Upgrades: Difference between revisions

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| 2,150
| 2,150
|-
|-
| 140 (137??)
| 140 (137, 135??)
| Shrink ray (Molecular Compression Tech)
| Shrink ray (Molecular Compression Tech)
|59,248,000 (57,978,400?)
|59,248,000 (57,978,400?)
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| 2,200
| 2,200
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|-
| ?
| 143
| Superconductor magnet sweep
| Superconductor magnet sweep
| ?
| 65,894,400
| 460,800
| 460,800
| 2,250
| 2,250
|-
|-
| ?
| 150
| Newer cloaking technology
| Newer cloaking technology
| ?
| 75,000,000
| 500,000
| 500,000
| 2,300
| 2,300

Revision as of 19:59, 25 March 2009

Navigation

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Information

Terms Used

Troubleshooting

Links to Outside Resources

Upgrades

Some general information

  • 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
  • Each upgrade improves the fleet efficiency by 50 credits/ship (as far as we know now)
  • The initial cost is the cost of the upgrade at the minimum number of ships (see below).
  • 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

Overview of upgrades

The following upgrades are available:

No. Ships Upgrade Initial Cost 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 957,000 29,000 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 37,440,000 320,000 2,000
123 Experimental fleet of many tiny ships 42,394,400 352,800 2,050
129 Gravity well sling shot ? 355,000 2,100
135 (129) Replace the rest of your fleet with smaller, nimble ships 49,948,800 387,200 2,150
140 (137, 135??) Shrink ray (Molecular Compression Tech) 59,248,000 (57,978,400?) 390,000 (423,200?) 2,200
143 Superconductor magnet sweep 65,894,400 460,800 2,250
150 Newer cloaking technology 75,000,000 500,000 2,300
? Modern scanning system ? 540,800 2,350
? Soleinium metal armor ? 583,200? 2,400
? Soleinium Circuits ? 583,200? 2,450
? Engines converted to run on soleinium ? 720,000 2,500

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 accuracy may not be 100%, some players have mentioned getting these upgrades in a different order than it is listed, one example is getting the upgrade to sling-shot before upgrading the rest of the fleet to tiny ships. There may be 2 separate lists of upgrades, similar to TE where you could upgrade land separate from upgrades in living conditions. Just an idea... )
  • 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
    • 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)