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RealmConquest Wiki
Everything a commander needs to know. This wiki documents the Classic ruleset: the rules and balance you will find in a standard realm. Other rulesets may differ.
Getting Started
New here? Learn the core loop before anything else.
- Welcome New to RealmConquest? Learn the Classic loop: join realms, place a colony, grow, fight for territory, coordinate alliances, and chase endgame relics.
- Ticks A tick is the heartbeat of a realm. Learn how realms advance in fixed steps, why fast and slow worlds differ, and what resolves each tick.
- Realms Realms are independent game worlds. How they run, join policies, the pre-round lobby where alliances form early, and placing your first colony.
- Private Realms Private realms are worlds you host yourself: your own map, tick speed, bots, and invite list. Learn who can create one, how players join, and how it differs from a public realm.
- Starter Protection New colonies cannot be attacked for their first 100 ticks. What starter protection blocks, when it ends, and the worker boost you earn by breaking it early.
- New Player Guide A practical first-ticks walkthrough for RealmConquest: read your colony, build your economy, recruit a starter squad, scout, and expand safely.
- Interaction Plan A screen-by-screen interaction plan for your first RealmConquest session: pick a realm, place a colony, read the HUD, open My Colony, create squads, and use help.
- Daily Rewards Daily streak rewards, onboarding mission rewards, and permanent account achievements tracked in the Progression hub.
- Map & Screen Learn to read the RealmConquest screen: the pan and zoom world map, colony and outpost markers, radar coverage, and the panels you open from the HUD.
- UFOs A flying saucer drifts past your colony from time to time. Click it before it leaves to catch a free batch of resources. Here is how UFOs appear and how to catch one.
- Fair Play RealmConquest has no pay-to-win and no hidden dice. Learn why deterministic, reproducible worlds make competition you can actually trust.
- The Rules The player conduct expectations for RealmConquest: one account per person, no exploiting bugs, and respect for the people you share a realm with.
- Rules & Regulations The full RealmConquest rules of engagement: respect, one account per person, no farming or feeding, crystal rules, bug reporting, and what happens if you cheat.
Economy & Resources
How your colony earns and spends.
- Resources The four resources in RealmConquest: Metal, Oil, Energy, and Workers. Storage caps, what produces them, and what each one is spent on.
- Workers How workers are produced by farms, why they pay out every 24 ticks, and how worker efficiency multiplies your Metal and Oil income.
- Economy Balancing income against spending in RealmConquest: passive production, upkeep, recruitment overhead, conquest tax, and alliance resource outposts.
- Resource Converter The Resource Converter structure trades one resource for another in RealmConquest. Which conversions unlock at which levels, and when converting is worth it.
Structures
What you can build and what it unlocks.
- Structures Structures turn your colony into a power. Learn the build queue, levels and prerequisites, what each structure unlocks, and the 50% cancel refund.
- Structure List Every structure in RealmConquest with Classic metal and oil costs, build times, and exactly what each of the five levels unlocks for your colony.
- Teleport Gate The Teleport Gate moves stationed squads instantly between owned or allied endpoints, for a distance-based Energy cost.
Military & Squads
Building, grouping, and moving an army.
- Military How the army works in RealmConquest: 27 unit types built from three chassis, three weapons, and three upgrade focuses, grouped into squads that move and fight.
- Unit Types The three chassis, three weapons, and three upgrade focuses in RealmConquest, with Classic Hit Points, Damage, and Range numbers, the 100/50/25 weapon matchups, and the chassis damage bonus.
- Recruitment How to train units in RealmConquest: Metal, Oil, and Worker costs, training time in ticks, the recruitment queue, disbanding a queued batch for an instant refund, and how a large army raises overhead.
- Squads Squads in RealmConquest: how loose units group into a squad, the 30 storage capacity, how chassis fill that space, why squads are what moves and fights, and the tools for managing them.
- Movement How squads travel in RealmConquest: 23 tiles per tick, the 24-tick reach limit, Oil cost per tick of travel, sending, cancelling and returning orders, and instant gate jumps.
- Unit Experience How units gain experience in RealmConquest: earning XP from defeated enemies, leveling up to 12 times for more Hit Points, Damage, and Range, and healing while idle.
Combat & Conquest
How battles resolve and how territory changes hands.
- Combat How attacks on colonies and outposts resolve in RealmConquest: targeting order, casualties, salvage, spoils, ownership, and why every battle is deterministic.
- Battle Reports Battle reports tell you exactly what happened in a fight: units killed, survivors, salvage, spoils, and ownership changes. Learn what they show, who can see them, and how to share one with a public link.
- Battle Simulator Preview any fight before you commit to it. Build both sides in the Battle Simulator, run the exact combat rules, and save or share the scenario.
- Outposts Outposts are capturable map points that stage forces and unlock roles like Training Base, Radar, Gate, and Silo. Build costs, control ticks, defense, razing, camps, and resource outposts.
- Conquest Defeat a colony's defender to conquer it and collect tax every tick. Learn how the original owner can rebel after enough control ticks, and how liberation works.
- Relocation Swap your colony with an owned outpost and move your whole base across the map: the Energy and Oil cost, control tick rules, and what moves with you.
- Score and Ranking Your power comes from workers, soldier value, conquests, and resource outposts. Score adds power, crystals, and relics, then ranks players.
- Ribbons Ribbons are permanent, account-wide era awards issued in Ranked, Havoc, and PvE families.
Intelligence
Radar, scans, spies, and denial.
- Intel Archive Intel is the drawer every report lands in: scan results, jamming and lockdown notices, battle reports, diplomacy, and admin announcements, kept in one filterable archive.
- Intelligence Radar shows enemy squads and outposts in range. Learn colony radar, radar outposts, alliance sharing, satellite scans, and passive vision limits.
- Scans Scans spend energy to read what radar cannot: enemy squads, incoming attacks, weapon mixes, colony stockpiles, and satellite scan areas.
- Spies and Agents Train spies to plant agents, build infiltration, run covert operations, and defend against enemy spy work with protection.
- Jamming and Lockdown Denial effects deny an enemy capability. Jamming kills radar and gates for a few ticks; lockdown traps squads and nukes. Learn how each works and expires.
Heavy Weapons
Silos, nukes, radiation, and defenses.
- Heavy Weapons Silos arm nukes that flatten fixed positions, the Ion Cannon answers incoming threats, and shields buy time. Arming, launching, dismantling, impact, and radiation rules.
Alliances & Diplomacy
Working together and the end of an era.
- Alliances Alliances let players share vision, coordinate movement and defense, manage roles, and compete for relic victory together.
- Diplomacy Alliances declare formal relations with each other: non-aggression pacts, allies, and war. What each state means, how treaties are signed and broken, and why betrayal stays possible.
- Relics and Havoc The endgame objects that decide an era: relic victory, crystals, wreckage rewards, garrisons, and the post-final havoc phase.
Community
Talking to other players.
- Messages Direct messages, alliance mail, diplomatic messages, contacts, ignores, public ticker broadcasts, reports, and send limits.