Antimatter: Difference between revisions

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|Positive
|Positive
|Gain 1 paying fleet tax
|Gain 1 paying fleet tax
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|S8
|Negative
|Not allowed to sell ships
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|Efficiency
|Efficiency
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|R2: 1 red tape on paying dues
|R2: 1 red tape on paying dues
|U1: 1 ship on disunity
|U1: 1 ship on disunity
|F1: Artifact lifetime+20%
|F1: Artefact lifetime+20%
|S5: Buy/Sell once a year.
|S5: Buy/Sell once a year.
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Revision as of 11:06, 15 April 2023

Antimatter within TE3000 was announced on 29th March 2023 in this group notice

"I have been hearing reports of people encountering something new upon purchasing ships. My own science advisors have been hearing whispers about this for some time, and I'm excited (if a bit ambivalent) about what it can mean for the future of our sector of the galaxy. At any rate, I wish you all the best of luck in exploring this new development."

Antimatter may be discovered on ship purchases. The amount discovered is related to the number of completed expeditions and any artefact multipliers in effect.

The first requirement is to purchase an antimatter-capable engine. This offer shows up soon after starting to collect antimatter.

Antimatter status is shown as extra pages in the Accts tab of the HUD.

Periodically an offer to undertake an antimatter mission will appear. The expedition will have a fixed cost (possibly related to the SPF multiplier) as a percentage of the credit balance. Missions may either be attempted at the next level to the current artefact or lower levels if there is not enough antimatter collected.

The duration of the mission will be three months plus (2 * expedition level) months. A notification message will appear on the hud on the turn before the expedition returns.

When the expedition returns the properties of the artefact can be reviewed (some will be positive, some negative) and a decision taken whether to install the artefact or not. If it is declined 50% of the antimatter spent is returned.

While an artefact is installed an opportunity to remove it early will be offered at every multiple of 100 months remaining.

The lifetime of an artefact appears to be 350 months plus (level * 150) months.

It is not clear yet whether artefacts are predetermined or their properties are dynamically assigned following some algorithm intended to balance the positives and negatives. The latter seems likely.

Antimatter used at each level
1 100
2 200
3 400
4 2000
5 10000
6 50000
7 250000
Increase to antimatter found afterwards
1 10
2 20
3 ?
4 ?
5 150
6 300
7 ?

Positive and negative attributes observed so far are shown in the table below

Artefact Attributes
Disasters D1 Positive Immune to Piracy
D2 Positive Immune to Corruption
D3 Positive Immune to Disease
Ships S1 Positive 2 free ships
S2 Positive Buy 2 ships at once
S3 Positive Buy 1 ship get 1 free
S4 Positive Sell for 50% more
S5 Negative Buy/sell once a year
S6 Positive Sell for 100% more
S7 Positive Gain 1 paying fleet tax
S8 Negative Not allowed to sell ships
Efficiency E1 Positive Efficiency +20%
E2 Negative Efficiency -20%
E3 Negative Efficiency -50%
Title T1 Negative Title reversed
T2 Negative No title
T3 Negative Title expires frequently
Anti-matter A1 Positive Find 2x
A2 Positive Plus 50% antimatter
A3 Negative Never find antimatter
Artefact F1 Positive Lifetime + 20%
Red Tape R1 Positive Gain 1 at census
R2 Positive Gain 1 when paying dues
R3 Negative Lose 1 at census
Unity U1 Positive Gain 1 ship on disunity
U2 Negative Lose 1 ship on disunity
Commission C1 Negative Can't refund commission
Events V1 Positive Risk/reward wins
V2 Negative No credit windfalls
V3 Negative Lose 1% of credits every 3 years
Sabotage B1 Negative Must sabotage

While it is suspected that artefacts properties are generated by algorithm each time and therefore infinitely variable those recorded so far are shown below to aid in confirming or disproving the theory.

Observed artefacts
Level Positive 1 Positive 2 Positive 3 Negative 1 Negative 2
1 E1: Fleet efficiency +20%
2 D1: Immune to Piracy A2: +50% antimatter B1: Must sabotage
2 D2: Immune to Corruption S5: Buy/Sell once a year. V2: No credit windfalls
2 R1: Gain 1 red tape / census E2: Fleet effeciency -20%
2 S2: Buy 2 ships at once T1: Title reversed
5 S6: Sell ships for 100% more C1: Can't refund commission U2: Lose 1 ship on disunity
5 S3: Buy 1 ship get 1 free S2: Buy 2 ships at once U1: Gain 1 ship on disunity A3: Never find antimatter
6 D1: Immune to Piracy R1: Gain 1 red tape each census C1: Can't refund commission
6 S4: Sell ship+50% E1: Fleet efficiency +20% V1: Risk/Reward wins S5: Buy/Sell once a year. U2: Lose 1 ship on disunity
6 D3: Immune to Disease S7: Gain 1 ship paying fleet tax C1: Can't refund commission
6 R2: 1 red tape on paying dues U1: 1 ship on disunity F1: Artefact lifetime+20% S5: Buy/Sell once a year.
6 S4: Sell for 50% more D1: Immune to piracy A1: Find 2x antimatter V3: Lose 1% credits every 3 years R3: Lose 1 red tape each census