Welcome to the Galactic Frontier
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Domination is imminent, my friend.
Step into the universe of StarKingdoms, a multiplayer game that has been captivating players for over 25 years. First launched before the year 2000, this enduring classic offers a galaxy of challenges where strategy, alliances, and ambition collide. Build your own kingdom and navigate the complexities of galactic domination in a game where the stakes are as high as the stars themselves.
Kingdom Dynamics
Your kingdom is built on a delicate balance of money, power, population, land, military units, scientists, and probes. Together, these elements determine your net worth, a reflection of your kingdom's size and influence. As you grow stronger, you’ll gain recognition—but also the attention of rivals seeking to challenge your supremacy.
Thriving Alliances & Community
Forge alliances with like-minded leaders to pool resources, coordinate strategies, and defend against common threats. Beyond the game, our vibrant Discord community is alive with conversation, camaraderie, and competition. Whether sharing strategies or celebrating victories, the bonds formed here extend the game’s impact far beyond the battlefield.
Expedition & Warfare
Expand your kingdom’s reach by exploring uncharted regions of the galaxy. Dispatch skilled workers to uncover hidden resources, and launch probes to gather crucial intelligence. Train soldiers, draft elite units, and construct a powerful military to protect your realm and press your advantage.
The Art of Warfare
Engage in strategic battles to seize enemy lands, plunder resources, and secure your place as a dominant force. Use advanced technologies developed by your scientists to outthink and outmaneuver rivals. Every decision shapes your destiny, and every victory leaves its mark on the galaxy.
High-Stakes Conflict
For the bold, unleash devastating missile strikes to annihilate enemy strongholds. Such actions carry great risk—retaliation and political fallout are inevitable—but the rewards can be just as significant. Choose your path carefully; domination is not without consequences.
Survive and Thrive
The galaxy is a challenging yet rewarding frontier. Build, explore, and conquer while maintaining the balance that sustains your kingdom. With alliances to bolster you and enemies to test you, only the most resilient will prevail. Will you ascend to greatness or be lost to the stars? The universe awaits your command.
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Basics |
Welcome to Star Kingdoms! In this galaxy-spanning strategy game, you will lead your kingdom to power through resource management, research, military strategy, and alliances. Here are the foundational elements to get you started:
- Resources:
- Money: Generated primarily through Star Mines and taxes from your population. Money fuels your kingdom’s growth, allowing you to construct buildings, train military units, and fund research.
- Power: Produced by Power Plants, power is essential to maintain your buildings and support military units. Ensure you have enough power to avoid inefficiencies.
- Probes: Manufactured in Probe Factories, probes are vital for espionage, offensive operations, and defense.
- Population:
- Population lives in Residences and contributes to your kingdom’s income through taxes.
- Military units also require housing. If there is insufficient room in Barracks, they will displace civilians from residences.
- Buildings:
- Construct and manage buildings to expand your kingdom’s capabilities. For example, Barracks house your military, and Star Mines generate income.
- Specialized buildings like Air Support Bays and Aegis Control Hubs are required to field advanced units like tactical fighters and interceptor drones.
- Military:
- Your army is the backbone of your kingdom’s offense and defense. Train units like Soldiers, Dragoons, and Tanks, or unlock advanced units through research.
- Military operations consume resources, including money and power, so plan accordingly.
- Research:
- Invest in research to unlock new technologies, enhance resource production, and improve military strength. Prioritize technologies that align with your strategy.
- Exploration and Expansion:
- Acquire more land to construct buildings and increase your kingdom’s power. Land can be gained through exploration or warfare.
- Alliances:
- Join or create an alliance to collaborate with other kingdoms. Alliances provide collective benefits, such as shared income and the ability to wage sector-wide wars.
- Tick System:
- The game operates on a "tick" system, with each tick representing a specific interval of time. Resources, military actions, and other processes are updated every tick. Plan your strategies with the tick cycle in mind.
Master these basics to build a prosperous and powerful kingdom. As you progress, advanced strategies and mechanics will come into play to shape your path to dominance. Good luck, commander!
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Newbie Guide |
Buildings |
Build 80 star mines.
Build 32 probe factories.
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Exploration |
Explore 24 land.
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Research |
Assign 10 scientists to the money bonus.
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Barracks |
Once you have acquired 16 land build barracks and begin training soldiers. Be
careful not to
build more than you can support.
Check your military for available barrack space as going over 100% will cause population loss
and affect your
money.
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Training Camps |
After you have sufficient barracks to support your troops focus on training camps. Build 10% of
your land as
training camps to reduce the cost of military units by 30%. You will want to begin building
units at the
24 hour mark so that you have enough offense to attack food, but enough defense
to not become a
target yourself.
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Rubble |
If you receive arsons or sabos it will create a building called Rubble out of the burn down res
and power plants. Rubble can then be
razed to recover 40% of the building cost.
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Scientists |
As the game progresses it is recommended to maximize the top
4 research bonuses (Pop, Power, Military, & Money) as soon as possible.
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Tips |
Explore 24 more land as soon as you can but not before. Do this throughout
newbie mode. You have
enough power
plants to last you through newbie mode. It is not necessary to power your shields as nobody can
attack you. Raise
your military shields once newbie mode has ended. Maximize your money and residence bonus first
to increase your
income. Attack the food kingdoms as soon as newbie mode ends.
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Planet Type information
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Planet Type
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Pros
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Cons
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Research
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Mountainous |
+20% income
+30% honor
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-20% power produced |
none |
Forest and Wilderness |
+10% population
+15% barracks space
+10 starmine income
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None
|
None
|
Herbal Jungle |
-15% scientists cost
+10% capacity for all military housing
-50% training camps required
|
-10% probe production |
none |
Terra Form |
-40% research required
+5 research maximum
|
-10% income |
Starts with 1500 research points for pop, power, mili, and money |
Mystical Lands |
-20% return time
-10% offensive losses
-5% balanced unit cost
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-10% offensive strenth |
Starts with fusion technology. |
Volcanic Inferno |
-80% power required(except for shielded probes and kingdom shields)
5x power storage
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-10% capacity for all military housing
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Starts with fusion technology and requires -50% power to shield probes. |
Jagged Tundra |
-15% unit cost (including scientists) |
+5% building |
none |
Oceanic |
+10% defensive strength
+10% income
+10% enemy offensive losses
|
none |
Starts with laser dragoons |
Desert Wasteland |
+20% offensive strength
-10% offensive unit cost
+10% enemy defensive losses
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none |
Starts with dragoons and FDC always maxed 25% |
Ice Giant |
-20% building cost
+5% land gains
enemy +10% return time
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-5% Defense
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Starts with dragoons and laser dragoons |
Shadow Lands |
+10% probe production
Ignore MA
+30% Power Production
Intel PAs (max 5, restore 1 every 3 ticks)
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None
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Starts fusion technology, probe armor and 50 module points
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Multiple Terrain |
none
none
|
none |
- Dragoons
- Laser Dragoons
- High Guard Lancers
- Fighters
- Ability to switch race every 8 ticks
- Switch state: 16 ticks
- Module cooldown: 16 ticks
- 1.5 module points per tick
- Race Tokens cost 25k, 50k, 75k...
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Helium |
+10% offensive strength
-10% building cost
+25% research efficiency
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-5% population
|
none |
Race Type information
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Race Type
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Pros
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Cons
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Ancients
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Ancients Lvl 1 |
+20% research efficiency
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none |
Ancients Lvl 2 |
+30% research efficiency
-5% scientist cost
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none |
Ancients Lvl 3 |
+40% research efficiency
-10% scientist cost
12 tick scientist production
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none |
Terran |
Terran Lvl 1 |
+8% population
Soldiers cost 140 gold
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none |
Terran Lvl 2 |
+10% population
Soldiers cost 130 gold
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none |
Terran Lvl 3 |
+12% population Soldiers cost 120 gold
-4 ticks soldiers training time
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none |
Xivornai |
Xivornai Lvl 1 |
+4% income |
none |
Xivornai Lvl 2 |
+7% income |
none |
Xivornai Lvl 3 |
+10% income |
none |
Gistrami |
Gistrami Lvl 1 |
+5% offense
-5% offensive losses
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none |
Gistrami Lvl 2 |
+10% offense
-5% return time
-10% offensive losses
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none |
Gistrami Lvl 3 |
+10% offense
-10% return time
-15% offensive losses
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none |
Mafielven |
Mafielven Lvl 1 |
+5% defense
-10% shield cost reduction
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none |
Mafielven Lvl 2 |
+7% defense
-15% shield cost reduction
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none |
Mafielven Lvl 3 |
+10%defense
-20% shield cost reduction
+10% max probe shields
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none |
Qanut |
Qanut Lvl 1 |
-5% building cost
-5% exploration cost
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none |
Qanut Lvl 2 |
-10% building cost
-10% exploration cost
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none |
Qanut Lvl 3 |
-15% building cost
-15% exploration cost
building construction -4 ticks
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none |
Shadow |
Shadow Lvl 1 |
+10% probes production
-10% probe losses
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none |
Shadow Lvl 2 |
+10% probes production
-10% probe losses
+10% probe damage
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none |
Shadow Lvl 3 |
+15% probes production
-15% probe losses
+15% probe damage
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none |
Pick a starting Race at signup, after that research the other races on the research page to
unlock them. Once Races are unlocked you can switch your
race every 16 ticks by the Status page.
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Modules |
Points for the modules are earned each tick(after newbie mode), can reset your tree
once every 36 ticks(then tree will be on 36 tick cooldown before you can perform this action
again.). |
Income (Levels 1 - 5) |
Income increased by 1% for each Level.
Unlock Income.
Requires 60 points to complete, 12 points per level.
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Population (Levels 1 - 5) |
Population increased by 1% for each Level.
Unlock Population.
Requires 60 points to complete, 12 points per level.
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Building Cost Reduction (Levels 1 - 5) |
Building process improvements have been made with some new technology. Building costs decreased
by 1% for each Level.
Unlock Building Cost Reduction.
Requires 50 points to complete, 10 points per level.
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Barracks Capacity (Levels 1 - 10) |
Barracks Capacity increased by 1% for each Level.
Unlock Barracks Capacity.
Requires 100 points to complete, 10 points per level.
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Exploration Cost Reduction (Levels 1 - 5) |
Exploration process improvements have been made with some new technology. Exploring costs
decreased by 1% for each Level.
Unlock Exploration Cost Reduction.
Requires 40 points to complete, 8 points per level.
|
Max Explore Increase |
Exploring process improvements have been made with some new technology. Max explore increased to
12% of land instead of 10% of land.
Unlock Max Explore Increase.
Requires 25 points.
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Research Drones (Levels 1 - 15) |
Scientists will now have research drones to assist with research speeding up the process.
Research efficiency increased by 1% for each Level.
Unlock Research Drones.
Requires 75 points to complete, 5 points per level.
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Power (Levels 1 - 10) |
Power production increased by 1% for each Level.
Unlock Power.
Requires 50 points to complete, 5 points per level.
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Power Storage(Levels 1 - 5) |
Power storage increased by x0.5 for each Level.
Unlock Power Storage.
Requires 150 points to complete, 30 points per level.
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Starmine Efficiency |
Mining process improvements have been made with some new technology. Starmines can now produce
140 gold instead of 130 gold.
Unlock Starmine Efficiency.
Requires 75 points.
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Residence Housing |
Residence can now house 5 addition population.
Unlock Residence Housing.
Requires 75 points.
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ASB Space Increase |
ASB can now hold 5 addition units.
Unlock ASB Spacing.
Requires 50 points.
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ACH Space Increase |
ACH can now hold 5 addition units.
Unlock ACH Spacing.
Requires 50 points.
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Building Construction Booster |
Building can be constructed in 12 ticks.
Unlock Building Construction Booster.
Requires 50 points.
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Defense Cost Reduction |
Defense units cost reduced by 5%.
Unlock Defense Cost Reduction.
Requires 75 points.
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Balance Cost Reduction |
Balance units cost reduced by 5%.
Unlock Balance Cost Reduction.
Requires 75 points.
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Offense Cost Reduction |
Offense units cost reduced by 5%.
Unlock Offense Cost Reduction.
Requires 75 points.
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Scientists Cost Reduction |
Scientists cost reduced by 10%.
Unlock Scientists Cost Reduction.
Requires 50 points.
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Scientist Bunk |
Scientists will require 50% of their our room in the barracks, some scientists will share with
other military. Scientists will require 50% less barracks space.
Unlock Scientist Bunk.
Requires 75 points.
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Max Soldier Trainable Increase |
Max soldiers trainable increased to 12% of current population instead of 10% of current
population.
Unlock Max Soldier Trainable Increase.
Requires 50 points.
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Soldier Cost Reduction |
Soldier cost reduced by 25 money per.
Unlock Soldier Cost Reduction.
Requires 75 points.
|
Offensive Losses Reduction |
Offensive losses reduced by 15%.
Unlock Offensive Losses Reduction.
Requires 60 points.
|
Probe Production Increase (Levels 1 - 20) |
Probe production increased by 1% for each Level.
Unlock Probe Production Increase.
Requires 80 points to complete, 4 points per
level.
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Probe Loss Protection (Levels 1 - 20) |
Probe losses decreased by 1% for each Level.
Unlock Probe Loss Protection.
Requires 80 points to complete, 4 points per
level.
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Probe Shield Cost Reduction (Levels 1 - 10) |
Probe shield cost decreased by 3% for each Level.
Unlock Probe Shield Cost Reduction.
Requires 60 points to complete, 6 points per
level.
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Missile Building Reducer |
Missiles can be built 50% faster.
Unlock Missile Building Reducer.
Requires 75 points.
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Honor Gain (Levels 1 - 20) |
Honor gain increased by 2% for each Level.
Unlock Honor Gain.
Requires 100 points to complete, 5 points per level.
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Reduced Probe Damage |
Research the use of decoys that can be distract probes from taking resources. Decreases probe
damages from incoming probes by
20%.
Unlock Reduced Probe Damage.
Requires 75 points.
|
Shield Efficiency |
Shields power requirement reduced by 35%.
Unlock Shield Efficiency.
Requires 75 points.
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Universe Events |
Event Name |
Effect |
Solar Storm |
-25% power production |
Medal of Honor |
+20% honor, +3% income |
Tranquil Weather Upon Us |
-20% exploration cost and -10% building cost |
Visit from Unknown Beings |
+25% research efficiency |
Hazy Skies Ahead |
+20% probe damage |
Gravity Wave |
+10% offensive losses, +10% defensive losses |
Knowledge is Power |
SOKs reveals scientist and probe counts |
Offense is the Best Defense |
+5% offensive strength Those in defensive state will be changed to none state with 0
cooldown, and defensive state is blocked for event duration |
War Leader AWOL |
only 3 wls available, -10% return time |
On the Double |
Double module points per tick |
No Honor Among Fiends |
No honor gains from attacks |
Solar Flare |
+25% power production |
None the Wiser |
All kingdoms are forced into none state and given a 24 tick cool down when selecting their next
state |
Shattered Shields |
-25% shield effectiveness |
Malicious Attack |
attacks ignore MA protection |
Buildings |
Residence |
Residence are where the population lives. If there is not enough room in your barracks for your
military, your
military will 'kick out' population from their residential homes in order to seek shelter.
Population will also
give you income through taxes.
Holds 50 civilians or military. 2 money per population.
|
Barracks |
Military are housed here first, but if there is no room they will enter the residence and kick
out your
population. Failing to produce enough barracks will eventually result in death. You will lose
population every
tick until this is corrected. All land units require one space in the barracks, with the
exception of tanks which will require two.
Holds 75 military units.
|
Air Support Bay |
The ASB houses your tactical fighters. You can not build tactical fighters without the ASB to
house them.
Holds 30* Tactical Fighters.
* With Large ASB researched, it will hold up to 40
|
Aegis Control Hub |
The ACH houses your f74 interceptor drones. You can not build f74 interceptor drones without the
ACH to house them.
* Building can't be razed unless the building is empty.
Holds 50 F74 Interceptor Drones.
|
Power Plant |
This building can produce 100/150* units of power. Up to 500/1000* units of power can be stored.
Any excess is lost.
Produces 100/150* power and stores up to 500/1000* power.
* If Fusion Technology is researched.
|
Star Mine |
This building provides you with gold every tick and is usually the main source of income.
Produces 130 money.
|
Training Camp |
Training camps greatly decrease the cost of military units. If you have 10% of your land as
training camps
you will reduce the costs of military units up to the maximum of 30%. This does not apply to
soldiers.
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Probe Factory |
PF's manufacture probes that are produced each tick. They are vital to both the offensive and
defensive
capabilities of your kingdom.
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Research |
Population Bonus, Power Bonus, Military Strength, Money, Frequency Decryption, Warp Drive are
currently recieving a 40% discount on this round.
|
Population Bonus |
By increasing the capacity of the residence building, a kingdom can increase the population
above normal.
Maximum 20%
Increases Population
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Power Bonus |
More efficient fuel can be discovered to increase the power output of any given powerplant.
Maximum 50%
Increases Power
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Military Strength |
By discovering new weapons and armor one can make there army more effective. This research will
improve both your
offensive and defensive military strength.
Maximum 30%
Increases Military Strength
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Money |
Improved government projects can increase revenue. By reducing unemployment and government
spending strategies
more tax money can go towards construction and military.
Maximum 25%
Increases Income
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Frequency Decryption |
Probes use the same low end frequencies to transmit data, regardless of who is using them, as
the low end
frequencies are the only ones capable of transmitting data at such a long distance. Although we
frequently pick
up signals over the radio, we are rarely able to decrypt it. This is why we have placed
scientists on the job to
monitor the waves 24/7. When successfully decrypting a transmission we can calculate how many
probes were sent,
what the probes were assigned to do, and who sent them.
Maximum 25%
Gives a chance at knowing which kingdom successfully probed you.
|
Warp Drive |
Through advanced research, knowledge learned in the energy core project can be used to increase
the speed at
which our armies move.
Maximum 20%
Requires Energy Core research.
Decreases attack time.
|
Dragoons |
Research laser scopes, electronic implants, and offensive programming for military units.
Develop Dragoon
Requires 60,000 points.
|
Fighters |
Research heavily armed jets for use in battle.
Develop Fighters
Requires 150,000 points + Dragoons to be unlocked.
|
Laser Dragoons |
Research new armor upgrades and defensive programs.
Develop Laser Dragoon
Requires 72,000 points.
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Aegis Control Hub |
Research AI technology that control defensive programmed drones.
Develop F74 Interceptor Drones, and Aegis Control Hubs
Requires 350,000 points + Laser Dragoons to be unlocked.
|
High Guard Lancers |
Research advanced technology to train elite units as Lancers with both offensive and defensive
abilities.
Develop High Guard Lancers
Requires 200,000 points.
|
Hover Tanks |
Research advanced technology to train elite units as Hover Tanks with both offensive and
defensive abilities.
Develop Hover Tanks
Requires 500,000 points
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Vesudian Core and AI Technology |
Research the ability to harness the power of the Vesudian Core, and the AI technology to control
it. Allows the
production of air support bay's and tactical fighters.
Develop Vesudian Core and AI Technology.
Requires 300,000 points + Fighters to be unlocked.
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Large ASB |
Research the ability to house 40 Tactical Fighters instead of 30 Tactical Fighters.
Support more Tactical Fighters.
Requires 350,000 points + Vesudian Core and AI Technology.
|
Fusion Technology |
Learn how to harness the power of fusion in order to build more powerful missiles, and produce
power more
efficiently. Allows the production of the fusion missile and upgrades power plant.
Develop Fusion Technology
Requires 30,000 points.
|
Energy Core |
Research the use of an advanced energy based core in machinery's engines and power plants.
Increases power
production of power plants by 20%, allows you to produce the Energy Missiles, and decreases
attack time by 10%
Develop Energy Core.
Requires 50,000 points and the research of Fusion Technology to be completed.
|
AntiMatter Reactor Core |
Research the use of Antimatter which allows for production of the Falcon, and Raptor missiles.
Develop AntiMatter Reactor Core.
Requires 250,000 points and the research of Energy Core to be completed.
|
Probe Armor |
Research the use of an armor plating that can be polarized to resist energy weapons. Decreases
probe losses by
50%.
Develop Probe Armor.
Requires 92,000 points and the research of Fusion Technology to be completed.
|
Longevity |
Research the health and genetics of your civilians to increase life expectancy and quality of
life. Increases
birth rate 4x and Residences house 55 civilians instead of 50.
Develop Longevity Technology.
Requires 250,000 points + Fusion Technology, and Energy Core to be completed.
|
Race Token 1-9 |
Race tokens are used to unlock/level up your races into a more evolved form. There are currently
9 tokens that can be researched. Use tokens on status page.
Race token.
Requires 35k/70k/105k/140k/175k/210k/245k/280k/315k points.
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Probes |
Mission
|
Result
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Spy on kingdom |
Decrypt detailed information of a kingdom.
|
Spy on military |
Decrypt the military status of a kingdom.
|
Spy on buildings |
Decrypt the current buildings of a kingdom.
|
Spy on research |
Decrypt the current research of a kingdom.
|
Spy on shields |
Decrypt the current shield % of a kingdom.
|
Spy on News |
Decrypt the current news of an alliance.
|
Rob banks |
returns 10 money per probe sent up to 10% of the defender's money
|
Mine Gold |
Up to 15k probes returns $6.5 gold per probe.
Past 15k probes, additional probes will return $2.5 per probe.
Has a cap of 100k + $50 * Resis + $100 * SMs
|
Arson |
Destroy an enemies residence.
|
Sabotage |
Destroy an enemies power planets.
|
Kidnappings |
return 1/4th of the 5% of stolen population
|
Suicide |
Sacrifice your probes to destroy the enemies current power, 7 power per probe.
|