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Show new changes starting from 16:18, 3 March 2026
 
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3 March 2026

     10:31  Planetary Harvester diffhist +97 Admin talk contribs Tag: Visual edit
     09:53  Expeditions/Fleet Mechanics 4 changes history +2,389 [Admin (4×)]
     
09:53 (cur | prev) −5 Admin talk contribs (1. Return Type Specialist Ships (Max +10%)) Tag: Visual edit
     
09:27 (cur | prev) −471 Admin talk contribs Tag: Visual edit
     
09:25 (cur | prev) −991 Admin talk contribs Tag: Visual edit
     
09:17 (cur | prev) +3,856 Admin talk contribs Tag: Visual edit
     08:22  Main Page 7 changes history +1,937 [Admin (7×)]
     
08:22 (cur | prev) −8 Admin talk contribs (Most Used Pages) Tag: Visual edit
     
08:10 (cur | prev) +74 Admin talk contribs (Most Used Pages) Tag: Visual edit
     
08:01 (cur | prev) −8 Admin talk contribs (Economy) Tag: Visual edit
     
08:01 (cur | prev) +9 Admin talk contribs (Most Used Pages) Tag: Visual edit
     
07:56 (cur | prev) +77 Admin talk contribs (Economy) Tag: Visual edit
     
07:46 (cur | prev) −14 Admin talk contribs (Exploration & Discovery) Tag: Visual edit
     
07:45 (cur | prev) +1,807 Admin talk contribs Tag: Visual edit
N    08:21  Pirates diffhist +5,577 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
     08:11 Move log Admin talk contribs moved page Asteroid Mining to Asteroid Harvesting
N    08:09  Realms Overview diffhist +5,994 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
N    07:59  Glossary diffhist +5,245 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
N    07:53  FAQ diffhist +6,677 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

N    20:24  Asteroid Mining diffhist +3,155 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
N    20:08  Expeditions/Faction Expeditions 2 changes history +689 [Admin (2×)]
     
20:08 (cur | prev) +8 Admin talk contribs Tag: Visual edit
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20:05 (cur | prev) +681 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
N    20:08  Expeditions 4 changes history +1,398 [Admin (4×)]
     
20:08 (cur | prev) −69 Admin talk contribs Tag: Visual edit
     
20:02 (cur | prev) +112 Admin talk contribs Tag: Visual edit
     
19:56 (cur | prev) −5 Admin talk contribs Tag: Visual edit
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19:56 (cur | prev) +1,360 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
N    20:03  Expeditions/Fleet Mechanics diffhist +664 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
N    20:03  Expeditions/Rewards diffhist +848 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
N    20:03  Expeditions/Nebula Zones diffhist +839 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
N    20:02  Expeditions/Depth System diffhist +1,197 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
N    19:45  Colonial Expansion 2 changes history +433 [Admin (2×)]
     
19:45 (cur | prev) +7 Admin talk contribs Tag: Visual edit
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19:42 (cur | prev) +426 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
N    19:42  Fusion Technology diffhist +386 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
N    19:40  First Contact Protocols diffhist +422 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
N    19:40  Expedition Mastery diffhist +422 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
N    19:39  Deep Space Sensors diffhist +382 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
N    19:39  Siege Resistance diffhist +384 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
N    19:39  Defensive Logistics diffhist +400 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
N    19:39  Support Warfare diffhist +389 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
N    19:39  Advanced Fortifications diffhist +381 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
N    19:39  Fleet Preservation diffhist +450 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
N    19:38  Ion Propulsion diffhist +455 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
N    19:38  Energy Weapons diffhist +423 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
N    19:38  Kinetic Warfare diffhist +559 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
N    19:37  Debris Mastery diffhist +559 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
N    19:37  Colonial Administration diffhist +486 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
N    19:37  Trade Networks diffhist +497 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
N    19:37  Advanced Resource Extraction diffhist +579 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
 m   19:36  Research diffhist +460 Admin talk contribs (Realm 2 Research) Tag: Visual edit
N    19:35  Salvage Operations diffhist +325 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
N    19:34  Astrophysics diffhist +349 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
N    19:34  Expedition Basics diffhist +303 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