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## Ultimate Guide

Copied 2019-12-23

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**The Ultimate Guide**

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**Misc*** This game is under active development, there will be imperfections. You will find some mobile-friendly touches in the UI.
* The game is set to tick in 30 minute intervals based off of the system clock, this is when resources are updated, war leaders begin their return, etc.
* The round resets at the beginning of each month.
* If you desire to land in the same sector as a friend use the group sign ups.
* Sklone has many Races in addition to Planet types. You can learn more about that here.
* The In-game menu contains a link to the SKlone Discord channel. Players can take advantage of this to meet friends and enemies. Create a channel with your friends to plot universal domination!
* Sending aid to another kingdom is disabled at this time.
* Max buttons are optimized to build in units of 16/24 to maximize growth and for your convenience.
* When you take the final piece of land from a kingdom your news will inform you that the kingdom was annihilated. You will salvage their land, money, power, population, and probes for your own.

**Formulas*** If  Pop < 2000 set NewPop = Pop - 100 ELSE SET @NewPopulation = @Population - (@Population \* 0.05)
* Attacker: (units\_total) \* (1 + mil% + (wls\_count - 1) \* 0.03 - (0.2 if powerless) + pt\_bonus + race\_bonus) \* ( 1 - defenderShields)
* Defender: (units\_total) \* (1 + mil% + pt\_bonus + race\_bonus - (0.2 if powerless))
* Income = ROUND((Kingdom.Population \* 2 + Starmines.Built \* 130) \* (1 + (ResearchPercent/100) + (PlanetType.Income-1) + RaceType.Income), 0)
* Probes per tick = Kingdom.Probes + ProbeFactories.Built \* (ProbeFactor.PlanetType) \* (0.5 + (RAND() / 2))
* Kidnappings take away 5% of a target's population
* Longevity increases population growth by 4x.
* If your kingdom reaches 0 population or land you will die.

**Politics*** The Sector Leader (SL) does not have any in-game bonus at this time as there are no sector states.
* We would like players to treat their sectors as alliances until the player base reaches an optimal level.
* Sector leaders can create alliances but we request that they limit it to only their sector. This way sectors that want to fight can declare war and benefit from a 20% offensive bonus.

**Military*** Attackers will lose up to 8% of their offensive units during an attack. There is no option to shield sent units.
* Defenders will lose up to 5% of their defensive units during an attack.
* The base return time is 14 ticks. Warp drive research requirements were reduced to make their research more affordable.
* You can build an unlimited amount of unsupported Tactical Fighters. You still require Air Support Bays to send them out.
* There is one new unit - High Guard Lancers (5/5), it takes only a single barracks space. There are no fighters.
* There is no land defense value. You could send 1 unit to grab some land on an undefended kingdom.
* Units in training do not require a barracks space. It's possible to reduce space temporarily by training soldiers, but they will require barracks after they have returned from the training camps.
* Units created after you exceed 100% of your barracks space will move into the residence and the population there dies. However the population bonus still effects how many units one residence can house!
* Disbanded military units are converted back to population. You can not disband units into soldiers. We do plan to correct this later.
* Missiles bring the old-school wars back to the game. Kingdoms are encouraged to have missile shields up at all times.

**Food flow**
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!
**Hunting for food!**
Hunting for food is a superior strategy to exploration which becomes costly as you increase in land. A common strategy to building a kingdom is to search out a smaller kingdom, probe their military/shields, then hit them right before the server ticks. This reduces the amount of time your war leaders are away from the planet. Robbing banks of kingdoms that have not been online for awhile is a common tactic, and the top land leaders will certainly have taken advantage of it. It is a courtesy on the game not to hit a well defended kingdom that is less than 1/3 of your land size, unless they are poorly defended. Doing this is referred to as bashing and veterans often frown upon it.
Note: The server is occasionally slow to tick. It is best to wait 1-2 seconds while your kingdom updates before sending out war leaders. People will attempt to make hits right after the update so be aware that you may attack the previous hour if you are too fast to attack. This becomes an issue when you know a kingdom is coming out of newbie mode the next tick and desire the first hit.
Food kingdoms have very low defense, at the round start they have 50 tanks and 200 soldiers. 80 tanks is enough to break them.

**Probes*** Probes formula: basic success ratio is probes\_sent/probes\_defense.
* There is no 8 or 16/land probes factor. Probes have been tweaked from the original SK formula.
* Probes missions require 1 power per probe to shield.
* Unshielded probes are twice less likely to succeed!
* Spy missions have a slightly higher success rate.
* Aggressive missions require 1/3 more probes to be sent for the highest possible success rate.
* There is a 30-40% chance to get through shielded/unshielded.
* Probe shields on a defender's side reduce success ratio up to 20%, no matter how many probes are sent against them.
* Small kingdoms will have at minimum a 20% chance to spy on a kingdom if they send all of their probes.
* The 1 probe trick will not work here.

**Newbie mode*** Newbie mode will last for 96 ticks.
* There is no option at this time to convert buildings, and razed buildings will not be refunded a percentage of the cost. We will fix this later.
* Keep in mind that your population will only grow 2.5% per tick. Be careful in creating too many residences early. Forest kingdoms should take this into consideration before creating only residence in newbie mode.
* Energy Core is only 20,000 points to research once Fusion Technology is complete.

**Missiles*** Nuclear missiles will destroy .05% 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.
* Universal domination is imminent... my friend.

**Farms*** Farms currently have 30 tanks and 200 soldiers as defense when they are created.
* They do not have any research or shields.