Saturday, April 4, 2009

Mining profits and Entities

So, today I bought a mining colony, and this is one of the messages that greeted me:



"Certain entities"? That phrase sounds familiar... and interested in ores? I wonder...




Could these dots be connected? Possibly. From Captain BigJohn Troglodyte, I have this:



So far, my colony has produced only credits. But if it ever does for me what is shown here... and I have those ores on hand when the Mysterious Vessel comes... I could just give that entity the ores and not pay to buy them first, right?

In other words, could one of the side benefits to mining colonies, under certain circumstances, be in effect "free" Mysterious Vessel benefits?

Something to think about, and if anyone has more definite information, feel free to let us all know... in fact, please let the rest of us know!

Thursday, April 2, 2009

Nonconformist, Part Two

The quest of the high ranking captains to prove themselves as non-conformists by voting against the majority continues. The word on the street (or blog) was that it would require ten times to convince the citizens of that system to let you build your flagship. It turns out that was a guess... and one Captain has already achieved 10 contrarian votes with no noticeable results. Now the guess says 20 are needed.

In the meantime, unity remains elusive. If you try to fail and succeed, have you failed? 69 percent said no, so we failed to succeed at unity.

How many times does it take? Is it all an elusive hunt? Who knows, but we shall find out... stay tuned!

Wednesday, April 1, 2009

Standings are Up!

What you missed for April Fools from Ultra!
If you go to the site now, it is blank again. http://www.tinyempires3000.com/standings
Click on the image to see full size.


Sunday, March 29, 2009

Name that colony?

While discussing colonies one day with a friend, we talked about the upgrading feature. After you get three colonies, any new one will replace your smallest one. I wondered if anyone would ever replace a colony if they had named it!

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

You know your a Nonconformist when.... [insert Jeff Foxworthy type joke]

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

As soon as you acquire a colony, disasters befall it. Corruption, Pirates and Disease will plague your colonies constantly. One choice you have is to do research, whenever you get a disaster.
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




You're a Captain, you had enough total ships, you hit 450 Personal Ships and the Path to your own Guild begins... How many ships to the next step? Someone suggested every 50 ships. I'm thinking it will be a progressively higher amount of ships for each step.