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18 August 2026

  • 06:0906:09, 18 August 2026 Version 1.3.8 (hist | edit) [4,591 bytes] Admin (talk | contribs) (Created page with "A logistics-and-fairness release: pull cargo home with '''Collect Resources''', relocate your alliance '''Headquarters''', save '''resource templates''', and keep late-game '''building / research scores''' in line with fleet tonnage β€” plus harvest payouts that scale with roster size, clearer inbound fleet intel, and a batch of QoL.<blockquote>Headquarters moves are covered in Alliance Territory β†’ Moving the Headquarters. Harvest pool shares are in Alliances. Or open...") Tag: Visual edit

4 August 2026

  • 11:2011:20, 4 August 2026 Version 1.3.7 (hist | edit) [9,345 bytes] Admin (talk | contribs) (Created page with "A territory-and-combat release: alliances assign each system a '''Doctrine''', plant '''Bastions''' far from home, and fight '''defence-window sieges''' that scale with Bastion roots β€” plus '''Carrier''' rapid-fire screens, a '''boss loot''' rework, safer '''expeditions''', score-gap war fatigue, and '''Diplomacy / FCS chat'''.<blockquote>New to Bastions and Doctrines? See the full Alliance Territory guide. Staged conquest and defence windows are in Territory Siege. Bo...") Tag: Visual edit

31 July 2026

  • 11:4211:42, 31 July 2026 Tonnage (hist | edit) [11,297 bytes] Admin (talk | contribs) (Created page with "'''Tonnage''' is a soft empire-wide ceiling on military mass β€” ships and planetary defenses. It does not block construction outright; going over capacity multiplies ship and defense '''build time'''. Capacity comes from your Shipyard and Defense Yard levels across colonies (with moon yards counting at a reduced weight). Long-term power is meant to grow from monuments and strategy more than from endless fleet size. This page covers how capacity is calculated, what coun...") Tag: Visual edit
  • 11:3811:38, 31 July 2026 Alliance Territory (hist | edit) [24,422 bytes] Admin (talk | contribs) (Created page with "= Bastions & Doctrines = Holding systems is only the first half of alliance territory. The second half is '''shape and specialisation''': which of your systems are ''connected'', what each one is ''for'', and how far from home you can plant a flag. Three ideas drive everything on this page: * '''Connection matters.''' A system only pays alliance-wide bonuses while it is linked back to your Headquarters or to one of your Bastions. Cut the corridor, cut the benefit. * ''...") Tag: Visual edit

30 July 2026

  • 07:4307:43, 30 July 2026 Version 1.3.6 (hist | edit) [5,515 bytes] Admin (talk | contribs) (Created page with "A territory-and-travel release: system conquest becomes a '''two-phase Territory Siege''', alliances can stitch space together with '''Warp Gate hops''', and '''Support Vessels''' finally repair hull mid-fight β€” plus smarter energy recovery when a colony goes dark, tougher (and clearer) pirate bosses, and richer pirate scout intel.<blockquote>New to sieges? See the full Territory Siege guide, or open '''Settings β†’ Quick Guides''' in-game. Alliance territory basics ar...") Tag: Visual edit

28 July 2026

  • 13:4213:42, 28 July 2026 Territory Siege (hist | edit) [14,185 bytes] Admin (talk | contribs) (Created page with "'''Territory Siege''' turns system conquest into a '''two-phase campaign''' instead of a single raid. An alliance must '''Contest''' a system, wait through a random timer, then win a '''Takeover''' fight in a short Vulnerable window before ownership changes hands.<blockquote>Requires the '''Territory Siege''' feature to be enabled. Classic instant conquest still applies when the feature is off. You must also have '''System Conquering''' and use '''FCS''' (Fleet Coordinat...") Tag: Visual edit

23 July 2026

  • 14:3114:31, 23 July 2026 Version 1.3.5 (hist | edit) [7,970 bytes] Admin (talk | contribs) (Created page with "A class-and-coordination release: your Core monument now defines a full '''player class''' with empire-wide tradeoffs, weekly events gain a '''Daily Race''', allies can trade in private and join each other's FCS rallies, and the scoreboard finally splits into Research / Fleet / Defense β€” plus deeper expedition rewards, stronger system yields, and a stricter vacation mode.<blockquote>New to classes? See the full Player Classes guide, or open '''Settings β†’ Quick Guides...") Tag: Visual edit

7 July 2026

  • 12:2612:26, 7 July 2026 Version 1.3.4 (hist | edit) [6,213 bytes] Admin (talk | contribs) (Created page with "A stability and polish release on top of Alliance Territorial Control: system monuments now crown your conquered stars, alliance cosmetics can be deployed to more than one system, trades show their fees up front, and a batch of combat, monument, and reliability fixes land alongside a late-game research rebalance.<blockquote>New to alliance play? See the full Alliances guide, or open '''Settings β†’ Quick Guides''' in-game.</blockquote> == New Features == === System mon...") Tag: Visual edit

1 July 2026

  • 13:5413:54, 1 July 2026 Version 1.3.3 (hist | edit) [4,090 bytes] Admin (talk | contribs) (Created page with "A follow-up to Alliance Territorial Control focused on making your alliance's systems easier to manage and defend, a new auto-renew option for the Trade Union, and a batch of combat, donation, and performance fixes.<blockquote>New to alliance play? See the full Alliances guide, or open '''Settings β†’ Quick Guides''' in-game.</blockquote> == New Features == === Alliance system management === * New '''Alliance Systems''' view lists every system your alliance controls...") Tag: Visual edit

25 June 2026

  • 08:4808:48, 25 June 2026 Pirate Bosses (hist | edit) [8,072 bytes] Admin (talk | contribs) (Created page with "'''Pirate bosses''' are elite, end-game stronghold targets. They are far too strong for any single fleet and can only be taken down by a '''coordinated alliance (FCS) attack''' β€” but in return they hold an enormous resource pool that is shared across everyone who joins the strike. This page focuses on '''how boss loot works''': how much a group can extract, and how that haul is divided among the participating fleets.<blockquote>Bosses build on the regular pirate stron...") Tag: Visual edit

23 June 2026

  • 18:0418:04, 23 June 2026 Version 1.3.2 (hist | edit) [9,880 bytes] Admin (talk | contribs) (Created page with "This update is all about '''Alliance Territorial Control''': your alliance can now conquer star systems, build on them, harvest and survey their deposits, research alliance-wide upgrades, run diplomacy with other alliances, and collect a daily share of everything your territory produces. The more systems you hold β€” and the longer you hold them β€” the bigger the shared advantage for every member.<blockquote>New to alliance play? See the full Alliances guide, or open ''...") Tag: Visual edit

20 June 2026

  • 14:0514:05, 20 June 2026 Battle Looting (hist | edit) [9,702 bytes] Admin (talk | contribs) (Created page with "= Resource Protection & Looting = Successful raids can steal resources from a defender's colony β€” but not everything. '''Resource Protection''' and '''Warehouse''' capacity work together to shield part of your stockpile, while a global '''loot rate''' limits how much of the exposed portion attackers can actually take. Fleet '''cargo capacity''' is the final gate: raiders must bring enough haulers to carry the loot home. This system applies to '''player-vs-player (PvP)...") Tag: Visual edit

17 June 2026

  • 20:2420:24, 17 June 2026 Relics (hist | edit) [8,505 bytes] Admin (talk | contribs) (Created page with "'''Relics''' are collectible treasures scattered across the galaxy. You gather them one '''piece''' at a time, '''forge''' the completed set, and unlock a unique '''cosmetic''' β€” a personal avatar, an alliance badge or flag, or a stunning theme or monument for your conquered systems. Relics are about '''identity and prestige''', not combat stats. They let you and your alliance stand out across the galaxy.<blockquote>Find your collection under '''Inventory β†’ Relics''...") Tag: Visual edit
  • 20:2320:23, 17 June 2026 Alliances (hist | edit) [11,115 bytes] Admin (talk | contribs) (Created page with "An '''Alliance''' is a group of commanders who band together for mutual benefit. Alliances share a treasury, research powerful upgrades together, build and defend conquered star systems, fly shared colors across the galaxy, and coordinate through chat and diplomacy. Every commander can belong to '''one alliance''' at a time. You can join or create your alliance starting at '''Realm 1'''. == Contents == * Creating an alliance * Joining & leaving * Roles & permissions *...") Tag: Visual edit
  • 05:2705:27, 17 June 2026 Version 1.3.1 (hist | edit) [2,363 bytes] Admin (talk | contribs) (Created page with "=== Relics === * Collect relic pieces from Nebula Expeditions, pirate raids, and special events, then forge complete relics. Track your progress in '''Inventory β†’ Relics'''. * Forging a relic unlocks its base cosmetic. Alternate skins for the same relic can be purchased with '''Quantum Shards''' once the parent relic is forged. * '''Avatar relics''' personalize your profile picture. * Alliance relic types β€” '''badges, flags, system themes, and monuments''' β€” can b...") Tag: Visual edit

10 June 2026

  • 10:5010:50, 10 June 2026 FleetCoordinationSystem(FCS) (hist | edit) [9,416 bytes] Admin (talk | contribs) (Created page with "== Overview == Fleet Coordination System (FCS) lets an attack leader open an outgoing attack to alliance members. Allies can attach their own fleets to the same target before the group arrives. When every fleet in the group has reached the target, they fight one combined battle against the defender. In the fleet UI this appears as: * Solo attack β€” standard attack, no allies can join * Open to alliance β€” coordinated attack rally FCS is only available for attack mis...") Tag: Visual edit
  • 10:3310:33, 10 June 2026 Version 1.3.0 (hist | edit) [1,012 bytes] Admin (talk | contribs) (Created page with "=== Gameplay === * Fleet Coordination (FCS) β€” Attack leaders open coordinated attacks to alliance members before arrival. Allies attach fleets; leader can lock participation and set max delay for late joiners. * Colony relocation β€” Incoming&Outgoing PvP attacks blocked after you relocate a colony. Realm 4 players who ascended without relocation boosts receive a backfill grant. * PvP hangar stun β€” Defender wins no longer trigger hangar stun on the defending player....") Tag: Visual edit
  • 10:3110:31, 10 June 2026 Version 1.2.58 (hist | edit) [1,218 bytes] Admin (talk | contribs) (Created page with "=== Gameplay === * Station missions β€” Send fleets to allied colonies for timed defense support (Dispatch remains for your own colonies). * Defense scrap β€” Dismantle colony defenses at Defense Yard for resource recovery (same rates as PvP debris; Salvage Operations applies). * PvE battle outcomes β€” Losing pirate/PvE fights can stun surviving attacker ships in your home hangar (90% stunned / 10% destroyed). * Realm ascension β€” Colonies gain +20 building slots on e...") Tag: Visual edit

21 May 2026

  • 20:2420:24, 21 May 2026 Version 1.2.56 (hist | edit) [1,648 bytes] Admin (talk | contribs) (Created page with "=== Tonnage β€” new empire limit === '''Gameplay''' * '''Tonnage''' is now the soft cap on empire size: every ship and defense has a '''tonnage value''', and your '''capacity''' comes from '''Shipyard''' and '''Defense Yard''' levels across all colonies. * '''Used tonnage''' includes docked ships, ships in active fleets, and planetary defenses. * Empire totals are tracked server-side and shown in the app (yards, cards, fleet tools, events, colony picker, scout/nebula re...") Tag: Visual edit
  • 20:2420:24, 21 May 2026 Version 1.2.57 (hist | edit) [2,890 bytes] Admin (talk | contribs) (Created page with "=== Tonnage β€” penalties, detail & balance === '''Gameplay''' * '''Over-capacity warnings''' β€” color-coded penalty tiers when used tonnage exceeds capacity (yards, ship/defense cards). * '''Expandable breakdown''' at Shipyard / Defense Yard: hangar vs. active fleets vs. defenses (colony + empire). * '''Imperial Overview''' β€” tonnage on Fleet and Defense tabs; refreshed tables. * Fleet '''configure''', '''travel''', and '''build''' screens show tonnage while you pla...") Tag: Visual edit
  • 20:0420:04, 21 May 2026 Patch Notes (hist | edit) [230 bytes] Admin (talk | contribs) (Created page with " == Version 1.2.57 == === Tonnage (follow-up) === * Over-capacity warnings β€” when you exceed tonnage, yards and ship/defense cards show color-coded penalty levels so you can see how far over the limit you are. * Detailed tonnage breakdown at Shipyard and Defense Yard β€” expand to see hangar vs. active fleet vs. defense usage (colony and empire totals). * Imperial Overview β€” tonnage columns added to Fleet and Defense tabs; summary tables refreshed for readability....") Tag: Visual edit
  • 19:4619:46, 21 May 2026 Player Classes (hist | edit) [12,026 bytes] Admin (talk | contribs) (Created page with "== Player classes == Each monument belongs to one class. Classes are designed so that committing to a path amplifies a specific loop in the gameβ€”not just a single stat, but how you spend your time and resources. === Warlord β€” Conquer, strike, recycle === Purpose: Aggressive commanders who grow through combat: PvP, pirate clears, debris recycling, and fleet-focused weekly events. What Warlords optimize: * Stronger attacks β€” Higher fleet damage in offensive battle...") Tag: Visual edit
  • 19:4519:45, 21 May 2026 Monuments (hist | edit) [17,579 bytes] Admin (talk | contribs) (Created page with " = Monuments & Player Classes = Monuments are legendary mega-structures you assemble piece by piece, forge in your inventory, and deploy on your '''Capital Colony'''. Once active, they grant '''empire-wide bonuses'''β€”stronger fleets, safer colonies, richer expeditions, or faster industryβ€”across every planet and ship you control. Unlike ships or buildings, monuments define your '''long-term identity''' on the galaxy map. Your chosen path (Warlord, Guardian, Explorer,...") Tag: Visual edit
  • 15:1815:18, 21 May 2026 League System (hist | edit) [12,698 bytes] Admin (talk | contribs) (Created page with " = League & Weekly Events = This is a summary of how League Events work in Regna, based on the live catalog, scoring math, and league services in the codebase. ---- == Overview == League Events run on a weekly cycle with two parallel tracks: {| class="wikitable" !Track !Who competes !What you earn |- |Player events |You vs others in your realm (R1–R4) |Weekly score, milestones, rank rewards (Champion / Elite / Veteran) |- |Alliance events |Your alliance vs all allianc...") Tag: Visual edit
  • 15:1215:12, 21 May 2026 Trading System (hist | edit) [11,699 bytes] Admin (talk | contribs) (Created page with " = Trade System = == Overview == The Trade System lets you exchange resources with other players in your galaxy through the Galactic Market. Trades are handled by the Trade Union, which runs convoys between colonies after a deal is accepted. Trading is a way to balance shortages, move stock between colonies, and profit from favorable exchange ratesβ€”without moving your own combat fleets. ---- == Requirements == {| class="wikitable" !Requirement !Detail |- |Realm leve...") Tag: Visual edit
  • 15:0215:02, 21 May 2026 Fleet Stun (hist | edit) [8,098 bytes] Admin (talk | contribs) (Created page with " = Fleet Hangar & Stun Recovery = == What is the Fleet Hangar? == The Fleet Hangar protects idle ships at a colony. Ships inside protection do not join battles when your planet is attacked. That keeps reserves safeβ€”but after an attack those protected ships enter Stun Recovery and cannot be launched until they gradually come back online. Ships above your hangar’s capacity are not protected. They fight normally and can be destroyed. ---- == Hangar capacity == Capaci...") Tag: Visual edit