Game Systems

Per Regna is built from systems that feed each other. Your mines pay for your fleets, your fleets bring home loot and debris, your research makes both stronger, and your alliance turns many empires into one force. It all happens in one shared universe that is never reset. Each section links to the full rules on the wiki.

Resources and Production

Six resources drive the economy, and each has its own production building:

  • Steel from the Steel Refinery, Quartz from the Quartz Mine and Gas from the Gas Extractor, available from Realm I.
  • Iridium from the Iridium Refinery and Silicium from the Silicium Extractor, from Realm II.
  • Elerium from the Elerium Synthesizer, from Realm III.

Energy from the Solar Plant, Fusion Reactor and Elerium Reactor powers these buildings. It is generated per colony, not stored, and a colony short on energy produces less. Output also depends on building level, research and the planet itself, such as its temperature.

Wiki: Resources

Buildings and Defenses

Each colony has a limited number of building slots. Alongside production, you build a Warehouse to store and protect resources, a Shipyard, a Research Lab, a Fleet Hangar, a Defense Yard and an Engineering Lab that speeds up construction. Later Realms add the Trading Center, the Gravimetric Tower that creates moons, and the Terraformer, which adds building slots in Realm III. Moons host their own structures: the Radar Station, the Sensor Tower, the Lunar Terraformer and the Warp Gate.

Defenses guard your colonies, from Rocket and Laser Turrets up to the Prism Tower. Small and Large Shield Domes, and the Planetary Dome in Realm IV, are shield defenses that absorb incoming fire.

Wiki: Buildings and Defenses

Research

Research gives permanent, empire-wide bonuses and unlocks new ships, buildings and capabilities. The tree has 63 technologies across seven categories:

  • Economy, Fleet, Security and Frontier in Realm I.
  • Warlord, Guardian and Pioneer from Realm II, alongside more Economy research.

Every research is open to every player and none is tied to your class. Each depends on your Research Lab level and other research.

Wiki: Research

Fleets and Combat

Your ships raid, defend, explore, haul cargo, colonize and recycle debris. When a fleet arrives, the battle resolves automatically in rounds, and both sides receive a report. Every battle leaves debris that recyclers can collect.

  • Fleet Hangar: idle ships in protection stay out of a fight when your colony is attacked, then recover over time before they can launch again.
  • Ship Graveyard: part of the hulls you lose can be bought back at your Shipyard instead of being rebuilt.
  • Fleet Coordination System (FCS): from Realm II, alliance officers open a rally and members attach their fleets to one combined attack on a player, a Pirate Boss or a Riftwake target.
  • Detection: radar scans, sensors and early warnings show what is coming before it lands.

Wiki: Fleet Combat and Fleet Coordination System

Expeditions

Scout a nebula system with probes, then send a fleet into one of its zones and pick a maximum depth. At each depth a random event resolves: resources, recovered ships, items, a stun delay or ship losses. Between depths you choose to Extract with what you have or Continue for more. Zones range from Easy to Extreme. Finds include resources, ships, Nano and Tech Boosts, and relic and monument pieces. Expeditions are solo.

Every commander can go three depths deep. The Celestial Orrery, the Explorer Core monument, unlocks deeper runs, up to depth 10.

Wiki: Expeditions

Trading and Harvesting

From Realm II, a Trading Center lets you post resource offers on the Galactic Market and accept other players’ offers. The Trade Union runs the convoys that deliver each deal. Orbital Refineries mine asteroid fields that appear on the galaxy map, also from Realm II.

Wiki: Trading System and Asteroid Harvesting

Alliances and Territory

An alliance pools its members’ strength:

  • Vault: a shared treasury of all six resources, run from the alliance Headquarters on its territory and filled by donations and an optional tax on members’ loot.
  • Alliance Research: upgrades that benefit every member, paid from the Vault.
  • Tribute: in Realms I to III, members of an alliance that holds star systems receive a daily share of its harvest.
  • Territory: in Realm IV, alliances conquer star systems through FCS assaults, build a Headquarters, Divisions and Bastions, and give each system a Doctrine.
  • Territory Siege: taking a rival’s system is a staged campaign of Contest and Takeover windows.
  • Riftwake Incursion: a weekly Realm IV alliance-versus-alliance event. Alliances destroy the Siphon Spines, then fight to hold the Wakeheart. The alliance with the longest hold becomes Realmwarden.

Wiki: Alliances and Riftwake Incursion

Monuments and Classes

Monuments are mega-structures you collect piece by piece from expeditions, pirates and events, forge, and deploy on your capital from Realm II. Once active, they give empire-wide bonuses. Your Core monument sets your class: the Titan-Class Mech makes you a Warlord, the Halo Ring a Guardian, the Celestial Orrery an Explorer, and the Dyson Sphere Fragment an Industrialist. Up to two Support monuments add more bonuses. You get one monument slot in Realm II, a second in Realm III and a third in Realm IV.

Wiki: Monuments and Player Classes

Relics

Relics are about identity, not power. Collect the pieces, forge the set, and unlock an avatar, an alliance badge or flag, or a theme or monument for your alliance’s star systems. Alliance relics can be donated to give your whole alliance its colors.

Wiki: Relics

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