In Per Regna you can build an empire alone, but you cannot hold a galaxy alone. An alliance turns many commanders into one force: you plan in a shared chat, strike together in rallies, pool resources, and in Realm IV claim star systems as your own.
Per Regna is a single shared universe with no separate servers, and it is never reset. The territory your alliance takes and the rivals it makes stay with you for good.
Create or join an alliance from Realm I
You can join or found an alliance from your first Realm. Creating one is free: pick a unique tag and name, and you become its Leader. New alliances have room for 15 members, and research can raise that.
- Recruitment. An alliance is Open (join at once), Invite Only (apply, and an officer decides) or Closed.
- One alliance at a time. You can belong to one alliance, and you can leave whenever you want.
- Every Realm together. Members can be in different Realms. Commanders in Realms I to III whose alliance holds star systems get a daily tribute, a share of the alliance’s harvest that grows with their score.
Roles and chat
Alliances have four ranks: Member, Officer, Deputy and Leader. Officers handle applications, diplomacy, branding and alliance buildings. Deputies also run alliance research and manage officers. The Leader has full control.
You stay in touch through:
- Alliance Chat, a live channel for members only.
- Diplomacy Chat, shared with alliances you are allied with.
- FCS Chat, a room for the fleets in each rally.
- Broadcasts, mail from officers to the whole alliance.
You can share scout, battle and expedition reports into chat, and translate messages written in other languages.
Diplomacy
With a Diplomacy Office, officers set relations with other alliances: a Non-Aggression Pact, an Ally treaty, or War. You can never attack your own alliance, or alliances you are allied with or have a pact with.
Vault and Alliance Research
The Vault is your alliance’s shared treasury, with room for all six resources. Members fill it with donations and delivery missions, and officers can set a small tax on the cargo members bring home from raids, debris, exploration and harvesting.
Alliance Research spends from the Vault on upgrades that help every member: lower upkeep and faster convoys, more production of each resource, stronger alliance defenses and more member slots. It runs in an Alliance Research Lab on your Headquarters, and the Leader or a Deputy starts each project.
Rallies with the Fleet Coordination System (Realm II+)
From Realm II, alliances fight as one through the Fleet Coordination System (FCS). An Officer, Deputy or Leader launches an attack and opens it to the alliance. Members attach their own fleets while the lead fleet is on its way, and when everyone arrives, all the fleets fight one combined battle. Rally leaders can also let allied alliances join.
Rallies are for attacks: against other commanders, against Pirate Bosses, against territory in a siege and against Riftwake targets.
Pirate Boss rallies (Realms III and IV)
In Realms III and IV, rare Pirate Bosses appear when pirate strongholds spawn. They come in two tiers, the Mid-Boss and the stronger Boss, and no single fleet can take them: only a rally can attack. Their huge loot pool is shared among everyone who joins, so the more fleets you bring, the more you take home. A Boss rally takes up to 20 fleets, so allied alliances can fill the slots your own alliance cannot.

Territory (Realm IV)
In Realm IV your alliance stops being a group of empires and becomes a power on the map. Alliances conquer star systems with rallies on the system center, then build on them.
- Headquarters. Your first system becomes your HQ, home of the Vault, the Research Lab, the Diplomacy Office, the Archive and the Bazaar. It cannot be sieged.
- Divisions. Systems that border your territory become Divisions, each with its own buildings.
- Bastions. Plant an Embassy, War or Expansion Bastion on a system far from home to anchor territory there. Bastions can always be attacked, and taking a Bastion’s root system takes its whole cluster.
- Doctrines. Each system has one job. Fortress projects defense to its neighbors, Production Hub raises output, Shipyard Outpost speeds up ship building, Logistics Center hosts a Warp Gate for fleet hops, and Anti-Intel & Sensor scans rivals and blinds their scouts.
- Connection matters. Only systems linked back to your HQ or a Bastion pay alliance-wide bonuses, so a cut corridor costs you.
- Harvest and Survey. Fleets work your systems for resources, the runner and guardian fleets take a share home, and the rest fills a daily alliance pool that every member collects from.

Territory Siege
Taking a rival’s system is a campaign, not a single raid. Win a rally at the system center and it becomes Contested, which halves its income for its owner. After at least a day, a two-hour Vulnerable window opens inside the defender’s chosen defense hours. Win again there, twice for a Bastion’s root system, and the system changes hands. Lose or miss a window and the defender keeps it.
Defenders know a siege is coming: the borders change color on the galaxy map, countdowns appear in the alliance screens, and there is time to station guardian fleets and build defenses.
Alliance Power and the League
Alliance Power measures how much your alliance has invested in alliance buildings and research, not how full the Vault is. It gives your alliance a fleet title, from Flotilla upward, and sets its War Guild levy in Riftwake Incursion. Alliances without territory have no Alliance Power.
Alliance leaderboards rank alliances by their members’ combined score, and the League runs weekly alliance events alongside player events, on an eight-week season ladder.
Alliance Archive and cosmetics
An alliance can fly its own colors. Members forge relics and donate them to the alliance, which unlocks its badge, its flag on members’ planets, and themes and monuments for its star systems. The Alliance Archive on your HQ keeps the collection, and its Bazaar sells alternate looks that members can buy for the alliance with Quantum Shards. Cosmetics change how your alliance looks. They give no combat or production bonus.
The Archive also keeps Records, a delayed log of activity in your territory.
Riftwake Incursion
At the top of alliance play is Riftwake Incursion, a weekly Realm IV event. Alliances that hold territory break the alien Siphon Spines, then fight each other for the Wakeheart. The alliance that holds it longest becomes Realmwarden, holds the Mandate of Regna, and shares out its rewards.