Star Kingdoms Help

Round Changes

This is a Celestial Storm round — see Celestial Storm and Round Eras for details.

Gameplay Changes
  • Research Kingdom State
    • Research efficiency +30% → +40%
    • New: -5% scientist cost
    • New: scientists train 4 ticks faster
  • Kill Shots
    • Now shared between everyone who attacked that kingdom in the last 24 hours, split evenly by number of attacks — see Alliances Guide
  • Inter-Alliance Restrictions
    • Attacking, probing, and missiling your own alliance mates is now disabled
  • Domination Points
    • Relic weight for domination score increased from 20% to 40% — see Domination Points
  • Alliance Relations
    • War's +10% offensive bonus now ramps up 1%/tick over 10 ticks instead of applying instantly
    • Peace renamed to Barricade; its +15% defense bonus now ramps up 1%/tick over 15 ticks instead of applying instantly — see Alliances Guide
  • Mine Gold
    • Rebalanced returns and a higher residence money cap — see Mine Gold
  • Relics
    • New purchasable income bonus for holding a relic — see Relics
Planet Type Changes
  • Mystical Lands
    • -15% offensive losses (previously -10%)
  • Ice Giant
    • +10% land gains (previously +7%)
  • Multiple Terrain
    • Race Tokens 40% cheaper (previously 30%)
    • New unique research: Race Tokens 13-15 (300k/350k/350k points, chained), locked to Multiple Terrain
  • Forest and Wilderness
    • New: +10% population
    • New: -$25 Soldier cost
    • Removed: +10 starmine income
    • New unique research: Verdant Bloom — +10% Population, all bio units train 4 ticks faster, locked to Forest and Wilderness
  • Desert Wasteland
    • New: +20% power production
    • Removed: +10% Mech Space (ACH/ASB capacity)
    • New unique research: Thermal Conversion Array — another +20% power production (stacks to +40% total) and -$15 Soldier cost, locked to Desert Wasteland
Mine Gold

Mine Gold probe returns have been rebalanced this round. See the dedicated Mine Gold guide for the full breakdown. Comparison at a few probe counts:

  • Money cap per Residence built: $100 $50
Effective Probes Old New % Diff
15,000 97,500 92,172 -5.5%
30,000 156,943 142,620 -9.1%
50,000 203,446 184,699 -9.2%
100,000 302,187 273,499 -9.5%
250,000 540,025 499,823 -7.4%
500,000 862,624 823,633 -4.5%
1,000,000 1,400,000 1,388,932 -0.8%
2,500,000 2,900,000 2,900,000 0.0%
Relics

See the dedicated Relics guide for the full breakdown. Summary for now:

  • Relics now belong to the alliance, not the player who found them — no single owner anymore
  • Relics count towards domination points, and still contribute honor as before
  • To steal one, sabo / arson / attack any kingdom in the owning alliance — not just the original holder
  • Bigger kingdoms (by land) are more likely to yield the relic when hit
  • Hitting / probing the same kingdom twice does nothing — pick a new target each time
  • Other alliances hitting the kingdom first doesn't affect your chances, unless they actually steal the relic — e.g. if kingdom A was hit by alliance 1, alliance 2 can still get the relic by hitting kingdom A
  • Your own alliance mates are the exception: if one of them already hit a kingdom, hitting it yourself won't gain you the relic
  • New: income bonus — each relic held generates 1 faith per tick for the alliance; faith buys an income bonus:
    • 24 faith → +2% income for 12 ticks
    • 48 faith → +4% income for 12 ticks
    • 72 faith → +6% income for 12 ticks
Alliance Faith

Relics v2 held by the alliance generate Faith every tick, on top of the Faith each member kingdom already earns individually. Faith can be spent on timed alliance-wide bonuses, bought from the Faith tab on the Alliance War Room page:

BonusTier 1Tier 2Tier 3
Income Boost+2.00% kingdom income for 12 ticks (24 Faith)+4.00% kingdom income for 12 ticks (48 Faith)+6.00% kingdom income for 12 ticks (72 Faith)

Only the alliance leader or assistant leader can buy. One tier active per bonus per alliance at a time — buying a different tier replaces it.

Previous Round Changes
For previous round changes, see our round changes archive, or check out our wiki for older rounds.

Planet Type Information

Planet Type Pros Cons Research
Mountainous +20% income
+65% honor
-25% probe shield cost
-20% power produced none
Forest and Wilderness +15% barracks space
+10 starmine income
+10% population
-$25 Soldier cost
None Unique research: Verdant Bloom (locked to this planet) — +10% Population, all bio units train 4 ticks faster
Herbal Jungle -20% scientists cost
+10% capacity for all military housing
-50% training camps required
-15% probe production none
Terra Form -50% research required for land bonuses
-30% research required for static researches
+5% max research on land bonuses
-10% income Starts with 1500 research points for pop, power, mili, and money
Mystical Lands -20% return time
-10% -15% offensive losses
-5% hybrid unit cost
-10% offensive strength Starts with fusion technology.
Volcanic Inferno -55% power required (except kingdom shields)
-55% power to shield probes
2x power storage
None Starts with fusion technology
Jagged Tundra -15% unit cost (excluding scientists)
+10% land gain
+10% scientist costs none
Oceanic +10% defensive strength
+10% income
+10% enemy offensive losses
-10% research efficiency Starts with laser dragoons
Desert Wasteland +15% offensive strength
-10% offensive unit cost
+50% Honor Gains
+10% Mech Space
+20% power production
None Starts with dragoons and FDC always 50%. Unique research: Thermal Conversion Array (locked to this planet)
Ice Giant -20% building cost
+7% +10% land gains
enemy +10% return time
-5% Defense Starts with dragoons
Shadow Lands +10% probe production
-15% probe losses
+50% ignore MA
-5% return time
None Starts with fusion technology, 50% discount on Probe Armor 1-5 and Probe Assembly 1-3, Expanded Recon 2. PT specific research (750k pts, available from start): +25% probe attempts (extra PA every 4 ticks)
Multiple Terrain Ability to switch race every 6 ticks
Switch state: 12 ticks
Module cooldown: 12 ticks
1.5 module points per tick
none Dragoons
Laser Dragoons
High Guard Lancers
Fighters
Race Tokens 30% Cheaper
Race Tokens 40% Cheaper
Unique research: Race Tokens 13-15 (locked to this planet)
Helium +10% offensive strength
-10% building cost
+30% research efficiency
-5% population none
Eternal Plains +15% Defense
-15% Explore Cost
+10% Probe Production
+10% research required Starts with Laser Dragoons
Albion Prime +10% income
+10% probe production
+10% offensive strength
+10% land gain
+10% return time none

Race Type Information

Race Type Pros Cons
Ancients
Ancients Lvl 1 +15% research efficiency
none
Ancients Lvl 2 +25% research efficiency
-5% scientist cost
none
Ancients Lvl 3 +35% research efficiency
-10% scientist cost
8 tick faster scientist production
none
Terran
Terran Lvl 1 +8% population
Soldiers cost 140 gold
none
Terran Lvl 2 +10% population
Soldiers cost 130 gold
none
Terran Lvl 3 +12% population
Soldiers cost 120 gold
-4 ticks soldiers training time
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
none
Gistrami Lvl 2 +10% offense
-5% return time
-10% offensive losses
none
Gistrami Lvl 3 +10% offense
-10% return time
-15% offensive losses
none
Mafielven
Mafielven Lvl 1 +5% defense
-10% shield cost reduction
none
Mafielven Lvl 2 +7% defense
-15% shield cost reduction
none
Mafielven Lvl 3 +10%defense
-20% shield cost reduction
+10% max probe shields
none
Qanut
Qanut Lvl 1 -5% building cost
-5% exploration cost
none
Qanut Lvl 2 -10% building cost
-10% exploration cost
none
Qanut Lvl 3 -15% building cost
-15% exploration cost
building construction -4 ticks
none
Shadow
Shadow Lvl 1 +10% probes production
-5% probe losses
none
Shadow Lvl 2 +15% probes production
-10% probe losses
+5% probe damage
none
Shadow Lvl 3 +15% probes production
-15% probe losses
+15% probe damage
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.

Kingdom States

Kingdom state can be changed every 24 ticks.

Name Pros Cons
Offensive +15% probe damage
+15% land gain (minimum grab: 23 land)
none
Growth -15% building cost
-10% exploration costs
none
Mobilization 16 ticks military and 12 ticks soldier training time none
Defensive -20% probe damage taken
-20% defensive losses
none
Research +30% +40% research efficiency
-5% scientist cost (new)
scientists train 4 ticks faster (new)
none

Strategems

Stratagem Effect Duration
Warp Surge Protocol Warp drive maxed 12 ticks
Shadow-Cost Engagement -30% power required to shield probes 10 ticks
Phantom Barrage +5% attack / -5% defense 12 ticks
Vanguard Protocol +50% honor gain from the next attack 1 attack
Merchant's Gambit +10% income / -25% power produced 12 ticks
Annexation Vector +10% land gain on the next attack 1 attack
Zero Hour Resets race tokens (keeps current race at level 1, returns remaining tokens) Instant
Black Vein Experiments +25% research efficiency 24 ticks
Testudo Formation +5% Defense 6 ticks
EMP Emplacements +10% Probe Shields 12 ticks

Modules

Module points are earned automatically every tick, once you're past newbie mode. You can reset your entire module tree every 24 ticks; doing so puts the tree on a 24-tick cooldown before you can reset it again.

Economical Modules
Income Lvl Max Income increased by 1% for each Level.
Requires 60 points to complete, 12 points per level.
Population Lvl Max Population increased by 1% for each Level.
Requires 60 points to complete, 12 points per level.
Building Cost Reduction Lvl 1 Building costs decreased by 1%.
Requires 10 points for level 1.
Barracks Capacity Lvl Max Barracks Capacity increased by 1% for each Level.
Requires 100 points to complete, 10 points per level.
Exploration Cost Reduction Lvl 1 Exploring costs decreased by 1%.
Requires 8 points for level 1.
Max Explore Increase Max explore increased to 12% of land instead of 10%.
Requires 25 points.
Research Drones Lvl 1 Research efficiency increased by 1%.
Requires 5 points for level 1.
Power Lvl 3 Power production increased by 3%.
Requires 15 points for level 3.
Power Storage Lvl 2 Power storage increased by x0.4.
Requires 40 points for level 2.
Building Modules
Starmine Efficiency Starmines can now produce 140 gold instead of 130.
Requires 75 points.
Residence Housing Residence can now house 5 additional population.
Requires 75 points.
Building Construction Booster Building can be constructed in 12 ticks.
Requires 50 points.
Military Modules
ASB Space Increase ASB can now hold 5 additional units.
Requires 50 points.
ACH Space Increase ACH can now hold 5 additional units.
Requires 50 points.
Defense Cost Reduction Defense units cost reduced by 5%.
Requires 75 points.
Balance Unit Cost Reduction Balance units cost reduced by 5%.
Requires 75 points.
Scientists Cost Reduction Scientists cost reduced by 10%.
Requires 50 points.
Scientist Bunk Scientists require 50% less barracks space.
Requires 75 points.
Offense Unit Cost Reduction Offense units cost reduced by 5%.
Requires 75 points.
Max Soldier Trainable Increase Max soldiers trainable increased to 12% of current population instead of 10%.
Requires 50 points.
Soldier Cost Reduction Soldier cost reduced by 25 money per.
Requires 75 points.
Offensive Losses Reduction Offensive losses reduced by 15%.
Requires 60 points.
Utility Modules
Missile Building Reducer Missiles can be built 50% faster.
Requires 75 points.
Honor Gain Lvl 1 Honor gain increased by 2%.
Requires 5 points for level 1.
Reduced Probe Damage Decreases probe damages from incoming probes by 20%.
Requires 75 points.
Shield Efficiency Shields power requirement reduced by 35%.
Requires 75 points.
Espionage Modules
Probe Production Increase Lvl 1 Probe production increased by 1%.
Requires 4 points for level 1.
Probe Loss Protection Lvl 1 Probe losses decreased by 1%.
Requires 4 points for level 1.
Probe Shield Cost Reduction Lvl 1 Probe shield cost decreased by 3%.
Requires 6 points for level 1.

Universe Events

🌩️ Celestial Storm is active this round — every Universe Event below hits harder and more chaotically than usual. See the full Celestial Storm breakdown »
Event Name Effect
⚡ Solar Storm -35% power production
🏅 Medal of Honor +50% honor, +7% income
🌤️ Tranquil Weather Upon Us -40% exploration cost and -20% building cost
👽 Visit from Unknown Beings +50% research efficiency
🔭 Hazy Skies Ahead +25% probe damage
🧠 Knowledge is Power SOKs reveal scientist and probe counts
⚔️ Offense is the Best Defense +10% offensive strength
Those in defensive state will be changed to none state with 0 cooldown, and defensive state is blocked for the event duration
🔧 On the Double Triple module points per tick
☀️ Solar Flare +40% power production
🚶 Free to Move Your state immediately resets to 0
🛡️ Shattered Shields -40% shield effectiveness
💥 Malicious Attack Attacks ignore Malicious Attack (MA) protection.
💰 Hidden Cache Instantly receive 5,000,000 money and a full set of missiles.
You will get 1/1/1 if Anti Matter Reactor Core is not researched and missiles do not stack.
🩸 Battle Scarred -10% balanced unit cost
☕ Caffeine Crusaders -20% return time
Minimum return time reduced to 5 ticks
😈 Twice the Shame Triple Honor Losses
🏺 Relic Raid All relics are captured by bot alliances.
Event Duration: 1 tick
⚔️ Final Call to Arms All troop training finishes 6 ticks faster.
🔎 Total Recon Protocol +1 PA and +1 Intel PA gained per tick.
-20% probe losses

Research

Land Based Bonuses
Population Bonus By increasing the capacity of the residence building, a kingdom can increase the population above normal.
Maximum 20%
Increases Population
Power Bonus More efficient fuel can be discovered to increase the power output of any given powerplant.
Maximum 50%
Increases Power
Military Strength By discovering new weapons and armor one can make their army more effective.
Maximum 30%
Increases Military Strength
Money Improved government projects can increase revenue.
Maximum 25%
Increases Income
Frequency Decryption Gives a chance at knowing which kingdom successfully probed you.
Maximum 25%
Warp Drive Increases the speed at which armies move.
Maximum 20%
Requires Energy Core research.
Decreases attack time.
Military Researches
Dragoons Develop Dragoon
Requires 60,000 points.
Fighters Develop Fighters
Requires 150,000 points + Dragoons.
Vesudian Core and AI Technology Allows Tactical Fighters and Air Support Bays.
Requires 300,000 points + Fighters.
Large ASB Supports 40 Tactical Fighters.
Requires 350,000 points + Vesudian Core.
Laser Dragoons Develop Laser Dragoon
Requires 72,000 points.
Laser Fighters Develop Laser Fighter
Requires 180,000 points.
Aegis Control Hub Develop Interceptor Drones.
Requires 350,000 points + Laser Fighters.
Large ACH Large ACHs can house 60 F74 Interceptor Drones.
Requires 500,000 points + Aegis Control Hub.
High Guard Lancers Develop High Guard Lancers
Requires 200,000 points.
Hover Tanks Develop Hover Tanks
Requires 500,000 points.
Eco Research
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 Fusion Technology to be completed.
Quantum Power Matrix Stabilizes quantum fluctuations within power plant matrices, allowing energy to be extracted with unprecedented efficiency. Increases power production of power plants by 20.
Develop Quantum Power Matrix.
Requires 500,000 points and the research of Energy Core to be completed.
Singularity Core Utilizes a contained spacetime singularity to generate power beyond the limits of conventional physics. Increases power production of power plants by 20.
Develop Singularity Core.
Requires 1,000,000 points and the research of Quantum Power Matrix 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 Energy Core to be completed.
Probe Armor I–V Progressive armor upgrades for probes.
Each level reduces probe losses by 10%.

Requires:
I – 25,000 points
II – 50,000 points
III – 75,000 points
IV – 100,000 points
V – 125,000 points

Fusion Technology required for level I.
Advanced Probe Assembly I–III Integrates high-speed robotic fabrication to streamline the probe manufacturing process.
Each level increases probe production by 5%.

Requires:
I – 250,000 points
II – 500,000 points
III – 1,000,000 points

Probe Armor V required.
Expanded Recon Capacity I–III Additional probe capacity dedicated to intelligence gathering.
Each level grants +1 Intel Probe attempt every 5 ticks.

Requires:
I – 500,000 points
II – 1,000,000 points
Longevity I–II Advanced medical and genetic research to improve civilian life expectancy.
Each level increases residence capacity by +5 population and birthrate by 2x.

Requires:
I – 200,000 points
II – 400,000 points

Fusion Technology and Energy Core must be completed.
Enlarged Military Quarters Advanced military engineering increases barracks capacity by +5 per building.

Requires:
400,000 points

Requires Longevity II.
Race Token 1–9 Race tokens are used to unlock and level up your races into a more evolved form.
Use tokens on the status page.

Requires:
35,000 / 70,000 / 105,000 / 140,000 / 175,000 / 210,000 / 245,000 / 280,000 / 315,000 points.

Military Units Information

Offense unit recruiting is limited to the amount of defense units currently in training/completed. At the start of a round this is a 40% defense to 60% offense ratio; the defense percentage decreases and the offense percentage increases as the round goes on, allowing more offense units to be built.

  • Units require Barrack space for housing
  • *Tactical Fighters require Air Support Bays for housing, and *F74 Interceptor Drones require an Aegis Control Hub — housing is only required to build more of these units, existing units still work if you later have no housing for them
  • Military units require soldiers to train (*except Tactical Fighters and F74 Interceptor Drones)
  • It takes 16 ticks to train soldiers and 24 ticks to train military units; both can be reduced with the Mobilization kingdom state
Unit Type Offensive Strength Defensive Strength Networth Power Cost Cost Housing
Soldiers 1 1 3 0.7 150 1
Troopers 4 0 6 0.7 350 1
Dragoons 5 0 8 0.7 450 1
Fighters 6 0 10 0.7 550 1
Tactical Fighters 12 0 18 1.4 1500 1*
Laser troopers 0 4 6 0.7 375 1
Laser Dragoons 0 5 8 0.7 500 1
Laser Fighters 0 6 10 0.7 625 1
F74 Interceptor Drones 0 8 12 1.4 975 1*
Tanks 9 9 22 1.4 1750 2
High Guard Lancers 6 6 15 0.7 1000 1
Hover Tanks 12 12 31 1.4 2250 2
Scientists 0 0 8 0.7 900 1

Missiles

Missile Money Cost Power Cost Land Destroyed Population % Destroyed Power % Destroyed Building % Destroyed Max Buildings Destroyed Land % Destroyed Max Land Destroyed
Nuclear $100,000 50,000 50 2.5% 0% 0.00% 0 0.00% 50
Fusion $500,000 100,000 100 5.0% 5% 0.00% 0 0.00% 100
Energy $1,000,000 200,000 200 5.0% 10% 0.00% 0 0.00% 200
Falcon $2,000,000 500,000 250 5.0% 5% 1.25% 1250 0.25% 500
Raptor $5,000,000 1,000,000 350 7.5% 5% 0.75% 750 0.50% 1000

Honor

Honor is gained in battle. Starting honor is 1000. Honor gained in honorable victories. A defending kingdom only loses 90% of the gained honor. If a kingdom has a high amount of honor, they will gain bonuses. 2 times as much honor is gained in war (only 1.25 times is lost).

Attacks on Non-Food, Non-Bot kingdoms yield an extra 20% honor.

Honor Bonuses

This table below shows the total bonuses at each honor level.

Honor Research Discount Mili/Warp Missile Cost Military Power Cost Discount
1150 1% 2% 1%
1350 2% 4% 2%
1600 3% 6% 3%
1900 4% 8% 4%
2400 5% 10% 5%
2800 7% 13% 6%
3250 9% 16% 7%
3750 11% 19% 8%
4300 13% 22% 9%
5000 15% 25% 10%
5850 18% 29% 12%
6750 21% 33% 14%
7700 24% 37% 16%
8700 27% 41% 18%
10000 30% 45% 20%
Honor Soldier Discount Barracks Capacity Probe Losses
1600 10 5% 5%
2400 15 7% 5%
3250 20 10% 5%
Honor Offense Discount Offense Losses War Spoils
5000 5% 5% 5%
6750 7% 7% 7%
10000 10% 10% 10%

Honor Calculations

Target networth (theirs vs yours) Honor gained (from target) (yours if bash)
Less than 25% 0
26-49% 1.25%
50-69 2.50%
70-89 5.00%
90-00 7.50%
100%+ 10.0%