Terms Used

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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 5 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.

To be able to get a subordinate, you can't be more than 3 ranks above. For a new player (pilot), you need at least 5 ships to get him/her as subordinate. To change superior, the superior needs at least 10 ships (Courier). Subordinates will be lost when a superior has a rank that is over 5 above his/her subordinate. The subordinate will be without superior until he/she "hooks up" with someone else.

Superior

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

A player can give ships to others who are 1 rank above or (at most) 3 levels below. An exception is giving to a Runner with less than 5 ships: trying to give ships will lead to the message that the player is "too inexperienced" and transferring ships won't work.

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) - 27 ships -> 1,250

Plasma cooled refrigeration system - (28,800 x #of PS) - 33 ships -> 1,300

Merchant grade navigation system (39.2k x #of PS) - 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 device/pirate scanner (80k x #of PS) - 57 ships) -> 1,500

Second engine upgrade (96.8k x #of PS) - 63 ships) -> 1,550

Low-power thrusters - (115.2k x #of PS) - 69 ships -> 1,600

(?) ...

(?) Hire Manager - (~15.5mil) - 99 ships -> 1,700 (data not sure)

(?) Newfangled VR rigs - ...


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.

As far as we know now, it looks like every 6 personal ships unlock a new upgrade.

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 that each colony improves your income/ship with 100 credits/ship. You can have a maximum of three (3) colonies. When you buy your fourth colony, it replaces the colony with the least citizen capacity.

Colonies are:

Terrestrial planetoid (Level 1) Mining asteroid (Level 1) Orbital laboratory (Level 1) Large mining asteroid (Level 2) Medium terrestrial planetoid (Level 2) Advanced orbital laboratory (Level 2) Advanced orbital (Level 3) Medium terrestrial planetoid (Level 3) Large mining asteroid (Level 3)

It appears to be that there are no exact numbers of personal ships that "unlock" the colony option. Sure is: - one needs to have subordinates to get a colony offer - the first offer for a colony appears around 25 personal ships - colonies raise in price, based on ranking and citizen capacity - some colonies seem to have a payout on different times (mining colonies do) - when someone has three (?) colonies, the possibility comes to research disease, corruption or "Hand of Anarchy": no data available on what the effect is in the long run, some people have started investigating

Terrestrial = more loot at census, Orbital/research = cheaper disasters, Mining = money every once in a while

Prices of colonies range from around 500,000 credits to over 40,000,000 credits, depending on rank, kind of colony and maybe more variables. More research is necessary.

Amount of personal ships to "unlock" the offer for a colony are not confirmed exactly. But it seems you get an offer to buy one only once a day (24 hours), when you don't buy it will come back after about 1 hour. Estimates are: (around) 25, (around) 45, (around) 65 and... (?)

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: - disease - corruption - The Hand of Anarchy

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