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From Per Regna
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..."
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Publish FAQ.md β†’ FAQ (cosmetics/guides sync)
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= Frequently Asked Questions =
Common questions about '''Per Regna''' β€” progression, economy, fleets, combat, and cosmetics.
For step-by-step starts see [[Beginner Guides]]. For deeper play see [[Advanced Strategy]]. In-game: '''Settings β†’ Quick Guides'''.


= Frequently Asked Questions =
This page answers common questions about progression, economy, fleets, combat, and core systems.
----
----


Line 7: Line 10:


=== What is a Realm? ===
=== What is a Realm? ===
A Realm represents a stage of progression in the universe.
A '''Realm''' is a progression tier of the universe. Higher Realms unlock ships, buildings, research, and alliance systems.


* There are 4 Realms in total.
* Ascend when you meet the Realm Score shown on your profile.
* You ascend by reaching the required Realm Score (visible in your profile).
* On ascension your colonies move to a new galaxy; ships and resources come with you.
* Upon ascension:
* See [[Realms Overview]] for focus by Realm.
** Colonies move to a new galaxy.
** Ships and resources transfer with you.
** New mechanics unlock.


{| class="wikitable"
{| class="wikitable"
!Realm
!Realm !! Unlock highlights
!Unlock Highlights
|-
|-
|Realm 1
|Realm 1 || Foundation economy and fleets
|Foundation systems
|-
|-
|Realm 2
|Realm 2 || Moons, trading, early alliances
|Moons unlocked
|-
|-
|Realm 3
|Realm 3 || Warp Gates, deeper combat & expeditions
|Warp Gates unlocked
|-
|-
|Realm 4
|Realm 4 || Prestige, late capitals, major AvA
|Prestige systems
|}
|}
Realms ensure steady progression without overwhelming new players.
---


=== What should I focus on in my first days? ===
=== What should I focus on in my first days? ===
Priorities:
# Keep '''energy positive''' ([[Solar Plant]])
# Upgrade '''Steel / Quartz''' mines and [[Warehouse]]
# Follow [[Quest System|onboarding quests]]
# Unlock [[Probe]] and scout before hard fights
# Prefer economy over oversized fleets early


# Upgrade Steel and Quartz Mines
Full checklist: [[Beginner Guides]].
# Maintain positive Energy via Solar Plants
# Upgrade your Homeworld
# Complete Daily Quests
Β 
Early economic growth is more important than rushing fleets.
Β 
---


=== What makes my Homeworld special? ===
=== What makes my Homeworld special? ===
Your Homeworld:
Your Homeworld has stronger base production, extra building slots, and cannot be abandoned like a normal colony. Invest in it early.


* Has higher base production
* Has extra building slots
* Cannot be destroyed
It is the core of your empire and provides the best long-term return on investment.
----
----


Line 61: Line 45:


=== Why is my mine production low? ===
=== Why is my mine production low? ===
If your energy is negative:
'''Negative energy''' cuts mine output. Build more power ([[Solar Plant]], [[Fusion Reactor]], [[Elerium Reactor]]) before stacking mines.
Β 
* Mine output is reduced
* Production efficiency drops
Β 
Solution: Upgrade Solar Plants or other power sources before upgrading mines further.
Β 
---


=== When does Gas become important? ===
=== When does Gas become important? ===
Gas is required for:
Gas fuels fleets, many mid/late researches, and expeditions. Prioritize [[Gas Extractor]] once you move fleets often.
Β 
* Fleet fuel
* Advanced research
* Expeditions
Β 
It becomes critical once you begin regular fleet movement.
Β 
---
Β 
=== What are Experience Points used for? ===
Experience Points are used for:


* Trade Center offers
* Battle simulations
* Imperial access features
They are valuable and should be spent carefully.
----
----


== Fleets & Expeditions ==
== Fleets & Expeditions ==


=== What are Expeditions? ===
=== How do Expeditions work? ===
Expeditions send fleets into deep space to discover:
Send fleets into nebula zones for resources, ships, and [[Relics|relic pieces]]. Larger fleets can earn more but risk more. See [[Expeditions]].
Β 
* Resources
* Ships
* Fragments
* Special events
Β 
Larger fleets increase potential rewards but also increase risk.
Β 
---
Β 
=== How do I start an expedition? ===
Expeditions require two steps:
Β 
# Scout a Nebula Center
# Once scanned, available Nebula Zones appear in Galaxy View
# Choose a zone and send an exploration fleet
Β 
---
Β 
=== Which ships should I send on an expedition? ===
Recommended fleet composition:
Β 
* Probes
* Cargo Ships
* Fighter-class ships
* (Realm 3+) Exploration Ship
Β 
==== Probe Discovery Chance ====
<pre>
Discovery Chance (%) = MIN(LOG2(probeCount), 10)
</pre>More probes increase event discovery chance.
Β 
==== Exploration Ship Bonus ====
<pre>
Explorer Bonus (%) = MIN(LOG2(explorerCount + 1) Γ— 10, 100)
</pre>Exploration Ships increase resource and ship discovery rates.
Β 
==== Ship Type Influence ====
Ship types affect what ships can be discovered.
Β 
Example:
Β 
* Sending Kamikaze may discover Kamikaze or Fighter.
* Sending Battleship may unlock Kamikaze, Fighter, Battleship, Destroyer, or Frigate.
Β 
---
Β 
=== What does Nebula Zone difficulty mean? ===
Higher difficulty zones:
Β 
* Offer greater rewards
* Increase chance of ship loss
* Increase stun probability
Β 
{| class="wikitable"
!Difficulty
!Risk Level
!Reward Potential
|-
|Easy
|Very Low
|Low
|-
|Medium
|Moderate
|Balanced
|-
|Extreme
|High
|Very High
|}
Higher risk equals higher potential gain.


---
=== Which ships should I send? ===
Early: [[Probe]], cargo, light combat. Later: add [[Science Vessel]] and specialist hulls. Composition affects recovered ship types β€” see [[Expeditions]].


=== Can I recall fleets? ===
=== Can I recall fleets? ===
Yes.
Yes, before arrival. They return faster; fuel already spent is not refunded.
Β 
* Fleets can be recalled before arrival.
* They return faster.
* Fuel is not refunded.
Β 
Recalling in time can prevent fleet loss.
Β 
---
Β 
=== Why is my fleet slow? ===
Fleet speed is determined by:
Β 
* Slowest ship in the fleet
* Combustion technologies
Β 
Lower speed:
Β 
* Uses less fuel
* Takes longer
Β 
---


=== What is debris? ===
=== What is debris? ===
When ships are destroyed in battle, debris fields form.
Destroyed ships leave debris fields you collect with [[Recycler]] / [[Advanced Recycler]]. Rates differ for PvP vs pirates and rise with [[Salvage Operations]]. See [[Fleet Combat]].


Base debris generation:
{| class="wikitable"
!Battle Type
!Base Debris Rate R1 & R2
!Realm 3
!Realm 4
|-
|PvP
|30%
|22.5%
|15%
|-
|Pirate Battles
|40%
|37.5%
|35%
|}
==== Salvage Operations Research ====
* PvP: +0.5% per level
* Pirate: +0.25% per level
Example (Realm 3, Salvage Level 20):<pre>
Pirate:
20% + (20 Γ— 0.25%) - 2.5% = 22.5%
PvP:
40% + (20 Γ— 0.5%) - 2.5% = 47.5%
</pre>
----
----


== Research ==
== Research ==


=== Why is research taking so long? ===
=== Why is research slow? ===
Research speed depends on:
Speed scales with [[Research Lab]] levels and, from mid game, [[Colonial Administration]] linking labs into a network. See [[Research]].
Β 
* Research Lab levels
* Colonial Administration research (Realm 2+)
Β 
Each Colonial Administration level links another Research Lab into the research network.
Β 
---
Β 
=== What research should I prioritize early? ===
Recommended early research:
Β 
* Energy Technology
* Drive Technologies
* Computer Technology
* Basic combat technologies
Β 
----
Β 
== Alliances ==
Β 
=== Why should I join an Alliance? ===
Alliances provide:
Β 
* Protection
* Shared knowledge
* Coordinated attacks
* Trading opportunities
* Social gameplay
Β 
Active alliances are a major advantage.
Β 
---
Β 
=== What happens during Alliance wars? ===
Alliance wars involve:


* Coordinated attacks
=== What should I research first? ===
* Diplomacy
Energy, propulsion, basic weapons/shields, and sensors β€” enough to unlock Probe, cargo, and early combat. Full tree: [[Research|Research Catalog]].
* Strategy
* Political shifts


Success depends on teamwork, not only fleet size.
----
----


== Combat & Protection ==
== Combat & Protection ==


=== How does PvP work? ===
=== How does PvP warning work? ===
PvP occurs when attacking another player’s planet or fleet.
Defenders are not pinged at launch. Early-warning pushes fire in a '''10–30 minute''' window before arrival, shaped by [[Radar Station]] and attacker [[Frigate]]s. Full rules: [[Fleet Detection]].
Β 
Key elements:
Β 
* Espionage before attack
* Timing
* Fleet composition
* Tactical coordination
Β 
Planning matters more than raw numbers.
Β 
---


=== Can I lose everything if attacked? ===
=== Can I lose everything if attacked? ===
No.
No. [[Warehouse]] + [[Resource Protection]] shelter a share of resources; [[Fleet Hangar]] can protect docked fleets (with stun rules β€” [[Fleet Stun]]); defenses may partially recover.


* A portion of resources is always protected.
=== What is Rapid Fire? ===
* Defenses may partially rebuild.
Some ships and defenses strike certain targets multiple times per round. See [[Rapid Fire]] and each unit’s infobox.
* Fleet Hangar can protect ships.


However:
----


* Protected ships are stunned temporarily.
== Alliances & Cosmetics ==


==== Fleet Hangar Stun Formula ====
=== Why join an Alliance? ===
<pre>
Shared vault, research, territory, FCS rallies, and branding. See [[Alliances]].
Stun Duration =
MIN(3600 + (1800 Γ— FLOOR(Total Lost Ship Value / 10000)), 86400)
</pre>Range: 1 hour to 24 hours.


---
=== Do relics / cosmetics give combat power? ===
No. [[Relics]] and [[Cosmetics]] are identity and prestige. Class bonuses come from [[Monuments]] / [[Player Classes]].


=== How do I defend my planet? ===
----
Recommended approach:
Β 
* Mixed defensive structures
* Protected fleets when offline
* Balance economy and military growth
Β 
---
Β 
=== What do Probes do? ===
Probes are used for scouting Pirates or Players.
Β 
Scouting:
Β 
* Reveals fleet
* Reveals defenses
* Reveals protection status
Β 
Detection depends on:
Β 
* Enemy Sensor Technology
* Number of probes sent
Β 
==== Scout Capability Formula ====
<pre>
Scout Power =
Player Sensor Tech
- Enemy Sensor Tech
+ sqrt(Number of Probes)
</pre>Higher scout power reveals more detailed reports.
Β 
---
Β 
=== What does Rapid Fire mean? ===
Rapid Fire allows an attacking ship to strike multiple targets in the same combat round.
Β 
Example:
Β 
If 1 Fighter (700 attack) fights 10 Probes (200 HP + 15 Shield):
Β 
Without Rapid Fire:
Β 
* Fighter destroys only one target per attack cycle.
* Battle may last multiple rounds.
Β 
With 5Γ— Rapid Fire:


* Fighter may apply its 700 attack multiple times in one round.
== Related ==
* Multiple probes can be destroyed instantly.


Rapid Fire increases efficiency against specific ship types.
* [[Beginner Guides]] Β· [[Advanced Strategy]] Β· [[Glossary]] Β· [[Patch Notes]] Β· [[Main Page]]

Revision as of 06:07, 13 September 2026

Frequently Asked Questions

Common questions about Per Regna β€” progression, economy, fleets, combat, and cosmetics.

For step-by-step starts see Beginner Guides. For deeper play see Advanced Strategy. In-game: Settings β†’ Quick Guides.


Getting Started

What is a Realm?

A Realm is a progression tier of the universe. Higher Realms unlock ships, buildings, research, and alliance systems.

  • Ascend when you meet the Realm Score shown on your profile.
  • On ascension your colonies move to a new galaxy; ships and resources come with you.
  • See Realms Overview for focus by Realm.
Realm Unlock highlights
Realm 1 Foundation economy and fleets
Realm 2 Moons, trading, early alliances
Realm 3 Warp Gates, deeper combat & expeditions
Realm 4 Prestige, late capitals, major AvA

What should I focus on in my first days?

  1. Keep energy positive (Solar Plant)
  2. Upgrade Steel / Quartz mines and Warehouse
  3. Follow onboarding quests
  4. Unlock Probe and scout before hard fights
  5. Prefer economy over oversized fleets early

Full checklist: Beginner Guides.

What makes my Homeworld special?

Your Homeworld has stronger base production, extra building slots, and cannot be abandoned like a normal colony. Invest in it early.


Resources & Energy

Why is my mine production low?

Negative energy cuts mine output. Build more power (Solar Plant, Fusion Reactor, Elerium Reactor) before stacking mines.

When does Gas become important?

Gas fuels fleets, many mid/late researches, and expeditions. Prioritize Gas Extractor once you move fleets often.


Fleets & Expeditions

How do Expeditions work?

Send fleets into nebula zones for resources, ships, and relic pieces. Larger fleets can earn more but risk more. See Expeditions.

Which ships should I send?

Early: Probe, cargo, light combat. Later: add Science Vessel and specialist hulls. Composition affects recovered ship types β€” see Expeditions.

Can I recall fleets?

Yes, before arrival. They return faster; fuel already spent is not refunded.

What is debris?

Destroyed ships leave debris fields you collect with Recycler / Advanced Recycler. Rates differ for PvP vs pirates and rise with Salvage Operations. See Fleet Combat.


Research

Why is research slow?

Speed scales with Research Lab levels and, from mid game, Colonial Administration linking labs into a network. See Research.

What should I research first?

Energy, propulsion, basic weapons/shields, and sensors β€” enough to unlock Probe, cargo, and early combat. Full tree: Research Catalog.


Combat & Protection

How does PvP warning work?

Defenders are not pinged at launch. Early-warning pushes fire in a 10–30 minute window before arrival, shaped by Radar Station and attacker Frigates. Full rules: Fleet Detection.

Can I lose everything if attacked?

No. Warehouse + Resource Protection shelter a share of resources; Fleet Hangar can protect docked fleets (with stun rules β€” Fleet Stun); defenses may partially recover.

What is Rapid Fire?

Some ships and defenses strike certain targets multiple times per round. See Rapid Fire and each unit’s infobox.


Alliances & Cosmetics

Why join an Alliance?

Shared vault, research, territory, FCS rallies, and branding. See Alliances.

Do relics / cosmetics give combat power?

No. Relics and Cosmetics are identity and prestige. Class bonuses come from Monuments / Player Classes.


Related