Star Kingdoms Classic Help

The Basics

You are a kingdom in a sector with many others.

Base return time is 10

You may send out skilled workers to explore new planets or attack other players.

Your kingdom is made up of: money, power, population, land, military units, scientists, and probes. All of these provide a value to your score and when added together you have your networth. The networth is your kingdoms size and strength.

You can train soldiers and construct new units for the military and you have soldiers available to draft into elite units.

You can send your armies into enemy lands to capture their land and resources. In the Lab, your scientists develop and discover new technology.

Attack time and other factors depends on where other kingdoms coordinates are on the galaxy map. Every kingdom in your sector could be your ally and you could fight with them against other kingdoms or sectors to expand your size. There are no guarantees that your sector mates will desire this path.

You can launch missiles at enemy kingdoms to destroy entire planets and populations, but be warned that this tactic is not looked on favorably in universal politics.

There are food kingdoms to help you grow in certain sectors.
Sectors 1-3 are for food while the rest are Players/AI Players.
Tier 1 food in sector 1: 200 land, 35k robs, 40 tanks defense. No research and no shields, If land below min. grab, will return min. grab.
Tier 2 food in sector 2: 500-1000 land, 60k robs, 1000-3000 tanks defense. No research and no shields
Tier 3 food in sector 3: 1500-2500, 100k robs, 3000-30,000 tanks defense 15k probe defense. No research and no shields

You can send probes through the hypergate to other Sectors and Galaxies to gather intel and infiltrate the enemy.

As kingdoms grow in size they often become more aggressive. Be cautious of how often you are attacking others. If at any point your kingdom runs out of power your shields will be disabled and your military defense and offense will be 20% weaker, your birth rate will be reduced by 90%, and your population limit will be reduced by 20%.

MA protection reduces your land loss by 10% per successful attack up to a maximum of 50%. Your MA protection is reduced by 5% each tick. If you attack your MA protection will be reduced to 0%. When your population falls below 0 at the tick or you have lost all of your land then your kingdom will die, permanently!

Newbie Guide
Buildings Build 80 star mines.
Build 32 probe factories.
Exploration Explore 24 land.
Research Assign 10 scientists to the money bonus.
Rewards The game begins at 12 PM Star Kingdoms time. Take your land reward right away. Save your money reward for after the star mines complete. Keep in mind you have 24 ticks ( *1tick = 30 min ) and if you miss it then it will be lost. Do not forget!
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.
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.
Scientists As the game progresses it is recommended to maximize the top 4 research bonuses (Pop, Power, Military, & Money) as soon as possible.
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.
Max Exploration Formula
Tick Land Explore/Reward
Tick: 96 Land: 250 Explore: 24
Tick: 95 Land: 251 Reward: 20
Tick: 86 Land: 280 Explore: 14
Tick: 72 Land: 298 Reward: 20
Tick: 70 Land: 320 Explore: 24
Tick: 58 Land: 340 Explore: 22
Tick: 46 Land: 362 Explore: 24
Tick: 35 Land: 384 Explore: 24
Tick: 25 Land: 405 Explore: 23
Tick: 24 Land: 407 Reward: 20
Tick: 16 Land: 445 Explore: 24
Tick: 8 Land: 466 Explore: 23
Planet Type information
Planet Type Pros Cons Research
Mountainous +20% income -15% power production Starts with laser dragoons
Forest and Wilderness +10% population +10% attack time none
Terra Form +50% research efficiency -10% income none
Mystical Lands -40% return time -10% offensive strenth Starts with S.C.O.U.T.E.R.
Volcanic Inferno no power required -15% population Starts with fusion technology and energy core.
Oceanic +10% defensive strength +30% research required Starts with laser dragoons
Desert Wasteland +15% offensive strength -5% population Starts with dragoons
Multiple Terrain none none none
Military Units information
Units require Barrack space for housing
*Tactical Fighters require Air Support Bays for housing
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 7 0.7 450 1
Laser troopers 0 4 7 0.7 400 1
Laser Dragoons 0 5 8 0.7 550 1
Tanks 9 9 22 1.4 1750 2
Tactical Fighters 12 0 18 1.4 1500 1*
Scientists 0 0 8 0.7 1000 1
Disband Military Units information
If you have too much military population and need more space for residence, or if you just want to get rid of a unit, you can go to the disband room. Enter in the number to release for each unit and hit Disband Army. Any units you disband except soldiers or tactical fighters will return to soldiers. If you disband soldiers they will return to population. If you disband tactical fighters you will gain 25% of the unit's cost.
Networth Calculations (in addition to units)
Land Land * 25
Buildings Buildings * 25
Population Population * 1
Money Money * 1/500
Probes Probes * 0.5

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. 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 10% offense and 10% defense bonus. 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.

You can explore additional land to expand your kingdom but this becomes costly as the game progresses. Exploring in multiples of 24 will help you to gain the land quickly. Eventually you might desire to attack kingdoms in other sectors for larger gains. The table below is a formula to maximize your growth while in newbie status.
You have 4 war generals which are necessary to lead your offense. They can be sent out one at a time or together. If sent together some will return faster. For each general sent together your offense gains 3% additional offensive power. If you send out all of your generals you must wait for one to return before launching another attack.

The game has a built in attack calculator that you will find a link to after you send probes to spy on a kingdom or its military.
Mission Result
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.
Rob banks Siphon electronic funds from the bank of another kingdom.
Arson Destroy an enemies residence.
Sabotage Destroy an enemies power planets.
Kidnappings Enslave the enemies population.
Suicide Sacrifice your probes to destroy the enemies current power, 5 power per probe.
Probe Probes frequencies are scrambled causing the enemy probes failure rate to increase.

Maximum Effectiveness: 25%
Military Your kingdom's shields will decrease the offensive value of the enemies forces.

Maximum Effectiveness: 10%
Missile A missile defense system that intercepts enemy missiles before they can damage your kingdom.

Maximum Effectiveness: 100%
Nuclear Destroy 50 of the enemies land and 5% of their population. A maximum of 50 land is destroyed.
Fusion Destroy 100 of the enemies land and 10% of their population. A maximum of 100 land is destroyed.
Energy Destroy 200 of the enemies land, 15% population, and 10% energy. A maximum of 200 land is destroyed.
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 40 Tactical Fighters.
Nuclear Power Plant This industrial building can produce 100 units of power.
Produces 100 power and stores up to 500 power.
Fusion Power Plant A new method of harvesting power.
Produces 150 power and stores up to 1000 power.
Star Mine This building provides you with gold every tick and is usually the main source of income.
Produces 120 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.
Probe Factory PF's manufacture probes that are produced each tick. They are vital to both the offensive and defensive capabilities of your kingdom.
Population Bonus, Power Bonus, Military Strength, Money, Frequency Decryption 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
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 there army more effective. This research will improve both your offensive and defensive military strength.
Maximum 30%
Increases Military Strength
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
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.
S.C.O.U.T.E.R. By sending super high speed probes out before the attacking army, you can predict how long it will take for your army to attack and return.
Develop S.C.O.U.T.E.R. Technology
Requires 15,000 points.
Dragoons Research laser scopes, electronic implants, and offensive programming for military units.
Develop Dragoon
Requires 60,000 points.
Laser Dragoons Research new armor upgrades and defensive programs.

Develop Laser Dragoon
Requires 72,000 points.
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 500,000 points, dragoons and laser dragoons to be unlocked.
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.
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.
Power Cost
Population .1
Buildings 2.1
Tanks and Tactical Fighters 1.4
All other units .7