Caravaneer 2 is the open beta web-based flash game set in a post apocalyptic world where you need to trade to survive. Guys help me out here would you be so kind.umm i loove caravaneer but the thing is keep losing my saved games once i restart my computer.i allocate more space to the flash player so that it can save as much as it likes on my pc but still i get nothing after i restart.dunno if its my firewall i disabled itnofin. The thing is this. Caravaneer 2 is the sequel to Caravaneer, created by Dmitry Zheltobruikhov. Classic editor History Comments Share. Until you get vehicles, a decent movement speed is a very useful thing that can save you food and water costs by reducing travel time, and can even help you to outrun bandits if you're fast enough.
You want to see your hacked score in the Highs Scores? Here is the solution![/size] (work with any sites)
Information: The flash games data are saved on your computer in .sol files and [color=#FF0000]these files are Hidden[/color] (so how can i see them?). SMALL TUT TIME!
Attaboy! Now what do You Need ....
1: http://sourceforge.net/projects/soleditor/ (solEditor)(cannot hack as3 .sol files) or
1.5: http://blog.coursevector.com/minerva (minerva)(can hack as3 sol .files) (YOU NEED ADOBE AIR)
2:The location of your file3:A game : http://www.kongregate.com/games/Tukkun/ ... plete=anti
TuT
0:Start a game
1: Level up until you can buy the Idle Mode
2: Click on 'Manual Save'
3: The file should be named 'antiidleX.sol' or antiidleX1.sol (if you take the slot 1)
3.5 : close your game (if you don't close your game you will not be able to edit the save file)
4: Open the file with SolEditor.You should see thisPicture YAY)
5: we gonna change your level... Click on level
6: Set the value to 9001 or the lvl you want
7: Save your work and PLAY!
Now give me Karma!
The Caravaneers are a space-based coalition of traders who send out fleets across the galaxy to offer every empire great deals. They start in a unique system called Chor’s Compass which contains their Caravaneer Citadel and two out of three caravan fleets: Racket Industrial Enterprise, the Numistic Order, and the Vengralian Trium. These fleets roam the galaxy, traveling towards every empire to offer deals.
- 1Chor's Compass
- 2Caravans
Chor's Compass[edit]
The Caravaneer Citadel in this System acts as the return point for the caravan fleets and an intergalactic Casino. Should the station be destroyed but at least one caravan fleet still be alive, they will ask to re-establish it in a random uncolonized system claimed by an empire, as close to their original one was possible. If the empire accepts it will lose control of the system but gain +5% Trade Value.
The Caravaneers use a unique resource called CaravanCoinz, which can be bought in bulks of 8k, 12k and 26k with Energy Credits. The options are equally efficient. Those can be used to either play Slots or open a Reliquary.
| Slots | Reliquary | |
|---|---|---|
| Price | 2783.92 CaravanCoinz | 6194.21 CaravanCoinz 6 per game per empire |
| Outcomes |
|
|
Neighbor Events[edit]
If a Empire has a colony within 3 hyperlane jumps of the Caravaneer Citadel, there is a yearly chance for an event to happen with the following weights:
Caravaneer 2 Save Editor Codes
- 500 - nothing
- 10 - The Collector sells a mystery box for 3000 Energy (only Option available for Gestalt Consciousness). If bought, it will grant:
- 35% - Nothing
- 10% - 4000 Minerals
- 10% - 1000 Engineering
- 10% - 1000 Society
- 10% - 1000 Physics
- 10% - 1000 Alloys
- 5% - Alloy Hyperfabricator capital world modifier (+10% Alloys from Jobs)
- 5% - Energy Accelerator capital world modifier (+10% Energy from Jobs)
- 5% - Incredibly Boring Relic capital world modifier (+10% Minerals from Jobs)
- 10 - A planet gets the Problematic Gambling modifier (+15 Crime for 1825 days)
- 10 - A planet gets the Festival Aftermath modifier (-5% Stability) for 1825 days. Same chance to spawn Hybrid Species as 'Xenophiles like Caravan'
- 10 - A planet gets the Hot Slots! modifier (+15% Trade Value) for 1825 days)
- 5 - Up to 50 biological pops on a planet gain the Resilient trait
- 5 - A planet loses 2 Pops and is given 20 Devastation. A Special Project is added, adding a light amount of Society research and unlocking the Psionic Theory technology or adding a large amount of progress if already unlocked.
- If the planet has a moon the moon is shattered and given an 8 Minerals deposit
- If the planet has no moon it it gets a removable Blocker and the Heavy Metal modifier (+10% Alloys from Jobs)
Caravans[edit]
Every time a Caravan fleet enters an empire's borders it will offer a rare trade deal. The offer can be accepted immediately, delayed to when the fleet is leaving the space or rejected outright. The fleets can not be contacted any other way and all attempts will redirect to Chor's Compass instead. Delaying has a very low chance of the deal changing.
Numistic Order[edit]
The Numistic Order is a religious Caravan that offers only deals with fixed costs. It features the largest amount of offers but half of them are one time only. They offer the following deals:
| Offer | Price | Requirements | Repeatable |
|---|---|---|---|
| 200 Exotic Gases | 1700 Energy | ||
| 3000 Energy Credits | 500 Alloys | ||
| 200 Rare Crystals | 2 Pops | Not Gestalt Consciousness | |
| 2 Pops with the Numistic Administration trait | 3500 Energy | Not Gestalt Consciousness | |
| Numa's Breath planetary feature | 200 Minerals | ||
| Numistic Magnetistrips planet modifier | 100 Influence | Machine Intelligence | |
| Numistic Cruiser | 500 Energy | ||
| Caravaneer Cruiser | 2500 Energy | ||
| Numistic Shrine building | 2000 Energy | Not Gestalt Consciousness | |
| Numistic Visualisation edict | 2500 Energy | Not Gestalt Consciousness except Rogue Servitor | |
| Numistic Data Modeling technology (+5% from Jobs) | 3500 Energy | ||
| Governor leader with the Merchant of Numa trait | 1500 Energy | Not Gestalt Consciousness | |
| Divine Algorithm decision | 2000 Minerals | Machine Intelligence |
Vengralian Trium[edit]
The Vengralian Trium is unique in that both their products and their prices are randomly generated, as opposed to each product having a specific price. Their deals may contain any of the following:
| Offers | Prices |
|---|---|
|
|
Racket Industrial Enterprise[edit]
Rackets are the only predefined Caravaneer species, using the same portraits and traits as the Ketling Star Pack. The payment options for this Fleet are randomly generated based on the product offered although Gestalt Consciousness empires are never asked for Consumer Goods. They offer the following deals:

| Offer | Price | Requirements |
|---|---|---|
| Caravaneer Cruiser | 200 Minerals | |
| 200 Minerals | 200 Food | Game year < 50 Not Machine Intelligence |
| 500 Minerals | 1000 Food | Game year < 150 Not Machine Intelligence |
| 2000 Minerals | 4000 Food | Game year > 150 Not Machine Intelligence |
| 4 Racket Pops | 500 Alloys | Not Gestalt Consciousness |
| 4 Robots | 500 Alloys | Machine Intelligence |
| Waste Reprocessing Center building | 6 Pops | Not already unlocked |
| Orbital Trash Dispersal technology | Any of the following:
| Not already unlocked |
| Governor with the Waste Management Specialist trait | Any of the following:
| |
| Scientist with the Spark of Genius or Maniacal traits | Any of the following:
| |
| +5 Energy to a celestial body with a mining station | Any of the following:
| Mining station |
Any of the following:
| Any of the following:
|
Events[edit]
In addition to the actual offers, simply having a Caravan pass through an empire's colonized systems has a chance to trigger events. Events in general have a shared 720 day lockout.
Caravaneer 2 Save Game Editor
| Ethics | Event |
|---|---|
| Gestalt Consciousness | 3 free Pops leave their planet to join the Caravan. If the empire is Authoritarian it also loses 10 Influence. |
| Gestalt Consciousness | 1 Caravaneer pop joins a planet. If the empire is Xenophobe it can refuse but it costs 30 Influence. |
| Xenophobe | Mass protests erupt in the system. The empire gains a moderate amount of Influence. |
| Xenophile or Materialist | An open-air trade and party takes place. The empire gains a moderate amount of Energy. There is a 33% chance that 3 hybrid species pops will spawn within a year. |
| Any | The Caravan steals 200 Energy Credits. |
| Any | The Caravan abandons a ship, bringing the following options:
|
Attacking the Caravaneers[edit]
While the Caravaneers will never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. If a Caravan is attacked it will become hostile but the rest of the Caravaneers will remain peaceful and available for trade. Caravans have 4k fleet power and come equipped with mid-game components. The Caravaneer Citadel on the other hand has 7k fleet power and comes equipped with end-game components. Both Caravans and the Caravaneer Citadel grant 2000 Energy and Minerals when destroyed.
| Caravan | Caravaneer Citadel | Starbase | ||
|---|---|---|---|---|
| 10 Destroyers | 6 Cruisers | 1 Cargo Ship | ||
|
|
|
|
|
| Governance | Crime • Empire • Ethics • Government • Policies • Edicts • Leader • Factions • Population • Species rights • Traditions |
Caravaneer 2 Save Editor Ps4
| Exploration | Exploration • Map • Species • Anomaly • Events • FTL • Fallen empire • Pre-FTL species • Spaceborne aliens |
| Colonization | Colonization • Celestial body • Planetary management • Economy • Technology • Construction • Starbase • Ship |
| Diplomacy | Diplomacy • Trade • Subject empire • Federations • AI personalities |
| Warfare | Warfare • Space warfare • Land warfare • Ship designer |
| Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |