State of New Deseret

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ABCs of Fed HUD

Val’s ABCs for the Tiny Empires Federation HUD

Version 1.00, 5 September 2008
Version 1.01, 22 September 2008, updated “D”
Version 1.02, 23 October 2008, updated “D” and “E”

The Federation HUD is an optional upgrade for Tiny Empires players. It offers more game play choices at a cost in complexity and attention needed.

“Should I or shouldn’t I?”

1. If you want to become a king or queen, you will need to upgrade in order to do the Path to Royalty options required to ascend.

2. If you miss a lot of turns while online, do not upgrade, as when you miss responding to disasters your citizen score drops and so will your monthly income.

3. Otherwise, once you are a count or higher with one or more subjects, the more actively you play the more you should consider upgrading. The Federation HUD’s biggest payoff for most of us is more gold, but it requires some work to maximize that. It’s quite okay to play more passively, you can still become a prince or princess with thousands of total acres and never touch the upgrade. (One of my good friends is over 8000 acres, has never upgraded, and is quite unlikely to do so.)

Once you have bought the Federation HUD, you cannot use the standard HUD. You will need to get the Emperor’s assistance to go back.

These ABCs talk about the features of the upgraded HUD.

A is for the Abbot who stops in to visit.

Every so often you will be visited by the Abbot of a local monastery. He asks you to donate about 10% of your current gold balance. If you donate there are several possibilities: 1) Your direct subjects will receive some of your donated gold. 2) Each of your direct subjects will receive an acre of land. 3) You receive a warm feeling and nothing else.

The Abbot also has special functions found under B for Book and D for Disasters.

(If you think A should be for Allies, try E for Embassies to get you started.)

B is for a Book that brings wondrous tidings.

When the mysterious trader visits you while using the Federation HUD, one rare possibility is that he will give you an old locked book. The key to the book can be found only with the Fortune Teller at a Festival; it cannot be read otherwise. If you have both the book and key, you discover that it is in a language you cannot read. However, at this point the Abbot on a regular visit might offer to translate the book for double his normal donation. If you accept, the result is a permanent +2 gold production per acre per month.

C is for Citizens who strengthen your empire.

On the Federation HUD, beneath the lines for acres and gold is a third line for Population. This is a third score that tracks the number of citizens in the realm. (Citizens are not subjects; subjects are actual players.) Good citizen management means improved gold income.

As your realm grows (or shrinks), its “capacity” changes and so does the citizen score. Higher personal rank, higher ranks for your subjects and downline, and larger downlines all increase capacity. Capacity is not a limit, it’s just a baseline based on realm size.

Other factors that affect your citizen score include disaster responses (see D below), gifts of citizens to and from allies (see E below), winning jousts at the Festival (see F below), and various one-time events.

D is for Disasters that test your leadership.

Once in a while, disaster strikes. There are three types of disasters: famines, diseases, and crime waves. Each results in a small population loss and presents choices.

Four options are presented for each disaster. The default is to do nothing, which costs no gold but will lose more citizens. There are low-cost and higher-cost options, with the low-cost option typically losing just a few more citizens and the high-cost option gaining a significant number of citizens as reputation improves. Bonuses and penalties tend to scale according to rank and/or population. The fourth option is to research the causes of the disaster, at a cost about double that of the high-cost option.

Research will not gain citizens; a small loss is typically incurred on a par with the low-cost option. But after 20 attempts at research for the same disaster, that disaster is permanently prevented and a significant bonus is received: 1) Famine: Permanent +3 gold production per acre per month. 2) Disease: The abbot takes an interest in your work; his fee is cut in half and he promises your subjects will benefit. 3) Crime Wave: You and your direct subjects are immune from sabotage. In all three cases when the disaster you have mastered would have come up, you instead gain a number of citizens at no cost as word spreads.

You can only be expert on one disaster. If one disaster is being researched, switching to another strips away progress made on the first disaster!

E is for Embassies and friends in high places.

On the Federation HUD, the right-hand Fellows tab is replaced with a new Allies tab. You can make an Ally of anyone ranking Count/Countess or above who uses the Federation HUD, except for your own liege or direct subjects. Your limit is four alliances at one time. To form the alliance, stand near each other and wait for the HUD to offer the opportunity to one of you.

As you examine the Allies tab, you will find a page for each ally and a check-box at the bottom to Send Ambassador. If you check that box, several options will be offered on the next turn: 1) Do nothing. 2) Send a small gift (worth a specified amount of gold). 3) Send a specified number of citizens. 4) Build an embassy if it does not exist yet (for a fairly large specified amount of gold). 5) Break the alliance.

“With whom should I ally?” Experience with the game has taught that alliances in-kingdom are better than out-of-kingdom in almost every case. Allies who are online when you are are also important, as they will be more likely to be available to send and receive citizens, investigate sabotage, benefit from certain festival events and so on. Finally, if possible it is good to have one ally higher in your line who has many citizens to share; this can jumpstart your holding. The others are best located below you so you can share in turn as you grow. None of these are hard and fast rules.

If you build an embassy, you will be rewarded with more frequent opportunities to sell land at premium prices. When you send citizens to an ally with an embassy, a much higher percentage of them will actually go instead of becoming upset and disappearing. Should you build four embassies, one with each ally, your reward is a permanent +1 gold production per acre each month as long as the alliances remain. You might also be offered an opportunity to view confidential papers of your ally for a bribe, with uncertain game consequences. Finally, if you are sabotaged and one of your allies is online they may receive an offer to pay for an investigation that could reverse the effects.

If an alliance is broken your diplomats will be in shock for many years, making you unable for a time to establish another alliance.

F is for Festivals with fun, fighting, and fortunes.

Festivals are recurring events that occur with a similar frequency to the mysterious trader. A Festival is always announced in September, with your fee due in December to participate in the following year. The fee is around the price of an acre.

Beginning in January, for 12 months your gold production per acre doubles.

In February, the Fortune Teller arrives, and for a fee of 10 gold you will be given a puzzling fortune in March that if solved can yield a nice return. (One possibility, if you have the locked book from the mysterious trader, is that the Fortune Teller will instead give you the key.)

In April, you are offered the opportunity to enter the Joust. This will cost one acre of personal land–it becomes a practice field. If you enter, you are paired against an opponent in May with results announced in June. Winners fight again in July (results in August), and those winners fight once more in September (results in October). Winning three matches earns a substantial purse of gold and bonus citizens for your realm. Winning one or two matches is fun but earns nothing. Should you be at the festival and not jousting, you often have the chance to wager on featured matches.

Anyone who wins all three matches at jousts in 10 or more Festivals receives a permanent +1 gold production per acre per month.

Finally, in November preparation for the winter ball begins. A theme is announced, and in December you get together with your escort to attend (or go it alone, I have done both). The onset of January wraps up another festival.

G is for Gold that comes from more play options.

Your citizen score affects both monthly homage payments and census payments every other year.

Citizen count dramatically affects homage income, the monthly gold received from subjects. If the citizen score stays at 100% of capacity (this can be checked on the blue Accounting tab), you get 100% of the normal homage. If population slips below 100%, only that percentage of homage is received. And if it rises above 100%, up to a maximum of 150%, homage is increased. (The people paying the homage still pay the same amount in all cases; this increase or decrease only affects what you receive as liege.) So good citizen management means more gold every month.

Citizens also pay off in January of each even-numbered year during the census. Federation HUD players receive a set amount of gold at each census for every direct subject. But they also receive bonus gold (typically 1 per 9 citizens) for their population. And for census purposes, citizens are not capped at 150% of capacity (as they are for homage), but count all the way up to 5000% of capacity! This can make census bonuses quite large indeed.

Another source of extra gold in the Federation HUD is bonuses to your personal land production. The normal maximum on the standard HUD is 30g per month (26g for all improvements, +2g for a fortified castle, and +1g up to twice from mysterious trader stops if you are lucky.) On the Federation HUD extra bonuses can include +1s for joust wins (see F) or a set of four embassies (see E), +2 from reading the locked book (see B), and even a +3 for famine research (see D).

There are other gold sources unique to the Federation HUD, such as joust prizes.

R is for Royalty; it’s out of sequence, but kings and queens play by their own rules.

The Path to Royalty is a series of approximately 17 upgrades that can be offered in sequence to owners of the Federation HUD. It is a mandatory part of the revised process for becoming a King or Queen. An aspirant to monarchy must accumulate at least 20,000 total acres and 1,000 personal acres, and complete this sequence of expensive purchases that have an estimated total cost of around 400,000,000 gold.

Path to Royalty upgrades have little impact on game play; they are largely a waste of gold for anyone not seeking to be a king or queen.

The upgrades offer opportunities to improve your grounds and assets and prepare for ascension. New options presented include castle beautification, monuments, roadways, cathedral construction, crown jewels and the like. Some items have several steps, and at each point several choices are offered with different costs and occasional different results.

Green Jello Princess Valentine Janus of Camelot


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