Star Kingdoms: Universal Domination is Imminent, My Friend.
Star Kingdoms - Game Manual

Manual Index | Politics | Politics

What is a Sector Leader:

In order for a Sector to work as a unified whole it needs a leader. Kingdoms in the sector decide who is the leader. When one runs for Sector Leader they usually run campaigns in the forums and send direct personal messages. The Sector Leader gets to moderate the sector forums, gains a +10% military effectiveness bonus for both offense and defense, has the ability to change the Sector Name, and can choose what alliance the sector joins.

Voting for a Sector Leader:

To vote for a Leader select the name of the kingdom you wish to be leader in the pull down menu, then click on change vote. This will add + one to whoever you're voting for. The kingdom with the most votes automatically becomes Sector Leader.

Vice Sector Leader:

The Vice Sector Leader is selected by your Sector Leader as second in command. The Vice Sector Leader is able to moderate the forums and does not get any bonuses. The Vice Sector Leader gets the title in the Alliance Forums and Sector Forums and will have more responsibility for organization in the sector.

Sector Tax

The Sector Leader can set a tax rate from 0% to 5%. All Taxes collected are gathered into a Sector Fund. See below for what you do with the Sector Fund.

Sector Leader Tools

If you are sector leader, in addition to having the above options, you will also have 3 additional options.

The first option will be to choose a name for your sector. Simply type in the name you wish the sector to be called (the name that is displayed at the top of the sector under Your Sector). If you wish to change it again, you can return to this menu at any time, and change it whenever you like.

You can also change the log in message for your sector. This log in message will be displayed to every kingdom in your Sector when they log in. It is limited to 255 characters and can include BBCode.

The third option is the Sector Logo. A Sector Logo is like a banner for your Sector. Everyone who is browsing through your Sector will see the image at the top of the page. You must follow the Game Rules when selecting a Sector Logo. Remember that this is a G-Rated game.

To set your Sector Logo you first need to get the image on the internet using a free image/website hosting service or your personal server.

You must include the full URL (this includes the beginning http://) and the image must be in PNG, JPG, or GIF format. The size is limited to 500x100 (Width x Height) and 32K (32,768 bytes).

You may encounter errors in setting the image. The reasons for the error may include:

- Your host doesn't allow remote linking. You will be able to view the image in your browser line, but it won't allow StarKingdoms to link to it.
- You entered in the URL wrong. Make sure you include the correct sub domain. ie (http://starkingdoms.com is NOT the same as http://www.starkingdoms.com).
- Make sure the image is actually in PNG, JPG (JPEG), or GIF format. It may end in the correct filename but that does not make it the correct format.
- If the file size is larger than 32K it will not keep checking the link to see how big it is in total. This would be a waste of bandwidth. Try to reduce your image below 32K if you get a filesize too big error.

You can send a message to every kingdom in your Sector. An oranage heading will announce that the message is from the Sector Leader.



Sector States:

The Sector Leader can decide what sector state to put the sector in. Each sector state has bonuses and/or disadvantages. Below is a table containing a description and list of the effects of the sector state.

Sector StateEffectsDescription
None No effects. The people act as they would normally.
Growth
  • 2x birth rate
  • Exploration costs reduced by 75% (up to 1000 land)
  • Exploration costs reduced by 50% (up to 2500 land)
  • Exploration costs reduced by 25% (2501 land and up)
  • Defensive casualties increased by 10%
Perfect for young Sectors. The civilians are set out to explore new lands and expand the kingdom.
Mobilization
  • Units trained in 12 hours
  • Limited to 5 maximum stored probe uses
  • Only 3 useable War Leaders
Preparations before war. Your civilians will quickly build up an army but it one war leader is held back to oversee the production.
Offensive
  • +10% Land gains (for example: a kingdom would gain 11% of total land.)
  • +10% offensive casualties
  • No MA protection (In defense)
Your kingdom is armed and ready for battle. Increase your Land Gains but suffer 10% more casualties.
Defensive
  • Military shields always at full power (No energy cost)
  • -25% Defensive casualties
  • Only 2 useable war leaders
Your kingdom is ready for defensive battles. One war leader is required to oversee that Military Shields are always at 10% and another to reduce defensive casualties.


Sector Influences:

The Sector Leader can set a Sector Tax from 0% to 5%. The tax will take money from your hourly income and put it into the Sector Fund. The Sector Fund can be used to purchase Sector Influences. There are two types of Sector Influences: enhancements and weapons. Enhancements are used to the benefit of your own Sector while Weapons are used to attack other Sectors. You can only use a Sector Weapon on Sectors that are within 2X or .5X of your entire Sector's Networth. Sector Stations can only be destroyed by a Targeted Missile Strike.

Enhancements:

Name Cost Effects Duration
Sector Cloning Station 500,000 Money Birthrate +10% Until destroyed
Sector Research Station 5,000,000 Money Research Efficiency +10% Until destroyed
Sector Defense 10,000,000 Money Defense Pts +4500 (No bonuses) Until destroyed
Solar Winds (Sector Networth * 0.25) Money Power Production +50% 48 hours
Warp Gate (Sector Land * 100) Money Base attack time minus 1 hour 24 hours
Nano Bots (Sector Networth * 0.35) Money +10% Income 24 hours
Sector Cure (Sector Networth * 0.75) Money 25% chance of curing the Dark Matter Plague
75% chance of curing the Super Virus
Instant


Sector Weapons: (Sector Networth and Sector Land is the total of the Target Sector's Networth or Land)

Name Cost Effects Duration
Dark Matter Plague (Sector Networth * 3) Money Lose 1% of soldiers every tick
-20% Income
-20% Power Production
-50% Birthrate
Until cured
Super Virus (Sector Land * 225) Money -10% Income
-10% Power Production
Until cured
Solar Cloud 3,750,000 Money Base attack time plus 2 hours 24 hours
Black Hole (Sector Networth * 1) Money Stops all intergalactic travel 24 hours
SpyNet (Sector Networth * 1) + 3,750,000 Money Steals 25% of target's Sector Fund Instant
Targeted Missile Strike 3,750,000 Money 10% chance of destroying stations. Instant


Other help topics in this category:
Alliances | Politics | Game Forums | Kingdom Messages

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