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=== General information ===
=== General information ===
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.
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.
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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.
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.


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.
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.




=== Colony ===
=== Medals, Titles & Ship Caps ===
'''General information about colonies:'''
* If you buy a Colony in the TE3000 HUD, then this will enable disasters.  If you don't buy a colony, then the HUD will be like the regular Full Version HUD, and you can wear if without fear of being penalized. If you do buy a colony, then you have to keep monitoring the HUD every turn to avoid missing disasters, like with the Federation HUD, but with the potential for more credits (gold). So, it's a trade off.
* Each colony improves your income by 100 credits/ship to a maximum of 300 credits/ship.
* You can have a maximum of three (3) colonies. When you buy more (fourth, fifth, sixth,..etc.) colonies, it replaces the colony with the least citizen capacity.
* A recent option is that you can chose yourself which of your colonies is replaced by a new one. This only happens when you have at least three (3) colonies.


'''Minimum requirements for a colony:'''
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.
* Rank at least: Trader (50 ships total)
* Amount of total ships required are not confirmed exactly. Estimates are:
** 1st colony: (around) 50 ships total
** 2nd colony: (around) 70 ships total
** 3rd colony: (around) 90 ships total
* You get an offer to buy a colony only once a day (24 hours); when you don't buy it will come back after about 1 hour


Prices of colonies range from around 480K credits to over 2B credits (and still rising!), depending on rank, total ships, citizen capacity, kind of colony and maybe more variables. More research is necessary.
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.


'''Available colonies:'''
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.
{| border="1"
! '''Level'''
! '''Terrestrial'''
! '''Mining'''
! '''Orbital'''
|-
|
| ''more loot at census''
| ''credit bonus at random''
| ''cheaper disasters''
|-
| 1
| Terrestrial planetoid
| Mining asteroid
| Orbital laboratory
|-
| 2
| Medium terrestrial planetoid
| Large mining asteroid
| Advanced orbital laboratory
|-
| 3
| Medium terrestrial planetoid
| Large mining asteroid
| Advanced orbital
|-
|}


'''Advice on colonies'''
Medals must be awarded in sequence, so the Star of Hera is always the first.
Considering the above, it's a personal choice what to buy. But there are some "general rules" that can be helpful.
* When you research one of the disasters, an orbital planet lowers the cost of your research.
* When you need (some) extra income, the mining asteroid gives some extra credits from time to time, but the terrestrial planetoids generally have a bigger capacity for colonists, so in the long run the terrestrial planetoids give a better payoff.


'''Disasters:'''
Star of Hera - 10 personal ships, ship cap increased to 3100
* Disease
* Corruption
* Piracy (The Hand of Anarchy)


'''Possible actions'''
Order of Merit - 15 personal ships, ship cap increased to 3250
* ask for guild protection - price and effect depend on several factors (increase of population)
* hire war-hardened mercs - price and effect depend on several factors (increase of population)
* learn about base defense (a.k.a. Research) - price and effect depend on several factors (research pays off in due time)
* cut a deal with pirates - price and effect depend on several factors


'''Research'''
Cross of the Guardian - 20 personal ships, ship cap increased to 3500
* when someone has three colonies, the possibility comes to research:
* Disease
* Corruption
* "Hand of Anarchy"
No data available on what the effect is in the long run, some people have started investigating. Estimated amount of researches before "payout": 20.


=== Fatigue ===
Once a guild has donated 10,000 ships to the Reserve, the Guild Leader can have custom names for its medalsFor the Cosmic Paradise guild, the custom medal names are:
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 dayIf you are affected, you will see (Fatigue) at the bottom of your ACCTS tab. It lowers your fleet efficiency which affects your income. It resets back to zero once per day (at around 8 - 10 PM SLT). You don't have to do anything. It resets whether you are online or off. Fatigue does not build up during idle mode.


=== Puzzles ===
1st Title - Eternal Beacon of Light
To get a solution for the puzzles, check out the website:
http://www.erzsabet.com/TE3000Calc.html


'''Unity questions'''  Just Say NO
2nd Title - The Big Bang Medal


There are a couple of unity questions we know of now. They are:
3rd Title - Master of the Cosmos 
* In a time of universal deceit, telling the truth becomes a revolutionary act. Do you agree? (George Orwell) - Advice: answer NO
* If the post-war peace is better than the pre-war strife, yet the war itself is utterly devastating, is the war a good thing overall? - Advice: answer NO
* If you try to fail and you succeed, have you failed? - Advice: answer NO
* Voltaire wrote, "Those who can make you believe absurdities, can make you commit atrocities." Do you agree? - Advice: answer NO


=== Mysterious vessel (Black Diamond) ===
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.


A "Mysterious Vessel" will occassionaly appear in the HUD.  His appearance always causes a lot of excitement and joy in Tiny Empires 3000. When he appears, the "Onboard Entity" will ask you for a lot of of credits to trade for minerals and ore, but won't say what you will be getting in exchange.  Definitely pay what he asks if you have the credits, as the Vessel is a bonus to the players. The Vessel can give you a boost in either ships or credits, if played properly. The Vessel makes random appearances - Unknown. There is no website yet available that predicts or records past Trading sightings.
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.


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.


On arrival of the "Mysterious Vessel" there are some steps. They are:
=== Credit Caps ===
* 1st month = 1st notice, warning about the Mysterious Vessels approach.
* 2nd month = nothing
* 3rd month = 2nd notice, warning again of the Mysterious Vessel.
* 4th month = nothing
* 5th month = 3rd notice (+ amount of credits asked)
* 6th month = 4th notice and payment


'''Vessel sightings'''
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.
* 03/11/09 11:19 AM SLT
* 03/15/09 7.39 PM SLT
* 03/18/09 01:19 PM SLT
* 03/21/09 08:55 AM SLT
* ...


'''Offers of Mysterious Vessel'''
===Disasters:===


''For one year, you may buy ships at a very low price.''
* Disease
* Corruption
* Piracy (The Hand of Anarchy)


What to do: BUY ships for 12 turns (and sell them if you want to make profit)
'''Possible actions'''


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't have enough gold to buy, you can always buy/sell at the same time, but be careful the selling price doesn't drop too.
* ask for guild protection - price and effect depend on several factors (increase of population)
               
* hire war-hardened mercs - price and effect depend on several factors (increase of population)
''For one year your ships will be worth more than normal''
* learn about base defense (a.k.a. Research) - price and effect depend on several factors (research pays off in due time)
* cut a deal with pirates - price and effect depend on several factors


What to do: SELL ships for 12 turns (and buy them back if you want to keep your personal fleet the same level)
'''Research'''
 
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.
           
''Offers fuel pellets, your efficiency skyrockets.''


What to do: WAIT out the 12 turns to collect credits and BUY ships (when you can/want)
When someone has three colonies, the possibility comes to research:
* Disease
* Corruption
* "Hand of Anarchy"
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.


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.
=== Fatigue ===
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't have to do anything. It resets whether you are online or off. Fatigue does not build up during idle mode.


''Fleet effiencecy has been raise by 100 credits/ship permantely.''
Taking your HUD off will not reset fatigue, only the game reset once a day will do that.  You won't lose credits, your income goes down, and if you get the mysterious diamond black ship (trader) you won't earn income from that either while in fatigue.


What to do: Nothing!
=== Puzzles ===
To get a solution for the puzzles, check out the website:
[http://www.erzsabet.com/TE3000Calc.html Erzabet's TE Calculators]


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.
====Unity questions====
             
''Purchased ships are very likely to contain surprises''


What to do: BUY ships for 11 turns
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're talking about percentages of around 90%!!!]. When you're building a flagship [[Director'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!


You will receive a surprise in credits which is close to the price of the ship you just bought. Sometimes "hidden chamber with a credit chip", or "transport previous owner", or "left-over cargo". Basically you are getting ships for free or incredibly cheap. Note that for the last month of the Trader bonus year, you don't get the bonus - hence you only buy for 11 of the 12 turns.
There are a couple of unity questions we know of now. They are:
 
* 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?]
''Your first ship is maybe worth more (no stated price) OR ONE of your ships is worth more.''
* 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]
 
* 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]
What to do: SELL ships (and buy back if you want)
* 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.]
 
* Voltaire wrote, "Those who can make you believe absurdities, can make you commit atrocities." 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?]
Unfortunately this can be a little unpredictable. You receive messages that say, "Do you want to sell this ship? Perhaps it is worth something." Selling this ship may or may not give a profit. Usually it takes 3-7 sales to recieve the "rare ship" worth more, but depending on how many it takes (the longer it takes to find, the more it seems to be worth), you will recieve between 2 and 3 times what you paid the vessel in return. This is the only "Buy and Sell" option that you can log off and come back later and finish, as it does not finish with the trader year but will continue until you recieve your pay out.
* Someone once wrote: "We are half ruined by conformity, but we should be wholly ruined without it." Do you agree? - Majority tends to answer NO [The philosophical answer should probably be yes however. But who cares about philosophy?
 
'''WARNING'''
 
If you have FATIGUE when the trader comes, be careful, after you pay him, you may zero out and not get any profits from fuel pellets! You may end up losing all your credits! Depending on which bonus you get or how bad your fatigue is, it is very risky!

Latest revision as of 19:45, 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

General information

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.

You start out as a Pilot with a single transport spaceship, earning a modest living by delivering goods to outlying colonies and trade outposts.

The goal of the game is simple: Grow your trade empire by purchasing ships, joining a guild, gaining subordinates, and cultivating colonists.

Of course, you may find that friends make for good subordinates, and subordinates can make very good friends.


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.

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.


Medals, Titles & Ship Caps

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.

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.

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.

Medals must be awarded in sequence, so the Star of Hera is always the first.

Star of Hera - 10 personal ships, ship cap increased to 3100

Order of Merit - 15 personal ships, ship cap increased to 3250

Cross of the Guardian - 20 personal ships, ship cap increased to 3500

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:

1st Title - Eternal Beacon of Light

2nd Title - The Big Bang Medal

3rd Title - Master of the Cosmos

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.

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.

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.

Credit Caps

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.

Disasters:

  • Disease
  • Corruption
  • Piracy (The Hand of Anarchy)

Possible actions

  • ask for guild protection - price and effect depend on several factors (increase of population)
  • hire war-hardened mercs - price and effect depend on several factors (increase of population)
  • learn about base defense (a.k.a. Research) - price and effect depend on several factors (research pays off in due time)
  • cut a deal with pirates - price and effect depend on several factors

Research

When someone has three colonies, the possibility comes to research:

  • Disease
  • Corruption
  • "Hand of Anarchy"

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.

Fatigue

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't have to do anything. It resets whether you are online or off. Fatigue does not build up during idle mode.

Taking your HUD off will not reset fatigue, only the game reset once a day will do that. You won't lose credits, your income goes down, and if you get the mysterious diamond black ship (trader) you won't earn income from that either while in fatigue.

Puzzles

To get a solution for the puzzles, check out the website: Erzabet's TE Calculators

Unity questions

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're talking about percentages of around 90%!!!]. When you're building a flagship Director'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!

There are a couple of unity questions we know of now. They are: