Rounds

**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)

### 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

@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**
 2020-02-03

### Probes

 Arson
 Sabotage Powerplants
 Kidnappings
 Suicide Probes
All probes sent are lost

 2020-02-03

### Notes

Start/End:

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

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

*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.

### Races

 Type
  Terran
 population, soldier cost is 100
  Xivornai
 income
  Gistrami
 offense, -10% return time
  Mafielven
 defense, -10% research required
 probes production

### Food

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
 2020-01-05

* 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.

 1:6, and 1:8 sectors
1:7 is well defended tier-2 food kds
~ 400 tanks defense
Defensive loses are 5% per grab
 2020-01-04

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.

```
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*

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.

 2020-01-14

### Probes

 Arson
 Sabotage Powerplants
 Kidnappings
 Suicide Probes
All probes sent are lost

**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.
 2020-01-09

@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)
 2020-01-26

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.
 2020-01-30

### Return Times

@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
 2020-01-10

### Notes

\*\* 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.

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.
 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.
 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!

```
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

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.

### Races

 Xivornai
 Gistrami
 Mafielven

### Power Usage

 Population
 Military unit at home (except TF or Tank)
 TF or Tank at home
 Military in Training
 Military out Attacking

@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

```
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 landFusion - 40 landEnergy - 80 land
Previously: (2%, 4%, 6%)
Nuke: 80 landFusion: 160 landEnergy: 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...

*☠️*

**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

```
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.

```
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*

```
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*

OmniToday at 13:27
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

**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

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.

### Races

 Xivornai
 Gistrami
 Mafielven

## Beta Round 9

### Races

 Xivornai
 Gistrami
 Mafielven

### Missiles

***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

```
October 23, 5:35 PM

```

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

```
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.