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Beta Round 13[]

Omni[]

@everyone SKlone.net ROUND13 Changes Signups open right now! Timer starts at 00:00, 2nd of February (Sunday) Round ends at 00:00, 29th of February [Server time 00:00 = Pacific 12am = Eastern 3am = Central Europe Time 9:00AM]

Planet types Mountainous +20% income, [-20% power production], start with laser dragoons Forest and Wilderness +30% population, +10% return time, [start with Longevity] Terra Form -60% research required, -10% income, none Mystical Lands [-25% return time], [-25% offensive loses], -10% offensive strength, fusion tech, scouters Volcanic Inferno [-80% power required], [5x power storage], -10% population, start with fusion & energy tech Jagged Tundra [-15% unit cost], [-15% probes production], none Oceanic +30% defensive strength, [-30% buildings cost], +20% research required, none Shadow Lands [+30% probe production, -50% probe loses] [-20% power production], start with probe armor, [fusion tech] Desert Wasteland +30% offensive strength, -50% dragoons cost, -10% population, start with dragoons Multiple Terrain +20% offense, defense, & power production -20% research, -20% probes & population, all military units researched

Races Terran +10% population, soldier cost is 100 platinum, +10% return time, Xivornai +10% income, [+10% power required] Gistrami +10% offense, -10% return time, [-10% population income] Mafielven +10% defense, -10% research required, -10% probes production

@everyone Other changes: Military units disbands to soldiers. Military shields multiplies defender's side, rather than offender's bonus.

Probes success and loses formula adjusted to original SK numbers, with one exception - probes shielding is more valuable. * Probes defence is in between [land x 8, land x 16] range. * Success rate on any mission is sent_probes / probes_defence ratio, multiplied by (1 - shields_rate). * Minimal success rate at any mission is 20% (1 probe trick will work). * You need 1500 probes to destroy 1 building (used to be 1000 probes). * Base number for probe loses is like in SK: RANDOM(1.1, 2.2)%, although aggressive probe missions will yield +50% bigger probe loses RANDOM(1.65, 3.3)%. * Probes History added to Probes room (shows last 96 probe missions) * Spy on Probes History added (shows last 12 probe missions)

Message[]

Beta round 13 has begun. We have taken over! Sign up now!

Round length:

February 2nd @ 12am pst - February 29th at 12am pst.

Round Changes:

    Military units disband to soldiers.
    Military shields multiplies defender's side, rather than offender's bonus.
     Probes success and loses formula adjusted to original SK numbers.
    Probes defense is now between [land x 8, land x 16] range.
    Probe history has been added.
    Spy on probe history has been added.

Planet Changes:

    Please read the help file for additional info.

SKlone is a clone of StarKingdoms.

With a twist:

    The game ticks every 30 minutes.
    Any killshot on a kingdom gives you their money, power, and probes.
    Autuomated food kingdoms.
    A built in attack calculator.
    Completely free with no advertisements or gimmicks.

Changes[]

** ROUND13 Changes**
Signups open right now
Timer starts at 12:00 AM server time, 2nd of February (Sunday)
Round ends at 12:00 AM, 28th of February

** Planet types **
Mountainous    +20% income,    [-20% power production],    start with laser dragoons
Forest and Wilderness    +30% population,    +10% return time,    [start with Longevity]
Terra Form    -60% research required,    -10% income,    none
Mystical Lands    [-25% return time], [-25% offensive loses],    -10% offensive strength,    fusion tech, scouters
Volcanic Inferno    [-80% power required], [3x power storage],    -10% population,    start with fusion & energy tech
Jagged Tundra    [-15% unit cost],    [-15% probes production],        none
Oceanic    +30% defensive strength, [-30% buildings cost],    +20% research required,    none
Shadow Lands    [+30% probe production, -50% probe loses]    [-20% power production],    start with probe armor, [fusion tech]
Desert Wasteland    +30% offensive strength, -50% dragoons cost,    -10% population,     start with dragoons
Multiple Terrain    +20% offense, defense, & power production    -20% research, -20% probes & population,    all military units researched

** Races **
 Terran    +10% population, soldier cost is 100 platinum,    +10% return time,
 Xivornai    +10% income,    [-10% power required]
 Gistrami    +10% offense, -10% return time,    [-10% population income]
 Mafielven    +10% defense, -10% research required,    -10% probes production
 
 ** Other changes: **
Military units disbands to soldiers.
Military shields multiplies defender's side, rather than offender's bonus.

** Probes success and loses formula adjusted to original SK numbers, with one exception - probes shielding is more valuable. **
* Probes defence is in between [land x 8, land x 16] range.
* Success rate on any mission is sent_probes / probes_defence ratio, multiplied by (1 - shields_rate).
* Minimal success rate at any mission is 20% (1 probe trick will work).
* You need 1500 probes to destroy 1 building (used to be 1000 probes).
* Base number for probe loses is like in SK: RANDOM(1.1, 2.2)%, although aggressive probe missions will yield +50% bigger probe loses RANDOM(1.65, 3.3)%.

* Probes History added to Probes room (shows last 96 probe missions)
* Spy on Probes History added (shows last 12 probe missions)

Attention - probing costs (probe loses, and power used to shield probes) will be far greater from now (very close to Starkingdoms). However your chances to make successful missions also increased quite a lot.

Food[]

Omni

@everyone Food kingdoms have been created.

Tier-1 (1:7 and 1:8 sectors) food kingdoms will have 30 Tanks and 200 Soldiers, maxed out researches (!)

Tier-2 (1:6 sector) food kingdoms will have approx. 400 Tanks and 200 Soldiers, maxed out researches

Just a reminder - food kingdoms will change their coords each time they are reset. Happy hunting!

2020-02-03

Probes[]

Probe Attack Damage Max. Damage Special
Rob Banks 10 Money / probe 10% of Money keep 100% of Money stolen
Arson 1 Residence / 1500 probes 5% of Residences -
Sabotage Powerplants 1 Powerplant / 1500 probes 5% of Powerplants -
Kidnappings 1 Population / 10 probes 5% of Population keep 25% of Population kidnapped
Suicide Probes 10 Power / probe 100% of Power 100% Success Rate

All probes sent are lost

Omni

Kill shots give only 10% probes. (fixed)

2020-02-03

Notes[]

R13players
R13choices

Start/End:

StartDate = '2020-02-02 00:00:00.000', EndDate = '2020-02-29 00:00:00.000'

Max Explore

tick: 96; explore: 24

Tick: 95; Land: 251 reward: 20

Tick: 86; Land: 280 explore: 14

Tick: 70; Land: 300 explore: 22

Tick: 56; Land: 320 explore: 22

Tick: 48; Land: 334 reward: 20

Tick: 44; Land: 360 explore: 24

Tick: 34; Land: 380 explore: 22

Tick: 24; Land: 400 explore: 22

Tick: 15; Land: 420 explore: 22

Tick: 6; Land: 441 explore: 23

land: 458

Return Time:

FLOOR( (SQRT((yourX-targetX))^2+(yourY-targetY)^2) + 14) * (1 - return_time_bonus) )

Beta Round 12[]

Message[]

Beta round 12 has begun. '

Sklone's one year anniversary! Sign up now!

Round length:

January 3rd @ 12am pst - January 30th at 12am pst.

Round Changes:

  • Desert Wasteland dragoon prices slashed.
  • Shadowlands begins with probe armor.
  • Volcanic Inferno's bonus now applies to shields.
  • Jagged Lava has been renamed to Jagged Tundra.


Planet Changes:

  • Please read the help file for additional info.

SKlone is a clone of StarKingdoms.

With a twist:

  • The game ticks every 30 minutes.
  • Any killshot on a kingdom gives you their money, power, and probes.
  • Autuomated food kingdoms.
  • A built in attack calculator.


Completely free with no advertisements or gimmicks.

Planet Types[]

Planet Type

Pros

Cons

Research Specials

Mountainous

+20% income

-30% power production

start with laser dragoons

Forest and Wilderness

+30% population

+10% return time

none

Terra Form

-60% research required

-10% income

none

Mystical Lands

-20% return time

-10% offensive strength

fusion tech, scouters

Volcanic Inferno

-90% power required, 10x power storage

-10% population

fusion & energy tech

Jagged Tundra

-20% unit cost

-20% probes production

none

Oceanic

+30% defensive strength, -25% buildings cost

+20% research required

none

Shadow Lands

+50% probe production

-10% power production

Probe Armor

Desert Wasteland

+30% offensive strength, -50% Dragoon cost

-10% population

start with dragoons

Multiple Terrain

+20% offense, defense, & power production

+20% research required, -20% probes, population

all military units researched

Races[]

Race Type

Pros

Cons

Terran

+10% population, soldier cost is 100

+10% return time

Xivornai

+10% income

-10% population

Gistrami

+10% offense, -10% return time

-10% power production

Mafielven

+10% defense, -10% research required

-10% probes production

Food[]

Omni

Population Bonus 20% 1,000,000

Power Bonus 50% 1,000,000

Military Strength 30% 1,000,000

Money Bonus 25% 1,000,000

Frequency Decryption Center 25% 1,000,000

yes... my bad

I took info in test server

The kingdom of JonesL (1:6) January 5, 1:34 AM

2020-01-05
Ultimate Guide 2020-01-05
·  Food
  • There are a certain number of kingdoms which are free land to grab.
  • These kingdoms are kept in certain land ranges and marked with "Food" status tag in the Sector view (look towards the ending sectors of the Universe to find them).
  • There will be two tiers of food kingdoms.
  • Tier 1 food ranges between: 0-275 land, 30 tanks defense, 200 soldiers, and 750k platinum.
    The kingdoms will reset the following tick to 275 once they are killed.
  • Tier 1 food will not have any research or shields.
  • It may require up to 70 tanks to succesfully attack the Tier 1 food. Be sure to account for any defensive bonuses to their planet type and your own. We recommend using the built in calculator.
  • Tier 2 will have some decent defense (maxed out researches, no shields) to begin with, and will explore on its own.
  • Tier 2 kingdoms will not gain any defense until grabbed down below their lands range boundary.
  • Tier 2 land range is [5%-50% of the top kingdoms land], minimal land range is [200-300], and the maximum land cap is 10000.
  • Tier 2 kingdom will recieve as many tanks as the top kingdom has land during recreation.
  • You can expect to find 400+ tanks of defense right after newbie mode ends.
  • These kingdoms will grow above the 200-300 land range as soon as the top land kingdom reaches 600 land.
  • Tier 2 food should be a nice source of additional income for robbers.

Omni

275 land food kds will have 30 tanks and 200 soldiers defense, no shields, no military research, pay attention to Race and Planet Type bonuses if any
1:6, and 1:8 sectors

1:7 is well defended tier-2 food kds

~ 400 tanks defense

Defensive loses are 5% per grab

Tick execution lasts ~2-3 seconds, expect some delay on very first tick out of newb mode.

2020-01-04
Gizmo (1:5)
January 4, 8:36 AM


This information can also be found in the Ultimate Guide.

Food
There are a certain number of kingdoms which are free land to grab. These kingdoms are kept in certain land ranges.
Information regarding the food kingdoms
We will have one sector with 16 tier-1 food kingdoms [0-275 land>.
We will have one sector with 12 tier-2 food kingdoms:
- land ranges from 5%-50% of the top kingdoms land (this ranges between [300-10000>)

Tier 1 food
Tier1 food ranges between 0-275 land, 30 tanks defense, and 750k platinum.
The kingdoms will reset to 275 land and 750k+ cash upon death.
It will require up to 70 tanks to succesfully attack the Tier 1 food, and less with each subsequent attack
Also take into account any defensive bonuses to the planet type, if any.

Tier 2 food
Tier 2 will begin with 300 land and 300-380 tanks defense. These kingdoms will grow land after the top land kingdom on the server is above 600 land.
These kingdoms will be exploring every tick, until they have reached 50% of the top kingdoms land.
They will have all researches maxed but they will have no probes or shields.
Tier 2 regains its military once it falls under 5% of the top kingdoms land.
All Tier 2 begin with 0 money in the bank but again accumulating wealth the following tick.

Gizmo

Gizmo (1:5)
January 4, 9:27 AM


Slight revision.

Tier 1 will have no shields or research.
They will begin with 750k in the bank.

Tier 2 will begin with 300k in the bank.

Also removed the part in the guide about hunting and referencing the farms, thank you First Shot.

We quote 70 tanks because you can't possibly fail and it's easier than telling you what to send in each scenario.

Gizmo

  • Food

There are a certain number of kingdoms which are free land to grab. These kingdoms are kept in certain land ranges (numbers may differ from round to round). E.g. last round food kingdoms were set between 10% and 2% top1's land, and minimum range was [300-500]. That means that when food kingdoms dip below that range, on the following server tick it resets in land and receives more money!

Information regarding the food kingdoms

We will have one sector with 16 tier-1 food kingdoms [0..275 land]. We will have one sector with 12 tier-2 food kingdoms: - land range 5% - 50% top1's land (min-max range is [300-10000]) - food will start with relatively high defense and explore land until the Universe eats it

Tier 1 food

Tier1 food ranges between 0-275 land and starts off with 300k platinum. The kingdoms will reset to 275 land and 300k+ cash upon death. It will require 70 tanks to succesfully attack the Tier 1 food, and less with each subsequent attack Also take into account any defensive bonuses to the planet type, if any. Tier 1 food resets to 275 land after it is killed.

Tier 2 food

Tier 2 will begin with 300 land and 300-380 tanks defense. These kingdoms will grow land after the top land kingdom on the server is above 600 land. These kingdoms will be exploring every tick, up to 50% of the top kingdoms land. They will explore land again until reaching half of the top kingdoms land. They will have all researches maxed but they will have no probes or shields. Tier 2 regains its military once it falls under 5% of the top kingdoms land. All Tier 2 begin with 0 money in the bank but again accumulating wealth the following tick.

Omni

@everyone Food system is slightly revised, tier-2 will grow land faster if it's DPA (defense ratio) is higher, and slow down its growth as DPA decreases until it resets defense. We expect more land being available!

2020-01-14

Probes[]

Probe Attack Damage Max. Damage Special
Rob Banks 10 Money / probe 10% of Money keep 100% of Money stolen
Arson 1 Residence / 1000 probes 5% of Residences -
Sabotage Powerplants 1 Powerplant / 1000 probes 5% of Powerplants -
Kidnappings 1 Population / 10 probes 5% of Population keep 25% of Population kidnapped
Suicide Probes 10 Power / probe 100% of Power 100% Success Rate

All probes sent are lost

Omni

New proposed SK-like probes sucess and probe loses formula

Success_rate = (sent_probes / MIDDLE_VALUE_OF[target_land x 8, target_probes, target_land x 16]) * (1 - probe_shields)

MINIMUM Success_rate = 20% regardless anything (1 probe trick works).

Probe loses for spy probe missions are equal to SK probe loses (effectively increases by +65% from current sklone formula)

Probe loses for other probe missions are equal to 2xSK probe loses (effectively increases by +130% from current sklone formula)

BASE SK Probe loses = RANDOM (1.1%...2.2%) (instead of current SKLONE 1% rate).

Probe loses for failed probe misisons are 2x (same as in SK).

PROBES NUMBER required to destroy 1 building (Residence/Fusion Power Plant) increased from 1000 to 1500 to nerf deadly arsons a little bit.

so we introduce probes range between land x 8 and land x 16

2020-01-09
Omni

@everyone Probe changes for ROUND13 already deployed to the server, short version of changes:

* Probes defence is in between [land x 8, land x 16] range.

* Success rate on any mission is sent_probes / probes_defence ratio, multiplied by (1 - shields_rate).

* Minimal success rate at any mission is 20% (1 probe trick will work).

* You need 1500 probes to destroy 1 building (used to be 1000 probes).

* Base number for probe loses is like in SK: RANDOM(1.1, 2.2)%, although aggressive probe missions will yield twice big probe loses RAND(2.2, 4.4)%.

* Probes History added to Probes room (shows last 96 probe missions)

* Spy on Probes History added (shows last 12 probe missions)

Attention - probe loses will be far greater from now. However your chances to make successful missions also increased quite a lot.

2020-01-26
RMagician

Probe defense:

Every kingdom has probe defense.

Minimum probe defense is 8x land

Maximum probe defense is 16x land

In order to successfully probe a kingdom you will need to send between 8x and 16x their land.

Probe success = attacker probes / probe defense

2020-01-30

Return Times[]

Omni

@here small bug fix regarding return times split for the WLs, numbers are FLOORed down, instead of normal rounding, same principle works in SK, and same principle works for total return time calculation

6hr: 6, 4, 2

6hr: 6 4 3 1

so middle wls may return slightly faster

2020-01-10

Notes[]

Round12

Paste from Omni at Tue, 31 Dec 2019 03:01:06

** ROUND12 changes. 30 min ticks, 1 month long round, signups starts on the 1st of January of 2020. **

** Planet types ** Mountainous +20% income, -30% power production, start with laser dragoons Forest and Wilderness +30% population, +10% return time, none Terra Form [-60% research required], -10% income, none Mystical Lands -20% return time, -10% offensive strength, fusion tech, scouters Volcanic Inferno [-90% power required], 10x power storage, -10% population, start with fusion & energy tech Jagged Tundra -20% unit cost, -20% probes production, none Oceanic +30% defensive strength, [-25% buildings cost], +20% research required, none Shadow Lands +50% probe production -10% power production, [start with probe armor] Desert Wasteland +30% offensive strength, [-50% dragoons cost], -10% population, start with dragoons Multiple Terrain +20% offense, defense, & power production -20% research, -20% probes & population, all military units researched

** Races ** Terran +10% population, [soldiers cost -33%], +10% return time, Xivornai +10% income, -10% population Gistrami +10% offense, -10% return time, -10% power production Mafielven +10% defense, -10% research required, -10% probes production

** Other changes: **

Kidnaps return 1/4th of stolen population.

Probe attempts limit is 20.

Max robbing mission is 5% (still under discussion).

** Notes **

* We open 6 sectors for sign ups.

* Desert Wasteland bonus is combined with Training Camps (max bonus is -80% goons cost)

* Volcanic Inferno recieves same bonus on all defensive shields

* Jagged Lava renamed to Jagged Tundra

** Food **

We will have one sector with 16 tier-1 food kingdoms [0..275 land].

We will have one sector with 12 tier-2 food kingdoms:

- land range 5% - 50% top1's land (min-max range is [300-10000])

- food will start with relatively high defense and explore land till Universe eats it

- game admins may do some corrections on food's explore speed, because this is still very new feature we have to improve.

We may double tier-2 kingdoms (another sector) count and cut exploration rate by half, to have better spread of coordinates and more bank options.

https://paste.ubuntu.com/p/CbSbYzQGN4/

Paste from Omni at Tue, 31 Dec 2019 09:44:39

I thought I would put my arguments into one box, so everyone can read it anytime, and I dont waste time to explain these things in chaotic mode.

So let's start from making it clear how much closer we are now to sk, than used to be

* original pt names

* fewer military units (rip Sabers, Interceptors, etc)

* reverted back arsons, sabotages to 5% original values, people used to suffer before and down tuned that to 3% before me.

* wl return times back to original formula

* many other small fixes.

* food system as tuned correctly will balance attackers, and it will not be turtling fest anymore, like in old good sk days.

And everyone will have some military to make game more violent, more dynamic.

This is a huge change to make this game closer to old days SK with massive galaxies and plenty to grab, before turtles ruled the world.

Then public is ok to accept some variations like having races, or double game speed, or have few other planet types.

SK banks finding is harder because of slower game pace.

So basically we retain high game intensity with double speed, but I would strongly disagree that we are building Frankenstein.

30 min ticks are fun, but it hurts big part of game population as recent polls have revealed.

Proposed changes are meant to balance real life and higher pace game.

You dont need to rush to spend your probe runs when you're still half asleep (not anymore), you can enjoy your morning instead!

Proposed change to extend how many probe runs one can accumulate is meant to address high game pace, and not to destroy skilled players ability to compete each other.

- skills should matter more than ability to wake up at nights to spend your probe attempts!

These changes barely effects current game mechanics, and will have minor effect to ones who vote against, but have huge positive effect to ones to seek better life and game balance, who want to compete in skills, not in who can sacrifice more on real life duties.

As for banks finding - rob raping is still possible, just with lesser extent - exactly how it's in SK! And if you play small probes, you face this issue anyways.

And few last bits

* public mostly agrees on having planet types with more colourful, bigger contrast bonuses and disbonuses. We need this difference, otherwise half SK PTs would be almost unplayable and dull (e.g. Multiple Terrain).

* So we differ from SK, but only in very crucial areas, where we want to have a better game!

* Anyone *would argue that we don't need built-in attack calc? Because it differs us from SK?..

* And in all other areas I do my best to make sklone in sync with SK!

Can we ignore big part of player base desire to have this game better balanced with their real life? So we can compete on skills, not on who is bigger no lifer...

Peace!


Omni

https://paste.ubuntu.com/p/nkJWc6qFrB/
Trump 2020 (1:4)
January 23, 4:44 PM


* Food kingdoms changes their (x, y) coordinates when they have reset.

* Military disband gives back soldiers, and soldiers gives back population

* Razed buildings give half price back

* Overflowing population does not fluctuate so much as it overflows by less than 5%.

Beta Round 11[]

Message[]

Beta round 11 has begun.  Sign up now!

Round length: December 3rd @ 12am pst - December 31st at 10pm pst.

Round Changes:

  • Power consumption aligned with SK.
  • Built-in attack calculator which automatcally suggests units.
  • Food farms downdgraded to a [200-400] land range and eventually grow to a [320-1600] land range.
  • Missiles downgraded to 0.5%, 1% and 2% land destroyed

Planet Changes:

  • Please read the help file for additional info.

SKlone is a clone of StarKingdoms. With a twist:

  • The game ticks every 30 minutes.
  • Killshot on a kingdom gives you their money and probes.
  • Admin will ban and or punish anyone cheating.
  • Automated farm kingdoms.
  • No advertisements or data mining.
  • A completely free to play non profit game created by the community.


Planet Types[]

Changes from previous Round in bold.

Planet Type Pros Cons Research Specials
Mountainous +20% income -30% power production start with laser dragoons
Forest and Wilderness +30% population +10% return time none
Terra Form

-70% research required

-10% income none
Mystical Lands -20% return time -10% offensive strength fusion tech, scouters
Volcanic Inferno -90% power required, 10x power storage -10% population fusion & energy tech
Jagged Lava -20% unit cost -20% probes production none
Oceanic +30% defensive strength +20% research required none
Shadow Lands +50% probe production -10% power production none
Desert Wasteland +30% offensive strength -10% population start with dragoons
Multiple Terrain +20% offense, defense, & power production -20% research, probes, population all military units researched

Races[]

Race Type Pros Cons
Terran +10% population +10% return time
Xivornai +10% income -10% population
Gistrami +10% offense, -10% return time -10% power production
Mafielven +10% defense, -10% research required -10% probes production

Units[]

Unit Type Offensive Strength Defensive Strength Networth Cost
Soldiers 1 1 3 150
Troopers 4 0 6 350
Dragoons 5 0 7 450
Laser Troopers 0 4 7 400
Laser Dragoons 0 5 8 550
Tanks 9 9 22 1750
Tactical Fighters 12 0 18 1600
Scientists 0 0 8 1000
High Guard Lancers 5 5 12 850

Power Usage[]

User Power Used
Building (including under construction) 2.1
Population 0.35
Military unit at home (except TF or Tank) 0.7
TF or Tank at home 1.4
Military in Training 0
Military out Attacking 0
OmniToday at 02:21

@here  Power usage changes have been deployed to the server

test test test!

population = 0.35 power, all buildings incl in construction = 2.1

trained military which is at home 0.7 per unit, TFs and Tanks take 1.4

production: fusions produce 140 * (sum-of-all-factors)

where sum-of-all-factors = 1 + research + 0.2 (if energy) + pt-bonus + race-bonus


Missiles
[]

187 (1:2)
December 2, 7:52 AM

So we need to discuss missile damage.

Destruction using a 4k land kingdom as an example.

Currently: (0.005, 1%, 2%)

Nuke - 20 land
Fusion - 40 land
Energy - 80 land

Previously: (2%, 4%, 6%)

Nuke: 80 land
Fusion: 160 land
Energy: 240 land

We nerfed nukes to the current formula above. I dislike it but appear to be the only one. Others suggested the poll isn't a good wat to discuss this. What are your thoughts? Do you want it like SK? More powerful but not crazy? Double the current? Any thoughts...


☠️

From Utimate Guide (nuclear land damage corrected from 0.05%):

Missiles

  • Nuclear missiles will destroy 0.5% of the targets land and 2% of their population.
  • Fusion missiles will destroy 1% of the targets land and 6% of their population.
  • Energy missiles will destroy 2% of the targets land and 10% of their population.

We will add destruction of the enemies power reserves soon.

Food[]

Kowloon City (1:2)
December 10, 6:21 PM


Level1 Food kingdoms (sectors 1:6 - 1:8)
downgraded to 0-275 land range, that means kill shots are possible, money amount downgraded to ~ 750K when reset back to 275.
Hopefully it reduces need to do food hunt per tick turn.

Level2 Food kingdoms appeared in 1:9, and more will follow in coming days.
These reset when they lose most of their lands, and get as many tanks for defense as top1 guy has land.
So Currently level2 food kds have over 8000 tanks defense.
Researches are maxed out
These kingdoms build star mines and barracks so they grow banks
These food kingdoms will double land in every 24 ticks.

Kowloon

Kowloon City (1:2)
December 10, 6:25 PM


Level2 food kingdoms will not grow defense until moment when they are hit down to very low land level. Reset happens - kingdom stays low on land, and much defense is added.

Kowloon

Kowloon City (1:2)
December 11, 1:40 PM


Another batch of Food created in 1:10, same rules apply - they get as many tanks as top1 land kd has (<9000 tanks) and grow land +3% every tick.

I am not sure yet what is optimal number of food kingdoms.

Kowloon

2019-12-26

Omni

I changed food's range to [5% - 50%] top1's land with limitation of [200-10k] land.

This will make defense points fluctuate in range of [from 20T/land to 2T/land],

universe should not allow food grow that much in land. @here

Notes[]

Planet types and Races distribution

Omni 3rd Dec,08:38

ROUND11 Planet types and Races distribution

Desert Wasteland 4

Forest and Wilderness 4

Jagged Lava 3

Mountainous 4

Multiple Terrain 7

Mystical Lands 4

Oceanic 2

Shadow Lands 2

Terra Form 6

Volcanic Inferno 6

Gistrami 19

Mafielven 9

Terran 6

Xivornai 8

Kingdoms count: 42

1 : 1 - 8

1 : 2 - 9

1 : 3 - 8

1 : 4 - 9

1 : 5 - 8

Beta Round 10[]

Message[]

 Beta round 10 has begun.  Sign up now!

Round length:

November 3rd at 12am pst - November 30th at 10pm pst.

Recent Changes:

Military, probe, and missile shields are ready.
Tanks now use two barrack spaces.
Research has been tweaked and warp drive is functional.
Farm kingdoms have been automated to produce land and money.
Galaxy size reduced to 9 sectors.
Sector leaders bonus removed.

  • Planet changes have been made. Please read the help file for additional info.


Planet Types[]

Planet Type Pros Cons Research Specials
Mountainous +30% income -30% power production start with laser dragoons
Forest and Wilderness +30% population +15% return time none
Terra Form

-70% research required

-10% income none
Mystical Lands -25% return time -10% offensive strength fusion tech, scouters
Volcanic Inferno -90% power required -10% population fusion & energy tech
Jagged Lava -15% unit cost -20% probes production none
Oceanic +30% defensive strength +20% research required none
Shadow Lands +100% probe production -20% power production none
Desert Wasteland +30% offensive strength -10% population start with dragoons
Multiple Terrain +20% offense, defense, & power production -20% research, probes, population none

Races[]

Race Type Pros Cons
Terran +10% population +10% return time
Xivornai +10% income -10% population
Gistrami +10% offense, -10% return time -10% power production
Mafielven +10% defense, -10% research required -10% probes production

Units[]

Unit Type Offensive Strength Defensive Strength Networth Cost
Soldiers 1 1 3 150
Troopers 4 0 6 350
Dragoons 5 0 7 450
Laser Troopers 0 4 7 400
Laser Dragoons 0 5 8 550
Tanks 9 9 22 1750
Tactical Fighters 12 0 18 1600
Scientists 0 0 8 1000
High Guard Lancers 5 5 12 850


Beta Round 9[]

Message[]

2019 October 3rd at 12am pst - October 31st at 10pm pst.

The round of turbulence.

Planet Types[]

Planet Type Pros Cons Research Specials
Ice Lands +30% income -10% population capacity and growth none
Grass Lands +70% population +10% return time dragoons
Astro-Station

-70% research required

-10% income fusion tech, energy core
Acidic Aura -30% return time -10% offensive strength fusion tech, scouters
Fire Blaze -80% power required none laser dragoons
Jagged Lava -30% unit cost +20% research required none
Misty Phantom +30% defensive strength +20% power required none
Shadow Lands +100% probe production -20% power production none
Gaseous Waste +30% offensive strength -15% probe production dragoons, laser dragoons, vesudian core ai
Dense Jungle +10% offense, defense, & power production -10% research, probes, population none

Races[]

Race Type Pros Cons Special Unit
Terran +20% population capacity and growth +10% return time Sabres
Xivornai +20% star mines -10% probe production Interceptors
Gistrami +10% offensive strength -10% power production Sabres
Mafielven +10% defensive strength +10% research required High Guard Lancers

Units[]

Unit Type Offensive Strength Defensive Strength Networth Cost
Soldiers 1 1 3 150
Troopers 4 0 6 350
Dragoons 5 0 7 450
Laser Troopers 0 4 7 400
Laser Dragoons 0 5 8 550
Tanks 9 9 22 1750
Tactical Fighters 12 0 18 1800
Scientists 0 0 8 1000
Special Ops 4 3 9 600
Interceptors 3 5 9 650
Sabres 5 1 8 520
High Guard Lancers 5 5 12 850

Missiles[]

Missiles are back!

Breaking Bad (1:8)

October 24, 5:54 PM

Enjoy ;-) Energy destroys 2% land 10% population

Fusion - 1% - 6% Nuclear - 0.5% - don't remember ;-) Missile shields either block, either pass the missile. We can consider limiting missile shields to some lower number than 100%.

Shields and Probes[]

Shields are back! Probe changes

Breaking Bad (1:8)
October 23, 5:35 PM

UPDATE: Changes in Probes room:

* Spy on shields * Suicide probes (100% success ratio, destroys 10 power per probe) two mission types added.

Breaking Bad (1:8)
October 22, 4:47 PM

Refresh your browser, you should see Shields menu item above Scores. * Shields will be dropped off, if kingdom becomes powerless.

* Military shields deduct 10% of offender's power (e.g. total-offensive-power * 0.9) * Probe shields may reduce probes mission chance up to -20% * 1 Probe trick will not work, however small kd will have minimum 20 - 25% chance to spy against larger kd. Probes formula * Base success ratio is [Sent probes> / [Defensive probes (virtual) count> * Aggressive probe missions (incl. robberies) WILL DECREASE expected success ratio, which can be countered with more offensive probes. * Shielded probes WILL INCREASE expected success ratio to all missions. * Defender's probe shields will reduce expected success ratio by up to 20% no matter how much extra attacker sends. Remember that probes shielding now is 1:1 with power. Spying should be reasonably OK to do with shielded probe, even when the target has more probes. Aggressive probing is more difficult to do, and extremely more difficult if sent probes are unshielded. This should limit tiny kingdoms chances to destroy large kd at once (because of power reserve limitations). * Military attack report will output offense and defense points after attack happens, and if only attacker sent more than half offensive points to break the target.