Star Kingdoms Help - Round Changes Archive

Archived Round Changes

For rounds older than the ones below, check out our wiki.

August Round Era: Era of PvP
Gameplay Changes
  • Relics v2
    • Attacking, arsoning, or saboing an enemy alliance that holds a relic builds luck toward stealing it — the bigger the target's land share of their alliance, the more luck it's worth
    • Holding relics grants a WarHonor bonus each tick and feeds the Relic leaderboard in Domination Points
Planet Type Changes
  • Shadow Lands
    • +10% probe production
    • -15% probe losses
    • +50% ignore MA
    • -5% return time (previously -10%)
    • Research
      • Fusion technology
      • Probe Armor 1-5 - 50% discount
      • Probe Assembly 1-3 - 50% discount
      • Expanded Recon 2
      • PT specific research: +25% probe attempts (extra PA every 4 ticks) — 750k points, research available from start
  • Volcanic Inferno
    • -55% power required (except kingdom shields)
    • -55% power to shield probes
    • 2x power storage (previously 3x)
    • Research: Starts with fusion technology
  • Mountainous
    • +20% income
    • +65% honor
    • -25% probe shield cost (previously -30%)
    • -20% power produced
Relics

See the dedicated Relics guide for the full breakdown. Summary for that round:

  • 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
July Round Era: Accelerated Drafting
  • All units draft 4 ticks faster
  • Minimum of 4 tick drafting time
Planet Type Changes
  • Mountainous
    • Income +20%
    • Honor +65%
    • Probe Shield Cost -30% (previously -0%)
    • Power Produced -20% (previously -10%)
  • Oceanic
    • Income +10%
    • Defense +10%
    • Enemy Offensive Losses +10%
    • Research Efficiency -10% (previously -0%)
  • Jagged
    • -15% mili costs
    • +10% sci costs (previously +0%)
    • +10% land gain (previously +0%)
  • Herbal Jungle
    • -50% training camps required
    • -20% scientist cost (previously -15%)
    • +10% military space (previously +5%)
    • -15% probe production (previously -10%)
  • Terra Form
    • -50% research required for land bonuses (previously -30%)
    • -30% research required for static researches
    • +5% max research on land bonuses
    • -10% income
  • Albion Prime
    • Income +10%
    • Probe Production +10%
    • Offensive Strength +10%
    • Land Gain +10%
    • Return Time Factor +10% (slower)
  • Shadow Lands
    • +10% Probe Production
    • -15% Probe Losses (-10% before)
    • +25% Probe Attempts (extra PA every 4 ticks)
    • +50% Ignore MA
    • -10% Return Time
    • Research
      • Start with Fusion, PA 2 and Intel 2
Race Changes
  • Ancients Lvl 3
    • +35% research efficiency
    • -10% scientist cost
    • Train scientists 8 ticks faster (8 ticks in mobi instead of 16, 16 when not in mobi)
Gameplay Changes
  • PT Diversity Penalty
    • –3% income per planet of the same type beyond 3 per alliance
    • Example: 4 Shadows → –3%; 4 Shadows + 4 VIs → –6%
  • Population Overflow Formula
    • 1 Residence = 50 overflow space (fixed, no population bonuses)
    • Military overflow occupies residences before civilian capacity is calculated
  • HoF Bonuses
    • Deactivated for this round
  • HoF Points
    • Aggressive probe fail now awards 1 HoF point
  • Vault & AFK Automation
    • Automatically turn vault on when a lot of income stacks up
    • Automatically turn AFK on when vault fills up
  • Aid Restrictions
    • Aid cannot be triggered from hitting your alliance mates
  • Home World / Land Size Bonuses
    • +10% income when 4 WLs home
    • -5% building cost when hitting someone 80-99% your land size
    • -10% building cost when hitting someone 100%+ your land size