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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! | 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! | ||
'''I missed the reward message!''' | |||
If you missed the message saying what you got from the MV, it can be figured out by working through the following. | |||
Are you getting a ship buy/sell offer every turn? If you are it'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's offer to see which figure has returned to normal. | |||
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's what the MV just gave you. | |||
When you get a buy/sell offer, the sell offer says 'might be worth something' - this indicates that you got One Ship Worth More. It typically takes around six sales to get the bonus. | |||
If none of the above apply you got the Solenium from the MV. |
Revision as of 05:22, 25 February 2011
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.
Medals and Titles
Guildleaders and Operations Managers (and Operations Assistants within their downline) can assign medals and custom titles. 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
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.
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.
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 12 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.
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 questions. 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:
- In a time of universal deceit, telling the truth becomes a revolutionary act. Do you agree? (George Orwell) - Majority tends to answer No See Truth example, the philosophical answer should probably be yes however. But who cares about philosophy?
- 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 See War example
- If you try to fail and you succeed, have you failed? - Majority tends to answer NO See Success/Failure example
- 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 See Voltaire example, the philosophical answer should probably be yes however. But who cares about philosophy?
- 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?
Mysterious vessel (Black Diamond)
A "Mysterious Vessel" will occasionally 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. You only get the "Mysterious Vessel" after the rank of Trader, or in other words, you have at least 50 total ships.
On arrival of the "Mysterious Vessel" there are some steps. They are:
- 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
For a list of vessel sightings, see: MV Sightings
Offers of Mysterious Vessel
For one year, you may buy ships at a very low price.
What to do: BUY ships for 12 turns (and sell them if you want to make profit)
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.
For one year your ships will be worth more than normal
What to do: SELL ships for 12 turns (and buy them back if you want to keep your personal fleet the same level)
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.
Offers fuel pellets, your efficiency skyrockets.
What to do: WAIT out the 12 turns to collect credits and BUY ships (when you can/want)
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.
Fleet efficiency has been raise by 100 credits/ship permanently.
What to do: Nothing!
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.
Purchased ships are very likely to contain surprises
What to do: BUY ships for 11 turns
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.
ONE of your ships is worth more.
What to do: SELL ships (and buy back if you want)
You receive messages that say, "Do you want to sell this ship? Perhaps it is worth something" 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 "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 receive 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 receive your pay out.
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.
Required component for the Flagship, part of the Director's Quest. No other benefit.
WARNING
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!
I missed the reward message!
If you missed the message saying what you got from the MV, it can be figured out by working through the following.
Are you getting a ship buy/sell offer every turn? If you are it'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's offer to see which figure has returned to normal.
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's what the MV just gave you.
When you get a buy/sell offer, the sell offer says 'might be worth something' - this indicates that you got One Ship Worth More. It typically takes around six sales to get the bonus.
If none of the above apply you got the Solenium from the MV.