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3 March 2026

  • 08:2108:21, 3 March 2026 Pirates (hist | edit) [5,577 bytes] Admin (talk | contribs) (Created page with " = Pirate System = Pirates are the primary PvE adversaries in Per Regna. They are not static targets. Pirates operate as dynamic entities that: * Spawn across systems * Maintain Strongholds and Outposts * Reinforce weaker positions * Send transport convoys * Escalate if ignored * Retaliate when farmed The pirate system evolves significantly across Realms. ---- == Core Structure == Each pirate presence consists of: * 1 Stronghold (main base) * 3–4 Outposts (branch...") Tag: Visual edit
  • 08:0908:09, 3 March 2026 Realms Overview (hist | edit) [5,994 bytes] Admin (talk | contribs) (Created page with " = Realms Overview = Realms define the core progression structure of Per Regna. Rather than endlessly scaling numbers within a single universe, the game is divided into structured stages called Realms. Each Realm introduces new mechanics, deeper strategy, and additional galaxies while preserving player progress. Realms ensure: * Steady complexity growth * Strategic evolution * Controlled power scaling * Long-term replayability * Separation between early and advanced s...") Tag: Visual edit
  • 07:5907:59, 3 March 2026 Glossary (hist | edit) [5,245 bytes] Admin (talk | contribs) (Created page with " = Glossary = This glossary explains key terms used in Per Regna. Terms are listed alphabetically. ---- == A == === Alliance === A group of players who cooperate for protection, warfare, trade, and coordinated objectives such as rallies and system control. === Alliance War === A coordinated conflict between two alliances involving strategic attacks, diplomacy, and system influence. === Ascension === The process of advancing to the next Realm after reaching the requi...") Tag: Visual edit
  • 07:5307:53, 3 March 2026 FAQ (hist | edit) [6,677 bytes] Admin (talk | contribs) (Created page with " = Frequently Asked Questions = This page answers common questions about progression, economy, fleets, combat, and core systems. ---- == Getting Started == === What is a Realm? === A Realm represents a stage of progression in the universe. * There are 4 Realms in total. * You ascend by reaching the required Realm Score (visible in your profile). * Upon ascension: ** Colonies move to a new galaxy. ** Ships and resources transfer with you. ** New mechanics unlock. {| c...") Tag: Visual edit

2 March 2026

  • 20:2420:24, 2 March 2026 Asteroid Harvesting (hist | edit) [3,155 bytes] Admin (talk | contribs) (Created page with "= Asteroid Harvesting = Asteroid Harvesting is a fleet-based resource extraction system where players deploy Orbital Refineries to process finite asteroid nodes. Unlike mines, asteroid nodes: * Have finite resource pools * Require active fleet deployment * Scale by realm * Become contested in higher realms == System Overview == Asteroid harvesting consists of: # Discovering a node # Scanning it for composition # Deploying Orbital Refineries # Extracting refined resou...") Tag: Visual edit originally created as "Asteroid Mining"
  • 20:0520:05, 2 March 2026 Expeditions/Faction Expeditions (hist | edit) [689 bytes] Admin (talk | contribs) (Created page with "= Faction Expeditions (Realm 3) = Realm 3 integrates pirate faction mechanics into expedition nodes. == Faction Reputation Effects == {| class="wikitable" !Reputation !Effects |- |Hostile | +20% combat events, +30% loot |- |Neutral |Standard behavior |- |Friendly | -30% combat risk |- |Allied |Faction escorts assist fleet |} == Pirate Interference Event == Trigger: * Recently raided faction Player Choices: # Fight # Bribe # Negotiate (Explorer class is required) # R...") Tag: Visual edit
  • 20:0320:03, 2 March 2026 Expeditions/Fleet Mechanics (hist | edit) [3,053 bytes] Admin (talk | contribs) (Created page with " = Expedition Fleet Mechanics = == Requirements == * At least 1 Probe required == Fleet Power Impact == Fleet strength influences: * Pirate encounter success * Hull damage probability * Stun chance * Faction risk level Suggested scaling:<pre> combatRatio = fleetPower / recommendedPower if combatRatio >= 1.0: riskModifier = -20% elif combatRatio < 0.7: riskModifier = +25% </pre> == Cargo Capacity == Loot extracted cannot exceed fleet cargo capacity. Cargo...") Tag: Visual edit
  • 20:0320:03, 2 March 2026 Expeditions/Rewards (hist | edit) [848 bytes] Admin (talk | contribs) (Created page with "= Expedition Rewards = Rewards scale by: * Realm * Depth * Node Type * Node State * Rally participation * Archetype bonuses == Realm 1 Rewards == Resources: * Steel * Quartz * Minor Gas Drops: * Research Fragments * Blueprint Fragments * Codex Entries Failure: * No ship loss * Stun only == Realm 2 Additions == New: * Higher fragment rates * Meteorite coordinates * Rally multiplier Rally Multiplier Formula:<pre> rallyMultiplier = 1 + (0.28 × log2(participants +...") Tag: Visual edit
  • 20:0320:03, 2 March 2026 Expeditions/Nebula Zones (hist | edit) [839 bytes] Admin (talk | contribs) (Created page with "= Nebula Zones = Nebula nodes focus on anomaly events and Codex progression. == Characteristics == Higher probability of: * Radiation events * Anomaly chains * Codex unlock triggers * Fragment drops Lower probability of: * Raw cargo events * Direct pirate combat (unless faction-aligned) == Nebula Difficulty by Depth == {| class="wikitable" !Depth !Hull Risk !Rare Event Rate !Codex Chance |- |1 |0–5% |Low |Low |- |2 |5–15% |Medium |Medium |- |3 |10–30% |High |H...") Tag: Visual edit
  • 20:0220:02, 2 March 2026 Expeditions/Depth System (hist | edit) [1,197 bytes] Admin (talk | contribs) (Created page with " = Expedition Depth System = Each depth increases reward multipliers and risk exposure. == Depth Multipliers (Realm 1) == {| class="wikitable" !Depth !Multiplier !Risk Level !Fragment Chance |- |1 |1.0x |Low |Low (10–15%) |- |2 |1.5x |Medium |Medium (15–20%) |- |3 |2.5x |High |High (20–30%) |} == Depth 1 == Purpose: * Low-risk introduction layer * Safe extraction farming Typical Events: * Derelict Probe * Abandoned Cargo * Minor Radiation * Quiet Drift Failur...") Tag: Visual edit
  • 19:5619:56, 2 March 2026 Expeditions (hist | edit) [1,398 bytes] Admin (talk | contribs) (Created page with " = Expeditions = Expeditions are a push-your-luck exploration system where fleets progress through increasing depths, encounter events, and choose whether to extract or continue. Unlike passive missions, expeditions involve decision-making at each depth and risk escalation. Source system design: Expedition System Design Document == Core Flow == Select an Expedition Node on the Galaxy Map Launch Fleet (minimum 1 Probe required) Resolve Depth Event Choose: Extract (...") Tag: Visual edit
  • 19:4219:42, 2 March 2026 Colonial Expansion (hist | edit) [433 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Colonial Expansion|image=Research_ColonialExpansion.png|realm=2|category=Pioneer|description=Improves colony efficiency and administrative scaling.|effects=• Improves colony administrative efficiency<br> • Increases planet capacity|requirements=Research Lab Level 13<br> Astrophysics Level 8<br> Industrial Engineering Level 4|cost=26000 Steel<br> 10500 Quartz<br> 120 Iridium<br> 180 Silicium|time=1440s}}") Tag: Visual edit
  • 19:4219:42, 2 March 2026 Fusion Technology (hist | edit) [386 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Fusion Technology|image=Research_FusionTechnology.png|realm=2|category=Economy|description=Converts Gas into large-scale, stable Energy production.|effects=• Increases fusion reactor output<br> • Reduces fusion fuel consumption|requirements=Research Lab Level 8<br> Energy Systems Level 5|cost=16000 Quartz<br> 18000 Gas<br> 240 Iridium<br> 180 Silicium|time=2160s}}") Tag: Visual edit
  • 19:4019:40, 2 March 2026 First Contact Protocols (hist | edit) [422 bytes] Admin (talk | contribs) (Created page with "{{Research|name=First Contact Protocols|image=Research_FirstContactProtocols.png|realm=2|category=Pioneer|description=Establishes safer and more profitable NPC interactions.|effects=• Increases NPC reputation gain<br> • Improves NPC trade bonuses|requirements=Research Lab Level 14<br> Expedition Basics Level 5<br> Sensor Technology Level 5|cost=18000 Steel<br> 12000 Quartz<br> 6000 Gas<br> 160 Silicium|time=1080s}}") Tag: Visual edit
  • 19:4019:40, 2 March 2026 Expedition Mastery (hist | edit) [422 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Expedition Mastery|image=Research_ExpeditionMastery.png|realm=2|category=Pioneer|description=Improves expedition depth, success rate, and reward quality.|effects=• Increases expedition loot<br> • Increases expedition success rate|requirements=Research Lab Level 15<br> Expedition Basics Level 14<br> Deep Space Sensors Level 8|cost=9000 Steel<br> 18000 Quartz<br> 7000 Gas<br> 100 Silicium|time=1080s}}") Tag: Visual edit
  • 19:3919:39, 2 March 2026 Deep Space Sensors (hist | edit) [382 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Deep Space Sensors|image=Research_DeepSpaceSensors.png|realm=2|category=Pioneer|description=Extends detection range and improves anomaly discovery.|effects=• Increases sensor range<br> • Increases anomaly discovery chance|requirements=Research Lab Level 15<br> Sensor Technology Level 14|cost=15000 Steel<br> 9000 Quartz<br> 5000 Gas<br> 120 Silicium|time=720s}}") Tag: Visual edit
  • 19:3919:39, 2 March 2026 Siege Resistance (hist | edit) [384 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Siege Resistance|image=Research_SiegeResistance.png|realm=2|category=Guardian|description=Hardens planetary systems against prolonged assaults.|effects=• Increases defender damage during siege|requirements=Research Lab Level 16<br> Shield Technology Level 15<br> Defensive Logistics Level 6|cost=26000 Steel<br> 2000 Gas<br> 150 Iridium<br> 150 Silicium|time=1440s}}") Tag: Visual edit
  • 19:3919:39, 2 March 2026 Defensive Logistics (hist | edit) [400 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Defensive Logistics|image=Research_DefensiveLogistics.png|realm=2|category=Guardian|description=Accelerates defensive construction and redeployment.|effects=• Increases defense build speed|requirements=Research Lab Level 6<br> Support Warfare Level 8<br> Construction Engineering Level 14<br> Shield Technology Level 14|cost=19000 Steel<br> 11000 Quartz<br> 200 Silicium|time=960s}}") Tag: Visual edit
  • 19:3919:39, 2 March 2026 Support Warfare (hist | edit) [389 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Support Warfare|image=Research_SupportWarfare.png|realm=2|category=Guardian|description=Improves allied fleet efficiency and repair coordination.|effects=• Improves allied fleet effectiveness<br> • Improves allied repair speed|requirements=Research Lab Level 16<br> Shield Technology Level 12|cost=10000 Steel<br> 7000 Quartz<br> 18000 Gas<br> 150 Silicium|time=1080s}}") Tag: Visual edit
  • 19:3919:39, 2 March 2026 Advanced Fortifications (hist | edit) [381 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Advanced Fortifications|image=Research_AdvancedFortifications.png|realm=2|category=Guardian|description=Expands defensive coverage and structural resilience.|effects=• Increases defense HP<br> • Increases defense damage|requirements=Research Lab Level 15<br> Defense Engineering Level 4|cost=6000 Steel<br> 20000 Gas<br> 140 Iridium<br> 100 Silicium|time=780s}}") Tag: Visual edit
  • 19:3919:39, 2 March 2026 Fleet Preservation (hist | edit) [450 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Fleet Preservation|image=Research_FleetPreservation.png|realm=2|category=Warlord|description=Improves ship durability and repair efficiency.|effects=• Increases fleet HP<br> • Improves repair speed<br> • Improves post-battle recovery|requirements=Research Lab Level 16<br> Fleet Mastery Level 12|cost=11000 Steel<br> 22000 Quartz<br> 160 Silicium|time=1000s}} == Overview == Reduces long-term fleet attrition in sustained wars.") Tag: Visual edit
  • 19:3819:38, 2 March 2026 Ion Propulsion (hist | edit) [455 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Ion Propulsion|image=Research_IonPropulsion.png|realm=2|category=Warlord|description=Advanced engine grade enabling higher sustained cruise speeds.|effects=• Increases ship speed<br> • Reduces fleet fuel consumption|requirements=Research Lab Level 16<br> Chemical Propulsion Level 8|cost=26000 Steel<br> 12000 Gas<br> 1500 Iridium<br> 1200 Silicium|time=1080s}} == Overview == Upgrades fleet mobility for mid-game strategic dominance.") Tag: Visual edit
  • 19:3819:38, 2 March 2026 Energy Weapons (hist | edit) [423 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Energy Weapons|image=Research_EnergyWeapons.png|realm=2|category=Warlord|description=Enhances beam coherence and shield pressure.|effects=• Increases fleet attack strength|requirements=Research Lab Level 15<br> Weapon Systems Level 6<br> Energy Systems Level 3|cost=16000 Quartz<br> 12000 Gas<br> 1200 Silicium|time=720s}} == Overview == Improves precision and damage consistency of energy-based systems.") Tag: Visual edit
  • 19:3819:38, 2 March 2026 Kinetic Warfare (hist | edit) [559 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Debris Mastery|image=Research_DebrisMastery.png|realm=2|category=Economy|description=Enhances recovery of battle losses and debris processing.|effects=• Improves own-loss recovery<br> • Increases debris conversion speed<br> • Improves harvest cycle efficiency|requirements=Research Lab Level 16<br> Salvage Operations Level 3<br> Fleet Mastery Level 5|cost=20000 Steel<br> 13000 Quartz<br> 10000 Gas<br> 800 Iridium<br> 1800 Silicium|time=1080s}} == Ov...") Tag: Visual edit
  • 19:3719:37, 2 March 2026 Debris Mastery (hist | edit) [559 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Debris Mastery|image=Research_DebrisMastery.png|realm=2|category=Economy|description=Enhances recovery of battle losses and debris processing.|effects=• Improves own-loss recovery<br> • Increases debris conversion speed<br> • Improves harvest cycle efficiency|requirements=Research Lab Level 16<br> Salvage Operations Level 3<br> Fleet Mastery Level 5|cost=20000 Steel<br> 13000 Quartz<br> 10000 Gas<br> 800 Iridium<br> 1800 Silicium|time=1080s}} == Ov...") Tag: Visual edit
  • 19:3719:37, 2 March 2026 Colonial Administration (hist | edit) [486 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Colonial Administration|image=Research_ColonialAdministration.png|realm=2|category=Economy|description=Links colonies into a unified research and logistics network.|effects=• Expands research network capacity|requirements=Research Lab Level 16<br> Astrophysics Level 4<br> Construction Engineering Level 3|cost=9000 Quartz<br> 14000 Gas<br> 1000 Iridium<br> 1200 Silicium|time=1060s}} == Overview == Allows multiple colonies to function more cohesively as...") Tag: Visual edit
  • 19:3719:37, 2 March 2026 Trade Networks (hist | edit) [497 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Trade Networks|image=Research_TradeNetworks.png|realm=2|category=Economy|description=Establishes structured market routes and improves trade margins.|effects=• Increases trade efficiency<br> • Increases trade route speed|requirements=Research Lab Level 15<br> Industrial Engineering Level 4<br> Energy Systems Level 3|cost=5000 Steel<br> 14000 Quartz<br> 16000 Gas<br> 1500 Silicium|time=880s}} == Overview == Formalizes commercial infrastructure for str...") Tag: Visual edit
  • 19:3719:37, 2 March 2026 Advanced Resource Extraction (hist | edit) [579 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Advanced Resource Extraction|image=Research_AdvancedExtraction.png|realm=2|category=Economy|description=Unlocks high-grade extraction patterns for Iridium and Silicium.|effects=• Increases Iridium mining output<br> • Increases Silicium mining output<br> • Increases asteroid harvest speed|requirements=Research Lab Level 15<br> Industrial Engineering Level 5|cost=18000 Steel<br> 12000 Quartz<br> 6000 Gas|time=960s}} == Overview == Improves access to...") Tag: Visual edit
  • 19:3519:35, 2 March 2026 Salvage Operations (hist | edit) [325 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Salvage Operations|image=Research_SalvageOperations.png|realm=1|category=Frontier|description=Improves debris yield from battles and pirates.|effects=• Increases debris recovery yield|requirements=Research Lab Level 1<br> Industrial Engineering Level 3|cost=1800 Steel<br> 800 Quartz<br> 1200 Gas|time=90s}}") Tag: Visual edit
  • 19:3419:34, 2 March 2026 Astrophysics (hist | edit) [349 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Astrophysics|image=Research_Astrophysics.png|realm=1|category=Frontier|description=Enables colonization and expands planet capacity.|effects=• Increases maximum colonizable planets|requirements=Research Lab Level 2<br> Sensor Technology Level 4<br> Expedition Basics Level 5|cost=2000 Steel<br> 4000 Quartz<br> 1500 Gas|time=240s}}") Tag: Visual edit
  • 19:3419:34, 2 March 2026 Expedition Basics (hist | edit) [303 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Expedition Basics|image=Research_ExpeditionBasics.png|realm=1|category=Frontier|description=Boosts early expedition rewards.|effects=• Increases expedition loot yield|requirements=Research Lab Level 1<br> Sensor Technology Level 3|cost=1000 Steel<br> 1800 Quartz<br> 600 Gas|time=90s}}") Tag: Visual edit
  • 19:3419:34, 2 March 2026 Sensor Technology (hist | edit) [359 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Sensor Technology|image=Research_SensorTechnology.png|realm=1|category=Frontier|description=Extends scanning range and pre-engagement intelligence.|effects=• Improves reconnaissance capability|requirements=Research Lab Level 5|cost=1600 Steel<br> 900 Quartz<br> 400 Gas|time=105s}} == Overview == Enhances visibility of surrounding systems.") Tag: Visual edit
  • 19:3419:34, 2 March 2026 Defense Recovery (hist | edit) [394 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Defense Recovery|image=Research_DefenseRecovery.png|realm=1|category=Security|description=Improves automatic post-battle defensive restoration.|effects=• Increases defense auto-heal speed|requirements=Research Lab Level 2<br> Defense Engineering Level 2|cost=2200 Steel<br> 1100 Quartz<br> 700 Gas|time=110s}} == Overview == Reduces long-term defensive downtime after sieges.") Tag: Visual edit
  • 19:3419:34, 2 March 2026 Fleet Hangar Protocols (hist | edit) [430 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Fleet Hangar Protocols|image=Research_FleetHangarProtocols.png|realm=1|category=Security|description=Improves hangar capacity and reduces recovery delays.|effects=• Increases hangar capacity<br> • Reduces fleet recovery penalties|requirements=Research Lab Level 2<br> Shield Technology Level 2|cost=700 Steel<br> 2600 Gas|time=130s}} == Overview == Improves protected fleet storage and operational resilience.") Tag: Visual edit
  • 19:3319:33, 2 March 2026 Shield Technology (hist | edit) [484 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Shield Technology|image=Research_ShieldTechnology.png|realm=1|category=Security|description=Expands shield capacity for ships and defenses.|effects=• Increases shield strength<br> • Increases defense shield strength|requirements=Research Lab Level 2<br> Defense Engineering Level 5|cost=2400 Steel<br> 1200 Quartz|time=100s}} == Overview == Improves shield resilience across fleets and structures. == Strategic Notes == Synergizes with dome-heavy defens...") Tag: Visual edit
  • 19:3319:33, 2 March 2026 Defense Engineering (hist | edit) [485 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Defense Engineering|image=Research_DefenseEngineering.png|realm=1|category=Security|description=Improves structural integrity and damage output of planetary defenses.|effects=• Increases defense HP<br> • Increases defense damage|requirements=Research Lab Level 1<br> Resource Protection Level 4|cost=2500 Quartz<br> 500 Gas|time=70s}} == Overview == Enhances durability and lethality of defensive structures. == Strategic Notes == Core defensive scaling...") Tag: Visual edit
  • 19:3319:33, 2 March 2026 Resource Protection (hist | edit) [509 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Resource Protection|image=Research_ResourceProtection.png|realm=1|category=Security|description=Raises the safe portion of storage that raiders cannot steal.|effects=• Increases protected storage percentage|requirements=Research Lab Level 2<br> Construction Engineering Level 2|cost=1200 Steel<br> 800 Gas|time=40s}} == Overview == Increases the portion of stored resources that cannot be looted during raids. == Strategic Notes == Strong defensive resear...") Tag: Visual edit
  • 19:3219:32, 2 March 2026 Fleet Mastery (hist | edit) [478 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Fleet Mastery|image=Research_FleetMastery.png|realm=1|category=Fleet|description=Expands available fleet activity slots.|effects=• Increases concurrent fleet activities|requirements=Research Lab Level 2<br> Weapon Systems Level 4|cost=600 Steel<br> 700 Quartz<br> 1200 Gas|time=80s}} == Overview == Expands operational flexibility by allowing more simultaneous fleet actions. == Strategic Notes == Highly valuable for aggressive or expansion-focused players.") Tag: Visual edit
  • 19:3219:32, 2 March 2026 Weapon Systems (hist | edit) [432 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Weapon Systems|image=Research_WeaponSystems.png|realm=1|category=Fleet|description=Core damage tuning for all ship weapons.|effects=• Increases fleet damage|requirements=Research Lab Level 1<br> Energy Systems Level 4|cost=1500 Steel<br> 1200 Quartz<br> 1600 Gas|time=75s}} == Overview == Improves base offensive performance of fleets. == Strategic Notes == Directly scales combat effectiveness across all ships.") Tag: Visual edit
  • 19:3219:32, 2 March 2026 Chemical Propulsion (hist | edit) [479 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Chemical Propulsion|image=Research_ChemicalPropulsion.png|realm=1|category=Fleet|description=Early engine technology improving speed and efficiency.|effects=• Increases ship speed<br> • Reduces fleet fuel consumption|requirements=Research Lab Level 2<br> Energy Systems Level 2|cost=1000 Steel<br> 750 Quartz<br> 1500 Gas|time=120s}} == Overview == Improves fleet mobility in early realms. == Strategic Notes == Essential for active raiding and explorat...") Tag: Visual edit
  • 19:3119:31, 2 March 2026 Energy Systems (hist | edit) [478 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Energy Systems|image=Research_EnergySystems.png|realm=1|category=Economy|description=Improves solar yield and reduces fleet fuel consumption.|effects=• Increases solar energy production<br> • Reduces fleet fuel consumption|requirements=Research Lab Level 1<br> Industrial Engineering Level 2|cost=750 Quartz<br> 400 Gas|time=55s}} == Overview == Enhances energy stability and fleet efficiency. == Strategic Notes == Important for both economy and mobility.") Tag: Visual edit
  • 19:3119:31, 2 March 2026 Construction Engineering (hist | edit) [510 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Construction Engineering|image=Research_ConstructionEngineering.png|realm=1|category=Economy|description=General build-time reductions across structures.|effects=• Increases construction speed|requirements=Research Lab Level 2<br> Industrial Engineering Level 2|cost=380 Steel<br> 200 Quartz<br> 500 Gas|time=65s}} == Overview == Reduces time required to construct buildings and infrastructure. == Strategic Notes == Critical for long-term scaling. Strong...") Tag: Visual edit
  • 19:3119:31, 2 March 2026 Industrial Engineering (hist | edit) [595 bytes] Admin (talk | contribs) (Created page with "{{Research|name=Industrial Engineering|image=Research_IndustrialEngineering.png|realm=1|category=Economy|description=Baseline throughput improvements for extractors and storage flow.|effects=• Increases Steel mining output<br> • Increases Quartz mining output<br> • Increases Gas mining output|requirements=Research Lab Level 1|cost=200 Steel<br> 100 Quartz<br> 40 Gas|time=50s}} == Overview == Industrial Engineering improves core resource production efficiency acros...") Tag: Visual edit
  • 19:3019:30, 2 March 2026 Research (hist | edit) [1,845 bytes] Admin (talk | contribs) (Created page with " = Research = Research represents long-term empire investment. Unlike buildings or ships, research applies empire-wide effects and permanently enhances: * Economy * Fleet performance * Defensive strength * Expansion capability * Alliance and late-game systems Research is divided into categories: * Economy * Fleet * Security * Frontier * Warlord * Guardian * Pioneer Each research belongs to a Realm tier and requires specific dependencies. ---- = Realm 1 Research =...") Tag: Visual edit
  • 19:2419:24, 2 March 2026 Damage and Shields (hist | edit) [3,523 bytes] Admin (talk | contribs) (Created page with " = Damage and Shields = Combat damage in Stellar Realms follows a layered structure: 1. Shield absorbs damage first 2. Remaining damage is applied to structural HP 3. If HP reaches zero, the unit is destroyed Understanding this sequence is critical for fleet design and defensive planning. ---- == Damage Resolution Order == Each attack cycle follows this logic: 1. Attacker selects a target (see Targeting and Priority). 2. Attacker deals its full attack value. 3. T...") Tag: Visual edit
  • 19:2219:22, 2 March 2026 Targeting and Priority (hist | edit) [3,111 bytes] Admin (talk | contribs) (Created page with "= Targeting and Priority = Targeting determines which enemy unit is selected when a ship or defense fires. Each unit has a defined '''Target Priority''' value that influences how likely it is to be selected as a target. Target priority plays a major role in fleet survivability and battle outcomes. ---- == How Target Selection Works == During each attack cycle: 1. An attacking unit selects a valid target from the opposing side. 2. Target selection is influenced by tha...") Tag: Visual edit
  • 19:2019:20, 2 March 2026 Rapid Fire (hist | edit) [2,926 bytes] Admin (talk | contribs) (Created page with " = 🔥 Rapid Fire = '''Rapid Fire''' allows a ship or defense structure to attack multiple targets in a single combat round. Instead of firing once per round, a unit with Rapid Fire may continue attacking additional targets of a specific type. Rapid Fire only applies against the unit types explicitly listed in its profile. ---- == 🧠 Core Concept == If a ship has: Rocket Turret → Probe ×10 It means: * When targeting a Probe, * It may continue firing again aft...") Tag: Visual edit
  • 19:1719:17, 2 March 2026 Planetary Dome (hist | edit) [557 bytes] Admin (talk | contribs) (Created page with "{{Defense|name=Planetary Dome|image=Defense_PlanetaryDome.png|realm=4|category=Shield Structure|attack=0|shield=20000|hp=100000|buildtime=14400s|cost=150000 Steel, 100000 Quartz, 50000 Gas, 15000 Silicium, 7500 Elerium, 10000 Iridium|abilities=Planetary Barrier Field|rapidfire=None}} == Overview == The '''Planetary Dome''' is the ultimate defensive barrier, dramatically reducing incoming fleet damage. == Strategic Use == * Core late-game survivability structure * Esse...") Tag: Visual edit
  • 19:1719:17, 2 March 2026 Prism Tower (hist | edit) [587 bytes] Admin (talk | contribs) (Created page with "{{Defense|name=Prism Tower|image=Defense_PrismTower.png|realm=4|category=Advanced Battery|attack=5000|shield=800|hp=20000|buildtime=10800s|cost=100000 Steel, 80000 Quartz, 40000 Gas, 10000 Silicium, 5000 Elerium, 5000 Iridium|abilities=Bonus vs Capital Ships<br>Focus Fire Beam|rapidfire=Battlecruiser ×3<br>Titan ×2<br>Carrier ×2<br>Dreadnought ×3}} == Overview == The '''Prism Tower''' channels converging energy beams designed to melt capital armor. == Strategic Use...") Tag: Visual edit
  • 19:1719:17, 2 March 2026 EMP Emitter (hist | edit) [503 bytes] Admin (talk | contribs) (Created page with "{{Defense|name=EMP Emitter|image=Defense_EMPEmitter.png|realm=3|category=Shield Utility|attack=0|shield=300|hp=7000|buildtime=6000s|cost=25000 Steel, 20000 Quartz, 8000 Gas, 4000 Silicium, 1200 Elerium|abilities=Temporary Shield Suppression|rapidfire=None}} == Overview == The '''EMP Emitter''' disrupts enemy shields temporarily, weakening incoming fleets. == Strategic Use == * Increases turret damage windows * Excellent support structure in mixed grids * Synergizes wi...") Tag: Visual edit
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