NK Round23 Changes

R23 - Round of efficient development

Round Specific Change - Research Bonus

  • Each maxed out research topic yields extra 10% bonus. Examples:
    • Having full (green) research in money bonus = 10% bonus on top of max (25% + 10% Bonus = 35% Money Bonus)
    • Having nearly complete research in money bonus = No bonus. (So if you have 22% money bonus researched, you only get 22% money bonus)
    • Having full (green) research in warp drive = 10% bonus on top of max (20% + 10% Bonus = 30% Warp Drive)
    • 10% is added to Terra Form same as other pts, (Max money bonus for Terra is 25% + 10% PT + 10% bonus = 45%!)
  • Potentially this will enable some interesting slow land growth strats??

Round Length

5 weeks or first kingdom to reach 10M NW

Quality of Life Improvements

  • Added NK guide for XP players https://rentry.co/nebula-sk-guide
  • Option to turn on automated soldiers training. This should be found in the Military tab
  • Option to idle WLs and get faster returns later on (by 1 tick). Reminder - minimum return time is capped at 4 ticks. Idle WL Points are only generated while all WLs are home.
    • Example 1- Player has 0 Idle WL pts. Player hits 8 hour return kd with 4 WLs. Player will have 2/4/6/8 return on their WLs
    • Example 2- Player has 1 Idle WL pt. Player hits 8 hour return kd with 4 WLs. Player will have 2/4/6/7 return on their WLs. Sending a 4WL attack with 1, 2, 3 or 4 points will use all Idle WL points that the player has.
    • Example 3- Player has 8 Idle WL pts. Player hits 8 hour return kd with 4WLs. Player will have 2/4/6/7 return on their WLs. Only reduction is on the last WL (so this
  • Reset Password works (https://nebulakingdoms.com/ResetPW.aspx)

Other Change (Sector Size/Merge)

  • We think the previous sector merging round was pretty successful, but we didn't want to make it a round theme or reduce all the way to 2 sectors again. For this round there will just be 1 sector merge.
  • 10 sectors will be open at signup
  • After 3 days, sectors will be condensed to 5 sectors

Casino (!)

We experimented with Casino last round, and it should return in R23 too. However it will not impact kd growth, but will be more adjusted to have some fun. Lomo will post specific details later on.

The following changes mostly already took effect in Xmas round (R22), but due to the chaotic nature of the round, they may still 'feel' new.

1) Military Losses at War
  • (1.1) Base losses for defender is +1% with military shields, +3% without military shields (6-8%).
    • (1.1.1) Non-war state, losses are 5% (as it has been for quite some time)
    • (1.1.2) War, with max military shields it's 6%
    • (1.1.3) War, with 5% military shields it's 7%
    • (1.1.4) War, without military shields it's 8%
    • (1.1.5) If Defender is smaller than half Attacker's land, defender loss is always capped at 5%
    • (1.1.6) Shieldless has impact to the def losses at War only, powerless state doesn't have any effect on losses.
    • (1.1.7) No updates to Mili Shield power cost have been made at this time (Still more expensive than they have been in the past)
  • (1.2) Attacker base losses would remain unchanged (4-8% loses if fully shielded).
  • (1.3) Volcanic PT suffers +1% extra defensive losses (so 7% is expected rate, if we assume military shields are on)
2) Kingdom State Changes:
  • (2.1) Exploring is 20% cheaper (reduce base multiplier), not limited to Growth state. No change for building cost yet.
  • (2.2) Make soldiers more expensive in Mobilisation state (+30 money)
  • (2.3) Defensive state yields some income disbonus of -10% (non additive! it's x0.9)
3) PT Changes
  • (3.1) Forest and Wilderness barracks space bonus reduced from 20% -> 10% (Pop bonus stays 20%)
  • (3.2) Desert Wasteland power bonus bonus is increased to 10/land (used to be 8/land)
  • (3.3) (Repeat from 1.3) Volcanic Inferno suffers +1% extra defensive losses (so 7% is expected rate, if we assume military shields are on)
4) Other Balance Changes
  • (4.1) Reduce kidnaps returned pop by 2x to 1/8 kidnapped pop returned. Kidnaps still take the same amount from the target kingdom.
  • (4.2) Nerf starting Probe Income to 4/land (-20%) (indirect nerf to Shadow race)
    • Reminder that PI was changed recently to have fixed start at tick 0 and slowly average towards the old variable PI formula over a few days.
  • (4.3) Probe Shields maximum value changed to 20%

https://rentry.co/nebula-kingdoms

Edit
Pub: 15 Jan 2023 18:01 UTC
Edit: 17 Jan 2023 23:29 UTC
Views: 338