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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, and infrastructure.
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, and alliance donations.


Score is used to:
Score is used to:


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


As players expand their colonies, build fleets, and research technologies, their total score gradually increases.
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. Building and research scores count 1:1 until '''500B''', then diminish so late-game infrastructure cannot dwarf military mass.
----


= What Contributes to Score =
'''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.
Several major gameplay systems contribute to a player’s total score.


== Buildings ==
== Contents ==
Constructing and upgrading buildings increases score because it represents long-term infrastructure development.


Example [[Buildings]] include:
* What contributes to score
* Score formula
* Score resource weights
* Building / research 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
Β 
== 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.
Β 
=== 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).
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Example buildings include:


* resource mines
* resource mines
Line 26: Line 41:
* shipyards
* shipyards
* planetary infrastructure
* planetary infrastructure
----


== Research ==
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.
Technological development is a major contributor to score.


Each completed research level increases score based on the complexity and strategic value of the technology.
After the sum, the soft-cap is applied.


Important [[Research]] areas include:
=== 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).
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Important research areas include:


* propulsion technologies
* propulsion technologies
Line 39: Line 55:
* shield technology
* shield technology
* economic and industrial research
* economic and industrial research
----


== Fleet Power ==
Alliance research is '''not''' part of this component. After the sum, the soft-cap is applied independently of buildings.
Ships contribute to score based on their construction cost and combat capability.
Β 
=== 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.
Β 
Counts:


Large fleets significantly increase an empire’s score, especially when they contain advanced warships.
* ships in '''hangars''' on all of your colonies
* ships in '''active fleets''' (traveling, stationed, returning, on a mission)


Example [[Fleet and Ships]] classes include:
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.


* Fighters
Lost hull sitting in the Ship Graveyard awaiting buyback does '''not''' count. After buyback, recovered ships are hangar ships again and count immediately.
* Cruisers
* Dreadnoughts
* Carriers
* Titans


Support ships such as cargo vessels and recyclers also contribute, though to a lesser degree.
This is the '''Fleet''' column on the Players leaderboard.
----


== Defensive Infrastructure ==
=== Defenses ===
Planetary [[Defenses]] also contribute to score.
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.


Defensive structures represent the military strength of a colony and help determine the defensive rating of an empire.
Examples include missile batteries, railgun towers, plasma cannons, and shield domes.


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


* missile batteries
=== Alliance donations ===
* railgun towers
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.
* plasma cannons
* shield domes
----


== Colonies and Infrastructure ==
Alliance '''tax''' on mission returns also contributes when tax is credited to the vault. See [[Alliances]].
[[Colonization|Colonizing]] new planets expands an empire’s economic capacity and increases total score through:


* new building infrastructure
=== Colonies and infrastructure ===
* additional fleet production
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.
* expanded research capabilities
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----
== Score formula ==
Every component starts from catalog costs:
<code>rawValueΒ  Β  = floor(Ξ£ resource Γ— weight)
scoreUnitsΒ  = ceil(rawValue / 1000)</code>
'''Energy never counts''' (weight 0).
Β 
Then:
<code>buildingScoreΒ  = softCap(buildings)
researchScoreΒ  = softCap(research)
totalScoreΒ  Β  = buildingScore + researchScore + shipScore + defenseScore + allianceDonationScore</code>
Ships, defenses, and alliance donations are '''not''' soft-capped.


= Score Formula (Simplified) =
Score roughly follows the principle:
<code>Score β‰ˆ Infrastructure Value + Fleet Value + Research Value + Defense Value</code>
In general:
In general:


* expensive structures contribute more score
* expensive structures and technologies contribute more score
* advanced technologies provide higher score increases
* large fleets and turret walls significantly impact total score
* large fleets significantly impact total score
* '''ships and defenses''' reflect the '''current''' inventory β€” if they are destroyed, that score is removed; rebuilding restores it
* calculation takes into account just the owned active buildings, fleets, defenses. Any lost or downgrade of these will result to a reduced score.
* '''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


----
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.


= Realm Progression =
== Score resource weights ==
Score determines when players can ascend to higher '''[[Realms Overview|Realms]]'''.
Rarer resources are worth more per unit:
{| class="wikitable"
!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 <code>floor(1000Γ—1 + 400Γ—1.5) = 1,600</code> raw, then <code>ceil(1600 / 1000) = 2</code> score per hull.
Β 
== Building / research soft-cap ==
Fleet + defense are bounded by tonnage (~'''500B''' combined score at the ceiling). Buildings and research have no such hard limit and can reach tens of trillions of raw cost-score. Each of those two components is mapped independently:
{| class="wikitable"
!Raw component
!Effective component
|-
|≀ '''500B'''
|1:1
|-
|'''500B'''
|500B + 500B Γ— excess / (excess + '''5T''')
|}
<code>effective = 500B + 500B Γ— (raw βˆ’ 500B) / ((raw βˆ’ 500B) + 5T)</code>
The curve approaches '''1T''' per component and never hits a hard wall:
{| class="wikitable"
!Raw building or research
!Effective
|-
|500B
|500B
|-
|1.5T
|~583B
|-
|5.5T
|750B
|-
|30T
|~929B
|-
|40T
|~944B
|}
At ~30–40T of actual building or research investment, that component’s '''displayed''' score sits near '''1T''', in line with a maxed fleet + defense.


Realms represent major stages of technological and strategic progression in the universe.
== What does not count ==


Each Realm unlocks new:
* 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)


* ships
== Realm progression ==
* buildings
Score determines when players can ascend to higher [[Realms Overview|Realms]]. Realms represent major stages of technological and strategic progression. Each Realm unlocks new ships, buildings, research, and gameplay systems.
* research technologies
* gameplay systems
----


= Realm Ascension Thresholds =
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:
Players gain access to the next Realm once their empire reaches the required score threshold.
{| class="wikitable"
{| class="wikitable"
!'''Realm'''
!Realm
!'''Required Score'''
!Required score
|-
|-
|Realm 2
|Realm 2
|1,000,000
|'''1,000,000'''
|-
|-
|Realm 3
|Realm 3
|50,000,000
|'''50,000,000'''
|-
|-
|Realm 4
|Realm 4
|10,000,000,000
|'''2,500,000,000'''
|}
|}
These thresholds represent significant milestones in empire development.
Reaching each milestone usually requires multiple colonies, advanced research, powerful fleets, and large industrial infrastructure.


Reaching each milestone usually requires:
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.


* multiple colonies
Once per day the server snapshots score and rank. '''My Rank''' shows the delta since that snapshot (score ↑/↓ and ranks gained or lost).
* advanced research
* powerful fleets
* large industrial infrastructure


----
== Where score is shown ==
{| class="wikitable"
!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 =
== Score and leaderboards ==
Score is also used to rank players on the '''global leaderboard'''.
Open '''Leaderboard''' from the trophy button or by tapping Total Score on Profile. Five tabs:


Leaderboards allow players to track:
=== 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.


* the most powerful empires
=== Players ===
* fastest-growing civilizations
Your '''realm''' only. Podium for the top 3, then a paginated list. Sort chips:
* dominant alliances
{| class="wikitable"
!Sort
!Ordered by
|-
|'''Total'''
|Official empire total (stored rank)
|-
|'''Research'''
|Soft-capped research score
|-
|'''Fleet'''
|Current ship score
|-
|'''Defense'''
|Current defense score
|}
There is no Buildings-only or Donations-only sort. A '''Recently Ascended''' strip lists commanders who moved realm in the last week.


Top players often specialize in different strategies such as:
Top players often specialize β€” military dominance, economic expansion, or technological development β€” which is why the granular sorts exist.


* military dominance
=== Battles ===
* economic expansion
Same realm. Combat '''statistics''', not empire score:
* technological development
{| class="wikitable"
!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:
{| class="wikitable"
!Sub-tab
!Ranked by
|-
|'''Asteroid Harvest'''
|Resources harvested
|-
|'''Nebula Harvest'''
|Gas harvested
|-
|'''Exploration'''
|Expeditions completed (loot / ships / artifacts)
|}


= Strategic Considerations =
=== Alliances ===
Score growth depends heavily on playstyle.
'''Galaxy-wide''' (not realm-filtered). Ranked by the '''sum of active members’ empire totals'''. The alliance badge appears beside the name.


Different strategies may lead to different score distributions.
Battle / mission / alliance boards are cached on the order of '''15 minutes'''.


=== Economic Strategy ===
== How other systems use score ==
Focus on mines, production, and infrastructure.
{| class="wikitable"
!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.
Β 
== 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.


=== Military Strategy ===
Event leaderboards live on the '''Events''' screen (Weekly / Daily toggle), not on the Score Leaderboard. Quick Guide: '''Settings β†’ Quick Guides β†’ Weekly Events'''.
Focus on fleet production and combat.


=== Technological Strategy ===
== Strategic considerations ==
Prioritize advanced research to unlock powerful ships and buildings.
Score growth depends heavily on playstyle. Different strategies lead to different score distributions.


Balanced empires typically achieve the most stable long-term growth.
=== 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.


= Related Pages =
=== Military strategy ===
[[Realms Overview]]
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.


[[Buildings]]
=== Technological strategy ===
Prioritize advanced research to unlock powerful ships and buildings. Research score is also soft-capped after 500B.


[[Research]]
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 that convert poorly after the soft-cap.


[[Fleet and Ships]]
== Quick reference ==
{| class="wikitable"
!Item
!Rule
|-
|Total
|Soft-capped buildings + soft-capped research + ships + defenses + donations
|-
|Score unit
|<code>ceil(weighted resources / 1000)</code>
|-
|Soft-cap start
|'''500B''' per building / research component
|-
|Soft-cap ceiling
|Approaches '''1T''' per those components (<code>K = 5T</code>)
|-
|Ships / defenses / donations
|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
|}


[[Defenses]]
== Related pages ==


[[Colonization]]
* [[Realms Overview]]
* [[Buildings]]
* [[Research]]
* [[Fleet and Ships]]
* [[Defenses]]
* [[Tonnage]] β€” why fleet + defense cannot grow without bound
* [[Alliances]] β€” vault donations, member scores, alliance leaderboard
* [[Pirate Bosses]] β€” inverse-score loot boost
* [[Expeditions]] β€” score-scaled loot caps
* [[Fleet Combat]] β€” tonnage-gap protections (not empire score)
* [[Player Classes]] β€” long-term power besides raw score
* Patch notes: [[Version 1.3.5]] Granular leaderboard, [[Version 1.3.8]] Score soft-cap

Latest revision as of 09:11, 18 August 2026

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, and alliance donations.

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. Building and research scores count 1:1 until 500B, then diminish so late-game infrastructure cannot dwarf military mass.

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 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.

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)
totalScore     = buildingScore + researchScore + shipScore + defenseScore + allianceDonationScore

Ships, defenses, and alliance donations 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

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 soft-cap

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

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 or research Effective
500B 500B
1.5T ~583B
5.5T 750B
30T ~929B
40T ~944B

At ~30–40T of actual building or research investment, 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)

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

There is no Buildings-only or Donations-only sort. A Recently Ascended strip lists commanders who moved realm in the last week.

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). Ranked by the sum of active members’ empire totals. 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.

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 that convert poorly after the soft-cap.

Quick reference

Item Rule
Total Soft-capped buildings + soft-capped research + ships + defenses + donations
Score unit ceil(weighted resources / 1000)
Soft-cap start 500B per building / research component
Soft-cap ceiling Approaches 1T per those components (K = 5T)
Ships / defenses / donations 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

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