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=== Navigation ===
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=== Upgrades ===
=== Upgrades ===


'''Some general information'''
====Some general information====
* Upgrades become available based on the number of personal ships you own.
* Upgrades become available based on the number of personal ships you own.
* The general rule is that with every six (6) ships you buy, an upgrade "unlocks" - it can take a while however to get the upgrade offer and it might be necessary to have some buy/sell activity to trigger the upgrade
* With every six (6) ships you increase, an upgrade "unlocks" - it can take a while, upgrades average appearing every 8-12 playing hour between them. 
* Each upgrade improves the fleet efficiency by 50 credits/ship (as far as we know now)
* Each upgrade improves the fleet efficiency by 50 credits/ship  
* The initial cost is the cost of the upgrade at the minimum number of ships (see below).
* The initial cost is the cost of the upgrade at the minimum number of ships (see below). If you go over the minimum ships needed to unlock the upgrade, as a penalty you will pay the additional '''multiplier cost per ship over'''. 
* If you choose to purchase the upgrade later its cost will be: number of personal ships x multiplier, so the initial costs are only when you buy the upgrade at the minimal required amount of personal ships
* Cost will be: number of personal ships x multiplier per ship over, so the initial costs are only when you buy the upgrade at the minimal required amount of personal shipd.  Watching getting to far ahead in ships as it can become very costly to upgrade if over while your credit income is still low and you have other expenses such as colonies and disasters to pay also.
* Purchasing upgrades are finished at 177 personal ships (you will get additional upgrades given to you which are listed below)


'''Overview of upgrades'''
====Overview of upgrades====


The following upgrades are available:
The following upgrades are available:
 
*NOTE: Penalty multiplier is per ship over the amount needed to unlock the upgrade
{| border="1"
{| border="1"
! No. Ships
! No. Ships
! Upgrade
! Upgrade
! Initial Cost
! Minumum Cost
! Multiplier
! Penalty Multiplier
! Eff. bonus (total)
! Eff. bonus (total)
|-
|-
Line 62: Line 54:
| 33
| 33
| Plasma cooled refrigeration system
| Plasma cooled refrigeration system
| 957,000
| 950,400
| 29,000
| 28,800
| 1,300
| 1,300
|-
|-
Line 117: Line 109:
| Automated inventory module
| Automated inventory module
| 15,660,000
| 15,660,000
| 180.000
| 180,000
| 1,750
| 1,750
|-
|-
Line 145: Line 137:
|-
|-
| 117
| 117
| Course-plotting system
| Course-plotting system / Gravity well slingshot
| 37,440,000
| 37,440,000
| 320,000
| 320,000
Line 152: Line 144:
| 123
| 123
| Experimental fleet of many tiny ships
| Experimental fleet of many tiny ships
| 42,394,400
| 43,394,400
| 352,800
| 352,800
| 2,050
| 2,050
|-
|-
| 129
| 129
| Gravity well sling shot
| ?
| 355,000
| 2,100
|-
| 135 (129)
| Replace the rest of your fleet with smaller, nimble ships
| Replace the rest of your fleet with smaller, nimble ships
| 49,948,800
| 49,948,800
| 387,200
| 387,200
| 2,150
| 2,100
|-
|-
| 140 (137, 135??)
| 135
| Shrink ray (Molecular Compression Tech)
| Shrink ray (Molecular Compression Tech)
|59,248,000 (57,978,400?)
| 57,132,000
| 390,000 (423,200?)
| 423,200
| 2,200
| 2,150
|-
|-
| 143
| 141
| Superconductor magnet sweep
| Superconductor magnet sweep
| 65,894,400
| 64,972,800
| 460,800
| 460,800
| 2,250
| 2,200
|-
|-
| 150
| 147
| Newer cloaking technology
| Newer cloaking technology
| 75,000,000
| 73,500,000
| 500,000
| 500,000
| 2,300
| 2,250
|-
|-
| 158
| 153
| Modern scanning system
| Modern scanning system
| ?
| 82,742,400
| 540,800
| 540,800
| 2,300
|-
| 159
| Ultimate armor plating (from metallic liquid)
| 92,728,800
| 583,200
| 2,350
| 2,350
|-
|-
| 163
| 165
| Soleinium metal armor
| Engines converted to run on soleinium (metallic liquid)
| 95,061,600
| 103,488,000
| 583,200?
| 627,200
| 2,400
| 2,400
|-
|-
| ?
| 171
| Engines converted to run on soleinium
| Soleinium Circuits
| ?
| 115,048,800
| 627,200
| 672,800
| 2,450
| 2,450
|-
|-
| ?
| 177
| Soleinium Circuits
| Soleinium Engine - Jump Drive
| ?
| 127,440,000
| 672,800
| 720,000
| 2,500
| 2,500
|-
|-
|}
|}


''Remarks''
====Remarks====
* From amount of ships needed 123, there is no cross-reference yet, so the amount of ships needed and price can be other than mentioned (up to 123 ships, the list is 100% accurate)
 
* The fleet efficiency can be improved further by:
* The fleet efficiency can be improved further by:
** Buying colonies (each colony gives 100 credits/ship extra to a maximum of 300 credits/ship)
** Buying colonies (each colony gives 100 credits/ship extra to a maximum of 300 credits/ship)
** Alliances: when on Broker level or higher, one can form alliances and create space ports, at four (4) space ports the fleet efficiency improves with 100 credits/ship
** Alliances: when on Broker level or higher, one can form alliances and create space ports, at four (4) space ports the fleet efficiency improves with 100 credits/ship
** Permanent raise of efficiency by the Mysterious Vessel: each raise is 100 credits/ship, not known how many times this is possible (based on regular TE it can be maximized by 200 credits/ship)
** Researching the same disaster 20 times for a 200 credits/ship bonus
** Permanent raise of efficiency by the Mysterious Vessel: each raise is 100 credits/ship, two such bonuses are given this way.
** Purchase a Bureaucratic Entente from the Bureaucrat to increase your Fleet Efficiency by 100 credits/ship for 60 red tape.
** Purchase a Bureaucratic Coup from the Bureaucrat after purchasing a Bureaucratic Entente to increase your Fleet Efficiency by +100 credits/ship for 100 red tape.
** Maximum fuel efficiency known to date is 3500 credits/ship.

Latest revision as of 18:47, 20 April 2015

Navigation
Main Page
General Information
Ranks
Director's Quest
Call of Leadership
Upgrades
Colonies
Terms Used
Troubleshooting
Mysterious Vessel
The Bureaucrat
Antimatter
Guilds of Tiny Empires 3000
Links to Outside Resources

Upgrades

Some general information

  • Upgrades become available based on the number of personal ships you own.
  • With every six (6) ships you increase, an upgrade "unlocks" - it can take a while, upgrades average appearing every 8-12 playing hour between them.
  • Each upgrade improves the fleet efficiency by 50 credits/ship
  • The initial cost is the cost of the upgrade at the minimum number of ships (see below). If you go over the minimum ships needed to unlock the upgrade, as a penalty you will pay the additional multiplier cost per ship over.
  • Cost will be: number of personal ships x multiplier per ship over, so the initial costs are only when you buy the upgrade at the minimal required amount of personal shipd. Watching getting to far ahead in ships as it can become very costly to upgrade if over while your credit income is still low and you have other expenses such as colonies and disasters to pay also.
  • Purchasing upgrades are finished at 177 personal ships (you will get additional upgrades given to you which are listed below)

Overview of upgrades

The following upgrades are available:

  • NOTE: Penalty multiplier is per ship over the amount needed to unlock the upgrade
No. Ships Upgrade Minumum Cost Penalty Multiplier Eff. bonus (total)
3 Repair Bot 300 100 1,050
9 Cargo Pods 28,800 3,200 1,100
15 Recalibrate Engines 108,000 7,200 1,150
21 Scanner Upgrade 268,800 12,800 1,200
27 VR Rigs 540,000 20,000 1,250
33 Plasma cooled refrigeration system 950,400 28,800 1,300
39 Merchant grade navigation system 1,528,800 39,200 1,350
45 Install an Ops module 2,304,000 51,200 1,400
51 Engine upgrade 3,304,800 64,800 1,450
57 Cloaking device 4,560,000 80,000 1,500
63 Second engine upgrade 6,098,400 96,800 1,550
69 Low-power thrusters 7,948,800 115,200 1,600
75 SUV's 10,140,000 135,200 1,650
81 Hire task master/fleet manager 12,700,800 156,800 1,700
87 Automated inventory module 15,660,000 180,000 1,750
93 Modern repair bots 19,046,400 204,800 1,800
99 Armor plating 22,888,800 231,200 1,850
105 Light-weight armor plating 27,216,000 259,200 1,900
111 Navigational maps 32,056,800 288,800 1,950
117 Course-plotting system / Gravity well slingshot 37,440,000 320,000 2,000
123 Experimental fleet of many tiny ships 43,394,400 352,800 2,050
129 Replace the rest of your fleet with smaller, nimble ships 49,948,800 387,200 2,100
135 Shrink ray (Molecular Compression Tech) 57,132,000 423,200 2,150
141 Superconductor magnet sweep 64,972,800 460,800 2,200
147 Newer cloaking technology 73,500,000 500,000 2,250
153 Modern scanning system 82,742,400 540,800 2,300
159 Ultimate armor plating (from metallic liquid) 92,728,800 583,200 2,350
165 Engines converted to run on soleinium (metallic liquid) 103,488,000 627,200 2,400
171 Soleinium Circuits 115,048,800 672,800 2,450
177 Soleinium Engine - Jump Drive 127,440,000 720,000 2,500

Remarks

  • The fleet efficiency can be improved further by:
    • Buying colonies (each colony gives 100 credits/ship extra to a maximum of 300 credits/ship)
    • Alliances: when on Broker level or higher, one can form alliances and create space ports, at four (4) space ports the fleet efficiency improves with 100 credits/ship
    • Researching the same disaster 20 times for a 200 credits/ship bonus
    • Permanent raise of efficiency by the Mysterious Vessel: each raise is 100 credits/ship, two such bonuses are given this way.
    • Purchase a Bureaucratic Entente from the Bureaucrat to increase your Fleet Efficiency by 100 credits/ship for 60 red tape.
    • Purchase a Bureaucratic Coup from the Bureaucrat after purchasing a Bureaucratic Entente to increase your Fleet Efficiency by +100 credits/ship for 100 red tape.
    • Maximum fuel efficiency known to date is 3500 credits/ship.