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=== Navigation ===
{{navigation}}
[[Upgrades]]
 
[[Information]]
 
[[Colonies]]
 
[[Terms Used]]
 
[[Troubleshooting]]
 
[[Links to Outside Resources]]


=== Ranks ===
=== Ranks ===
Line 22: Line 11:
! SPF
! SPF
! Personal Ships for Colony
! Personal Ships for Colony
! Maximum credits/colonist *)
! Standard Census/Colonist
! Notes
|-
|-
| 0
| 0
Line 32: Line 22:
| n.a.
| n.a.
| n.a.
| n.a.
|
|-
|-
| 1
| 1
Line 41: Line 32:
| n.a.
| n.a.
| n.a.
| n.a.
|
|-
|-
| 2
| 2
Line 50: Line 42:
| n.a.
| n.a.
| n.a.
| n.a.
|
|-
|-
| 3
| 3
| Merchant
| Merchant
| 20 - 49
| 20 - 49
| 20%
| 15%
| 700
| 700
| 300
| 300
| n.a.
| n.a.
| n.a.
| n.a.
|
|-
|-
| 4
| 4
| Trader
| Trader
| 50 - 99
| 50 - 99
| 20%
| 17%
| 600
| 600
| 300
| 300
| 25
| 25
| 147 credits
| 140 credits
| MV and Colonies Available
|-
|-
| 5
| 5
Line 76: Line 71:
| 300
| 300
| 40
| 40
| 126 credits
| 120 credits
| Eligible to cause Gossip
|-
|-
| 5.1
| 5.1
Line 85: Line 81:
| 290
| 290
| 40
| 40
| 126 credits
| 120 credits
|-
|
|-
|-
| 6
| 6
Line 95: Line 91:
| 275
| 275
| 60
| 60
| 105 credits
| 100 credits
| Can make Allies
|-
|-
| 6.1
| 6.1
Line 104: Line 101:
| 270
| 270
| 60
| 60
| 105 credits
| 100 credits
|
|-
|-
| 7
| 7
Line 113: Line 111:
| 240
| 240
| 80
| 80
| 84 credits
| 80 credits
|
|-
|-
| 7.1
| 7.1
Line 122: Line 121:
| 225
| 225
| 80
| 80
| 84 credits
| 80 credits
|
|-
|-
| 7.2
| 7.2
Line 131: Line 131:
| 200
| 200
| 80
| 80
| 84 credits
| 80 credits
|
|-
|-
| 7.3
| 7.3
Line 140: Line 141:
| 175
| 175
| 80
| 80
| 84 credits
| 80 credits
|
|-
|-
| 8
| 8
Line 149: Line 151:
| 140
| 140
| 300
| 300
| 63 credits
| 60 credits
| Call to Leadership begins
|-
|-
| 8.1
| 8.1
| Vice Commander
| Vice Commander
| 15,000 - 19,999
| 15,000 - 19,999
| 25%
| 24%
| 166
| 166
| 125
| 125
| 300
| 300
| 63 credits
| 60 credits
|
|-
|-
| 8.2
| 8.2
| Commander
| Commander
| 20,000 - director
| 20,000
| 25%
| 25%
| 133
| 133
| 110
| 110
| 300
| 300
| 63 credits
| 60 credits
| Highest Rank without Flagship
|-
|-
| 9
| 9
| Director
| Director
| 25,000 + Flagship Completed
| 25,000
| 25%
| 25%
| 100
| 100
| 100
| 85
| 300
| 300
| 63 credits  
| 60 credits  
| Requires completed [[Director's Quest|Flagship]]
|-
|-
| 10
| 10
| Guild leader
| Guild leader
| 100,000
| 5%
| 50
| 175
| ?
| ?
| ?
| 200 credits
| 100 (assume)
| Requires completed [[Call of Leadership|Call]]
| ?
| ?
| 21 credits (?)
|}
|}


* This colonist bonus is based on the assumption that you have at least one terrestrial planet. When you don't have one, the bonus is a couple of credits (1 to 7) lower.
* Each Terrestrial Colony will increase this by 5%, up to a total of 15% for 3 Terrestrial Colonies.


'''Ship pricing formulas are as follows:'''
'''Ship pricing formulas are as follows:'''
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* You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)
* You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)
* You can keep subordinates up to 5 ranks below your own
* You can keep subordinates up to 5 ranks below your own
* You can't choose a superior more than 3 ranks above your own
* You can't choose a superior more than 5 main ranks above your own (exception: a Pilot can choose a Trade Baron(ess) as superior). This was relaxed in 2010 - now a Mogul is the highest rank that can recruit a Pilot, and Trade Baron is the lowest rank that can attach to a Director
* Players with equal ranks (at least up to the rank of Captain) can't choose each other as superior/subordinate (perhaps it will be possible at the rank of Director)
* Players with equal ranks can't choose each other as superior/subordinateDirector can move under Director or Guild Leader. To become a Director you must be direct to a Director or Guildleader
 
====Director's Quest====
 
At 25,000 total ships you can begin the quest for becoming a Director. You begin the quest with the following message:
 
- Pending Promotion:
Your guildleader informs you of some good news and some bad.  The good news is that your fleet is large enough to become a Director of the guild.  However, you cannot be promoted without having build a flagship for your fleet.


- Flagship Progress
====[[Director's Quest]]====
You Still need someone to help you design your flagship


- Risk and Reward
At 25,000 total ships you can begin the quest for becoming a DirectorSee the [[Director's Quest|main article]] for complete information.
A well-dressed traveler at a way station introduces herself as a shipwright, and offers to build you a new spaceship at no cost, to improve her portfolioShe needs to borrow one of your ships to copy. Take the risk? (i had this as Trader or Trade Baron - it might not be a director specific quest)


- Shipwright
====[[Call of Leadership]]====
You gain a ship, the shipwright notices your guild rank, and pauses for a moment. "Are you looking for a flagship designer? If so, I'm your woman.  I'll only charge 500,000,000cr"  Hire her?
 
- Shipwright
You hire the shipwright and immediately start working together on plans for your flagship.  You paid 500 million credits.
 
- Flagship Progress
Your Flagship design is well underway, but you still need an orbital construction bay large enough to have your flagship built.  You don't seem to have any place suitable for this purpose.
 
- Flagship Progress (Advanced Starbase built)
You still need a construction bay before you can build a flagship.  You know just the place, but the people there are non-conformist by nature.  Before they offer to help they need to sense that you, too, prefer the road less traveled.
 
More information on the page [[DQ Explained]]
 
====Call of Leadership====


The TE 3000 equivalent to the Pathway to Royalty.  Begins your journey to becoming a Guild Leader.  You can begin the "Call of Leadership" when you reach the rank of Captain and have 450 personal ships.
The TE 3000 equivalent to the Pathway to Royalty.  Begins your journey to becoming a Guild Leader.  You can begin the "Call of Leadership" when you reach the rank of Captain and have 450 personal ships.


- Call of Leadership (450 personal ships)
Operations Assistants (zero to many per guild) and Operations Managers (zero or one per guild) are Directors who have completed the Call of Leadership other than ascending to form their own Guild. Operations Assistants can perform actions only on their own downline while Operations Managers have authority over the whole guild. There is more information on the abilities of OAs and OMs on the Call of Leadership page.
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
 
STEP 1:
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?
 
Results:
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.
 
Call of Leadership (500 ships)
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.
 
STEP 2
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?
 
Results:
You paid 400,000,000 credits for a hydroponic farm system on each colony.  The draw of freshly grown food brings, 43,000 new colonists in from other areas. Your reputation as a leader is on the rise.
 
STEP 3 (550 personal ships 20,000 total)
You can continue to improve trade conditions for all local traders by paying for a grav engineer to precisely map the local planets' orbits.  This will cost 800,000,000 credits.  Pay it?
 
Results:
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.
 
STEP 4 (30,000 total ships)
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?
 
Results:
You paid 1,000,000,000 credits for a system of medical clinics amongst your colonies. Word of your benevolence gets out, and 240,000 new colonists join you. Your reputation as a decisive leader is on the rise.
 
STEP 5 (40,000 total ships)
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
 
Results:
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 240,000 colonists to your colonies
 
STEP 6
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


Results:
On the standings pages some Directors are noted as Executive Directors. These are Directors who have at least 50K ships in line.
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.  240,000 new colonists join under your guardianship.


===Other information===
===Other information===
More information can be found at the page [[Terms Used]].
More information can be found at the page [[Terms Used]].

Latest revision as of 19:47, 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

Ranks

Rank Name Nr. of ships Guild dues Commission (per ship) SPF Personal Ships for Colony Standard Census/Colonist Notes
0 Pilot 1 10% n.a. n.a. n.a. n.a.
1 Runner 2 - 9 15% 900 350 n.a. n.a.
2 Courier 10 - 19 15% 800 300 n.a. n.a.
3 Merchant 20 - 49 15% 700 300 n.a. n.a.
4 Trader 50 - 99 17% 600 300 25 140 credits MV and Colonies Available
5 Trade Baron(ess) 100 - 249 20% 500 300 40 120 credits Eligible to cause Gossip
5.1 Trade Master 250 - 499 22% 450 290 40 120 credits
6 Broker 500 - 749 24% 400 275 60 100 credits Can make Allies
6.1 Broker Elite 750 - 999 25% 350 270 60 100 credits
7 Mogul 1,000 - 2,499 26% 300 240 80 80 credits
7.1 High Mogul 2,500 - 4,999 28% 275 225 80 80 credits
7.2 Mogul Elite 5,000 - 7,499 26% 250 200 80 80 credits
7.3 Vice Captain 7,500 - 9,999 25% 225 175 80 80 credits
8 Captain 10,000 - 14,999 25% 200 140 300 60 credits Call to Leadership begins
8.1 Vice Commander 15,000 - 19,999 24% 166 125 300 60 credits
8.2 Commander 20,000 25% 133 110 300 60 credits Highest Rank without Flagship
9 Director 25,000 25% 100 85 300 60 credits Requires completed Flagship
10 Guild leader 100,000 5% 50 175 ? 200 credits Requires completed Call
  • Each Terrestrial Colony will increase this by 5%, up to a total of 15% for 3 Terrestrial Colonies.

Ship pricing formulas are as follows:

  • Standard purchase formula: Price = SPF * (Ships Owned) * (Ships Owned)
  • Discounted purchase formula: Price = SPF * .75 * (Ships Owned) * (Ships Owned)
  • Standard sale formula: Price = SPF * .75 * (Ships Owned - 1) * (Ships Owned - 1)
  • Bonus sale formula: Price = 1.2 * SPF * (Ships Owned) * (Ships Owned)

SPF is Ship Purchase Factor and is based on your current rank.

At some moment, when prices go over 1 million credits (about 58 ships personal), prices of ships are leveled to round figures (upwards). So a ship costs - considering what's above - 2,346,280 credits, you pay 2.4 million (just an example).

Limitations:

  • Players with less than 5 ships (Runner) of their own can't recruit
  • Players with less than 5 ships can't receive ships as gifts (message: player too inexperienced)
  • You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)
  • You can keep subordinates up to 5 ranks below your own
  • You can't choose a superior more than 5 main ranks above your own (exception: a Pilot can choose a Trade Baron(ess) as superior). This was relaxed in 2010 - now a Mogul is the highest rank that can recruit a Pilot, and Trade Baron is the lowest rank that can attach to a Director
  • Players with equal ranks can't choose each other as superior/subordinate. Director can move under Director or Guild Leader. To become a Director you must be direct to a Director or Guildleader

Director's Quest

At 25,000 total ships you can begin the quest for becoming a Director. See the main article for complete information.

Call of Leadership

The TE 3000 equivalent to the Pathway to Royalty. Begins your journey to becoming a Guild Leader. You can begin the "Call of Leadership" when you reach the rank of Captain and have 450 personal ships.

Operations Assistants (zero to many per guild) and Operations Managers (zero or one per guild) are Directors who have completed the Call of Leadership other than ascending to form their own Guild. Operations Assistants can perform actions only on their own downline while Operations Managers have authority over the whole guild. There is more information on the abilities of OAs and OMs on the Call of Leadership page.

On the standings pages some Directors are noted as Executive Directors. These are Directors who have at least 50K ships in line.

Other information

More information can be found at the page Terms Used.