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Some of the most common questions in SK which can be answered with calculations are which one of Residences or Star Mines that is better for income, and how good different attack times are.

Residences or Star Mines?
Below are some calculations on income from Residences compared to income from Star Mines, attack times, and other interesting things which can be good to know. Star mines give 120 money/hour in income, while civilians pay 1.95 money in taxes. There is also a +-5% randomness factor to a kingdom's income, even if that value isn't mentioned anywhere in the game.

 

Planet Type
• Desert Wasteland
• Forrest and Wild.
• Mountainous
• Multiple Terrain
• Mystical Lands
• Terra Form
• Oceanic
• Volcanic Inferno

Res *1
93
122
112
98
98
96
98
83

Res *2
112
141
135
117
117
115
117
102

Res *3
116
152
137
122
122
120
122
104

Res *4
140
176
164
146
146
144
146
128

SM *1
120
120
138
120
120
118
120
120

SM *2
150
150
168
150
150
148
150
150

Res *1 = Residence, with no money bonus and no population bonus.
Res *2 = Residence, with no money bonus and population bonus on 20%.
Res *3 = Residence, with money bonus on 25% and no population bonus.
Res *4 = Residence, with money bonus on 25% and population bonus on 20%.
SM *1 = Star Mine , with no money bonus.
SM *2 = Star Mine , with money bonus on 25%.

Star Mines for income
• Star Mines do not require power.
• Give an income immediately after being constructed.
• Give less Net worth than residences filled with civilians do.
• Can not be destroyed/arsoned.

Residences for income
• Usually give more money with the right researches made.
• Civilians require 0.35 power/hour each, so you need more powerplants.
• Residences need to be filled before civilians pay taxes. population increases with as most 2,5%/hour.
• Residences and civilians are very vulnerable. If you play with a lot of residences, people can arson you a few times or kidnap from you a few times/day, and your kingdom will be messed up for a long while.


Attack Time and attack efficiency
The attack which gives the most land for the least amount of military is not always the best attack. If you are going to make a big hit and perhaps leave your kingdom open, attack time is usually just as important to take into concideration when attacking, as what you will gain. Is it really good to send half your army to hit someone 15 hours away with one war leader when you can gain a little bit less if attacking someone ten hours away with four WL's? Below are some calculations of attack efficiency, based on when your army will return, and also how much time each war leader needs to come back when hitting a target a specific amount of hours away.

Depending on how far away the target is (AT) and how many War Leaders you send when attacking (WL's), the troops will require a different amount of time to return home after each attack. Here are some calculations about how useful (T1-T4) different attack times are with different WL's. 50 is the max, and means that your troops will be back really fast. (in 1-2-3 and 6 hours)
To calculate the S value, set X = (100/ amount of War leaders sent). If you send four War Leaders, 100/4 =25% of the army will return with each one of those, for example.
Then divide X with the attack time for each one of those to get the S value. As you can see on the examples below, it´s better to hit a kingdom 6h away with 1 WL than a kingdom 11h away with 3 WL's.
S for 1 WL -- 6h AT = ((100/1 )/6) = 17
S for 3 WL's -- 11h AT = (((100/3)/3)+((100/3)/6)+((100/3)/11)) = 20

Number of forces returning home/Return time for each WL - (33/2)+(33/4)+(33/6) = 30, for 6h..3WL's, for example.
The greater the number is, the faster the return times for the forces will be.


Attack Time
• 6 hours
• 7 hours
• 8 hours
• 9 hours
• 10 hours
• 11 hours
• 12 hours
• 13 hours
• 14 hours
• 15 hours
• 16 hours
• 17 hours
• 18 hours
• 19 hours
• 20 hours
• 21 hours
• 22 hours
• 23 hours
• 24 hours

1 WL
6(17)
7(14)
8(12)
9(11)
10(10)
11(9)
12(8)
13(8)
14(7)
15(7)
16(6)
17(6)
18(6)
19(5)
20(5)
21(5)
22(5)
23(4)
24(4)

2 WL's
3-6(25)
3-7(23)
4-8(19)
4-9(18)
5-10(15)
5-11(15)
6-12(13)
6-13(12)
7-14(11)
7-15(10)
8-16(9)
8-17(9)
9-18(8)
9-19(8)
10-20(8)
10-21(7)
11-22(7)
11-23(7)
12-24(6)

3 WL's
2-4-6(30)
2-4-7(29)
2-4-8(29)
3-6-9(20)
3-6-10(20)
3-6-11(20)
4-8-12(15)
4-8-13(15)
4-8-14(15)
5-10-15(12)
5-10-16(12)
5-10-17(12)
6-12-18(10)
6-12-19(10)
6-12-20(10)
7-14-21(9)
7-14-22(9)
7-14-23(9)
8-16-24(9)

4 WL's
1-2-3-6(50)
1-2-3-7(49)
2-4-6-8(26)
2-4-6-9(26)
2-4-6-10(25)
2-4-6-11(25)
3-6-9-12(17)
3-6-9-13(17)
3-6-9-14(17)
3-6-9-15(17)
4-8-12-16(13)
4-8-12-17(13)
4-8-12-18(13)
4-8-12-19(13)
5-10-15-20(10)
5-10-15-21(10)
5-10-15-22(10)
5-10-15-23(10)
6-12-18-24(9)

 

Attack time = (sqr ((value1 ^ 2) + (value2 ^2)) + 14) * ((100 + Pbonus + Sbonus + Ebonus + Wbonus) / 100)
value1 = min (xdiff , (10 - xdiff))
value2 = min (ydiff, (10 - ydiff))
xdiff = abs (X1 - X2)
ydiff = abs (Y1 - Y2)
min = the minimum of two different values, for example 2 in min (2, 3)
sqr = square root
abs = absolute value
Pbonus = -30 if you are Mystical Lands, 15 if you are Forest and Wilderness, else 0.
Sbonus = -10 if the person you attack is in your sector, else 0.
Ebonus = -10 if you have Energy Core Researched, else 0.
Wbonus = - Warp Core Efficiency % which you have researched, 0 if you don't have it researched at all.