Getting started in Per Regna

Your first week as a commander, step by step. Per Regna is a single shared universe with no separate servers, and it is never reset, so everything you build from day one stays yours. This guide walks you through the opening story, the Commander’s Path, your first fleet and expedition, and the climb to Realm II.

1. The opening story

You begin as the heir to a vast empire built over generations under your father’s rule. A catastrophe is coming: a dimensional rift tears through space, and the empire is lost. You wake on a small, barren world with a handful of your father’s surviving ships, and everything must be rebuilt.

You can watch the story or skip it. Either way, you start in the same place.

Per Regna Backstory

2. Your first colony

A short tutorial sets up your homeworld. It shows the buildings it wants as glowing outlines on their slots: tap one to build it.

1. Solar Plant. Every colony runs on energy. Keep energy positive, or your mines produce less. 2. Mines. A Steel Refinery, a Quartz Mine and a Gas Extractor give you the three resources of Realm I. Steel builds almost everything, Quartz drives research, and Gas fuels your ships. 3. Research Lab. Research unlocks ships, buildings and bonuses. Your first research is Industrial Engineering. 4. Shipyard. Where your fleets are built.

Later, add a Warehouse so production is not wasted, and keep upgrading your mines and power together. Your builds and research keep running on the server while the game is closed.

You can skip the tutorial if you already know the game.

Learn more: Beginner Guides · Resources · Buildings

3. The Commander’s Path

After the tutorial, the Commander’s Path at the top of the Quests window shows one goal at a time, so you always know your next step. A Your next step card also points you to it when you open the game. Goals pay resources, and reward chests open as you complete more onboarding quests.

You do not start empty-handed. Every new commander starts with ships that survived the fall, docked at the homeworld: 5 Probes, 10 Cargo Ships, 40 Fighters and 5 Recyclers.

New empires also start with a 7-day immunity shield: other players cannot attack or scout you while it lasts. Launching an attack on an active player ends it early.

Improved onboarding flow

4. Your first fleet: scout, raid, salvage

Act I of the Commander’s Path is played with your starter fleet. Every new commander has a weak pirate outpost close to home, usually in the home system, a probe flight of seconds to a minute away.

1. Scout a Pirate. Send a Probe to a pirate outpost with a green ring (Scout Party or Weak) and read the report. Leave the strongholds for later. 2. First Strike. Simulate the fight from the scout report (the battle simulator is free), send Cargo Ships along for the loot, and raid the outpost. 3. Salvage the Wreckage. Every battle leaves debris. Send your Recyclers to collect it. 4. Chart a Nebula. Send a Probe to scan a nearby nebula, which sets up your first expedition.

To keep the first raids quick, your fleets fly 3 times faster and burn far less fuel until Act I is done (during your first 2 days), and you have 2 extra fleet slots for your first 3 days. A ribbon under the top bar shows the current goal with one-tap buttons.

Learn more: Quest System · Pirates · Fleet Combat

Warships firing on a planet whose city burns under a blue shield dome

5. Your first expedition

The next acts of the Commander’s Path build up your research and economy and lead you to your first expedition, into the nebula you charted.

1. Research Expedition Basics to get an expedition slot. 2. Open the nebula on the galaxy map and pick a zone. Start with the easiest one. 3. Send a small fleet, such as a few Probes, Cargo Ships and Fighters. 4. At each depth a random event plays out. Then choose: Extract and bring home what you found, or Continue deeper for a bigger payout and a bigger risk.

Every commander can go up to depth 3. Expeditions are solo, and they bring back resources, recovered ships, boosts, and relic and monument pieces.

Per Regna Return or Continue

Learn more: Expeditions

6. Join an alliance

You can join or create an alliance from Realm I. Creating one is free. Members share a Vault, alliance research and their own chat, and some alliances pay their Realm I to III members a daily tribute: look for alliances marked Tribute. Alliances grow more important from Realm II, when rallies let members strike one target together.

Ask questions in your Realm’s chat, or in your alliance once you have one.

Learn more: Alliances

7. Dailies and Imperial Credits

The Daily tab of the Quests window gives you a fresh set of quests each day. New commanders start with a short set of 3 easy dailies; the full set has 5 a day in Realms I and II.

Dailies pay Imperial Credits, and so do the 3-day and 7-day streaks for clearing your dailies on consecutive days. You spend Credits on Basic Access: longer build and research queues, the Imperial Overview, more fleet templates and auto-renewing trade offers. 80 Credits buy a week and 300 buy a month. Clear your dailies every day and you earn around 300 Credits a month, with no money spent.

Learn more: Fair play: what we sell · Imperial Access

8. The road to Realm II

Your first week is about growing your economy and your score. Keep raiding pirates and collecting their debris, keep your mines, power and storage in step, run expeditions, and expand: research Astrophysics and build a Colony Ship to found your second colony.

When your Realm Score reaches 1,000,000, you can ascend to Realm II from your profile. Ascension is not a reset: your colonies, ships, resources and research move with you into a new galaxy, where Iridium and Silicium, moons, trading, alliance rallies, pirate factions and monuments open up.

Four panels showing the four realms, from a domed outpost with a cannon to tall stone towers

Learn more: Realms Overview

Need help?

Open Settings → About → Help & Support in the game to read the Game Guide or send a ticket, or join us on Discord.

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