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1 | S1 vs S2 differences [draft] | |
2 | revision R35.R7.4 | |
3 | ||
4 | - | 30 min vs 60 min |
4 | + | |
5 | 30 min (ticks at xx:00 and 00:30) vs 60 min (ticks at xx:01) | |
6 | ||
7 | Vault: | |
8 | 37,5% deduction vs disabled | |
9 | ||
10 | Kingdom states: | |
11 | none vs S2 supports mob, growth, offensive and defensive states per individual kd | |
12 | ||
13 | Sector switch: | |
14 | S1 - change before round start. | |
15 | S2 - change any time, if one hasn't had any battle for the last 12 ticks. | |
16 | ||
17 | - | - food is created before newbie mode start (1 food per 3 or 6 real kingdoms) |
17 | + | Sector Leader: |
18 | S1 - has scientists efficiency bonus (+10%) | |
19 | - | - food resets at 1M money and 10K+ power reserve, researches maxed out. |
19 | + | S2 - no bonuses, can change sector password for new joiners |
20 | ||
21 | Food: | |
22 | S1 has 3 tiers, food is generally cheap | |
23 | - tier 1 gives fixed 20 land and 35K money for 40 tanks def, only kds below 2500 land can grab it. | |
24 | - tier 2/3 starts at 2 tanks per land defence, and is capped to maximum 4 tanks per land later on. | |
25 | S2 has 1 tier only: | |
26 | - food is created right before newbie mode end (1 food kd per 2-3 real kingdoms) | |
27 | - food will always reset to average universe defence per land (dpl) with only exception (for the first 120 ticks out of newbie mode, food's defence is reduced from -60%, to normal universe dpl). | |
28 | - food leaves newbie mode with approx. 500K money and 10K+ power reserve, researches maxed out. | |
29 | - first food reset is expected at ~ 80-100 land range, newbie mode lasts 12 ticks | |
30 | - food may grow its bank to 1M money | |
31 | ||
32 | Military loses: | |
33 | - | PT changes (you can check PT tables): |
33 | + | Offensive: 5% vs 4%-16% (base loses are 8%, WL shields reduce up to -4%, failed attacks increase loses up to 2x) |
34 | - | Remarkable differences are on Mystical Lands and MT. Small differences on DW and VI, also Quanut race. |
34 | + | Defensive: 5% vs 10% (goes gradually down to 5% if nw difference is above 2x) |
35 | - | VI power storage reduced to 5x |
35 | + | |
36 | Probes: | |
37 | minimal chance to succeed - 10% vs 20% | |
38 | probes suicide - 10 power per 1 probe vs 5 power per 1 probe | |
39 | - | HGLs - 250K pts vs 100K pts required |
39 | + | |
40 | ||
41 | - | Longevity - independent (250k pts) vs goes after TFs research (100K pts) |
41 | + | Military cost |
42 | S1 has price reduction for Dragoons, Laser Dragoons and Tactical Fighters | |
43 | S2 price reflects OG SK, Dragoon is 450, Laser Dragoon 550 and tactical Fighter is 1600 per unit | |
44 | ||
45 | Exploration: | |
46 | S1 - depleting exploration discount up to 5000 land, generally +10% extra cost vs original SK | |
47 | S2 - same cost as in original SK, Growth state yields discount from -75% to -25%. | |
48 | ||
49 | Buildings cost: | |
50 | -10% reduction vs vanilla SK cost | |
51 | ||
52 | PT & Races differences: | |
53 | Remarkable differences are on Mystical Lands, Mountainous and MT. Check Help files for all differences. | |
54 | ||
55 | Research: | |
56 | TFs - 2 tiers of ASBs vs single tier of vanilla ASB and required points reduced to 300K | |
57 | HGLs - 200K pts vs 100K pts required | |
58 | Warp drive - small discount vs -50% discount in comparison with vanilla SK | |
59 | Longevity - independent from TFs (250K pts) vs independent from TFs (100K pts) | |
60 | ||
61 | Missiles: | |
62 | S2 missiles build time reduced to 24 ticks for each type | |
63 | S2 missiles can be used only at war | |
64 | ||
65 | Peace state: | |
66 | 10% def bonus vs 20% def bonus | |
67 | ||
68 | And last but not least | |
69 | S2 aims to replicate vanilla SK, S1 seeks for more innovation and embraces faster game pace. | |
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71 |