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Score

Score represents the overall development level of an empire in Per Regna. It reflects the combined progress of a player’s economy, technology, fleets, defenses, alliance donations, and items.

Score is used to:

  • measure empire progression
  • determine player rankings within a Realm
  • unlock access to higher Realms
  • compare the strength of different empires and alliances

As players expand their colonies, build fleets, research technologies, and donate to their alliance, their total score gradually increases. Fleet and defense scores are naturally bounded by tonnage. Buildings, research, and alliance donations count 1:1 until 500B, then diminish so late-game uncapped investment cannot dwarf military mass. Items (engines, monument upgrades and relocate boosts) diminish from the first purchase and never pass 500B together.

Weekly events and the Daily Race use a separate event-score β€” they do not add to this empire total. See Weekly events vs empire score.

Contents

  • What contributes to score
  • Score formula
  • Score resource weights
  • Building / research / donation soft-cap
  • What does not count
  • Realm progression
  • Where score is shown
  • Score and leaderboards
  • How other systems use score
  • Weekly events vs empire score
  • Strategic considerations
  • Quick reference
  • Related pages

What contributes to score

Several major gameplay systems contribute to a player’s total score. Each is converted from catalog resource costs (see weights), then divided into score units.

Buildings

Constructing and upgrading buildings increases score because it represents long-term infrastructure development. Score is the sum of every completed upgrade on your colonies (planets and moons), from level 1 up to the current level. Each level uses that building’s catalog cost (typically 1.5Γ— per level).

Example buildings include:

  • resource mines
  • research laboratories
  • shipyards
  • planetary infrastructure

Queued upgrades that have not finished do not count. Alliance-system buildings (HQ / Division / Bastion) are paid from the alliance vault and do not add to your personal building score.

After the sum, the soft-cap is applied.

Research

Technological development is a major contributor to score. Each completed personal research level increases score from that level’s catalog cost (typically 2Γ— per level).

Important research areas include:

  • propulsion technologies
  • weapons systems
  • shield technology
  • economic and industrial research

Alliance research is not part of this component. After the sum, the soft-cap is applied independently of buildings.

Fleet

Ships contribute to score based on their construction cost (not combat stats). Large fleets significantly increase an empire’s score, especially when they contain advanced warships.

Counts:

  • ships in hangars on all of your colonies
  • ships in active fleets (traveling, stationed, returning, on a mission)

Example ship classes include Fighters, Cruisers, Dreadnoughts, Carriers, and Titans. Support ships such as cargo vessels and recyclers also contribute, though each hull is worth less.

Lost hull sitting in the Ship Graveyard awaiting buyback does not count. After buyback, recovered ships are hangar ships again and count immediately.

This is the Fleet column on the Players leaderboard.

Defenses

Planetary defenses also contribute to score: catalog unit cost Γ— quantity on all of your colonies. Defensive structures represent the military investment of a colony.

Examples include missile batteries, railgun towers, plasma cannons, and shield domes.

Alliance-system turrets use a separate alliance pool and do not add here. This is the Defense column on the Players leaderboard.

Alliance donations

Cumulative weighted value of resources you have donated into any alliance vault. Same resource weights as the other components. This is the only way idle resources (that never became buildings, ships, or research) still grant empire score.

Alliance tax on mission returns also contributes when tax is credited to the vault. See Alliances.

After the sum, the soft-cap is applied independently.

Items

Resources sunk into items, worked out from what you own or have used:

  • Monument upgrades β€” every upgrade from level 9 on, at its catalog cost, for each monument copy at its current level. Copies used up as spares do not count.
  • Engines β€” every engine you bought at its catalog price, including engines still forging, worn out, burned out, stolen or destroyed. Scrapped engines do not count (their refund went back to the colony). Each overcharge adds its price.
  • Colony Relocate boosts bought at the Engineering Lab β€” the price you paid for each, used or not. Free boosts from realm ascension do not count.

Item curve

Engines, monument upgrades and relocate boosts share one budget. Their combined value counts less with every purchase and slowly approaches 500B, but never reaches it:

effective = 500B Γ— (1 βˆ’ e^(βˆ’raw / 2.5T))

Raw item value Effective
40.75B (one Mk I ship engine) ~8B
407.5B ~75B
1T ~165B
2T ~275B
5T ~432B
10T ~491B

The soft-cap is applied after the curve; it has no effect below 500B.

Colonies and infrastructure

Colonizing new planets does not add a flat colony bonus. New worlds increase score through the buildings, ships, and defenses you place on them β€” extra mines, yards, labs, and hangars.

Score formula

Every component starts from catalog costs:

rawValue = floor(Ξ£ resource Γ— weight) scoreUnits = ceil(rawValue / 1000)

Energy never counts (weight 0).

Then:

buildingScore = softCap(buildings) researchScore = softCap(research) allianceDonationScore = softCap(donations) itemScore = softCap(itemCurve(engines + monuments + relocateBoosts)) totalScore = buildingScore + researchScore + shipScore + defenseScore + allianceDonationScore + itemScore

Ships and defenses are not soft-capped.

In general:

  • expensive structures and technologies contribute more score
  • large fleets and turret walls significantly impact total score
  • ships and defenses reflect the current inventory β€” if they are destroyed, that score is removed; rebuilding restores it
  • buildings and research reflect the cumulative cost of current levels β€” losing or downgrading a level removes that level’s cost
  • alliance donations are cumulative: they are not removed if you leave the alliance
  • items stay counted once used: a worn-out engine or a used relocate boost keeps its score; scrapping an engine removes it

Scores refresh on a periodic engine tick (default 30 minutes), and immediately after actions such as finishing research or donating to the vault. Opening My Rank recalculates your live breakdown; the published rank still comes from the last stored realm ranking.

Score resource weights

Rarer resources are worth more per unit:

Resource Weight
Steel 1
Quartz 1.5
Gas 2
Silicium 3
Iridium 3.5
Elerium 4
Energy 0

Example: a ship that costs 1,000 steel + 400 quartz is floor(1000Γ—1 + 400Γ—1.5) = 1,600 raw, then ceil(1600 / 1000) = 2 score per hull.

Building / research / donation soft-cap

Fleet + defense are bounded by tonnage (~500B combined score at the ceiling). Buildings, research, alliance donations, and items have no such hard limit and can reach tens of trillions of raw cost-score. Each of those four components is mapped independently (items after the item curve):

Raw component Effective component
≀ 500B 1:1
> 500B 500B + 500B Γ— excess / (excess + 5T)

effective = 500B + 500B Γ— (raw βˆ’ 500B) / ((raw βˆ’ 500B) + 5T)

The curve approaches 1T per component and never hits a hard wall:

Raw building, research, or donation Effective
500B 500B
1.5T ~583B
5.5T 750B
30T ~929B
40T ~944B

At ~30–40T of actual investment in any of those components, that component’s displayed score sits near 1T, in line with a maxed fleet + defense.

What does not count

  • resources sitting in warehouses, fleets, or the alliance vault (until donated)
  • buildings / ships / defenses in queue
  • alliance HQ / Division / Bastion buildings and alliance defenses
  • alliance research
  • Ship Graveyard hull not yet bought back
  • energy costs
  • weekly event / Daily Race points (different system)
  • monument and relic collection scores (separate leaderboard; see Players)

Realm progression

Score determines when players can ascend to higher Realms. Realms represent major stages of technological and strategic progression. Each Realm unlocks new ships, buildings, research, and gameplay systems.

Players gain access to the next Realm once their empire reaches the required score threshold (shown on the HUD realm bar and Settings β†’ Profile). Live values are server-configured; typical published thresholds:

Realm Required score
Realm 2 1,000,000
Realm 3 50,000,000
Realm 4 2,500,000,000

Reaching each milestone usually requires multiple colonies, advanced research, powerful fleets, and large industrial infrastructure.

Realm 1 also shows smaller onboarding brackets (I-1 … I-4) so the path to Realm 2 is visible in pieces. Rank is per realm: #1 is the highest total in your realm, not the whole galaxy. Recently ascended commanders (last 7 days) appear on the Players leaderboard.

Once per day the server snapshots score and rank. My Rank shows the delta since that snapshot (score ↑/↓ and ranks gained or lost).

Where score is shown

Place What you see
Leaderboard (trophy on the bottom bar, large screens) Full Leaderboard modal β€” My Rank, Players, Battles, Missions, Alliances
Settings β†’ Profile β†’ Total Score Compact total; tap to open the same Leaderboard modal
Settings β†’ Profile β†’ Realm Score vs the next realm / bracket ceiling
HUD realm bar Same realm-progress number
Imperial Overview β†’ Summary Full breakdown: Buildings, Research, Ships, Defenses, Alliance Donations, Total (QoL Imperial Access)
Galaxy / colony overlay on another player’s planet Owner score and rank
Player profile (tap a name on the leaderboard or events) Realm Score (empire total), plus league tier and weekly-event score
Alliance β†’ Members Each member’s total, if Settings β†’ Game β†’ Show member scores is on
Alliance leaderboard Sum of members’ totals

Score and leaderboards

Open Leaderboard from the trophy button or by tapping Total Score on Profile. Five tabs:

My Rank

Your official rank and total score, with change since the daily snapshot, plus nearby players in your realm (about 10 ranks around you). Tap a row for that commander’s profile, message, or galaxy jump.

Players

Your realm only. Podium for the top 3, then a paginated list. Sort chips:

Sort Ordered by
Total Official empire total (stored rank)
Research Soft-capped research score
Fleet Current ship score
Defense Current defense score
Buildings Soft-capped building score
Collection Monument or Relic collection score (see below)

Collection opens a second row of chips:

Sub-tab Shows Ranked by
Monuments Loose pieces (not forged), total levels across owned monuments, highest monument level, and collection score Monument collection score
Relics Loose pieces (not forged), forged count, and collection score Relic collection score

Monument and relic collection scores are stored per player and refreshed with empire score, but they do not add to empire total or realm rank. Rarity and monument level drive the score; loose pieces contribute a small amount. A Recently Ascended strip lists commanders who moved realm in the last week (Total sort only).

Top players often specialize β€” military dominance, economic expansion, or technological development β€” which is why the granular sorts exist.

Battles

Same realm. Combat statistics, not empire score:

Sub-tab Ranked by
PvP Attacker victories, then loot
Pirate Attacker victories vs pirates, then loot
Debris Debris collected from recycle missions

Missions

Same realm. Activity statistics, not empire score:

Sub-tab Ranked by
Asteroid Harvest Resources harvested
Nebula Harvest Gas harvested
Exploration Expeditions completed (loot / ships / artifacts)

Alliances

Galaxy-wide (not realm-filtered). Sort chips:

Sort Ordered by
Total Sum of active members’ empire totals
Buildings Sum of members’ building scores
Collection β†’ Monuments / Relics Sum of members’ collection scores (plus combined pieces / levels / forged stats)

The alliance badge appears beside the name.

Battle / mission / alliance boards are cached on the order of 15 minutes.

How other systems use score

System Role of score
Realm ascension Progress to the next realm
Alliance harvest / survey pool Daily shares weighted by √score so lower-score members still get a floor
Pirate boss loot Inverse-score lift for smaller commanders β€” see Pirate Bosses
Transport to allies You may only send resources to alliance members with lower score than you
Expeditions Per-run loot ceiling grows with score β€” see Expeditions

Attack β€œbully” limits and war-fatigue loot cuts use fleet tonnage, not this score number β€” see Fleet Combat.

Weekly events vs empire score

Weekly events and the Daily Race award a different point total from in-week actions (battles, expeditions, building, and so on). That number ranks event groups, unlocks milestone rewards, and feeds alliance events / league LP. It is not added to empire total score.

Event leaderboards live on the Events screen (Weekly / Daily toggle), not on the Score Leaderboard. Quick Guide: Settings β†’ Quick Guides β†’ Weekly Events.

Strategic considerations

Score growth depends heavily on playstyle. Different strategies lead to different score distributions.

Economic strategy

Focus on mines, production, and infrastructure. Building score grows steadily and, late game, is soft-capped so it cannot run away from fleet.

Military strategy

Focus on fleet production and combat. Ship and defense scores track current hull β€” losses drop you on the Fleet / Defense boards until you rebuild. Tonnage is the real ceiling here.

Technological strategy

Prioritize advanced research to unlock powerful ships and buildings. Research score is also soft-capped after 500B (same curve as buildings and donations).

Balanced empires typically achieve the most stable long-term growth: enough yards and research to field a tonnage-capped fleet, without pouring endless resources into uncapped buildings or vault donations that convert poorly after the soft-cap.

Quick reference

Item Rule
Total Soft-capped buildings + soft-capped research + ships + defenses + soft-capped donations
Score unit ceil(weighted resources / 1000)
Soft-cap start 500B per building / research / donation component
Soft-cap ceiling Approaches 1T per those components (K = 5T)
Ships / defenses No soft-cap
Rank Per realm, by total
Alliance score Sum of members’ totals (global board)
Refresh ~30 min tick + on research / donation
Daily delta Snapshot of score and rank

Related pages

Public article: wiki.perregna.com/Score