Tuesday, March 24, 2009

Recruiting on Behalf

Captains and above can "Recruit on Behalf" of players below them in the their lines. Like the classic Tiny Empires, a Captain or above can opt to spend an amount of credits to try and recruit another player as a subordinate for a lower level player in his or her line.

Thank you to BigJohn Troglodite and Anastasia Mathilde for this information

Monday, March 23, 2009

Oh Standings Page, where art thou?

"You might be a TE Addict if... You spend more time looking at your TE standings page than your friends list."

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

"Ultrabot" Avaricious Rector (left) with Alamiga Anatine in his home.

Today I will be interviewing my Tiny Empires 3000 Superior, Avaricious Rector. He is one of many Superiors in TE3K that are know as "Ultrabots," a fictitious player placed into the game by Ultralite Soliel to get the game started.

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

More information emerges about the Call to Leadership, seen earlier on a Captain's hud. It seems that the Call is not to Guild Leadership, but to the rank of Director. Here are the messages that start it off:

(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

So you've put on a Tiny Empires 3000 HUD. Maybe a well-meaning friend got it for you. Maybe you were just curious. Or perhaps it's still in your inventory, calling your name.

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

Last time, in Part One, we discussed colonies. They cost a lot, but they're also money-makers. (And, as mentioned later, perhaps the only real source of income some high ranking players have.) But what do they do, exactly? Here are some more things we now know about colonies:


  • 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...

RankShips
Trade Baron25
Broker50
Mogul80
Captain300


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

One of the questions that everyone was asking when Tiny Empires 3000 started was "is there a Mysterious Trader?" And no wonder, since he gives the best gifts possible in the original Tiny Empires game! The answer is yes, there is an equivalent. So far, it's come twice. Here is the recording I obtained from its second visit:








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.)