Nebula Kingdoms Guide for experienced players

Last update: R29

This is a guide to overview game differences and bring former SK/NK players up to speed.
More information you can find on Discord and NK Wiki home page https://rentry.co/nebula-kingdoms

Life Quality improvements

NK server is very much oriented to players who seek healthy game and life balance. We bring such benefits:

  • NK runs on 1hr ticks.
  • Anti rob protection:
    • Each Star Mine can protect 1000 money against rob missions.
    • Every rob increases target's (non food) MA (protection), so you can rob 10%, then 8.1%, then 7.3% etc., down to 5% per rob.
  • You can turn on automatic soldiers' production (Military room, Train Soldiers: auto)
  • You can idle your WLs (when you sleep or prepare for war), and automatically get 1-3 tick(s) faster returns later.
  • Base return is 11 ticks instead of 14 (in OG SK). You may enjoy doing 3 attacks waves per day with regular Planet Type.

Game Balance Changes (highlights)

NK brings wide range of options how you can play the game, especially post Newbie Mode period is crucial (see below).

  • Introduction of Enhancement System (see below)
  • Introduction of Kingdom States (see below).
  • Introduction of passive Probes Income (see below) and robs MA.
  • Introduction of larger food kds (heavily impacts Newbie Mode exit and speeds up kingdoms growth even at 1hr ticks).
  • Introduction of War and VP mechanics, Aggression Meter to unlock war! (see below)
  • Food is generally cheaper to grab than in SK, food is losing defence faster than land (-12.5% def loss vs 10% land loss).
  • Research is easier (Probes Armour - 30K, Longevity - 100K, HGLs - 100K, TFs - 300K points).
  • Warp Drive research is much cheaper than Military research.
  • Military shields are much more expensive than OG SK.
  • WL returns base time is 11, instead of 14 ticks, minimal return time is 4 ticks (Mysti + Gist race)
  • Soldiers can be trained at 12% rate compared to population
  • Exploration is 20% cheaper (88.5 x land^0.5) and Land reward is bigger (2% of top1 land, or 40 land is minimum).
  • Fusion Power Plants research automatically upgrades basic power plants.

Kingdom States

There are 4 states per individual kingdom, anybody can change state every 24 ticks.

  • Mobilisation - military units train in 12 ticks, soldiers cost +30 gold, you can use only 3 wls instead of 4 wls
  • Growth - exploration is 25% cheaper, buildings are 20% cheaper (both are multiplicative bonuses)
  • Offensive state - land grabs yield 12% land and other resources instead of 10%
  • Defensive state - all shields for free until you have positive power balance, especially useful if you're sabo target. However it also comes with -20% income disbonus.

Races

NK has not only Planet Types, but also Races. Check in-game help files for specifications.
https://nebulakingdoms.com/HelpS2.aspx#planet-type

Newbie Mode

We have automated Newbie Mode builds, and you can reset your kingdom with different starting buildings parameters (before game clock starts). Nobody has to play out (or self tick) 96 ticks of newbie mode anymore.
Food system and Probes Income (see below) enable wide range of exit strategies, players have to decide their priorities: research vs probes vs offensive power.

Alternative Ranking System

Screenshot
Alternative players ranking system will let you choose your own path, how you want to excel in some categories to collect more ranking points.
This system will also open us opportunities to track every kingdom average NW and Land rank or display NW/Land ranking histogram.
If your kingdom is killed, you can recreate and continue collect ranking points!

Round winner is still the highest NW kingdom.

Ranking system allows each player to earn some ranking points on certain set of topics. Points earned depends on your overall rating on certain feature:
Rank 1 - earns 20 pts per tick, R2 - 14 pts, R3 - 10 pts, R4 - 8 pts, R5 - 6 pts, ..., R15 - 2 pts, rest earn 1 pt as long as their kingdom is alive.
Full list of Ranking System features you can find in the game: https://nebulakingdoms.com/scripts/MyRanking.aspx

Enhancement System

https://discord.com/channels/891265145098104852/947618741938704424/1125016789911347240

This is massive change NK/SK has not seen for many years. Every player earns ranking points (see above) and they decide where to invest newly earned points. Less popular enhancements potentially will cost less. Most popular enhancements potentially will cost more to max out its effect.

Only player with highest invested ranking points will have the highest enhancement effect.
https://discord.com/channels/891265145098104852/947618741938704424/1125016789911347240

List of Enhancement

  • Top 5 research will be cheaper [up to 20%]
  • Cheaper buildings [up to 20%]
  • Cheaper exploration [up to 20%]
  • Cheaper Troopers and Laser Troopers [up to 20%]
  • Cheaper Scientists [up to 20%]
  • Military units consume less power [up to 20%]
  • Military units take less barracks space [up to 20%]
  • Flex units die less when attacking [up to 40%]
  • Probes Income boost [up to 40%]
  • Probes Losses reduced [up to 40%]
  • Higher percentage of trainable soldiers [up to 40%]
  • Cheaper defensive shields [up to 40%]
  • Star Mines vault protects more money [up to 40%]

    all enhancements yield multiplicative bonuses.

Food system

We have two tiers of food:

  • 200 landers, which exit newbie mode with ~ 150 tanks (it takes 5-6 hits and food defence goes down 2x, -12.5% per single hit)
  • 500 landers, which exit newbie mode with ~ 460-540 tanks
    500 land food kingdoms offer massive early game land gains, if you're willing to invest into early offense. As game progresses, food defence per land will increase. It's common to send over half your military out, since defence left at home is still much higher than early game food options.

Probes Income

There is passive Probes Income. You can expect 4 gold/probe income at very start and this ratio will gradually decrease towards game end (usually below 1.0 gold per probe). You can also rob some food; it will yield you up to 50-70K money (usually food is half empty (20-30K robs) before mid game).

Probes Defence formula

  • Land defence for spy missions is target's land x 1 probes
  • Land defence for aggressive missions is target's land x 4 probes
    Add target's probes count next to land defence to know how much total it takes to get best chance to succeed.

War System

Anybody can declare war only when they or target sector show enough recent aggression. There is Aggression Meter between each sector pair. This technique allows to plan wars and avoid unexpected jumps. AM slowly decreases (-2%/tick) over time and war may never happen.

Sector which declares war can surrender in 24 ticks, sector which was declared on can surrender in 12 ticks. Losing a war means losing some VP (victory points, see below).

VP System

Each kingdom earns Victory Points (VPs) for their sector (wl attacks and probe missions). Total VP count decides sector's VP level. 1 level of VP gives 1% extra income to each kd in that sector. War VP gains are doubled, and war winners can earn more VP!

As of R26, we have individual bonus for VP gains
1 - 1000 VP yields up to 20% probes production bonus
1001 - 2000 VP yields up to 10% offensive bonus
2001 - 3000 VP yields up to 10% defensive bonus

Military loses

  • Attacker must shield their WLs, it reduces offensive loses from 8% to 4%. In case of small wl fail against 2x larger defence, offensive loses vary from 16% to 8%.
  • Defender loses at non war time is always set to 5%
  • Defender loses at war time can vary from 5-6% to 8% (military shields have 2% impact, from 8% down to 6%).
  • note: minimal land grab is 40 land against non food active kingdoms (it helps to wl kt).

Missiles

  • So far anybody can build up to 6 missiles (2 of each kind: nuclear, fusion and corona).
  • Missiles have fixed land damage rate (50/100/200), it's ideal too to finish off small land, shieldless KTs
  • Missiles can be used only at war time

https://rentry.co/nebula-kingdoms

Edit
Pub: 15 Jan 2023 16:35 UTC
Edit: 30 Aug 2023 20:56 UTC
Views: 575