Antimatter: Difference between revisions
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|Credit windfalls pay 2x | |||
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|Regular public shaming | |||
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|Sabotage | |Sabotage | ||
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|E2: Fleet effeciency -20% | |E2: Fleet effeciency -20% | ||
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|D3: Immune to Disease | |||
|V5: Credit windalls pay 2x | |||
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|V6: Regular public shaming | |||
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Revision as of 13:46, 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."
Please contact Andi Sao with additions for this page if you're not able to edit the page yourself.
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.
1 | 100 |
2 | 200 |
3 | 400 |
4 | 2000 |
5 | 10000 |
6 | 50000 |
7 | 250000 |
1 | 10 |
2 | 20 |
3 | ? |
4 | ? |
5 | 150 |
6 | 300 |
7 | ? |
Positive and negative attributes observed so far are shown in the table below
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 | |
S9 | Positive | Sell ships for 33% more | |
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 | |
A4 | Negative | Find 20% less 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 | |
V4 | Negative | 10% Fatigue | |
V5 | Positive | Credit windfalls pay 2x | |
V6 | Regular public shaming | ||
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.
Level | Positive 1 | Positive 2 | Positive 3 | Negative 1 | Negative 2 |
---|---|---|---|---|---|
1 | E1: Fleet efficiency +20% | ||||
1 | A2: +50% antimatter | E2: Fleet effeciency -20% | |||
2 | D3: Immune to Disease | V5: Credit windalls pay 2x | V6: Regular public shaming | ||
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 |