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Install an Ops module - (52.2 x #of PS) -  45 ships -> 1,400
Install an Ops module - (52.2 x #of PS) -  45 ships -> 1,400


?Engine upgrade - (~4.5mil) - 61 ships? -> 1,450
Engine upgrade - (64.8k x #of PS) - 51 ships -> 1,450


?Cloaking Devices for Ships - (~5.6mil) - 70 ships -> 1,500
?Cloaking Devices for Ships - (~5.6mil) - 70 ships -> 1,500

Revision as of 08:32, 13 March 2009

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 10 ships, maximum 3 ranks down can hook up with a superior.

Commission

Commissions are credits paid to, or paid by, a player each month based on the ships possessed. A player receives commissions from their subordinates, and pays commission to their superior.

Credit

The unit of finance in Tiny Empires 3000.

Fleet

The ships owned by a player. There are two totals involved: personal ships owned by the player, and total ships owned by that player and all of their direct and indirect subordinates. Some game functions, notably rank, reference total ships; others, such as colonies, reference personal ships.

Guild Dues

These are deducted during every December turn. Dues are a percentage of the commissions earned during the year now concluding. The percentage increases as a player rises in rank. If there are not enough credits to pay dues, a ship will be sold to cover the balance due.

Subordinate

The persons immediately below a player in the guild hierarchy. Commissions are received from one's subordinates. Also, a player with subordinates receives bonus credits every other year in January.

Superior

The person immediately above a player in the guild hierarchy. Commissions are paid to one's superior.

Fleet efficiency

Upgrades to your fleet, that improve your income in credits per ship. At the moment we are investigating the upgrades, but these are the ones we know of:

Listed as "Upgrades" - "Cost in credits" - "Personal Ships (PS) required to unlock" -> "New earnings per Ship"...

Repair bot - 300 - 3 ships -> 1,050

Cargo pods - 28800 (2880 x #of PS) - 10 ships -> 1,100

Recalibrate ships engines - ~108K (7200 x #of PS) - 15 ships -> 1,150

Scanning system - (12,800 x #of PS) - 21 ships -> 1,200

VR rigs - (20800 x # of PS) - 26 ships -> 1,250

Plasma cooled refridgeration system - (28,800 x #of PS) - 32 ships -> 1,300

Merchant grade navigation system (39.2k x #of PS) - 38 or 39 ships -> 1,350

Install an Ops module - (52.2 x #of PS) - 45 ships -> 1,400

Engine upgrade - (64.8k x #of PS) - 51 ships -> 1,450

?Cloaking Devices for Ships - (~5.6mil) - 70 ships -> 1,500

?Low Power Thrusters - (~8.2mil) - 71 ships -> 1,600

?Hire Manager - (~15.5mil) - 99 ships -> 1,700


Note: Like the original Tiny Empires, upgrade price is based off the amount of ships you personally own. Costs listed are based on the minimum ships required to unlock the upgrade. Your mileage may vary.

Colony

An addition to your income. Each colony improves your income per ship. There are four (maybe five?) different colonies known at the moment. It seems (investigate!) that each colony improves your income/ship with 1,000 credits. Colonies are: Terrestrial planetoid (gives 100 cr/ship?) Mining asteroid (pays some bonus credits in earnings and gave 1000 colonists to start with) Orbital laboratory Volcano colony (exact name?) Small icy moon

Costs range from 500k to 2mil currently...

Its unknown when colonies are unlocked, some say a min of 25 personal ships and a ratio of 4:1 This ratio has been going up and down... 10% may work. I got my first colony offer at 50/30

If you buy a Colony in the TE3000 HUD, then this will enable disasters. If you don't buy a Colony, then the HUD will be like the regular Full Version HUD, and you can wear if without fear of being penalized. If you do buy a Colony, then you have to keep monitoring the HUD every turn to avoid missing disasters, like with the Federation HUD, but with the potential for more credits (gold). So, it's a tradeoff.


DISASTERS: ? There is curruptions, disease, crime... etc.

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 fleet efficiency which affects your income. It resets back to zero once per day. You don't have to do anything. It resets whether you are online or off. Fatigue does not build up during idle mode.


NEEDS ANOTHER SECTION FOR: PUZZLES AND MYSTERIOUS VESSEL (BLACK DIAMOND)


PUZZLES The following website has this information as well and is updated regularly... http://www.erzsabet.com/TE3000Calc.html

DO WE WANT TO INCLUDE CHEAT SHEET?


MYSTERIOUS VESSEL (BLACK DIAMOND)

Mysterious vessel - trader (Black Diamond) Seen: Feb 3047 Slowed: Apr 3047 ~ Mysterious vessel wants "rare minerals and ores" Jun 3047 ~ Price (based on fleet and colonies) Jul 3047 ~ Paymonth

Magic Fuel Pellets Purchased ships contain surprises Buy ships low price for 1 year Ships worth mote than normal for 1 year Your fleet's efficiency has been raised 100 cr/ship permanently