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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.

Colony

General information about colonies:

  • 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 won't see any disasters. However, unlike the Fed HUD, the default handling of a disaster is not as destructive to your colonists. It will default to the cheapest (not free) option, and you will lose a small percentage of colonists. Another major difference from the Fed HUD, is that the zero cost option, will actually generate income for you, at a cost of 2% of your total colonists. While, the cost in colonists may seem high, there are also random events that allow colonists to join you, which have the potential to more than offset your losses if you choose this option.
  • Each colony improves your income by 100 credits/ship to a maximum of 300 credits/ship.
  • You can have a maximum of three (3) colonies. When you buy more (fourth, fifth, sixth,..etc.) colonies, it replaces the colony with the least citizen capacity.
  • A recent option is that you can choose yourself which of your colonies is replaced by a new one. This only happens when you have at least three (3) colonies.

Minimum requirements for a colony:

  • Rank at least: Trader (50 ships total)
  • Amount of total ships required are not confirmed exactly. Estimates are:
    • 1st colony: (around) 50 ships total
    • 2nd colony: (around) 70 ships total
    • 3rd colony: (around) 90 ships total
  • You get an offer to buy your first three colonies about once a day (24 hours); when you don't buy it will come back after about 1 hour
  • For your first 3 colonies, you will receive a colonist boost equal to 50% of the new colony's capacity.
  • Once you have 3 colonies, you will have opportunities to upgrade them.
    • These upgrade offers will show up every 5 days. [Actual elapsed time needs confirmation.]
    • You will be asked which colony you wish to replace. (Defaults to the smallest colony.)
    • When you upgrade, you will receive a colonist boost equal to 20% of the new colony's capacity.
    • Warning: If your total ships have declined, you may have colony offers that are smaller than the ones you already have.
  • The max colonist % is 150%, after that, you will lose excess colonists

Prices of colonies range from around 480K credits to over 2B credits (and still rising!), depending on rank, total ships, citizen capacity, kind of colony and maybe more variables. More research is necessary.

Available colonies:

Type Benefits Examples
Terrestrial Higher payout per colonist at census Terrestrial planetoid, Volcanic Dwarf Planet, Telluric Planet
Mining Random credit bonuses & random quantities of ore Mining asteroid, Iron-Nickel Moon, Yttric Planet
Orbital / Man-made Discounted disaster handling and research Orbital laboratory, Colony Starship, Advanced Starbase


Types of Colonies Available

Class Name Colonist Capacity Cost Total Ships Required
1 Terrestrial Planetoid 2,000 437,500 Min: 50
Mining asteroid Max: 149
Orbital Laboratory
2 Advanced Orbital Laboratory 2,500 1,417,500 Min: 70 ?
Medium Planetoid Max: ?
Large Mining asteroid
3 Iron-Rich Asteroid 3,200 3,937,500 Min: 150
Orbital Vehicle Max: ?
Small Icy Moon
4 Carbonaceous Asteroid 4,000 8,859,375 Min: ?
Icy Moon Max: ?
Orbital Spacedock
5 Orbital Base 6,000 18,000,000 Min: ?
Volcanic Moon Max: ?
Silicate Asteroid
6 Large Volcanic Moon 9,000 50,000,000 Min: ?
Magnesium Asteroid Max: ?
Advanced Orbital Base
7 Rocky Moon 17,000 122,500,000 Min: ?
Binary Iron Asteroid Max: ?
Colony Spaceship
8 Advanced Colony Spaceship 30,000 242,000,000 Min: ?
Plutonic Moon Max: ?
Iron Asteroid Field
9 Iron-Nickel Moon 50,000 393,750,000 Min: ?
Colony Starship Max: ?
Volcanic Dwarf Planet
10 Small Volcanic Planet 125,000 484,000,000 Min: ?
Advanced Colony Starship Max: ?
Selenic Planet
11 Small Volcanic Planet 250,000 800,000,000 Min: ?
Advanced Colony Starship (Yes, the same names) Max: ?
Selenic Planet
12 Starbase 240,000 800,000,000 Min: ?
Xenolith Planet Max: ?
Waterworld Planet
13 Advanced Starbase 430,000 1,474,560,000 Min: ?
Telluric Planet Max: ?
Yttric Planet
14 Artificial Moon 800,000 4,000,000,000 Min: ?
Diamond-core Gas Giant Max: ?
Blue-green Planet
15 Terraformed Star System 2,000,000 300,000,000,000 Min: ?
Ore Rich Star System Max: ?
Dyson Sphere

Advice on colonies

Considering the above, it's a personal choice what to buy. But there are some "general rules" that can be helpful.

  • When you handle one of the disasters, a man-made colony (Orbital spacedock, Colony starship, etc.) lowers the cost of handling the disaster, including the cost of research.
  • When you need (some) extra income, the mining-type colonies gives some extra credits from time to time, and the asteroids/moons/planets (non-mining type) produce a greater output per colonist at census-time, yielding a greater overall payout for the census.

Disasters:

  • Disease
  • Corruption
  • Piracy (The Hand of Anarchy)

Possible actions

  • ask for guild protection - price and effect depend on several factors (increase of population)
  • hire war-hardened mercs - price and effect depend on several factors (increase of population)
  • learn about base defense (a.k.a. Research) - price and effect depend on several factors (research pays off in due time)
  • cut a deal with pirates - price and effect depend on several factors

Research

When someone has three colonies, the possibility comes to research:

  • Disease
  • Corruption
  • "Hand of Anarchy"

So far: after 20x research, researching one of the disasters mentioned above results in 200 credits/ship increased efficiency and resistances to future disasters of that type. Further effects of research are not known at the moment.

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 earnings 1.25% per turn. Windfalls, commission, census and fleet earnings are all affected. Ship buying and selling are not, and guild dues are not. It resets back to zero once per day (at around 12 PM SLT). You don't have to do anything. It resets whether you are online or off. Fatigue does not build up during idle mode.

Taking your HUD off will not reset fatigue, only the game reset once a day will do that. You won't lose credits, your income goes down, and if you get the mysterious diamond black ship (trader) you won't earn income from that either while in fatigue.

Puzzles

To get a solution for the puzzles, check out the website: Erzabet's TE Calculators

Unity questions

When in doubt, just say no

There are a couple of unity questions we know of now. They are:

  • In a time of universal deceit, telling the truth becomes a revolutionary act. Do you agree? (George Orwell) - Majority tends to answer YES See Truth example
  • If the post-war peace is better than the pre-war strife, yet the war itself is utterly devastating, is the war a good thing overall? - Majority tends to answer NO See War example
  • If you try to fail and you succeed, have you failed? - Majority tends to answer NO See Success/Failure example
  • If you try to fail and you succeed, have you succeeded? - [Note this is the opposite of the prior example.]
  • Voltaire wrote, "Those who can make you believe absurdities, can make you commit atrocities." Do you agree? - Majority tends to answer NO See Voltaire example
  • Someone once wrote: "We are half ruined by conformity, but we should be wholly ruined without it." Do you agree? - Majority tends to answer NO

Mysterious vessel (Black Diamond)

A "Mysterious Vessel" will occasionally appear in the HUD. His appearance always causes a lot of excitement and joy in Tiny Empires 3000. When he appears, the "Onboard Entity" will ask you for a lot of of credits to trade for minerals and ore, but won't say what you will be getting in exchange. Definitely pay what he asks if you have the credits, as the Vessel is a bonus to the players. The Vessel can give you a boost in either ships or credits, if played properly. The Vessel makes random appearances - Unknown. There is no website yet available that predicts or records past Trading sightings. Note: You only get the "Mysterious Vessel" after the rank of Trader.


On arrival of the "Mysterious Vessel" there are some steps. They are:

  • 1st month = 1st notice, warning about the Mysterious Vessels approach.
  • 2nd month = nothing
  • 3rd month = 2nd notice, warning again of the Mysterious Vessel.
  • 4th month = nothing
  • 5th month = 3rd notice (+ amount of credits asked)
  • 6th month = 4th notice and payment

Vessel sightings

  • 03/11/09 11:19 AM SLT
  • 03/15/09 07.39 PM SLT
  • 03/18/09 01:19 PM SLT
  • 03/21/09 08:55 AM SLT
  • 03/24/09 11:18 PM SLT
  • 03/29/09 05:51 PM SLT - Jan. 3756
  • 04/04/09 07:30 AM SLT - Aug. 3971
  • 04/08/09 11:26 PM SLT - Dec. 3151
  • 04/11/09 05:24 AM SLT - Nov. 3238
  • 04/13/09 11:12 PM SLT - Feb. 3306
  • 04/16/09 03:37 AM SLT - Mar. 3429
  • 04/19/09 07.34 AM SLT - Jun. 3551
  • 04/22/09 04:23 PM SLT - Jun. 3681
  • 04/26/09 02:13 AM SLT - Feb. 3813


[Please don't put unchecked info on the wiki, some people rely on the info...]

A request from one of the readers here: Please list the in game Month/Year of the first notice when possible. Thank you.

Offers of Mysterious Vessel

For one year, you may buy ships at a very low price.

What to do: BUY ships for 12 turns (and sell them if you want to make profit)

The price of buying a ship will be incredibly low. Not totally free, so you will need to have some credits to buy the ships. If you don't have enough gold to buy, you can always buy/sell at the same time, but be careful the selling price doesn't drop too.

For one year your ships will be worth more than normal

What to do: SELL ships for 12 turns (and buy them back if you want to keep your personal fleet the same level)

Your ships are worth a lot with this bonus, but depending on your situation you may want to BUY and SELL at once so you do not lose total ships. However you will get a slightly higher profit if you sell all at once then buy back at a lower cost. This will take more time though it you are patient.

Offers fuel pellets, your efficiency skyrockets.

What to do: WAIT out the 12 turns to collect credits and BUY ships (when you can/want)

Your ship efficiency will skyrocket for 12 turns, and you will get a ridiculous amount of credits per turn. Like with any bonus that builds up your credits, buy ships when you can. Unlike old TE,the efficiency goes up instead of down when you buy.

Fleet efficiency has been raise by 100 credits/ship permanently.

What to do: Nothing!

This bonus permanently increases your ship efficiency by 100cr/ship. You can check your ship efficiency by clicking on the Accounting tab in the HUD. When you get this bonus, you have nothing further to do. This is the best bonus in my opinion, and pays off the most in the long run.

Purchased ships are very likely to contain surprises

What to do: BUY ships for 11 turns

You will receive a surprise in credits which is close to the price of the ship you just bought. Sometimes "hidden chamber with a credit chip", or "transport previous owner", or "left-over cargo". Basically you are getting ships for free or incredibly cheap. Note that for the last month of the Trader bonus year, you don't get the bonus - hence you only buy for 11 of the 12 turns.

ONE of your ships is worth more.

What to do: SELL ships (and buy back if you want)

You receive messages that say, "Do you want to sell this ship? Perhaps it is worth something" during normally occurring ship buy/sell turns. Selling this ship may or may not give a profit. Usually it takes 3-7 sales to receive the "rare ship" worth more, but depending on how many it takes (the longer it takes to find, the more it seems to be worth), you will receive between 2 and 3 times what you paid the vessel in return. This is the only "Buy and Sell" option that you can log off and come back later and finish, as it does not finish with the trader year but will continue until you receive your pay out.

You match velocities with the mysterious vessel. Your minerals vanish, to be replaced by.... nothing? Wait. Searching again, you find a liquid metallic sphere encased in a carbon shell. This must be purified Soleinium.

Possibly the same substance that is used in high end upgrades? (Received by Buckaroo Mu, April 8th.)

WARNING

If you have FATIGUE when the trader comes, be careful, after you pay him, you may zero out and not get any profits from fuel pellets! You may end up losing all your credits! Depending on which bonus you get or how bad your fatigue is, it is very risky!