Star Kingdoms Help - Round Changes Archive

Archived Round Changes

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

September Round Era: Celestial Storms

Every Universe Event hit harder and more chaotically than usual — see the Celestial Storm guide and Round Eras.

Gameplay Changes
  • Research Kingdom State
    • Research efficiency +30% → +40%
    • New: -5% scientist cost
    • New: scientists train 4 ticks faster
  • Kill Shots
    • 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 was disabled
  • Domination Points
    • Relic weight for domination score increased from 20% to 40% — see Domination Points
  • Alliance Relations
    • War's +10% offensive bonus ramped up 1%/tick over 10 ticks instead of applying instantly
    • Peace renamed to Barricade; its +15% defense bonus ramped up 1%/tick over 15 ticks instead of applying instantly — see Alliances Guide
  • Mine Gold
    • Rebalanced returns and a higher residence money cap — see the Mine Gold section below
  • Relics
    • New purchasable income bonus for holding a relic — see the Relics section below
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 were rebalanced that round. See the dedicated Mine Gold guide for the current breakdown. Comparison at a few probe counts:

  • Money cap per Residence built: $100 (previously $50)
Effective Probes Old New % Diff
15,00097,50092,172-5.5%
30,000156,943142,620-9.1%
50,000203,446184,699-9.2%
100,000302,187273,499-9.5%
250,000540,025499,823-7.4%
500,000862,624823,633-4.5%
1,000,0001,400,0001,388,932-0.8%
2,500,0002,900,0002,900,0000.0%
Relics

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

  • Each relic held generated 1 faith per tick for the alliance; faith bought an income bonus:
    • 24 faith → +2% income for 12 ticks
    • 48 faith → +4% income for 12 ticks
    • 72 faith → +6% income for 12 ticks
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