Colonization
More actions
Colonization
Colonization allows commanders in Per Regna to expand their empire beyond their homeworld and establish new planetary settlements across the galaxy.
New colonies provide additional space for infrastructure, resource production, fleet construction, and strategic positioning.
Successful colonization is one of the most important milestones in the development of an interstellar empire.
Planet Attributes
Every planet has unique environmental characteristics that influence its economic potential and strategic value.
The most important planetary attributes are:
- Temperature
- Surface Type
- Planet Size
These attributes affect how efficiently certain resources can be produced and how many buildings can be constructed.
Temperature
Planet temperature represents the environmental conditions of the planet.
Temperature primarily influences resource extraction efficiency, especially energy and gas-based resources.
General tendencies include:
Hot planets
- higher solar energy production
- improved gas extraction
- reduced efficiency for certain minerals
Cold planets
- better mining stability for dense materials
- lower solar energy output
- slower gas extraction
Because of this, players often specialize planets depending on their climate.
Example strategy:
- hot planets for energy production
- cold planets for heavy industry
Surface Type
The surface type describes the geological composition of a planet.
Surface types influence the efficiency of different mining operations.
Examples include:
| Surface Type | Typical Advantages |
|---|---|
| Rocky | Balanced mining output |
| Metallic | Higher metal production |
| Desert | Strong solar output but lower mineral density |
| Volcanic | Rich minerals but unstable environment |
| Icy | Gas-rich environments |
Surface types help determine the optimal economic role of a planet.
Players may specialize planets for:
- mining
- energy generation
- ship production
- research infrastructure
Planet Size
Planet size determines the available construction space for buildings.
Larger planets allow more infrastructure and long-term development.
Planet size influences:
- number of available building slots
- industrial scalability
- long-term colony value
However, larger planets often have environmental drawbacks.
For example:
- large planets may contain thicker atmospheres which reduce gas extraction efficiency
- smaller planets may have stronger mineral density
Because of this, the best planets depend on the intended colony role.
Starting Colonization
Colonization becomes available once players unlock the Astrophysics technology and construct a Colony Ship.
The colony ship is a specialized vessel designed to establish permanent settlements on unoccupied planets.
Astrophysics research unlocks:
- the Colony Ship
- additional colony capacity
Higher levels of astrophysics allow players to control more colonies simultaneously.
Colony Limit
Colony capacity scales with Astrophysics level:
colony limit = 1 + ceil(Astrophysics level Γ· 3)
Examples: level 3 β 2 colonies, level 6 β 3, level 12 β 5.
Typical progression:
- early game: a handful of colonies
- mid game: several planetary systems
- late game: large interstellar networks
Colony limits ensure that expansion remains strategic rather than unlimited.
Colony List Order
The colony selector lists your planets in your own order, with each moon right below its planet. Until you change it, the order is your Capital first, then the rest from oldest to newest.
To change it, open Colony Settings β Reorder Colony List and move planets up or down. Any planet can go anywhere, including your Capital. Reset to creation order brings back the default order. New colonies are added at the bottom.
The sort button in the colony selector switches between your order and alphabetical order. Sorting by name never changes your saved order. The same order is used wherever the game lists your colonies, such as when picking a fleet's starting colony. It is saved to your account, so it is the same on every device.
Colony Relocate
A Colony Relocate boost moves your active planet colony (and its moons) to an empty planet slot.
Your planet's characteristics move with your colony. Size, surface type, temperature, resource rates and appearance all stay the same, and so do your building slots. The two planets swap stats, so the empty planet you leave behind takes on the original stats of the slot you moved to. Relocating changes your position, not your planet.
Example: you relocate from a size 80 planet to an empty size 160 planet. Your colony is still size 80 at its new coordinates, and the size 160 planet is now at your old coordinates.
After relocating:
- You cannot launch attack missions from that planet or its moons for 48 hours
- Other mission types (transport, scout, colonize, and so on) are unaffected
- Other empires can still attack you β this is an outbound restriction only
Colony Settings shows an Active limitations banner listing every timer still running on the colony, each with its end date and time left: attack block, asteroid harvest block, bought-boost cooldown, and Alliance Relocation protection.
Example: you relocate at 12:00 on Monday β attack launches from that colony are blocked until 12:00 on Wednesday. The Colony Settings banner lists the expiry date and countdown until then.
You cannot relocate into another alliance's territory (unclaimed systems and your own alliance territory are fine), or while any fleet is flying from or to the planet or its moons.
Getting Colony Relocate boosts
| Source | Details |
|---|---|
| Realm ascension | Free boosts when you ascend to Realm 2, 3 or 4. They expire after 7 days. |
| Engineering Lab β Open Workshop β Translocator (Realm 4+) | Buy one for 100T steel, 60T quartz, 30T gas, 15T iridium, 12T silicium and 10T elerium, paid by the colony whose Engineering Lab you use. Up to 2 per 30 days (a rolling window, not the calendar month); the second purchase within 30 days costs double. The lab forges each Translocator for 1 day; it then joins your Inventory and expires 7 days later. Not available in vacation mode. |
The Workshop opens at Realm 4; before that, realm ascension already gives you free boosts. Free boosts are always used first; a bought boost is spent only when no free boost is left.
Moving with a bought boost
A move paid with a bought boost has stricter rules, so relocation can't be used to jump next to a target or hop between asteroid fields:
- No attack launches from the moved planet or its moons for 72 hours (instead of 48)
- No asteroid harvest launches from them for 48 hours
- The moved planet cannot use another bought boost for 14 days (a free boost still works)
- No move while the planet has an open PvP retaliation window
Example: you buy a boost on Monday and move at 12:00. Attacks from that planet open again Thursday 12:00, asteroid harvests Wednesday 12:00, and the next bought-boost move for that planet is possible two weeks later.
Alliance Relocation
Alliances can move long-inactive players who are not members out of their territory with Alliance Relocation, bought at the Alliance Archive. The game picks the new location; the moved player keeps everything, gets a mail with the new coordinates and cannot be attacked for 72 hours.
Abandoning a Colony
You may abandon any colony except your capital. Abandoning is permanent β the colony, its buildings, and its stored resources are lost.
Before a colony can be abandoned, it must be completely idle. The game blocks the action while any of the following is true:
| Blocker | What to do first |
|---|---|
| It is your capital colony | Capitals can never be abandoned |
| Ships are stationed at the colony | Move or scrap the hangar fleet |
| Fleets are in flight to or from the colony | Wait for them to land or recall them |
| An active ship or defense build order is queued | Let the queue finish or cancel it |
| A building upgrade is in progress | Let the upgrade finish or cancel it |
| Research was started from this colony | Wait for it to complete |
| The planet still has a moon colony | Abandon the moon first, then the planet |
See also: Tonnage for how abandoned colonies affect empire capacity.
Colonization Process
Colonizing a planet requires launching a Colony Mission from an existing colony.
The process involves several steps.
1. Build a Colony Ship
Construct a Colony Ship in the Shipyard.
The ship contains the equipment required to establish a new settlement.
2. Prepare the Expedition Fleet
Players typically send additional ships along with the colony ship.
Common support ships include:
- cargo ships carrying startup resources
- escort ships providing protection
- construction support vessels
These ships help accelerate early colony development.
3. Select Target Planet
Choose an unoccupied planet in the galaxy map.
Players often scout potential colonies using probes before committing a colony ship.
Important considerations include:
- planet size
- temperature
- surface type
- strategic location
4. Launch Colonization Mission
The fleet is dispatched on a Colonization Mission.
If the planet is available and the mission succeeds, a new colony is established.
The colony ship is consumed during the colonization process.
New Colony Development
New colonies start with minimal infrastructure.
Typical starting conditions include:
- limited resource production
- few building slots used
- small defensive capability
Players usually send additional fleets carrying resources to accelerate development.
Common early construction includes, these Buildings:
- resource mines
- solar plants
- warehouses
- shipyards
Colony Specialization
As an empire grows, colonies often specialize in specific roles.
Examples include:
Mining Worlds
Focused on extracting large amounts of raw materials.
Industrial Worlds
Dedicated to ship production and military infrastructure.
Research Worlds
Containing advanced research facilities.
Strategic Outposts
Forward colonies positioned for military operations.
Specialization allows empires to optimize production and fleet logistics.
Strategic Importance of Colonization
Colonization greatly expands the capabilities of an empire.
Benefits include:
- increased resource production
- additional fleet construction capacity
- improved strategic positioning
- expansion into new star systems
However, colonies also increase logistical complexity and require careful defense.
Successful commanders balance expansion with defense and economic stability.