Sunday, March 29, 2009
Name that colony?
The principle is fairly simple, and based on another truism that farmers and others raising their own animals for slaughter know... once you name it, you're not going to be able to eat it. Or, in this case, sell it, right?
Who knows, but it seemed like it'd be a fun thing to try. You could even have a fancy christening ceremony, pay for a huge gala festival, perhaps attract more colonists after you advertise it and give it a name so they can call it home.
All in favor of being able to name your colonies, raise your champagne bottles!
Nonconformist
Apparently later in the game, when you need to build a Flagship, you have to prove to the workers building it that your not just another sheep. So it's thought that voting opposite the majority will get you the reputation you need to get your Flagship built.
Now, if everyone starts being a Nonconformist, they'll end up being Conformists and no one will get their Flagships built. But we'll get our Unity Money... maybe.
Friday, March 27, 2009
Research
You should pick one of the three types and stick with it. Switching back and forth between them will lose any progress you made with the one you were on. It will take twenty of these researches to complete your knowledge on one.
Once research is completed, you gain immunity from your chosen field of research and also gain 200 ship credits. When that disaster reoccurs it will be dealt with automatically and you will receive some more colonists. Trying to do a second research after completing one, will cost you all you gained from the first one you completed. Completing anyone of the three disasters, appears not to benefit anyone in your downline in anyway at this point in time. So it appears completing research on one disaster, is no better than doing research on another. All three get you immunity and 200 ship credits.
I would like to thank Deltek Minotaur, RoJoStar Darkstone and Patience Porta for their contributions for this article.
Tuesday, March 24, 2009
Call of Leadership, Part Three
Recruiting on Behalf
Thank you to BigJohn Troglodite and Anastasia Mathilde for this information
Monday, March 23, 2009
Oh Standings Page, where art thou?
Those words were written by me about the original Tiny Empires game, and were published on July 17th, 2008.
The legendary standings page, where you could go to see who had what. When we first started the original game, Erzsabet would take snapshots of it for us to track our progress, and they still remain fond treasures.
But as the game opens onto a new time, with a brand new set of players to track, we find nothing but a blank spot for a standings page. And there's no word on the site about one, either. So why are we playing without one?
It can't be because Ultralite forgot about it. He's spent way, way, too much time and effort on it in the old game, including a total reworking of it not that long ago. He knows that the standings page traffic is most of the traffic on his site (or if it is, I assume so- but I'm sure he knows.) In short, ignorance or forgetfulness is not possible.
Being pressed for deadlines that force one to publish before something critical is ready isn't a likely issue, either. No one knew when the game was coming out- no one knew there was another game- so there were no public deadlines. Unless there were some real life deadlines, it seems unlikely that this can account for it.
Lack of capability isn't likely. The new server came online not long ago, and it would seem obvious that it was all part of the plan for this new game as well. If there were going to be problems with it, he would have known about them before the (surprise) release-- at which point, see above.
All of this leads to the conclusion that it was a deliberate decision. Which leaves a big, fat, obvious question: why?
One theory is that since he started the game with a number of "UltraBots", he is withholding the official standings page until he can slide them out. Of course, with the biggest UltraBot being the guild leader, it's pretty hard to slide them all out!
I advanced one theory to a friend who told me to slap myself, that that idea was just too evil. Maybe. I'll not reveal it here, since I don't want to take the chance that it would be realized because I said it too loudly. Let's just say, I hope not!
Another possibility is that Ultralite is deliberately holding off on doing a standings page to either reduce drama or reduce line-shifting as people find others they want to play with better (or people look through the page to find others to recruit to them.) In other words, give people time to learn their own superiors, subordinates, and likely whatever group has formed around that, and develop their own group identities without active "line search" recruiters, or pre-existing loyalties destroying possible new friendships. It seems a bit far-fetched, but it's certainly possible.
One thing this has done, however, is cause people to create their own workarounds. I suspect the amount of creativity that is going into 3rd party standings pages would be surprising, if known. But just as a for instance....
There is a service called "Cogmap". You can start your own organizational chart on it with a free account. A quick search finds three TE 3000 charts:
Caledon
Rouge Armistice
Bratt Lunasea
And a couple of more from other places:
Steve FallingBridge
Angels of the Universe
...and I'm sure there are more out there. If you know of any, please put them in the comments below to share them with the rest of us!
And what other possibilities exist out there? Only time will tell. I'm almost beginning to wonder if an "official" standings page might have to start fighting the competition if it waits too long to come out!
Interview with an "Ultrabot," Avaricious Rector
Alamiga Anatine: Thank you for inviting me to your, umm... home.
Avaricious Rector: [stares into space]
Alamiga Anatine: Are we inside one of Ultra's computers? I like what you've done to the place!
Avaricious Rector: [stares into space]
Alamiga Anatine: Right, lets move on to some questions about your role in the game. I noticed that you're online, apparently 24 hours a day, 7 days a week. Don't you ever sleep?
Avaricious Rector: [stares into space]
Alamiga Anatine: I see, maybe you're too tired to answer that right now. I was switched from a previous "Ultrabot" to you, a couple of days into the game. Do you have any plans on sending me to another Superior? I know I can be a handful at times.
Avaricious Rector: [stares into space]
Alamiga Anatine: OK, well... I'll take it by your silence, that you have no immediate plans for me. Do you have any ambitions on becoming a Guild Leader?
Avaricious Rector: [stares into space]
Alamiga Anatine: Well I see your a bit indecisive about revealing your goals. I'm going to field questions via IM now and relay them for you to answer, Avaricious.
HanosunnesWoom Root: will there be any other avenues that join the two TE's? Like with the Dreams, maybe a "wormhole?"
Avaricious Rector: [stares into space]
Alamiga Anatine: I'm not sure if Ultra consults his "Ultrabots" on those matters Hano.
Zippo Waco: Why do you show me NO benefits whatsoever?
Avaricious Rector: [stares into space]
Alamiga Anatine: I've noticed that every time I decline an offer to join another Superior, that Avaricious Rector sends me a nice Loyalty Payment. Thank you for those, Avaricious. Perhaps Zippo, your too high to get offers? I'm sure you'd be a valuable commodity for anyone, Zippo.
Swankhaven Blitz: Why do you keep wanting me to rank up Bethany? I hate you sooooo much! She's bossy!
Avaricious Rector: [slams hands onto desk leaving imprints]
Alamiga Anatine: I'm not sure this is the place to discuss why the "Ultrabots" seem to favor Bethany, I'm sure Bethany deserves their loyalty regardless. Also, in defense of Bethany, she has paid our Alliance Dues occasionally. Some free ships would be nice though.
Kelly Barron: To what do you attribute your incredibly fast rise to the top? Do you believe in taking care of your downline? What were you thinking when you picked the your name?
Avaricious Rector: [stares into space]
Alamiga Anatine: That may have been too many questions for him to handle at once, Kelly. I'm sure he'll get back to you on those.
Bruce1 Spyker: Why are we overworked and over taxed?
Avaricious Rector: [stares into space]
Alamiga Anatine: Your one of my subordinates Bruce, hush and get back to work, we'll talk later.
Avaricious Rector: [stares in space with look of approval]
Alamiga Anatine: Wonderful, Avaricious, you've shown us that your definitely are the strong silent type. An asset you and the other "Ultrabots" should be proud of! Thank you for allowing me to interview you and inviting me into your domain!
Avaricious Rector: [stares into space]
Alamiga Anatine: Ummm, I'll just let myself out... Where's the door?
Blog readers, please feel free to ask your own questions in the comments for Avaricious Rector and any other "Ultrabots" since well, they apparently are all the same.
Friday, March 20, 2009
Call of Leadership, Part Two
(First, you need enough ships, as noted previously. Then...)
"Your guild leader informs you of some good news and some bad. The good news is that your fleet is large enough to become a Director of the guild. However, you cannot be promoted without having built a flagship for your fleet."
Next comes something strongly resembling a risk and reward message:
"A well-dressed traveler at a way station introduces herself as a shipwright, and offers to build you a new spaceship at no cost, to improve her portfolio. She needs to borrow one of your ships to copy. Take the risk?"
Assuming you do, you gain a ship, and then:
"The shipwright notices your guild rank, and pauses for a moment. "Are you looking for a flagship designer? If so, I'm your woman. I'll only charge 500,000,000cr" Hire her?"
So, the path starts with another five hundred million credits. The whole Path to Royalty in the old game only costs roughly 400 million gold. There's quite a lot of inflation between A.D. 1100 and A.D. 3100.
This begs a few more questions:
If you have to follow this path to get to director, is there another path to Guild Leader? Or is it the same path? It's surely possible to have another guild, at least that's what was hinted at/stated in the documentation that came with the game. But... only one knows how at this stage. And what does this do to our rough calculations about fleet size for Directors and Guild Leaders? With a path being a qualifier, how much greater would it demand for total fleet size? (Hopefully not twenty times greater, as the old Path to Royalty does for a Prince. That would mean two hundred thousand to make it to Director... and then what to Guild Leader???)
The only thing that this answers for sure is that it's very unlikely anyone is a Director yet. If the Path takes more than a few steps, there's not been enough time for anyone to complete it yet.
Stay tuned for further developments...
Thursday, March 19, 2009
Your First Twenty Ships: Starting Out in TE 3000
Welcome to a great new game based on a great older game.
This guide will help cut through the confusion of your early days in TE3K, as it is sometimes known for short. If you have a "trial version" HUD, it will work until you reach 20 ships. That's why this guide talks about the first 20 ships. By the time you get there you'll know if the L$999 price will be worth it. (It will.)
Here's my 12-step plan for getting started in TE3K!
1. Wear your HUD almost all the time. Even if you are ignoring it totally, you can build up your credit balance. There is no way to lose credits by accident or inattention until you are using advanced features like colonies.
2. Join a guild and get a superior as soon as you can. Without one you will be stuck at one ship and 250 credits max. Normally, just hang close to the friend that recruited you, and you will soon get asked to join them. If your friend is a Trader or higher, they will be too high to take you on directly. But they will probably advise you on what to do and whom to join.
3. Concentrate on the Offers tab. There are five tabs on your HUD, but all game play takes place on the first tab, Offers. At the bottom of the Offers screen each month is a title and sometimes numbers like (1/1) or (1/5). If the second number is greater than 1 there is more than one Offers screen, use the arrows in the HUD's lower right corner to page back and forth through your offers.
4. Get to four ships quickly. You start with one ship. The moment you are accepted into a guild you will be given a second. There are three things you should then buy almost as fast as you can pay for them: a third ship, the second-hand repair bot, and then a fourth ship. Ship 3 and the bot together will more than double your income. Ship 4 will mean that you are "experienced" enough to be given ships by other players. Good players give ships fairly often to help strengthen their networks.
5. Build ships to rise in the game and help others. Every ship lifts everyone above you in line too! So the team you are joining benefits from every ship. (And when people join you, they help you too.) Ten ships make you a Courier, 20 a Merchant, 50 a Trader. There are higher ranks going even to thousands of ships.
6. Buy upgrades. The first upgrade, your trusty second-hand repair bot, is offered for 300 credits when you get a third ship. This is the first of a long series that makes your fleet more efficient, a money-making machine. New upgrades are offered with every sixth personal ship (not always right away but soon). At 9 ships larger cargo pods may be offered for 28,800 credits; at 15 ships engine recalibration costs 108,000 credits. Upgrades are never mandatory and will sometimes take time to be offered. But they are worth saving up for when you know they are coming.
7. Answer surveys. It cannot hurt you. To answer a survey just click the Yes or No box. When in real doubt, vote No; most people do this. If 75% of the people vote with you you gain credits.
8. Answering puzzles can't hurt, either. Puzzles will give you a number within brackets. There are also itty-bitty arrows to the left of the Yes box. Use those arrows to move the bracketed number up or down until the right answer shows, then click the Yes box to lock it in. Again, there is no penalty for wrong answers. I'll even throw in one clue for you--on the one that asks about escape velocity, the answer doesn't change for any size ship! More puzzle help is available on the Web at http://www.erzsabet.com/TE3000Calc.html
9. Ignore offers to bribe others or to hire mercenaries for sabotage. But check No to turn down attempts to bribe you, because if your superior is online you may get a reward for your loyalty. Build a reputation as loyal and honest, in the long run it pays. The people you deceive are real people, not computer figures, and they react like people.
10. What are those other tabs? ACCTS is your monthly accounting. It summarises where your money came from and where it went for the month. SUBS gives you status reports on your subordinates when you recruit them. ALLIES and COLONIES are exactly what they say; both are advanced features for higher-ranking players with 50+ ships.
11. If you want to recruit your friends, start quickly. While you can rise with no subordinates, reaching the higher levels almost always requires the support a team gives. It is significantly harder to recruit them directly after you get to 50 total ships, and much harder after 100 or more.
12. Hang out with your friends and HAVE FUN. Remember, this game is there for you when YOU want to play it. Do other things. I’ve run meetings, fought duels, attended live performances, and even built a monument while wearing and sometimes using my HUD. When I skipped a turn or several, the money kept coming and the bills kept getting paid.
Broker Valentine Janus of the Alliance of Hera
Kingdom of New Deseret (TE)
Angels of the Universe (TE3K)
Wednesday, March 18, 2009
Colonies, Part Two
- Whenever you buy a colony, your fleet efficiency increases by one hundred credits per ship
- You can only have up to three colonies at one time. If you buy more, the current smallest one is replaced with your new purchase. It's not really a 'new' colony as much as it is an 'upgrade'.
- Colonies have disasters, which you handle in much the same way in the new game as in the old game. Warning: each colony will have its own set of disasters, so you can have up to three sources of disasters at one time!
- When colonists in one colony reach one hundred percent, they start moving out into your other colonies. (No word yet on what happens when all three colonies are full... time to buy a bigger one, then!)
- When you upgrade a colony, all of the colonists in the old one that you get rid of are distributed evenly among the new set of three.
- No word yet on how someone can deliberately transfer colonists between colonies. It may not be possible, but hopefully it is, somehow!
- It is possible to trade colonists between allies. No details on this yet, though.
- Just like the old game, you get so much per colonist in the census. The amount is per colonist, no matter where that colonist is at, so, say, a 6,000 citizen colony earns you exactly double a 3,000 citizen colony (assuming both are full).
- There are three types of colonies, each with its own additional benefit, as outlined below
- The class of colony that you are offered depends on your rank (fleet size), not the amount of credits you have on hand.
- Whether or not you can buy a colony depends on personal fleet size and rank. The higher the rank, the larger your personal fleet size must be.
PERSONAL FLEET REQUIREMENTS
To get a colony, your personal fleet must be at least this size for this rank...
Rank | Ships |
---|---|
Trade Baron | 25 |
Broker | 50 |
Mogul | 80 |
Captain | 300 |
COLONY TYPES
There are three things your colonists can specialize in, each giving you, the colony owner, a different benefit.
Mining
These colonies start out as small asteriods, but go to moon size, and eventually planet size. Their name usually tells you what sort of mineral or element is going to be mined, e.g. "Magnesium Asteriod" or "Plutonic Moon" Mining gives you credits now and then, similar to a windfall.
Research
These colonies are man-made structures in space, starting with a small "Orbital Laboratory" to the large "colony Spaceship" or "Starbase". These colonies cut your research costs. As in the old game, you can research a disaster to make it cheaper. This will cut the cost of that research for you.
Living
Yes, these colonists specialize in the fine art of living and enjoying it. To do so, they live on more hospitable worlds-- at least a "terrestiral Planetoid", up to a "Telluric Planet". As such, they have a better lifestyle, and by giving them this, you earn more in the census. In other words, the amount you get per colonist in each census goes up.
So, which is best for you? Should you specialize? You don't have to, each class has one of all three types, and you can have up to three colonies... so get all three, if you like!
And that is your basic guide to colonies. More advanced guides should come, when more advanced information becomes available! If anyone has any juicy tidbits not posted above, feel free to drop it in the comments below, or send me an IM in world!
Tuesday, March 17, 2009
The Mysterious Vessel
The possible prizes are much the same as the Trader from the original game:
- For one year, you may buy ships at a very low price: same as the original trader, buy for twelve turns
- For one year, your ships will be worth more than normal: again, same as the original, sell for twelve turns
- Purchased ships are likely to contain surprises: same as original, you buy ships for eleven turns and get a good surprise in the next turn.
- Fuel Pellets, this is the same as the 'golden seeds', only instead of land production increasing, it is ship fuel efficiency. Stay on for twelve turns and watch the credits roll in.
- Increased fleet efficiency (pictured above): does exactly what it says. You don't have to do anything from that point on, you'll just get more credits from here on out.
- Your first ship is maybe worth more (or) one of your ships is worth more: this one is new. Sell ships, when it is hinted that the ship might be worth more. Eventually, you get a huge prize from selling a ship that pays you back for all of the ships you sold and paid the entity, and a nice profit. The person who got it in our group reported a sale bonus of ten to twelve times the ship cost.
There is one major warning:
This is NOT a good idea to do when your HUD is fatigued!
If you get the wrong prize, you may not see any good at all out of it, because fatigue will eat up all of your profits. You have been warned!
In the end, I suppose it all works, but it just doesn't seem to be as much fun, dealing with a faceless entity that just sends messages over a comm channel. It lacks the human touch. Still, send it by again! As it stands, the track record is one mysterious vessel in a little over a hundred years.
(On a side note, the year hasn't rolled over to 3000 yet. We're in year 3289 as I write this, the original game rolled over in 200 years. How long for TE3K? We already have people calculating how long until the year 9999 and predicting doomsday.)
Monday, March 16, 2009
The new face of shifting allegiances
Tiny Empires | Tiny Empires 3000 | ||
---|---|---|---|
Rank | Number of Acres | Number of Ships | Rank |
Wanderer | 0 | 1 | Pilot |
Peasant | 1-4 | 2 - 9 | Runner |
Squire | 5-9 | 10 - 19 | Courier |
Knight | 10-24 | 20 - 49 | Merchant |
Baron | 25-49 | 50 - 99 | Trader |
Viscount | 50-99 | 100 - 499 | Trade baron |
Count | 100-199 | 500 - 999 | Broker |
Marquis | 200-499 | 1,000 - 9,999 | Mogul |
Duke | 500-999 | 10,000 + | Captain |
Prince | 1000 + | ???? | Director |
The first obvious thing to note is that the number of ships for each rank is considerably more than the number of acres in the original game. Or, put another way, there are fewer ranks at the low end, and more at the high end (two more after Mogul, and before Guild Leader, which is the equivalent of King). The numbers are a lot higher. Now, what does this mean in practice, when it comes time to switch allegiances?
Harder to switch
In the new game, there are fewer candidates to switch to, since the ranks are spread out over more area. This is most notable at the higher ranks. A mogul can not switch to another mogul- it must be a Captain or Director.
Harder to gain rank by getting new people
The clause of "A Prince can switch to a Prince" in the original game meant that anything above a thousand acres left absolutely no restrictions on who could go with who. A Prince with fifty thousand acres could switch to a Princess with one thousand. Whole kingdoms could flip with one click of a switch... and then back. Now, let's look at an ambitious Mogul with 1,000 ships. He wants to be a Captain with 10,000 ships. With a shortfall of 9,000, he decides to recruit others. But he can't recruit another Mogul with, say, five or six thousand. This means that his best option is to recruit Brokers, with a maximum of 999 ships each. In this best case scenario, it takes no less than ten brokers! (Though in this case, he could surely get by with nine and just buy the remaining ships himself). Still, the point remains. Going from Mogul to Captain is done in small steps, earned the hard way, recruited over time.
Harder to correct mistakes
Let's say a Captain has 10,500 ships. Then, one of his Moguls with 2,500 ships leaves. (Let's call it an accident). The mogul can't return! The former Captain, now Mogul, can't accept that rank any more, and has to build back the hard way. This sort of thing happens all across the lines. Within that space of 1,000 to 9,999 , and in the higher space of ten thousand to who knows (my guess is 20 to 50 thousand), you can leave, but you can't come back. The old "anyone can go under anyone" will be reserved for directors.
Fewer guilds than kingdoms
What will be the minimum size for a guild? It's unclear at this point. My personal guess is anywhere from fifty thousand to as much as a million, though I personally think the most likely number is a hundred thousand to two hundred and fifty thousand. This means not only fewer guilds than kingdoms, but the lack of a standings page means it will be harder to organize one.
So, what is the summary here? We're looking at a game with far less 'fluidity' in its movements than the old one. Moving is more likely to be permanent, and it's harder to work back up. This means more direct subordinates per player, as lines get broken up, or else players that are extremely loyal. It will be harder to advance in the higher ranks- no fast deals with another Prince to get what you want. There will be a huge difference in respect between a Mogul and a Captain (or even more so, a Director). As one friend told me, "There isn't really any difference between a Prince with a thousand acres, and one with ten thousand." That isn't true anymore.
So tend well to your own business, and keep your friends close and loyal. This time, there is no fast way to the top.
Saturday, March 14, 2009
Call of Leadership
Your guild and its leaders
Another clue to it was dropped this afternoon:
This confirms the TE Wiki and its list of ranks.
So, the Chancellor started the game with a "fake" guild- a single guild he created and populated. he made Aristotle Landry (does that name sound familiar??) its Leader, and installed a number of subordinates under him. (Bethany Frankle, Interplanet Janet, and more) This gave him a hundred to two hundred open slots to put actual people in. I'm told that these "alts" or "bots" are always online, and that they always reward subordinates who refuse bribes. (ah, an example to us weaker and more fatigue-limited mortals!) One of the more disconcerting things is that one can move from one bot to the other with no notice or warning! (Are they being quietly dropped from the game? With no standings page, who knows!)
But back to our situation. Our Guild Leader is Aristotle Landry. Under him one would find Directors (and how many ships does that take?) who pay 100 credits per ship commission.
This brings up an interesting quandary. When I was heading for Princess in Tiny Empires (so so long ago now...) I realized something that seriously worried me! If I were a Princess and I had a Princess under me, I would pay one gold per acre to my liege, and I would get one gold per acre from the Princess under me... I break even! No net income, no matter how many acres my subject Princess has. It meant I could have huge holdings, and no income!
My fears proved groundless, for two reason. One, the Federation HUD came out. Though it started out as a fiscal bloodbath, it did eventually become profitable- I could get one and a half times the normal homage income due me, but paid only the usual amount. Second, if I had a Princess under me, she only paid me one gold per acre in homage, but I actually received one and a half gold! (And the federation multiplied that by another 150%)
Now, as we start this new game, a similar situation may be developing. As a Broker, if I have a Broker below me, I get no income from that Broker. I pay 400 credits per ship in commission, and get 400 credits in commission. On the other hand, buying colonies is based on rank/total fleet size, so I'm being offered expensive Class 6 and 7 colonies (50 million and up). Now, as a Mogul, I'd make money on my Broker, until she's a Mogul as well.. but in the meantime, my Mogul superior suffers the same loss of income- she gets nothing from my thousand ships, in commission income, since she passes it all up the line.
Is there some sort of "get a bit more that you don't pass up" trick hidden in TE3K? If so, and it is limited to the highest rank, that's a Director, which requires some absolutely huge amount of ships (20,000???) I suspect that a lot of people who got in early and enjoyed instantly huge rank increases either are coming to regret, or may regret, not being able to go a bit slower and grab some small colonies on the way. Having some more income sources is a great idea when all of your huge holdings net you nothing in commission income!
Friday, March 13, 2009
TE Hud Arrangement
The new hud unrolls down over the top of the old one. This way I lose a relative minimum of screen space, and can unroll whichever one I need to work with at the time. Granted, unrolling both at once (while possible) doesn't work too well, but that's not proved a problem so far.
If anyone else has a better arrangement, let us know!
Colonies, Part One
"Probably the biggest source of income you'll ever have"
"The same as the Federation HUD"
What are they talking about? The thing that was probably a question mark in most peoples' minds from the first time they read their new TE3000 hud: colonies!
You will be offered a colony if your rank is high enough and you have enough personal ships. The exact amount of personal ships required varies with rank. 25 ships is enough for a Trader or Trade Baron, perhaps, but more is needed for a Broker. I'm told that 80 personal ships will qualify at any point.
The basic concept of a colony is that you invest in it (lots and lots of credits!) It produces income, but also has disasters that you have to pay to stop or research, etc...
Anyone familiar with the old Fed Hud from the traditional Tiny Empires knows the routine. I'll not go into it further, mostly because I'm still trying to get hard numbers on it myself! However, for reference, I'm starting this post as Part 1... a list of your options. This list will be edited as I get more information- feel free to post the offers you have seen in the comments below, or IM or Notecard to me in world!
Class | Name | Colonist Capacity | Cost |
---|---|---|---|
1 | Terrestrial Planetoid Mining asteroid Orbital Laboratory | 2,000 | 437,500 |
2 | Advanced Orbital Laboratory Medium Planetoid Large Mining asteroid | 2,500 | 1,417,500 |
3 | Iron-Rich Asteroid Orbital Vehicle Small Icy Moon | 3,200 | 3,937,500 |
4 | Carbonaceous Asteroid Icy Moon Orbital Spacedock | 4,000 | 8,859,375 |
5 | Orbital Base Volcanic Moon Silicate Asteroid | 6,000 | 18,000,000 |
6 | Large Volcanic Moon Magnesium Asteroid Advanced Orbital Base | 9,000 | 50,000,000 |
7 | Rocky Moon Binary Iron Asteroid Colony Spaceship | 17,000 | 125,000,000 |
8 | Advanced Colony Spaceship Plutonic Moon Iron Asteroid Field | 30,000 | 225,000,000 |
9 | Iron-Nickel Moon Colony Starship Volcanic Dwarf Planet | 50,000 | 393,750,000 |
10 | Small Volcanic Planet Advanced Colony Starship Selenic Planet | 125,000 | 484,000,000 |
11 | Starbase Xenolith Planet Waterworld Planet | 240,000 | 800,000,000 |
12 | Advanced Starbase Telluric Planet Yttric Planet | 430,000 | 1,474,579,000 |
13 | Artificial Moon Diamond-core gas giant Blue-Green planet | 800,000 | 4,000,000,000 |
14 | Terraformed Binary Planet Interstellar Asteroid Belt Synthetic World | 1,000,000 | 62,500,000,000 |
15 | Terraformed Star System Ore-Rich Star System Dyson Sphere | 2,000,000 | 300,000,000,000 |
Thursday, March 12, 2009
Fatigue
Here is the information as I was given it:
Ultralite Soleil: Hi all, there have been many questions about the fatigue in TE3000. Here is the upshot: 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.
If you play the game for too long (12 hours of continual play) a "Fatigue" Feature kicks in and your profits start to rapidly decrease. Perhaps working as an anti bot feature. You will notice the fatigue in your accounting section.
If you see this immediately detach your HUD or log off because it will start to suck up your profits. It eats your profits at an increasing rate and eventually you will start to lose credits overall so its better to detach sooner than later.
THE FATIGUE RESETS ONCE PER DAY ACCORDING TO ULTRA. IF YOU START SUFFERING FROM FATIGUE, THE ANSWER IS TO TAKE IT OFF AND WAIT FOR IT TO RESET. IF YOU CONTINUE, YOUR INCOME WILL DECREASE TO 0 cr. WHEN THAT ONCE PER DAY IS, WE DO NOT KNOW. FATIGUE GENERALLY SETS IN AFTER 12 HOURS OF CONTINUAL PLAY.
Wednesday, March 11, 2009
Miscellaneous facts
- It costs 10,000 credits for a Runner to switch alliegance, and 20,000 credits for a Courier to switch. Exact ship amounts don't change that, so the amount seems to depend on rank.*** See note below, this is likely not correct
- It seems easier to earn credits, but there are also more expensive things to spend them on than ships.
- One new feature is Risk and Reward. It seems to be profitable more often than not, but there are no guarantees.
- Rank differences in joining... a Pilot can join a Merchant, but a Runner can not join a Trade Baron. A Courier can. This means the rank difference in joining is one to three, as in the traditional game.
More random thoughts from a mind too fatigued with late nights will no doubt follow. Oh, one important one...
Are you interested in writing for the blog? Think you have creative ideas, and information everyone would be interested in? IM me, Vulpine Eldrich, in world. No guarantees, but it's feeling a little lonely in here right now...
What's the same?
- There is a trader. He is in a black diamond-shaped ship. The prizes are basically the same. No word yet on if he's handsome.
- Ship cost, like land cost, is based on personal number of ships squared. This number looks to be a key in TE3K as well.
- Sabotage is offered, though of course the wording is different:
- Online/Offline status of one's superior is indicated by a red light immediately next to their name.
- The clock is now a blue metallic pinwheel at the top center of the hud, it lights up as the month passes:
- There are credit windfalls, both good and bad. This is a good one:
- Colonies are new, but fulfill much the same function as subjects, Federation Hud, in the traditional game. Complete with disasters!
- Nobility taxes have their own new guise. Honesty in advertising?
(list subject to extensive additions and revisions, any suggestions, IM Vulpine Eldrich in world)
The Dreams Revealed: Tiny Empires 3000
Crossposted from the original Tiny Empires Blog
Today has been total chaos as another realm opens in the universe of Tiny Empires. Chronological shockwaves have launched players from the medieval to the far future of the year 3000. As Tiny Empires in the year 3000 opens, the instructions look much the same as the past. The basic game mechanics shift as follows:
Tiny Empires | Tiny Empires 3000 |
---|---|
Gold | Credits |
Land/Acres | Spaceships |
Liege | Superior |
Subject | Subordinate |
Kingdom | Trade Guild |
Taxes | Dues |
Disown | Expel |
There are still plenty of unanswered questions... for one, what is this thing about "colonies"?
The other big question that everyone keeps asking is, what are the ranks, and how much do we need to get them? The answers that have been given so far (and this will be subject to correction!) are:
Number of Ships | Rank |
---|---|
1 | Pilot |
2 - 9 | Runner |
10 - 19 | Courier |
20 - 49 | Merchant |
50 - 99 | Trader |
100 - 499 | Trade baron |
500 - 999 | Broker |
1,000 - 9,999 | Mogul |
10,000 - 24,999 | Captain |
25,000 + Flagship | Director |
Other Miscellaneous Notes:
- First glance says that it is going to be harder to change loyalties in TE3k than in TE. (more credits to switch, not earning them as quickly, perhaps other requirements?)
- The trial TE3K hud stops at 20 ships (not 10 acres)
- The full hud costs 999L
- Ulralite is a Chancellor now. Will that be the new King rank?
Resources:
- The official group (Tiny Empires 3000)
- A player group TE3K, the Rebellion
- Official website: www.tinyempires3000.com
- Puzzle Solver: Erzsabet's Tiny Empire Calculator
- Player Wiki: Main Page - Tiny Empires 3000
Full speed ahead, Pilot!