League System
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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:
| Track | Who competes | What you earn |
|---|---|---|
| Player events | You vs others in your realm (R1βR4) | Weekly score, milestones, rank rewards (Champion / Elite / Veteran) |
| Alliance events | Your alliance vs all alliances globally | Normalized alliance score, top-3 alliance rewards |
| Season League | Same groups, over 8 weeks | League Points (LP) β promote/demote between tiers and divisions |
Each week has a main event (~75% of your combined score) and often a side event (~25%). Week 8 is the Season Finale with no side event.
Calendar
| Rule | Detail |
|---|---|
| Week start/end | Sunday 18:00 UTC β next Sunday 18:00 UTC |
| Season length | 8 weeks (56 days), aligned to the 8-week event rotation |
| Participation minimum | 500 combined points to qualify for rewards, league LP, and most ranking |
| R1 gate | On Realm 1 you need 1,000 competitive score before league placement starts |
Seasons
- A season is one full 8-week rotation (Week 1 β Week 8).
- Your league tier (Cadet β Fleet Admiral) persists across those 8 weeks within the season.
- LP is a progress bar within your current division (0β100+), not a lifetime total.
- When the season ends, your final tier is recorded and the next season applies a soft reset (see Season end).
8-week event rotation
| Week | Theme | Main player event | Alliance event | Possible side events |
|---|---|---|---|---|
| 1 | Battlefield Cleanup | Debris Collector | Alliance Siege | Expedition, Tech, Fleet, Defense |
| 2 | War Games | Fleet Commander | Alliance Warlord | Debris, Expedition, Tech |
| 3 | Into the Unknown | Expedition Pioneer | Alliance Explorers | Fleet, Debris, Tech |
| 4 | Pirate Purge | Pirate Hunter | Alliance Siege+ | Expedition, Trade*, Ship, Defense |
| 5 | Harvest Asteroids | Asteroid Miner | Alliance Miner | Expedition, Pirate, Fleet |
| 6 | Industrial Age | Ship Builder | Alliance Industrialist | Expedition, Fleet, Tech, Defense |
| 7 | Spoils of War | Loot Master | Alliance Warlord+ | Debris, Expedition, Tech |
| 8 | Season Finale | Grand Convergence | Grand Convergence | None |
* Trade Magnate appears in rotation options but is not in the current live catalog as a scored minor β side events are picked from catalog-defined options only.
Realm gating: If the scheduled main event needs a higher realm (e.g. Asteroid Miner needs R2), the game substitutes an eligible side event from that weekβs pool.
Side event: One random pick from that weekβs minorEventOptions, shared across realms once the week is set.
Event content (what to do each week)
Player main events
| Event | Objective (in plain terms) |
|---|---|
| Debris Collector | Recycle debris from battles and pirate sites |
| Fleet Commander | Win battles; score from fleet value destroyed |
| Expedition Pioneer | Run expeditions; deeper runs score more |
| Pirate Hunter | Attack pirate outposts and destroy pirate fleets |
| Asteroid Miner | Complete asteroid harvest missions (R2+) |
| Ship Builder | Build ships; score from construction cost |
| Loot Master | Plunder colonies and pirates |
| Grand Convergence | Average of three tracks: Debris, Expedition, Fleet (each capped) |
Common side events
| Event | Objective |
|---|---|
| Tech Pioneer | Complete research (weighted by level) |
| Defense Builder | Build defenses by cost |
| (others) | Same families as mains (debris, fleet, expedition, etc.) |
Alliance events
| Event | Objective |
|---|---|
| Alliance Siege | Coordinated colony attacks |
| Alliance Warlord | Combined fleet destruction |
| Alliance Explorers | Member expeditions |
| Alliance Siege+ / Warlord+ | Harder variants (higher realm / stricter targets) |
| Alliance Miner / Industrialist | Asteroid harvest / ship build totals |
| Grand Convergence | Alliance-wide composite for finale week |
Alliance score is the sum of member contributions, then normalized for alliance size (see formulas below).
How scoring works
Scores are built per UTC day, then summed for the week.
Combined weekly score (player)
Combined = floor(MainScore Γ 0.75 + SideScore Γ 0.25)
- Week 8 (Grand Convergence): 100% main, no side event.
- Default weights come from game config (
event.majorWeightβ 0.75).
Formula families
1. sqrt_hybrid (most combat / resource events)
Used for: Debris, Fleet, Pirate, Loot, Tech, Asteroid, etc.
Per UTC day:
Mission part = floor(β(missions used today) Γ countMultiplier)
Volume part = floor(logββ(amount today + 1) Γ logMultiplier)
Daily score = Mission part + Volume part
- Missions used are capped per realm per day (
dailyCapsin catalog β e.g. R1 Debris: 10 missions/day toward the β). - Optional daily score caps per realm can limit points after the formula.
- Weekly total = sum of all daily scores.
Anti-farming (main sqrt_hybrid events with a target): Attacking the same target on the same UTC day:
| Attacks 1β5 | 6β10 | 11+ |
|---|---|---|
| Full score | 20% score | No main score |
2. expedition (Expedition Pioneer)
Per UTC day:
Mission part = floor(β(expeditions today) Γ countMultiplier)
Depth part = floor(logββ(depth sum today + 1) Γ depthTierBonus)
Daily score = Mission part + Depth part
Example catalog values: count Γ 100, depth Γ 200.
3. ship_cost / defense_cost (Ship / Defense Builder)
Per UTC day:
Daily score = floor(logββ(day build cost + 1) Γ logMultiplier)
No β on mission count for these formulas (missions still tracked).
4. composite (Grand Convergence β Week 8)
Three shadow tracks run in parallel: Debris, Expedition, Fleet.
Each track capped at 10,000 points
Headline score = round(average of the three capped scores)
Missing track counts as 0 in the average.
Alliance normalization
Normalized score = raw alliance total Γ· size penalty
- Active member: contributed at least 100 combined points (20% of participation floor).
- Size penalty grows with member count so huge alliances donβt dominate purely by headcount.
- Effective member count is floored at 5 for the formula.
Bonus day
- ~60% of weeks get a random bonus day (not Monday).
- Multiplier: 1.25Γ or 1.5Γ on mission count and amount for that UTC day only.
Milestones (personal, not league rank)
Reach point thresholds on your combined score:
| Points | Reward tier |
|---|---|
| 500 | Tiny resource pack |
| 1,500 | Small pack + items |
| 3,500 | Medium pack + items |
| 6,000 | Large pack + items |
Weekly rank rewards (Champion / Elite / Veteran)
Separate from league tier β these are chest/mail rewards for your group rank that week:
| Group size | Champion | Elite | Veteran |
|---|---|---|---|
| > 50 players | ~top 1% | ~top 5% | ~top 10% |
| 11β50 | 1st | 2ndβ3rd | 4thβ6th |
| β€ 10 | 1st | 2nd | 3rd |
Week 8 Champion gets extra Season Finale items in addition to the normal champion pack.
Alliance weekly rewards: Global top 3 alliances by normalized score; each active member gets a rank-based item pack.
Season League β tiers & divisions
Ladder (low β high)
| Tier (UI name) | Divisions | Internal steps |
|---|---|---|
| Commissioning | β | Placement only (not on ladder) |
| Cadet (Bronze) | Division II, Division I | Steps 0, 1 |
| Commander (Silver) | Division II, Division I | Steps 2, 3 |
| Admiral (Gold) | Division II, Division I | Steps 4, 5 |
| Fleet Admiral (Legendary) | No divisions | Step 6 |
Division I is the higher half of a tier; Division II is the lower half.
You are placed in a group within your tier/division (e.g. βAdmiral Β· Division II Β· Group 14β), typically up to ~100 players per group (alliances ~half that). Small realms may use a realm-wide leaderboard instead of grouped league.
Placement (Commissioning)
New players (or new season entrants without a completed placement) go through 2 weeks of Commissioning:
- You compete and build a realm percentile average over those 2 weeks.
- No LP and no promote/demote during placement groups.
- After week 2, you receive a starting tier from your average performance:
| Your average percentile (0 = best) | Starting rank |
|---|---|
| Top 5% | Admiral Β· Division I |
| Top 20% | Admiral Β· Division II |
| Top 50% | Commander Β· Division I |
| Top 75% | Commander Β· Division II |
| Everyone else | Cadet Β· Division I |
Cadet Β· Division II is not given at placement β you only reach it by demotion.
Realm 1 special case: Placement weeks still run, but you may not join a ranked group until you ascend to Realm 2.
Returning players who already finished placement skip calibration and start at their season reset tier immediately.
League Points (LP) system
LP is earned every Sunday after the week is scored, from your rank within your league group:
| Your rank in group | LP earned |
|---|---|
| Top 2% | +80 |
| Top 10% | +50 |
| Top 25% | +30 |
| Top 50% | +15 |
| Participated (above floor), bottom half | +5 |
| Placement / commissioning group | 0 |
Promotion (move up one division/tier step)
If current LP + earned LP β₯ 100 β promote one step
New LP after promotion = 25
You cannot promote above Fleet Admiral.
Demotion (move down one step)
All of these must be true:
- LP before this weekβs earn was below 10
- You were in the bottom 10% of your group this week
- You had a bottom-10% streak (needs prior week in bottom 10% as well)
- Demotion protection has expired (you start with 2 protected weeks each season)
- You are not already at Cadet Β· Division II (step 0)
After demotion: LP set to 75 (mid-bar, avoids instant bounce-back).
Promotion beats demotion if both would apply the same week.
Protection & streaks
- Demotion protection: 2 weeks at season start (and when applicable); counts down each processed week.
- Bottom / top streaks are tracked from bottom 10% / top 10% finishes; demotion uses the bottom streak.
Note: UI copy may reference βΒ±2 stepsβ from old design docs. Live behavior is LP-based Β±1 step only; the 2% / 10% thresholds control how much LP you earn, not instant multi-step jumps.
What happens each Sunday (18:00 UTC)
Processing order:
- Score the week that just ended (player events, then alliance).
- League pass β placement updates, group ranks, LP, promotions/demotions, re-group if tier changed.
- Distribute rewards (resources; mails may follow).
- Rotate to the next weekβs events.
- Open new season if the previous one closed.
- Send reward mails.
When a season ends
A season completes when:
- 8 weekly periods have elapsed since season start, and
- Week 8 scoring is fully finished.
At season close
- Your final tier is saved on your season record (player and alliance leagues).
- Season status becomes completed.
Next season start
| What carries over | What resets |
|---|---|
| Soft tier reset from final tier | LP β 0 |
| Skip placement if you already calibrated | New 8-week rotation from Week 1 |
Soft reset rule: Drop 2 division steps from where you ended, minimum Cadet Β· Division II:
| Ended at | Starts next season at |
|---|---|
| Fleet Admiral | Admiral Β· Division II |
| Admiral Β· Division I | Commander Β· Division I |
| Admiral Β· Division II | Commander Β· Division II |
| Commander Β· Division I | Cadet Β· Division I |
| Cadet Β· Division I | Cadet Β· Division II |
| Cadet Β· Division II | Cadet Β· Division II (floor) |
New season players get 2 weeks demotion protection again. Players who completed placement previously enter directly at their reset tier with a league group.
Quick reference diagram
Two βtierβ systems (donβt confuse them)
| Name | Meaning |
|---|---|
| League tier | Cadet / Commander / Admiral / Fleet Admiral + Division I/II β season-long ladder |
| Reward tier | Champion / Elite / Veteran β weekly chest from group rank |
If you want this turned into an in-game help article or wiki page (markdown file in the repo, or expanded EN copy in packages/i18n), say which format and audience (casual vs competitive) and we can draft it there next.