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= Score =
= 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, alliance donations, and items.


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|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.
----


= What Contributes to Score =
'''Weekly events''' and the '''Daily Race''' use a separate event-score — they do not add to this empire total. See [[#weekly events vs empire score|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 / 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 [[#score resource weights|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 '''1.5×''' per level).
 
Example buildings include:


* resource mines
* resource mines
Line 26: Line 44:
* 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.
 
After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied.


Each completed research level increases score based on the complexity and strategic value of the technology.
=== Research ===


Important [[Research]] areas include:
Technological development is a major contributor to score. Each completed '''personal''' research level increases score from that level’s catalog cost (typically '''2×''' per level).
 
Important research areas include:


* propulsion technologies
* propulsion technologies
Line 39: Line 59:
* 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 [[#building  research  donation soft cap|soft-cap]] is applied independently of buildings.
Ships contribute to score based on their construction cost and combat capability.
 
=== 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 [[Tonnage#ship graveyard|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|defenses]] also contribute to score: '''catalog unit cost × 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.


Large fleets significantly increase an empire’s score, especially when they contain advanced warships.
Alliance '''tax''' on mission returns also contributes when tax is credited to the vault. See [[Alliances]].


Example [[Fleet and Ships]] classes include:
After the sum, the [[#building  research  donation soft cap|soft-cap]] is applied independently.


* Fighters
=== Items ===
* Cruisers
* Dreadnoughts
* Carriers
* Titans


Support ships such as cargo vessels and recyclers also contribute, though to a lesser degree.
Resources sunk into items, worked out from what you own or have used:
----


== Defensive Infrastructure ==
* '''Monument upgrades''' — every upgrade from [[Monuments#Resource cost from level 9|level 9]] on, at its catalog cost, for each monument copy at its current level. Copies used up as spares do not count.
Planetary [[Defenses]] also contribute to score.
* '''Engines''' — 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 — the price you paid for each, used or not. Free boosts from realm ascension do not count.


Defensive structures represent the military strength of a colony and help determine the defensive rating of an empire.
==== Item curve ====


Examples include:
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:


* missile batteries
effective = 500B × (1 − e^(−raw / 2.5T))
* railgun towers
 
* plasma cannons
{| class="wikitable"
* shield domes
!Raw item value
----
!Effective
|-
|40.75B (one Mk I ship engine)
|~8B
|-
|407.5B
|~75B
|-
|1T
|~165B
|-
|2T
|~275B
|-
|5T
|~432B
|-
|10T
|~491B
|}


== Colonies and Infrastructure ==
The [[#building  research  donation soft cap|soft-cap]] is applied after the curve; it has no effect below 500B.
[[Colonization|Colonizing]] new planets expands an empire’s economic capacity and increases total score through:


* new building infrastructure
=== Colonies and infrastructure ===
* additional fleet production
 
* expanded research capabilities
Colonizing new planets does '''not''' add a flat colony bonus. New worlds increase score '''through''' the buildings, ships, and defenses you place on them — extra mines, yards, labs, and hangars.
----
 
== Score formula ==
 
Every component starts from catalog costs:
 
rawValue    = floor(Σ resource × 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.


= Score Formula (Simplified) =
Score roughly follows the principle:
<code>Score ≈ 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 — if they are destroyed, that score is removed; rebuilding restores it
* score reflects the current value of your empire, not historical investments. If ships are destroyed or buildings are downgraded, the corresponding score is removed. Rebuilding them restores the score but does not increase it beyond the original value.
* '''buildings and research''' reflect the cumulative cost of '''current levels''' — 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:
 
{| 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(1000×1 + 400×1.5) = 1,600</code> raw, then <code>ceil(1600 / 1000) = 2</code> score per hull.
 
== Building / research / donation soft-cap ==
 
Fleet + defense are bounded by [[Tonnage|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|item curve]]):
 
{| class="wikitable"
!Raw component
!Effective component
|-
|≤ '''500B'''
|1:1
|-
|> '''500B'''
|500B + 500B × excess / (excess + '''5T''')
|}
 
effective = 500B + 500B × (raw − 500B) / ((raw − 500B) + 5T)


----
The curve approaches '''1T''' per component and never hits a hard wall:
 
{| class="wikitable"
!Raw building, research, or donation
!Effective
|-
|500B
|500B
|-
|1.5T
|~583B
|-
|5.5T
|750B
|-
|30T
|~929B
|-
|40T
|~944B
|}


= Realm Progression =
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.
Score determines when players can ascend to higher '''[[Realms Overview|Realms]]'''.


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)
* monument and relic '''collection''' scores (separate leaderboard; see [[#players|Players]])


* ships
== Realm progression ==
* buildings
 
* research technologies
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.
* 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 → Profile'''). Live values are server-configured; typical published thresholds:


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


* multiple colonies
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.
* advanced research
* powerful fleets
* large industrial infrastructure


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


= Score and Leaderboards =
== Where score is shown ==
Score is also used to rank players on the '''global leaderboard'''.


Leaderboards allow players to track:
{| class="wikitable"
!Place
!What you see
|-
|'''Leaderboard''' (trophy on the bottom bar, large screens)
|Full Leaderboard modal — My Rank, Players, Battles, Missions, Alliances
|-
|'''Settings → Profile → Total Score'''
|Compact total; tap to open the same Leaderboard modal
|-
|'''Settings → Profile → Realm'''
|Score vs the next realm / bracket ceiling
|-
|'''HUD realm bar'''
|Same realm-progress number
|-
|'''Imperial Overview → 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 → Members'''
|Each member’s total, if '''Settings → Game → 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:
 
{| class="wikitable"
!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)
|}


* the most powerful empires
'''Collection''' opens a second row of chips:
* fastest-growing civilizations
* dominant alliances


Top players often specialize in different strategies such as:
{| class="wikitable"
!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
|}


* military dominance
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).
* economic expansion
* technological development


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


= Strategic Considerations =
=== Battles ===
Score growth depends heavily on playstyle.


Different strategies may lead to different score distributions.
Same realm. Combat '''statistics''', not empire score:


=== Economic Strategy ===
{| class="wikitable"
Focus on mines, production, and infrastructure.
!Sub-tab
!Ranked by
|-
|'''PvP'''
|Attacker victories, then loot
|-
|'''Pirate'''
|Attacker victories vs pirates, then loot
|-
|'''Debris'''
|Debris collected from recycle missions
|}


=== Military Strategy ===
=== Missions ===
Focus on fleet production and combat.


=== Technological Strategy ===
Same realm. Activity '''statistics''', not empire score:
Prioritize advanced research to unlock powerful ships and buildings.


Balanced empires typically achieve the most stable long-term growth.
{| class="wikitable"
----
!Sub-tab
!Ranked by
|-
|'''Asteroid Harvest'''
|Resources harvested
|-
|'''Nebula Harvest'''
|Gas harvested
|-
|'''Exploration'''
|Expeditions completed (loot / ships / artifacts)
|}


= Related Pages =
=== Alliances ===
[[Realms Overview]]


[[Buildings]]
'''Galaxy-wide''' (not realm-filtered). Sort chips:


[[Research]]
{| class="wikitable"
!Sort
!Ordered by
|-
|'''Total'''
|Sum of active members’ empire totals
|-
|'''Buildings'''
|Sum of members’ building scores
|-
|'''Collection → Monuments / Relics'''
|Sum of members’ collection scores (plus combined pieces / levels / forged stats)
|}
 
The alliance [[Relics#alliance relics|badge]] appears beside the name.
 
Battle / mission / alliance boards are cached on the order of '''15 minutes'''.
 
== How other systems use score ==
 
{| 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 — 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 — see [[Expeditions]]
|}
 
Attack “bully” limits and war-fatigue loot cuts use '''fleet tonnage''', not this score number — 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 → Quick Guides → 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 [[#building  research  donation soft cap|soft-capped]] so it cannot run away from fleet.
 
=== Military strategy ===
 
Focus on fleet production and combat. Ship and defense scores track '''current''' hull — 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 ==
 
{| class="wikitable"
!Item
!Rule
|-
|Total
|Soft-capped buildings + soft-capped research + ships + defenses + soft-capped donations
|-
|Score unit
|<code>ceil(weighted resources / 1000)</code>
|-
|Soft-cap start
|'''500B''' per building / research / donation component
|-
|Soft-cap ceiling
|Approaches '''1T''' per those components (<code>K = 5T</code>)
|-
|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
|}


[[Fleet and Ships]]
== Related pages ==


[[Defenses]]
* Realms Overview
* Buildings
* Research
* Fleet & Ships
* Defenses
* Tonnage
* Alliances
* Pirate Bosses
* Expeditions
* Fleet Combat
* Player Classes
* Patch notes: [[1.3.5#granular leaderboard|1.3.5 Granular leaderboard]], [[1.3.8|1.3.8 Score soft-cap]]


[[Colonization]]
Public article: [[Score|wiki.perregna.com/Score]]

Latest revision as of 13:28, 10 October 2026

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 — 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 1.5× 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 2× 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 × 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 — 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 — 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 — 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 × (1 − e^(−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 — extra mines, yards, labs, and hangars.

Score formula

Every component starts from catalog costs:

rawValue = floor(Σ resource × 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 — if they are destroyed, that score is removed; rebuilding restores it
  • buildings and research reflect the cumulative cost of current levels — 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(1000×1 + 400×1.5) = 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 × excess / (excess + 5T)

effective = 500B + 500B × (raw − 500B) / ((raw − 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 → 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 — My Rank, Players, Battles, Missions, Alliances
Settings → Profile → Total Score Compact total; tap to open the same Leaderboard modal
Settings → Profile → Realm Score vs the next realm / bracket ceiling
HUD realm bar Same realm-progress number
Imperial Overview → 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 → Members Each member’s total, if Settings → Game → 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 — military dominance, economic expansion, or technological development — 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 → 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 — 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 — see Expeditions

Attack “bully” limits and war-fatigue loot cuts use fleet tonnage, not this score number — 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 → Quick Guides → 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 — 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