Ranks

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Ranks

Rank Name Nr. of ships Guild dues Commission (per ship) SPF
0 Pilot 1 10% n.a. n.a.
1 Runner 2 - 9 15% 900 300
2 Courier 10 - 19 15% 800 300
3 Merchant 20 - 49 20% 700 300
4 Trader 50 - 99 20% 700 300
5 Trade baron(ess) 100 - 499 25% 600 300
6 Broker 500 - 999 25% 500 300
7 Mogul 1,000 - 9,999 30% 400 250
8 Captain 10,000 - 19,999 30% 300 unknown
9 Director 20,000 - ? plus flagship 30% 200 unknown
10 Guild leader ? ? 100 (assume) ?


Ship pricing formulas are as follows:

  • Standard purchase formula: Price = SPF * (Ships Owned) * (Ships Owned)
  • Discounted purchase formula: Price = SPF * .75 * (Ships Owned) * (Ships Owned)
  • Standard sale formula: Price = SPF * .75 * (Ships Owned - 1) * (Ships Owned - 1)
  • Bonus sale formula: Price = 1.2 * SPF * (Ships Owned) * (Ships Owned)

SPF is Ship Purchase Factor and is based on your current rank.

At some moment, when you are Trade Broker, prices of ships are leveled to round figures (upwards). So a ship costs - considering what's above - 2,346,280 credits, you pay 2.4 million.

I believe this is when a ship price reaches over 1 million

Limitations:

  • Players with less than 5 ships (Runner) of their own can't recruit
  • Players with less than 5 ships can't receive ships as gifts (message: player too inexperienced)
  • You can only give ships to a maximum of 1 rank above you or all ranks below you (except for what is mentioned above)
  • You can keep subordinates up to 5 ranks below your own
  • You can't choose a superior more than 3 ranks above your own
  • Players with equal ranks (at least up to the rank of Captain) can't choose each other as superior/subordinate (perhaps it will be possible at the rank of Director)

Other information

More information can be found at the page Terms Used.

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 2,349,000 52,200 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 Newfangled VR rigs ? ? 2,000
123 Course-plotting system ? 320,000 2,050
129 Gravity well sling shot ? ? 2,100
135 Experimental fleet of many tiny ships ? 355,000 2,150
141 Replace the rest of your fleet with smaller, nible ships ? 390,000 2,200
147 Shrink ray ? ? 2,250
153 Superconductor magnet sweep ? 460,800 1,300
159 Newer cloaking technology ? 500,000 2,350
165 Modern scanning system ? 540,600 (?) 2,400
171 Metallic metal armor ? 583,200 2,450
176 Engines converted to run on soleinium ? 627,200 2,500

Remarks

  • From amount of ships needed 111 (Navigational maps), there is no cross-reference yet, so the amount of ships needed and price can be other than mentioned (up to 111 ships, the list is 100% accurate)
  • 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)