Tuesday, January 19, 2010

Rank Limits & Sabotage Reimbursement

Verbatim announcement from Ultralite Soleil:
Greetings all,

I would like to inform you of some changes in Tiny Empires 3000.

1. Rank Limits
Superior/subordinate rank limits for the entry-level ranks have been changed to be less restrictive. For example, a Pilot can now become the subordinate of a Mogul or below. Formerly, the highest superior a Pilot could have was a Merchant. Other limits on rank differences between superiors and subordinates have been similarly relaxed. The goal is to make it easier for higher-ranked players to take on new players. I welcome your feedback on this change.

2. Sabotage Reimbursement
Operations Assistants and Operations Managers have a new power. In guilds with fleet reserves in excess of 2,000 ships, OAs and OMs may now choose to reimburse members of their downlines for ships lost due to sabotage. The ships will be taken from the guild's reserve and given to the sabotage victim. Guilds with very large reserves will be able to reimburse sabotaged ships at a discount (full reimbursement of ships to the victim, but only taking half the normal ships from the reserve).

In order to be eligible to reimburse a sabotage victim, the OA or OM must be at the top of the victim's downline, and must be online. Direct subordinates of the guildleader as well as the guildleader him/herself cannot be reimbursed for sabotaged ships. All reimbursements will show up on the guildleader's "While you were away" history at login.

If you have any questions or feedback on the above changes, please do not hestitate to contact me. Enjoy.

Chancellor Ultralite Soleil

Monday, January 18, 2010

Ideas For Pumping Life Into TE3K

Compared to Tiny Empires "Classic." Tiny Empires 3000 does not seem to have the same attraction to new and old players. The theme is not as romantic, Prince versus Director for example. The hierarchy of Tiny Empires 3000 is more business than warrior or romantic.

Aside from a weaker theme, the initial price point for TE3K makes new players decide on the original version to play over TE3K. Surprising as it seems to some, playing more than one HUD really isn't the norm.

TE3K also doesn't have as much player interaction as the original Tiny Empires. Is nothing similar to a Festival event and the Black Diamond Mystery Vessel does not give "Generosity" as a item, which if you don't know, in Classic TE, forces players to meet each other in person.

So the ideas in point form:
  • match initial price point of both Tiny Empires.
  • strengthen the theme(s) of TE3K, making level titles more romantic or powerful sounding.
  • add more play or occasional events that makes players interact more one and one.
I'm not suggesting Tiny Empires 3000 be more of a clone. But it should have something more to make it attractive in comparison. I think the only mystery left is what happens when the 10 thousand Reserve Ship mark is reached. That process seems to be taking forever.

Please feel free to add your own comments or suggestions.

Wednesday, January 6, 2010

11th Guild has Risen!

Sikaria! Long live Sikaria thay shouted as Stewart Mcdowwll took the Guild Leader reins of the 11th Guild to enter the Tiny Empires 3000 universe! Ascending from Anarchy, which sounds like a good thing, at 1 pm SLT, January 3, 2010.
This from their group charter:
We are a technologically far advanced civilization. By using a space folding technology it is possible to travel instantaneously over up to 40000 light years. We have our own version of a `Prime Directive', and thus don't interfere will less advanced guilds.

We don't need rules, but I must ask that we continue to be supportive of our parent guild Anarchy!
Stewart had these words to say after the ascension:
....this is YOUR guild. Just because I happen to be at the top, does NOT mean I am the boss. A guild is only as strong as the people that are in it. My job is to you all, and do my best to make it fun....NOT to be a boss or babysitter. If there is something you need, please let me know and I'll do my best. Communication is key... My job is to help you all.

You humble servant and GL,
Congratulations Stewart Mcdowwll!

Thursday, December 24, 2009

Christmas, Tiny Empires 3000 style

In the original game, the Santa Trader showed up again this year, making his third set of appearances. Shortly thereafterwards, another Mysterious Vessel appeared in Tiny Empires 3000, with its own version of holiday cheer. Here is the record of my encounter with it:









Assuming it follows true to form, this evening and tomorrow should see another appearance or two. Tell your chef to have plenty of milk and cookies ready!



On a game performance note, the huds were running very slowly when both of the gift bringers were in. Both times (games) had gifts being given to everyone at once (all kingdoms, all guilds). It would seem that the great servers that were set up last year aren't quite enough to handle that much traffic! Things just keep getting bigger and bigger out there.



But regardless, Merry Christmas and Happy New Year. May the coming millenia bring much profitable trading, and even more important, many good and true friendships!

Wednesday, December 16, 2009

Changes to TE3000 Gift Boxes

This message from Ultralite Soleil

Greetings all,
This note is to explain some recent changes to how Tiny Empires 3000 Gift Boxes work. Previously, Gift Boxes could be freely transferred around and then used by anyone who was not yet a paid player of Tiny Empires 3000. Now, when you buy a Gift Box, you will also get a GiftCode with it. This GiftCode is like a password that must be used by the gift recipient to redeem the gift. This change was made to increase security of Gift Boxes and to ensure their authenticity.

A GiftCode is a 16-character string of letters and numbers (e.g. 39f98a77ea7c4aa0) that unlocks the Gift Box. To give someone the gift of Tiny Empires 3000, you must send them the GiftCode as well as the Gift Box itself. When they rez the Gift Box, it will ask them to enter the GiftCode on a specific chat channel. This is an example of the message the recipient will receive:

"Please copy/paste the GiftCode into the Local Chat window on channel 4545 like this: "/4545 GiftCode" (without the quotes, and replace the word GiftCode with your real GiftCode)."

Note that the channel number will be different for everyone. If the GiftCode is accurate and authentic and has not been previously used, the recipient will automatically be sent the Full Version of the Tiny Empires 3000 HUD.

Because the GiftCode can be difficult to type in correctly, it is suggested that you copy/paste it instead.

When someone successfully uses one of your GiftCodes to redeem the Tiny Empires 3000 Gift Box, you will receive an automated IM to that effect.

GiftCodes are sent to you, the purchaser of the Gift Boxes, at the time of purchase. Because a GiftCode can be used to unlock any Gift Box, it is suggested that you keep it safe, and only give it to the desired recipient of the Gift Box. One idea is to copy/paste the GiftCode into the "Description" field of the Gift Box itself. That way the Box and the Code are tied together, making it easier for you to keep track of the codes.

As for existing Gift Boxes that have not yet been used, they are now obsolete and will not work. If you have Gift Boxes that were purchased on November 16 or later, and whose purchase can be verified, those Gift Boxes will be refunded at 100% of the purchase price so that you may buy them again. For Gift Boxes acquired before November 16 or for Gift Boxes whose purchase cannot be verified, I will deal with those on a case by case basis.

If you have any questions about the new TE3000 Gift Box system, feel free to ask me.

Ultralite Soleil

Sunday, December 6, 2009

Mining Colonists for Fun and Profit

"They wouldn't be called human resources if they weren't meant to be strip mined." -Mr. Kornada

Anyone who has colonies, and therefore colonists, soon sees disasters approaching. The triple threat of pirates, disease, and corruption continually diminish your colonists unless you take decisive action to stop it. Since you get money from your colonists every two years, it's important to do whatever it takes to make sure you have as many as possible.

Or is it?

If the goal is getting the most money possible from your colonists, having a lot of colonists may not be necessary- or even desired. First, a review of the facts.

For each disaster, there are four options in how to handle it. From most expensive to least:


  1. Research the causes of the disaster. This costs a lot (roughly one ship cost) and you do not get anything up front. But if you do the research option for twenty times on a single type, you will have it fully researched and you will automatically handle it well from then on at no further cost. This is a great long term option.


  2. Take decisive action against the disaster. This is not as expensive as research, but is still a lot of money- approximately half the cost of a ship. It gets you an increase of one percent in colonists (though since you lost some already, the net gain is a bit less)


  3. Take some action against the disaster. This is far less expensive-- about one tenth ship cost-- but you get no colonists back. On the other hand, you don't lose any more, either. This is also the default option. If you choose nothing, you automatically spend the amount of credits required for this option.


  4. Cash in on the disaster. This option will lose you even more colonists-- approximately two percent-- but you get enough credits out of it to buy half of a ship. (Assuming they sold ships by halves...)


*Note that actual costs will be slightly lower if you have the right kind of colony.

Your colonies start out at about seventy percent of capacity, and you can not go higher than 150 percent. (Colonists move among colonies automatically, there's no benefit in having them in one colony over another)

When your percentages are low (under a hundred percent), you will occasionally get colonist windfalls-- colonists will move to you from some place that did not treat them as well as they hope to do in your colonies.

That said, as a new colony owner, you soon realize that the more colonists you have, the more income you get every two years. At that point, players begin spending lots of credits choosing good disaster options, and the prudent ones select a disaster to research. Many times, players make themselves poor by caring for their colonies.

But there may be another way to make money from them. How so, you ask?

First, always research a disaster fully. Once you have fully researched a disaster, you can in theory mostly ignore all disasters. The automatic "do a little" option, which does lose you some colonists is usually made up for by the occasionally well handled disaster that you researched.

Second, a disaster will happen approximately every four to six years. This means there will be two to three revenue Januaries. Multiply the amount of credits you get for your colonists by 2.5. Compare this to the amount of credits you pay for half of a ship. Is the half of a ship more? Then you can get more in a single "sell out" disaster from your colonists than you could in all the revenue they generate normally. It's time to sell them out to pirates, corrupt warlords, or disease (whichever two you haven't taken care of already.)

When doing this, your percentage falls precipitously. There is a temptation to occasionally do a "really good" option to counteract this, but that is probably not a wise thing. A well-handled disaster costs half of a ship for one percent-
so to gain colonists, you spend one ship's worth to gain two percent, but receive only one half of a ship's worth while losing two percent.

There are two ways in which your colonists can be replenished if you are consistently "strip mining" them. Have an ally pass you colonists, and the occasional colonist windfall. Also, if you miss a disaster and take the "some action" option (either accidentally or on purpose), you can slow the loss until more windfalls or an ally can help out. The "some action" option costs 1/10 of a ship, so one profitable disaster gives enough for five some action disasters.

What about upgrading colonies? If you are selling colonists out, does having larger colonies help? Possibly. With more capacity, you can still get more gold from the same percentage (and buying a new colony automatically gets you more colonists to sell... er care for.)

On the other hand, if you have an ally passing you colonists, having smaller colonies may be a better idea. Let's say that your ally has considerably larger colonies than you do. The number of colonists your ally can give is based on the
number of colonists they have. If you have smaller colonies, they can give you a larger percentage at one time. And since you lose colonists by percentage, that means the colonists they give you last for a longer period of time!

There does still remain one question... how low can you go? Is there anyone out there crue... smart enough to continually sell out colonists who can answer that question? Feel free to speak up now!

Wednesday, October 7, 2009

You've Now Entered "The Twilight Zone!"

Madmaz2 Holmer formed the 10th Guild today at 11:23 am.
Madmaz2's Guild is called, "The Twilight Zone" and is a Second Generation ascension from the Alliance of Hera (Hera being the only First Generation) and takes a Top 10 ranking from the start.

I asked Madmaz2 if he had anything to tell the blog upon his ascension, he said he was too shy and that I should since I was his superior. Which is true, but I was only in that position for about an hour before his ascension. So Best wishes to Mad and his line, you were the best line one could ever have for an hour!