - 6 red tape&lt;br /&gt;
&lt;br /&gt;
*Colonist Contract 710(a) - +10% colonist capacity - 7 red tape&lt;br /&gt;
&lt;br /&gt;
*Dues Compromise 20(v) - Annual Guild Dues 20% Less - 8 red tape (This was seen after previously purchasing the Dues Stipulation that gives 10% less, possibly it&#039;s not offered until after the 10% contract has been bought)&lt;br /&gt;
&lt;br /&gt;
*Unity Commitment C(f.100) - Unit bonus doubled forever - 10 red tape&lt;br /&gt;
&lt;br /&gt;
*Clarity Premium Form 2 (c) Puzzle bonus doubled Forever - 10 red tape&lt;br /&gt;
&lt;br /&gt;
*Fleet Tax Arrangement 404(r) - Fleet tax 40% less forever - 12 red tape&lt;br /&gt;
&lt;br /&gt;
*Ship Concessions s5 - Ships cost 5% less forever - 15 red tape&lt;br /&gt;
&lt;br /&gt;
The Bureaucrat takes slightly longer to arrive than the Alchemist in TE, which is a three turn sequence. The turns and text are:-&lt;br /&gt;
&lt;br /&gt;
*Month 1: The Bureaucrat has come to (name of guild) space. His ability to navigate political minefields, bypass elaborate over-regulation, and cut red tape is truly astonishing. He should be here shortly.&lt;br /&gt;
&lt;br /&gt;
*Month 2: The Bureaucrat is a man of mystery. Nobody knows how he can do what he does. Some say he&#039;s not human at all, but is actually an advanced AI under the control of a shadowy pseudo-governmental agency&lt;br /&gt;
&lt;br /&gt;
*Month 3: A spaceport has been set up for next month&#039;s Bureaucrat visit at guild headquarters. Long lines are anticipated. The only thing that can cut red tape is more red tape. You check your inventory. You have X red tape. (Slightly different message if none)&lt;br /&gt;
&lt;br /&gt;
*Month 4, page 1: The Bureaucrat sits at a desk surrounded by assistants, who are constantly whispering into his ear. He is also connected to an untold number of other parties via comm-link insterted into the base of his skull&lt;br /&gt;
 &lt;br /&gt;
*Month 4, page 2: You feel that the Bureaucrat could make anything possible. Which contract will you sign?&lt;br /&gt;
 &lt;br /&gt;
*Month 5, page 1: Feedback on your purchase or a generic message if nothing purchased.&lt;br /&gt;
&lt;br /&gt;
*Month 5, page 2: The line of visitors dwindles. The Bureaucrat unplugs his comm-link, smooths his tie, and strides out of the room, followed by his assistants. The sign on the wall enlightens you: &amp;quot;Facilitate, Leverage, Perseverance!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The three buzzwords above vary from visit to visit.&lt;br /&gt;
&lt;br /&gt;
So, there is an extra month in the prelude compared to the Alchemist in TE.&lt;br /&gt;
&lt;br /&gt;
Notification of Bureaucrat visits whilst offline is given in the &amp;quot;While you were away&amp;quot; pages when someone direct to their Guildleader logs into the game.&lt;br /&gt;
&lt;br /&gt;
The frequency is assumed to be daily and individual to each guild from the second visitation onwards. The first was seen in all guilds simultaneously.&lt;br /&gt;
&lt;br /&gt;
The offers may not all be affordable, but do seem to be tailored to the number of red tape held, eg when holding 15 tape the offers presented cost 10, 10 and 15. Also some situations have been seen where less than 3 offers are presented.&lt;br /&gt;
&lt;br /&gt;
=== Medals and Titles ===&lt;br /&gt;
&lt;br /&gt;
Guildleaders can assign medals and custom titles. Operations Managers can assign titles within the guild and Operations Assistants can do the same for their downline only.&lt;br /&gt;
&lt;br /&gt;
Custom titles persist until replaced and survive changes in rank. However a title will begin to fade over a period of a few days if the holder changes guilds.&lt;br /&gt;
&lt;br /&gt;
Each medal gives an award of extra personal ships and an increase in the maximum number of personal ships from 3000. Although medals can fade with guild moves, increases in personal ship ceiling are permanent.&lt;br /&gt;
&lt;br /&gt;
Medals must be awarded in sequence, so the Star of Hera is always the first.&lt;br /&gt;
&lt;br /&gt;
Star of Hera - 10 personal ships, ship cap increased to 3100&lt;br /&gt;
&lt;br /&gt;
Order of Merit - 15 personal ships, ship cap increased to 3250&lt;br /&gt;
&lt;br /&gt;
Cross of the Guardian - 20 personal ships, ship cap increased to 3500&lt;br /&gt;
&lt;br /&gt;
Once a guild has donated 10,000 ships to the Reserve, the Guild Leader can have custom names for its medals.  For the Cosmic Paradise guild, the custom medal names are:&lt;br /&gt;
&lt;br /&gt;
1st Title - Eternal Beacon of Light &lt;br /&gt;
&lt;br /&gt;
2nd Title - The Big Bang Medal&lt;br /&gt;
&lt;br /&gt;
3rd Title - Master of the Cosmos  &lt;br /&gt;
&lt;br /&gt;
If a Guildleader tries assigning a medal/title a fourth time it is regarded as an attempt to convert that player to an Operations Assistant. Similarly, doing it a fifth time converts an Operations Assistant to an Operations Manager.&lt;br /&gt;
&lt;br /&gt;
The Title offers available to the Operations Manager/Operations Assistants do not include medals or a ship grant and can therefore be used even to re-title someone who has received all three medals.&lt;br /&gt;
&lt;br /&gt;
Where a guild has completed the assignment of 10,000 ships into their reserve fleet the Guildleader gains the option to rename the three standard medals. Their other properties are unchanged.&lt;br /&gt;
&lt;br /&gt;
===Disasters:===&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 earnings 1.25% per turn.  Windfalls, commission, census and fleet earnings are all affected. Ship buying and selling are not, and guild dues are not.  It resets back to zero once per day (at around midnight 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;
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 Erzabet&#039;s TE Calculators]&lt;br /&gt;
&lt;br /&gt;
====Unity questions====&lt;br /&gt;
&lt;br /&gt;
Most people just answer NO on every question, so the chance of gaining some credits is biggest when you answer NO like the majority does [we&#039;re talking about percentages of around 90%!!!]. When you&#039;re building a flagship [[Director&#039;s Quest]], you need 20 YES-answers to the unity questions. So it helps when people who are going for the credits answer 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 No [http://www.timelesscreationssl.com/RevolutionaryTruth3366.jpg See Truth example, the philosophical answer should probably be yes however. But who cares about philosophy?]&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;
* If you try to fail and you succeed, have you succeeded? - Majority tends to answer NO [Note this is the opposite of the prior 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, the philosophical answer should probably be yes however. But who cares about philosophy?]&lt;br /&gt;
* Someone once wrote: &amp;quot;We are half ruined by conformity, but we should be wholly ruined without it.&amp;quot; Do you agree? - Majority tends to answer NO [The philosophical answer should probably be yes however. But who cares about philosophy?&lt;br /&gt;
&lt;br /&gt;
=== Mysterious vessel (Black Diamond) ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Vessel&amp;quot; will occasionally 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. You only get the &amp;quot;Mysterious Vessel&amp;quot; after the rank of Trader, or in other words, you have at least 50 total ships. &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;
For a list of vessel sightings, see: [[MV Sightings]]&lt;br /&gt;
&lt;br /&gt;
====Offers of Mysterious Vessel====&lt;br /&gt;
&lt;br /&gt;
Note: There are reports of the MV giving between 2 and 5 Red Tape since its introduction in January 2012. The exact text for this is not yet known.&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. ***This is not a true statement.  You will get less money every time you sell and lose the income and windfalls from these ships*** Buy/Sell unless you are just out for credits.&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. Unlike old TE,the efficiency goes up instead of down when you buy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet efficiency has been raise by 100 credits/ship permanently.&#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 occurring ship buy/sell turns. Selling this ship may or may not give a profit.  Usually it takes 3-7 sales to receive 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 receive 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 receive your pay out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You match velocities with the mysterious vessel. Your minerals vanish, to be replaced by.... nothing? Wait. Searching again, you find a liquid metallic sphere encased in a carbon shell. This must be purified Soleinium.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Required component for the Flagship, part of the [[Director&#039;s Quest]]. No other benefit.&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 Mysterious Vessel 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;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I missed the reward message!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you missed the message saying what you got from the MV, it can be figured out by working through the following.&lt;br /&gt;
&lt;br /&gt;
Are you getting a ship buy/sell offer every turn? If you are it&#039;s Buy Low, Sell High or Surprises. The first two can be seen from the prices being proposed. If both prices are normal then you got Surprises. You may also get a random Buy Low or Sell High (or even both if you have Surprises); if this happens look at next turn&#039;s offer to see which figure has returned to normal.&lt;br /&gt;
&lt;br /&gt;
Look on the Accounts tab. If the efficiency figure has jumped to something massively over 3300 you got fuel pellets. If the efficiency has increased by 100, that&#039;s what the MV just gave you. If your Red Tape total has increased, that&#039;s what you got.&lt;br /&gt;
&lt;br /&gt;
When you get a buy/sell offer, the sell offer says &#039;might be worth something&#039; - this indicates that you got One Ship Worth More. It typically takes around six sales to get the bonus.&lt;br /&gt;
&lt;br /&gt;
If none of the above apply you got the Solenium from the MV.&lt;/div&gt;</summary>
		<author><name>TonyaSouther</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Colonies&amp;diff=1481</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Colonies&amp;diff=1481"/>
		<updated>2010-06-09T03:46:21Z</updated>

		<summary type="html">&lt;p&gt;TonyaSouther: /* Colony Classes */ Confirming 4000-ship breakpoints&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[[Information]]&lt;br /&gt;
&lt;br /&gt;
[[Ranks]]&lt;br /&gt;
&lt;br /&gt;
[[Upgrades]]&lt;br /&gt;
&lt;br /&gt;
[[Terms Used]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
[[Links to Outside Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Guilds of TE3000]]&lt;br /&gt;
&lt;br /&gt;
====General information about colonies:====&lt;br /&gt;
* Colonies are critical to your ability to generate revenue, especially at higher ranks.  &lt;br /&gt;
* Once you buy a Colony, this will enable disasters, similar to the Fed HUD in regular TE. However, unlike the Fed HUD, the default handling of a disaster is not as destructive to your colonists.  It will default to the cheapest (not free) option, and you will only lose a few colonists. Another major difference from the Fed HUD, is that the zero cost option, will actually generate income for you, at a cost of 2% of your total colonists. While the cost in colonists may seem high, there are also random events which allow colonists to join you (normally 1%, but occasionally as much as 5%), which have the potential to more than offset your losses if you choose this option.&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, you can choose which of your colonies is replaced by the new one. This only happens when you have at least three (3) colonies.&lt;br /&gt;
&lt;br /&gt;
====Minimum requirements for a colony:====&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) 60 ships total&lt;br /&gt;
** 3rd colony: (around) 80 ships total&lt;br /&gt;
* You get an offer to buy your first three colonies about once a day (24 hours); when you don&#039;t buy it will come back after about 1 hour&lt;br /&gt;
* For your first 3 colonies, you will receive a colonist boost equal to 50% of the new colony&#039;s capacity.&lt;br /&gt;
* Once you have 3 colonies, you will have opportunities to upgrade them.&lt;br /&gt;
** These upgrade offers will show up every 4-5 days, although the delay can be significantly longer. Many players have reported waiting 2 weeks or more. Frequency of upgrade offers MAY depend upon your current colony population percentage - this has not been confirmed.&lt;br /&gt;
** You will be asked which colony you wish to replace.  (Defaults to the smallest colony.)If your colonies are all of the same size, and you miss the &#039;which colony would you like to replace?&#039; message, it defaults to colony number 1. This may have been the oldest colony, need more evidence to confirm.&lt;br /&gt;
** When you upgrade, you will receive a colonist boost equal to 20% of the new colony&#039;s capacity. &lt;br /&gt;
** &#039;&#039;&#039;Warning&#039;&#039;&#039;: If your total ships have declined, you may have colony offers that are smaller than the ones you already have.&lt;br /&gt;
* The max colonist % is 150%, after that, you will lose excess colonists&lt;br /&gt;
&lt;br /&gt;
====Advice on colonies====&lt;br /&gt;
It&#039;s a personal choice on what to buy. But here are some &amp;quot;general rules&amp;quot; that can be helpful.&lt;br /&gt;
* Terrestrial colonies provide bonus credits per colonist at census time.  This bonus decreases with rank, but the bonuses are cumulative.  So, 3 terrestrial colonies will yield 3x the bonus of a single one.&lt;br /&gt;
* A man-made colony (Orbital spacedock, Colony starship, etc.) lowers the cost of disaster handling and research.&lt;br /&gt;
* Mining colonies randomly yield bonus credit payments, as well as quantities of enectrium.  (Enectrium is required for building the flagship for the [[Director&#039;s Quest]].)&lt;br /&gt;
&lt;br /&gt;
====Colony Types====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Terrestrial&lt;br /&gt;
| Higher payout per colonist at census&lt;br /&gt;
| Terrestrial planetoid, Volcanic Dwarf Planet, Telluric Planet&lt;br /&gt;
|-&lt;br /&gt;
| Mining&lt;br /&gt;
| Random credit bonuses &amp;amp; random quantities of ore&lt;br /&gt;
| Mining asteroid, Iron-Nickel Moon, Yttric Planet&lt;br /&gt;
|-&lt;br /&gt;
| Orbital / Man-made&lt;br /&gt;
| Discounted disaster handling and research&lt;br /&gt;
| Orbital laboratory, Colony Starship, Advanced Starbase&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Colony Classes====&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;
! &#039;&#039;&#039;Total Ships Required&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#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;
| Min: 50&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Mining asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Max: 149&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Orbital Laboratory&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Man-made&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;
| Min: 90&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Medium Planetoid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 224&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Large Mining asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Mining&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;
| Min: 150&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Orbital Vehicle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 299&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Small Icy Moon	&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&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;
| Min: 225&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Icy Moon&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Max: 499&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Orbital Spacedock&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Man-made&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;
| Min: 300&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Volcanic Moon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 699&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Silicate Asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Mining&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;
| Min: 500&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Magnesium Asteroid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 1099&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Advanced Orbital Base	&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Man-made&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;
| Min: 700&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Binary Iron Asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Max: 1499&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Colony Spaceship&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| Man-made&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;
| Min: 1100&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Plutonic Moon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 2199&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Iron Asteroid Field&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Iron-Nickel Moon&lt;br /&gt;
|50,000&lt;br /&gt;
|393,750,000&lt;br /&gt;
| Min: 1500&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Colony Starship&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 3999&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Volcanic Dwarf Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&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;
| Min: 2,200&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Advanced Colony Starship&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 6399&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Selenic Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Starbase&lt;br /&gt;
|240,000&lt;br /&gt;
|800,000,000&lt;br /&gt;
| Min: 4000&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Xenolith Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;9999&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Waterworld Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Advanced Starbase&lt;br /&gt;
|430,000&lt;br /&gt;
|1,474,560,000&lt;br /&gt;
| Min: 6400&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Telluric Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;24,999&#039;&#039;&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Yttric Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Artificial Moon&lt;br /&gt;
|800,000&lt;br /&gt;
|4,000,000,000&lt;br /&gt;
| Min: 10,000&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Diamond-core Gas Giant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;49,999&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blue-green Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Synthetic world&lt;br /&gt;
|1,000,000&lt;br /&gt;
|62,500,000,000&lt;br /&gt;
| Min: &#039;&#039;25,000&#039;&#039;&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Interstellar Asteroid Belt&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;?&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Terraformed Binary Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Terraformed Star System&lt;br /&gt;
|2,000,000&lt;br /&gt;
|300,000,000,000&lt;br /&gt;
| Min: &#039;&#039;50,000&#039;&#039;&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Ore Rich Star System&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;?&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dyson Sphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Man-made&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039;  The min/max ships in the table above are estimates if they are recorded in &#039;&#039;italics&#039;&#039; and followed by a &amp;quot;?&amp;quot;.&lt;/div&gt;</summary>
		<author><name>TonyaSouther</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires3k/index.php?title=Colonies&amp;diff=1462</id>
		<title>Colonies</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires3k/index.php?title=Colonies&amp;diff=1462"/>
		<updated>2010-05-25T02:06:54Z</updated>

		<summary type="html">&lt;p&gt;TonyaSouther: Confirming 6399 max for class 10 and 6400 min for class 12&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Navigation ===&lt;br /&gt;
[[Information]]&lt;br /&gt;
&lt;br /&gt;
[[Ranks]]&lt;br /&gt;
&lt;br /&gt;
[[Upgrades]]&lt;br /&gt;
&lt;br /&gt;
[[Terms Used]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
[[Links to Outside Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Guilds of TE3000]]&lt;br /&gt;
&lt;br /&gt;
====General information about colonies:====&lt;br /&gt;
* Colonies are critical to your ability to generate revenue, especially at higher ranks.  &lt;br /&gt;
* Once you buy a Colony, this will enable disasters, similar to the Fed HUD in regular TE. However, unlike the Fed HUD, the default handling of a disaster is not as destructive to your colonists.  It will default to the cheapest (not free) option, and you will only lose a few colonists. Another major difference from the Fed HUD, is that the zero cost option, will actually generate income for you, at a cost of 2% of your total colonists. While the cost in colonists may seem high, there are also random events which allow colonists to join you (normally 1%, but occasionally as much as 5%), which have the potential to more than offset your losses if you choose this option.&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, you can choose which of your colonies is replaced by the new one. This only happens when you have at least three (3) colonies.&lt;br /&gt;
&lt;br /&gt;
====Minimum requirements for a colony:====&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) 60 ships total&lt;br /&gt;
** 3rd colony: (around) 80 ships total&lt;br /&gt;
* You get an offer to buy your first three colonies about once a day (24 hours); when you don&#039;t buy it will come back after about 1 hour&lt;br /&gt;
* For your first 3 colonies, you will receive a colonist boost equal to 50% of the new colony&#039;s capacity.&lt;br /&gt;
* Once you have 3 colonies, you will have opportunities to upgrade them.&lt;br /&gt;
** These upgrade offers will show up every 4-5 days, although the delay can be significantly longer. Many players have reported waiting 2 weeks or more. Frequency of upgrade offers MAY depend upon your current colony population percentage - this has not been confirmed.&lt;br /&gt;
** You will be asked which colony you wish to replace.  (Defaults to the smallest colony.)If your colonies are all of the same size, and you miss the &#039;which colony would you like to replace?&#039; message, it defaults to colony number 1. This may have been the oldest colony, need more evidence to confirm.&lt;br /&gt;
** When you upgrade, you will receive a colonist boost equal to 20% of the new colony&#039;s capacity. &lt;br /&gt;
** &#039;&#039;&#039;Warning&#039;&#039;&#039;: If your total ships have declined, you may have colony offers that are smaller than the ones you already have.&lt;br /&gt;
* The max colonist % is 150%, after that, you will lose excess colonists&lt;br /&gt;
&lt;br /&gt;
====Advice on colonies====&lt;br /&gt;
It&#039;s a personal choice on what to buy. But here are some &amp;quot;general rules&amp;quot; that can be helpful.&lt;br /&gt;
* Terrestrial colonies provide bonus credits per colonist at census time.  This bonus decreases with rank, but the bonuses are cumulative.  So, 3 terrestrial colonies will yield 3x the bonus of a single one.&lt;br /&gt;
* A man-made colony (Orbital spacedock, Colony starship, etc.) lowers the cost of disaster handling and research.&lt;br /&gt;
* Mining colonies randomly yield bonus credit payments, as well as quantities of enectrium.  (Enectrium is required for building the flagship for the [[Director&#039;s Quest]].)&lt;br /&gt;
&lt;br /&gt;
====Colony Types====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Terrestrial&lt;br /&gt;
| Higher payout per colonist at census&lt;br /&gt;
| Terrestrial planetoid, Volcanic Dwarf Planet, Telluric Planet&lt;br /&gt;
|-&lt;br /&gt;
| Mining&lt;br /&gt;
| Random credit bonuses &amp;amp; random quantities of ore&lt;br /&gt;
| Mining asteroid, Iron-Nickel Moon, Yttric Planet&lt;br /&gt;
|-&lt;br /&gt;
| Orbital / Man-made&lt;br /&gt;
| Discounted disaster handling and research&lt;br /&gt;
| Orbital laboratory, Colony Starship, Advanced Starbase&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Colony Classes====&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;
! &#039;&#039;&#039;Total Ships Required&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#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;
| Min: 50&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Mining asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Max: 149&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Orbital Laboratory&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Man-made&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;
| Min: 90&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Medium Planetoid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 224&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Large Mining asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Mining&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;
| Min: 150&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Orbital Vehicle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 299&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Small Icy Moon	&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&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;
| Min: 225&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Icy Moon&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Max: 499&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Orbital Spacedock&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Man-made&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;
| Min: 300&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Volcanic Moon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 699&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Silicate Asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Mining&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;
| Min: 500&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Magnesium Asteroid&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 1099&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Advanced Orbital Base	&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Man-made&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;
| Min: 700&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Binary Iron Asteroid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Max: 1499&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|Colony Spaceship&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| Man-made&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;
| Min: 1100&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Plutonic Moon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 2199&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Iron Asteroid Field&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Iron-Nickel Moon&lt;br /&gt;
|50,000&lt;br /&gt;
|393,750,000&lt;br /&gt;
| Min: 1500&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Colony Starship&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;3999&#039;&#039;&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Volcanic Dwarf Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&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;
| Min: 2,200&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Advanced Colony Starship&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: 6399&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Selenic Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Starbase&lt;br /&gt;
|240,000&lt;br /&gt;
|800,000,000&lt;br /&gt;
| Min: &#039;&#039;4000&#039;&#039; &lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Xenolith Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;9999&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Waterworld Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Advanced Starbase&lt;br /&gt;
|430,000&lt;br /&gt;
|1,474,560,000&lt;br /&gt;
| Min: 6400&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Telluric Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;24,999&#039;&#039;&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Yttric Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Artificial Moon&lt;br /&gt;
|800,000&lt;br /&gt;
|4,000,000,000&lt;br /&gt;
| Min: 10,000&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Diamond-core Gas Giant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;49,999&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blue-green Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Synthetic world&lt;br /&gt;
|1,000,000&lt;br /&gt;
|62,500,000,000&lt;br /&gt;
| Min: &#039;&#039;25,000&#039;&#039;&lt;br /&gt;
| Man-made&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Interstellar Asteroid Belt&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;?&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Terraformed Binary Planet&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Terraformed Star System&lt;br /&gt;
|2,000,000&lt;br /&gt;
|300,000,000,000&lt;br /&gt;
| Min: &#039;&#039;50,000&#039;&#039;&lt;br /&gt;
| Terrestrial&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Ore Rich Star System&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Max: &#039;&#039;?&#039;&#039;&lt;br /&gt;
| Mining&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dyson Sphere&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Man-made&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039;  The min/max ships in the table above are estimates if they are recorded in &#039;&#039;italics&#039;&#039; and followed by a &amp;quot;?&amp;quot;.&lt;/div&gt;</summary>
		<author><name>TonyaSouther</name></author>
	</entry>
</feed>