NK Round24 Changes

https://nebulakingdoms.com

R24 - Round of Bloody War

Round Specific Change - Partial grabs at war

Dear community, we would like you try out new change and see how it works out. Game devs work hard to make game enjoyable for everyone. We want to challenge the war mechanics where all land goes to few strongest kingdoms. Let's shakeup the unbreakable top kingdom meta and see how it affects player strategy. We promise to revisit this change in R25.

  • Partial grabs are ONLY DURING WAR
  • During war any hit above 50% defender's defence will yield some land gains. Land and other gains are on a sliding scale between 50% defense and 99.99% defense.
    • Max partial grab is 6% of land (and pop, power, money, etc) if you are 1 point of offense shy of breaking
    • Minimum partial grab is 3% land if you send 50% of the defense of the defender
  • NO LAND WILL BE GIVEN FOR GRABS WITH OFFENSE SENT UNDER 50% OF THE DEFENDER'S DEFENSE
  • VP gains are also halved for partial grabs of all sizes
  • Defender's military loses always stay at 5% base, if military shields are maxed (no change there).
    • Losses based on defense needed to fend off attack, so if a 50% partial grab is made - taking 3% land, the defender doesn't lose 5% of their total defense, but about half of that.
  • Attacker's offensive loses is always at 4% if WLs are fully shielded and grab yields any land.

Idle WLs enhancement

  • Kingdoms can have up to 3 ticks faster returns on the last WL
  • Sector view shows return times without return time deduction! (This is a change from last round's implementation of idle wl points)
  • The attack room will show actual time for your next attack!
  • 4 wls can consume up to 12 idle wl points per single attack(s) wave
  • If an attacker has <12 points stored, return time will be reduced by 2 or 1 tick
  • Return time cannot go below 4 ticks
  • Examples:
    • normal return is 8, idle counter = 9, attack room shows return of 6 (6, 5, 4, 2), 4 wls attack will cost 8 idle points
    • normal return is 8, idle counter = 12+, attack room shows return of 5 (5, 5, 4, 2), 4 wls attack will cost 12 idle points
    • normal return is 6, idle counter = 4, attack room shows return of 5 (5, 3, 2, 1), 4 wls attack will cost 4 idle points
    • normal return is 6, idle counter = 8, attack room shows return of 4 (4, 3, 2, 1)
    • normal return is 6, idle counter = 12+, attack room shows return of 4 (4, 3, 2, 1)
    • normal return is 4, idle counter = 12+, attack room shows return of 4 (because this is the minimum), any wl attack won't cost any idle points

Other changes

  • Removed fixed NW win con; the round will last a set number of days
  • Removed R23 bonus of +10% on each dynamic research
  • FW is back to R22 state (reverted back barracks capacity to 20%)
  • Removed R20's double power storage change - back to 1000 power per fusion power plants storage
  • Probe gains from any grab will vary from 0.3% to 1.4%, and will depend on land gains percentage value

Sector Size/Merge (keep doing this)

  • 10 sectors will be open at signup
  • After 12-24 hours (much earlier than last round), sectors will be condensed to 4-5 sectors (it's a bit unknown, game admins will do it)

https://rentry.co/nebula-kingdoms

Edit
Pub: 28 Feb 2023 19:46 UTC
Edit: 06 Mar 2023 01:56 UTC
Views: 272