Antimatter: Difference between revisions

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Revision as of 07:33, 9 May 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 at 50 personal ships or above. The amount discovered is initially 10 grams, and will increase each time an expedition is completed, according to the level of that expedition.

The first requirement is to purchase an antimatter-capable engine. This offer shows up after you have collected 40 g of 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, which is a percentage of the credit balance, according to the level of the expedition. Missions may either be attempted at the next level to the current artefact or lower levels, if there is not enough antimatter collected. It is not essential to progress incrementally through the levels, eg missions could be done in the sequence 3, 2, 2, 4 however only one mission is offered each time determined by the current antimatter total.

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. The credits spent to finance the mission are not returned.

While an artefact is installed, an opportunity to remove it early will be offered at every multiple of 100 months remaining. Some antimatter will be refunded however the amount appears to decay relative to the amount the artefact has been used.

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.

After each expedition, the future amounts of antimatter, incrementally increases per the level, as noted in the table below.

Expedition Levels
Level Antimatter % of Total Credits Duration (months) Increase to Antimatter Finds
1 100 5% 5 10 g
2 200 5% 7 20 g
3 400 10% 9 40 g
4 2000 10% 11 80 g
5 10000 10% 13 150 g
6 50,000 10% 15 300 g
7 250,000 20% 17 600 g
8 1,500,000 20% 19 1200 g
9 6,000,000 20% (TBC) 21 (TBC) 2400 g (TBC)


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
D4 Positive Immune to Piracy and Corruption
D5 Positive Immune to Disease and Corruption
D6 Positive Immune to Piracy and Disease
D7 Positive Immune to all disasters
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
S10 Negative Not allowed to buy ships
S11 Negative Not allowed to give away
S12 Negative Ships cost 50% more
S13 Negative Cannot receive free ships
S14 Negative Ships cost 100% more
S16 Negative Lose 1 ship each census
S17 Negative Lose 1 ship on paying dues
S18 Negative Lose 1 ship on paying fleet tax
Colonies L1 Negative Cannot buy colonies
Efficiency E1 Positive Efficiency +20%
E2 Negative Efficiency -20%
E3 Negative Efficiency -50%
E4 Positive Efficiency +100%
E5 Positive Efficiency +50%
E6 Negative Efficiency zeroed
Title T1 Negative Title reversed
T2 Negative Title not shown
T3 Negative Title expires frequently
Anti-matter A1 Positive Find 2x
A2 Positive Find 50% more antimatter
A3 Negative Never find antimatter
A4 Negative Find 20% less antimatter
A5 Negative Find 50% less antimatter
A6 Positive Find 20% more antimatter
A7 Positive Find 3x antimatter
A8 Positive Find 6x antimatter
Artefact F1 Positive Lifetime + 20%
F2 Negative 20% less lifetime
Red Tape R1 Positive Gain 1 at census
R2 Positive Gain 1 when paying dues
R3 Negative Lose 1 at census
R4 Positive Gain 1 on fleet tax
R5 Negative No random discoveries
R6 Negative Lose 1 on paying dues
R7 Negative Ignored by Bureaucrat
R8 Negative Lose 1 on paying fleet tax
Unity U1 Positive Gain 1 ship on disunity
U2 Negative Lose 1 ship on disunity
Commission C1 Negative Can't refund commission
C2 Positive Receive 2x commission refund
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 Negative Regular public shaming
V7 Negative 25% fatigue
V8 Negative Risk/reward always fails
V9 Negative Lose 2% of credits every 3 years
V10 Negative Eject from guild at census
V11 Negative Always halfway fatigued
V12 Negative Cannot buy new colonies
V13 Negative Imprisoned every 3rd year
V14 Negative MV ignores you
Sabotage B1 Negative Must sabotage
B2 Positive Immune to sabotage

Watch out particularly for V10 (Ejected from guild at census) and B1 (Must sabotage). Being ejected from a guild can make getting back difficult, especially if the former person above is on rarely or has been demoted as a result and the ejected person can no longer fit back underneath. Many guilds have a policy of not sabotaging and as a result are mostly not sabotaged either - this can cause tensions if a forced sabotage occurs.

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 Negative 3
1 A5:Find 50% more antimatter V4:Always 10% fatigued
1 A2:+50% more antimatter S5:Buy/sell once a year
1 E1:Efficiency +20%
1 A2:Find 50% more antimatter E2:Efficiency -20%
1 A1:Find 2x S8:Not allowed to sell ships
1 E1:Efficiency +20% A4:Find 20% less antimatter
1 R1:Gain 1 at census E3:Efficiency -50%
1 A1:Find 2x C1:Can't refund commission
1 S7:Gain 1 paying fleet tax C1:Can't refund commission
1 S2:Buy 2 ships at once T3:Title expires frequently
1 S2:Buy 2 ships at once V7:25% fatigue
1 R1:Gain 1 at census S8:Not allowed to sell ships
1 R3:Lose 1 at census U2:Lose 1 ship on disunity
1 E1:Efficiency +20% T1:Title reversed
1 R4:Gain 1 on fleet tax S10:Not allowed to buy ships
1 A2:Find 50% more antimatter R5:No random discoveries
1 E1:Efficiency +20% S11:Not allowed to give away
1 R1:Gain 1 at census T3:Title expires frequently
1 A2:Find 50% more antimatter E2:Efficiency -20%
1 S4:Sell for 50% more E3:Efficiency -50%
1 R1:Gain 1 at census V7:25% fatigue
1 A2:Find 50% more antimatter T2:Title not shown
1 E1:Efficiency +20% F2:20% less lifetime
1 A1:Find 2x S12:Ships cost 50% more
1 R1:Gain 1 at census S10:Not allowed to buy ships
1 A2:Find 50% more antimatter C1:Can't refund commission
1 E1:Efficiency +20% V2:No credit windfalls
2 S7:Gain ship on paying fleet tax T2:Title not shown
2 D3:Immune to Disease T1:Title reversed U2:Lose 1 ship on survey disunity
2 D3:Immune to Disease V5:Credit windfalls pay 2x V6:Regular public shaming
2 D1:Immune to Piracy A2:Find 50% more antimatter B1:Must sabotage
2 D2:Immune to Corruption S5:Buy/sell once a year V2:No credit windfalls
2 R1:Gain 1 at census E2:Efficiency -20%
2 S2:Buy 2 ships at once T1:Title reversed
2 R4:Gain 1 on fleet tax V1:Risk/reward wins S10:Not allowed to buy ships
2 D2:Immune to Corruption V4:10% Fatigue T2:Title not shown
2 A2:Find 50% more antimatter U1:Gain 1 ship on disunity S5:Buy/sell once a year
2 D3:Immune to Disease S8:Not allowed to sell ships C1:Can't refund commission
2 D1:Immune to Piracy E2:Efficiency -20% S5:Buy/sell once a year
2 E4:Efficiency +100% S7:Gain 1 paying fleet tax R6:Lose 1 on paying dues
2 A1:Find 2x V8:Risk/reward always fails
2 D1:Immune to Piracy T3:Title expires frequently
2 S2:Buy 2 ships at once E2:Efficiency -20%
2 D3:Immune to Disease A5:Find 50% less antimatter
2 A1:Find 2x S13:Cannot receive free ships
2 R1:Gain 1 at census S8:Not allowed to sell ships
2 R4:Gain 1 on fleet tax U2:Lose 1 ship on disunity
2 A1:Find 2x V5:Credit windfalls pay 2x S10:Not allowed to buy ships
2 D1:Immune to Piracy U1:Gain 1 ship on disunity V9:Lose 2% of credits every 3 years
2 S7:Gain 1 paying fleet tax V5:Credit windfalls pay 2x S10:Not allowed to buy ships
2 D3:Immune to Disease V2:No credit windfalls S8:Not allowed to sell ships
2 D1:Immune to Piracy V4:10% Fatigue S13:Cannot receive free ships
2 D3:Immune to Disease C1:Can't refund commission A4:Find 20% less antimatter
2 E1:Efficiency +20% A6:Find 20% more antimatter T2:Title not shown
2 S7:Gain 1 paying fleet tax E2:Efficiency -20%
2 S7:Gain 1 paying fleet tax U2:Lose 1 ship on disunity
2 E1:Efficiency +20% S9:Sell ships for 33% more C1:Can't refund commission
2 D1:Immune to Piracy U1:Gain 1 ship on disunity V6:Regular public shaming
2 A2:Find 50% more antimatter U1:Gain 1 ship on disunity V8:Risk/reward always fails
2 S7:Gain 1 paying fleet tax R5:No random discoveries
3 S2:Buy 2 ships at once T1:Title Reversed
3 D2:Immune to corruption U1:Gain 1 ship on disunity S10:Cannot buy ships
3 E4:Efficiency +100% S7:Gain 1 paying fleet tax R6:Lose 1 on paying dues
3 R2:Gain 1 when paying dues S9:Sell ships for 33% more R7:Ignored by Bureaucrat
3 D1:Immune to Piracy A4:Find 20% less antimatter
3 D3:Immune to Disease V10:Eject from guild at census
3 D2:Immune to Corruption S5:Buy/sell once a year
3 D1:Immune to Piracy S5:Buy/sell once a year
3 S7:Gain 1 paying fleet tax F1:Artefact Lifetime + 20% C1:Can't refund commission
4 D2:Immune to Corruption A2:Find 50% more antimatter E2:Fleet efficiency 20% lower U2:Lose 1 ship on disunity
4 E1:Efficiency +20% A2:Find 50% more antimatter V1:Risk/reward wins V4:10% Fatigue
4 S4:Sell ships for 50% more E1:Fleet efficiency 20% higher C1:Can't pay commission refund V7:Always 25% fatigued
4 D1:Immune to Piracy A4:Find 20% less antimatter
5 S6:Sell 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
5 D1:Immune to Piracy D3:Immune to Disease T1:Title reversed
6 D1:Immune to Piracy R1:Gain 1 at census C1:Can't refund commission
6 S4:Sell for 50% more E1: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 paying fleet tax C1:Can't refund commission
6 R2:Gain 1 when paying dues U1:Gain 1 ship on disunity F1:Lifetime + 20% S5:Buy/sell once a year
6 S4:Sell for 50% more D1:Immune to Piracy A1:Find 2x V3:Lose 1% of credits every 3 years R3:Lose 1 at census
6 E4:Efficiency +100% D1:Immune to Piracy V5:Credit windfalls pay 2x S13:Cannot receive free ships V9:Lose 2% of credits every 3 years
6 S3:Buy 1 ship get 1 free D5:Immune to Disease and Corruption E2:Efficiency -20% V2:No credit windfalls R6:Lose 1 on paying dues
6 D3:Immune to Disease S2:Buy 2 ships at once E1:Fleet efficiency 20% higher S13:Cannot receive free ships V7:Always 25% fatigued
7 D6:Immune to piracy+disease E1:Fleet efficiency +20% U1:Gain a ship on disunity V2:No credit windfalls S8:Cannot sell ships
7 A8:Find 6x antimatter S4:Sell ships for 50% more E1:Fleet efficiency +20% V6:Regular public shaming S17:Lose 1 ship on paying dues
7 A7:Find 3x antimatter D2:Immune to corruption S9:Sell ships for 33% more R5:never find red tape randomly L1:cannot buy new colonies