Welcome to Nebula Kingdoms Round 18

What makes Nebula Kingdoms Special

  • War mechanics enables every small kingdom fight top dogs and be meaningful.
  • Kingdom states (Growth, Mobilization, Offensive and Defensive) allow you to find our own strategy.
  • Newbie mode has auto-build feature, you can quickly reset and rebuild your kingdom until you're perfect.
  • Star mines can protect some of your gold so you can sleep well.
  • We have passive probes income, so you can build probes stronghold and have double output in war time.
  • VP (Honor and HoF hybrid) system rewards players for successful WLs and probes actions.
  • CTF (Capture-the-flag) game adds additional spice.
  • 60 min ticks, combined with faster WLs return make perfect balance with your real-life duties :)

Sign in at https://nebulakingdoms.com, and learn more!

Win condition

Round win condition - 7M NW, or 24 days of the game play.

Round bonus

Every kingdom can build up to 3 missiles of each kind.

Research change

  • Scientists back to normal efficiency (1 sci = 1 point produced per tick)
  • Dynamic (land based) research will be 20% cheaper.

DW loses offensive units discount bonus

Offensive units discount bonus substituted with unique power bonus - each land generates fixed amount (10) of power. It will also be reflected in newbiemode auto-build.

Laser Dragoons in auto-build newbiemode

If kingdom generates more than 8K spare research points, then it will be applied to LDs research.

War System

  • disabled war chest deductions and removed permanent 10% extra income bonus
  • sectors which surrenders loses certain percentage of their VP collected to winner sector(s).
  • Sector VP loss/gain doesn't affect individual kingdoms/players collected VP
  • VP amount to win/lose is diminishing:
    > Duration = 12 then @TransferredVP = 50% (max 5000)
    > Duration = 24 then @TransferredVP = 40% (max 4000)
    > Duration = 36 then @TransferredVP = 30% (max 3000)
    > Duration = 48 then @TransferredVP = 20% (max 2000)
    > Duration = 60 then @TransferredVP = 10% (max 1000)
    > Duration = 72 then @TransferredVP = 0
    > Duration = 73+ then @TransferredVP = 0
  • Loser sector VP cannot go negative.
  • Mutual agreement to end war sooner is a TODO.

SL bonus

Sector leader gains +25% more VP. We encourage sectors to vote for their most active players to lead them.

Sectors changes

  • Universe opens with 5 sectors, initial sector cap is 7 kingdoms (hurry up if you want to stack with your friends)
  • Food sector is moved to 1:1 (since previous round).
  • Increased VP impact (since previous round).
  • Max sector vp level is 50, instead of 30 (since previous round).

Sector aggression meter (todo)

This is a todo. We plan to introduce aggression meter, and watch how it works and then decide if we can base war mechanics on it.
It won't have in-game impact for upcoming round.

Anti-suicider, anti-AT fair game rule (experimental)

  • Your war generals will refuse to commit to an attack, if your home defence after the attack is >3x lower compared to sent amount.
    e.g. if you have 10000 tanks, you can send ~7500 tanks max in a single attack and leave 2500 tanks defence.
  • Your war generals can commit to few smaller attacks (but not single massive hit).
  • This rule is NOT applied at war.

This is experimental rule, which goal is to counter players with throw-away kingdoms, trying to ruin others game and quit.
Super AT can break only 3x more defence than has defence at home at any given moment, outside of war status.

You may find it worth to check previous round changes at https://rentry.co/nebula-r17

https://rentry.co/nebula-kingdoms

Edit

Pub: 24 Aug 2022 22:24 UTC

Edit: 29 Aug 2022 08:20 UTC

Views: 459