Star Kingdoms Help - Alliances

Politics

At one time every sector was an alliance of their own which led to many heated battles. After thousands of years kingdoms grew tired of fighting for leaders that disrespected their desires. The players rebelled as the galaxy was split and a great battle ensued. Neither side was able to achieve victory and instead their grasp on the players slipped. The AI the alliances had unleashed against each other took over the galaxy. A mad scientist named Wicky devised a powerful weapon that was able to vaporize all alliances. Now each kingdom is able to join an alliance of their own.


The sector leader is still visible in the sector as a yellow kingdom and is able to set a sector topic and banner. The kingdom that is elected sector leader is given a 0% research bonus. Alliances can fight over control of this coveted title. The war continues in an attempt to now unite the sectors under one banner, and reclaim control of the sectors. Universal domination is imminent, my friend.

Alliance Leader
Alliances can have up to 8 kingdoms and require at least 4 members to declare War, Peace, Nap and Ally.
All alliances must wait till tick 144 before declaring war/peace. The alliance is given 5% passive income per tick based off of their kingdoms income.
When leaving an alliance you must wait 24 ticks to enter another.
The leader cannot leave without deleting the alliance.
When at war defensive losses increase from 5% to 7%.
Getting a kill shot to exterminate an Alliance Leader will transfer 100% of the opposing alliance's vault to your own alliance.
This killshot can be stolen by other alliances and can only be obtained via a land grab.
Alliance Leaders have the ability to select a Vice Alliance Leader that can do everything the Alliance Leader can do except kick the Alliance Leader or disband the alliiance.
When an Alliance Leader dies the alliance owner is transferred the Vice Alliance Leader.

War and Peace function such that if one alliance declares, the opposing alliance inherits the effect until they declare.
War defense losses to the opposite alliance are 7%.
If an alliance declares Peace the alliance attacking the Peace declared alliance will lose 7% offense with 5% losses. Minimum losses are set at 5%.

Leaving an alliance has a duration of 48 ticks if relation of War or Peace is declared on your alliance, or if your alliance declares War or Peace. Then it will kick you.

If your alliance declares War on another alliance you can launch the Electromagnetic Missile which lowers the other alliances power produced by 20% for 48 ticks.

If your alliance declares Peace on another alliance you can launch the Ionospheric Missile which increases the other alliances return times by 20% for 24 ticks.(Current sector war gains/offense/defense values still apply to War and Peace)
Alliance Relations
One of each relation of each type is allow to be set per alliance. Example: Alliance A can only set one relation with Alliance B. Alliance A can still set one relation with each other alliance.
Name Pros Cons Declare Cooldown Cancel Cooldown
War +10% offensive bonus and +10% gains on declared alliance. none 48 ticks before being able to cancel. none
Peace +15% defense -5% Offense
-15% offensive gains on declared alliance
48 ticks before being able to cancel. none
Non Aggression Pact No attacks/probes/missiles allowed between the two alliances none none none
Ally none none none none
Alliance States Info
War works to where if one alliance declares it against the other, the other alliance inherits the effect until they declare the opposite condition. War defense losses to the opposite alliance are down 7%. If alliance declares Peace the alliance attacking the Peace declared alliance will lose 7% offense. Losses are lowered also by 2% from 7% to normal 5%. Minimum losses is 5%
Alliance Enhancements
Enhancement Effect Duration Cost
Solar Winds +50% Power Production 48 ticks Alliance Networth * 0.15
Nano Bots +10% income 24 ticks Alliance Networth * 0.25
Warp Gate -10% Return Time 24 Ticks Alliance Networth * 0.10
Alliance Enhancements contd.
Enhancement Level Cost Pop Bonus Birth Rate
Cloning Station 1 100,000 1% 20%
Cloning Station 2 300,000 2% 40%
Cloning Station 3 500,000 3% 60%
Cloning Station 4 1,000,000 4% 80%
Cloning Station 5 3,000,000 5% 100%
Enhancement Level Cost Defense Bonus
Alliance Defense 1 250,000 1%
Alliance Defense 2 500,000 2%
Alliance Defense 3 1,000,000 3%
Alliance Defense 4 2,000,000 4%
Alliance Defense 5 3,000,000 5%
Enhancement Level Cost Offense Bonus
Arsenal 1 200,000 1%
Arsenal 2 400,000 2%
Arsenal 3 750,000 3%
Arsenal 4 1,500,000 4%
Arsenal 5 2,000,000 5%
Enhancement Level Cost Explore Discount Building Reduction
Expansion Module 1 250,000 2% 2%
Expansion Module 2 600,000 4% 4%
Expansion Module 3 1,250,000 6% 6%
Expansion Module 4 2,500,000 8% 8%
Expansion Module 5 4,000,000 10% 10%
Enhancement Level Cost Research Bonus
Research Station 1 100,000 2%
Research Station 2 300,000 4%
Research Station 3 600,000 3%
Research Station 4 1,500,000 4%
Research Station 5 2,500,000 5%
Enhancement Level Cost Probe Production Probe Loss Reduction
Espionage Office 1 200,000 3% 1%
Espionage Office 2 500,000 6% 2%
Espionage Office 3 1,000,000 9% 3%
Espionage Office 4 2,300,000 12% 4%
Espionage Office 5 4,000,000 15% 5%
Send Aid
The amount of aid a kingdom can receive is based on 50% of the kingdom's networth at the time Trouble Mode is entered.
Points are reduced by 5% each tick until out of Trouble Mode.
Only kingdoms in your alliance that are in Trouble Mode can receive aid.
To enter Trouble mode you must have 12 attack points to enter. 4 attack points are awarded for each successful attack on your kingdom before entering Trouble Mode.
Attack points go down each tick by 1 attack point.
Type of Aid Points per
Soldier 100
Population 25
Power 1
Money 0.1
Hall of Fame
HoF points will stay with your account all round, so even if your kingdom dies and you recreate you will still have your points.
Points are only awarded during alliance relation types War/Peace.
Action Group Action Taken Points Awarded
Attack Successful 10
Attack Fail 2
Attack Kill Shot 15
Probe Intel Successful 1
Probe Aggressive Successful 3
Probe Aggressive Fail 1
Missile Nuclear Launch 3
Missile Fusion Launch 4
Missile Energy Launch 5
Missile Falcon Launch 7
Missile Raptor Launch 9
Hall of Fame Bonuses(deactivated this round)
Hall of Fame bonuses are unlocked permanently as you accumulate HoF points.
All bonuses are account-wide and apply automatically once the required HoF level is reached.
HoF bonuses are deactivated for this round. All bonus values are 0.
HoF Points Bonus Type Bonus Value
50 Power Production +3%
100 Research Efficiency +3%
150 Probe Production +3%
200 Building Cost Reduction -2%
250 Unit Cost Reduction -2%
300 Power Production +6%
350 Research Efficiency +6%
400 Probe Production +6%
450 Building Cost Reduction -4%
500 Unit Cost Reduction -4%
550 Power Production +9%
600 Research Efficiency +9%
650 Probe Production +9%
700 Building Cost Reduction -6%
750 Unit Cost Reduction -6%
Relics
There will be three relics around the universe at one time. At round start these relics will start with random bot alliances.
One Relic can be earned by a successful arson on a kingdom that has the relic. (Arson Relic)
One Relic can be earned by a successful sabo on a kingdom that has the relic. (Sabo Relic)
One Relic can be earned by a successful attack on a kingdom that has the relic. (Attack Relic)

Alliance names in sector view with the icon next to it means they have a relic(More shows how many relics). Also can be seen in the Alliance Scores page.
It will be unknown of which relic and which kingdom has the relic. If you successfully grab a relic from another alliance it will be given to random alliance mate in your alliance.

Rewards for controlling the relics are:
One Relic - 2 honor and 1 HoF per tick for your whole alliance
Two Relics - 4 honor and 2 HoF per tick for your whole alliance
Three Relics - 10 honor and 3 HoF per tick for your whole alliance