RC Realm Conquest WIKI
Classic Ruleset v0.5

Realm Conquest 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 Realm Conquest? Learn the core loop: one account joins many realms where you plant a colony, grow an economy, and fight for territory.
  • 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. Learn how they run, how join policies work, and what you get when you plant your first colony.
  • New Player Guide A practical first-ticks walkthrough for Realm Conquest: read your colony, build your economy, recruit a starter squad, scout, and expand safely.
  • Map & Screen Learn to read the Realm Conquest screen: the pan and zoom world map, colony and outpost markers, radar coverage, and the panels you open from the HUD.
  • Fair Play Realm Conquest 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 Realm Conquest: one account per person, no exploiting bugs, and respect for the people you share a realm with.

Economy & Resources

How your colony earns and spends.

  • Resources The four resources in Realm Conquest: 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 Realm Conquest: passive production, army upkeep, recruitment overhead, and tax income from conquered colonies.
  • Resource Converter The Resource Converter structure trades one resource for another in Realm Conquest. 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 Realm Conquest 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 a stationed squad instantly between points you control, for an energy cost. Learn how it works and when it beats marching.

Military & Squads

Building, grouping, and moving an army.

  • Military How the army works in Realm Conquest: 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 Realm Conquest, with Classic Hit Points, Damage, and Range numbers so you can compare units.
  • Recruitment How to train units in Realm Conquest: Metal, Oil, and Worker costs, training time in ticks, the recruitment queue, and how a large army raises overhead.
  • Squads Squads in Realm Conquest: how loose units group into a squad, the 30 storage capacity, how chassis fill that space, and why squads are what moves and fights.
  • Movement How squads travel in Realm Conquest: travel time in ticks, Oil cost that scales with distance, sending, cancelling and returning orders, and instant gate jumps.
  • Unit Experience How units gain experience in Realm Conquest: 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 Realm Conquest: 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 and who can see them.
  • Outposts Outposts are capturable map points that stage forces and unlock roles like Radar, Gate, and Silo. Learn build costs, control time, razing, and neutral camps and nodes.
  • 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.
  • Score and Ranking Your power comes from workers, soldier value, and active conquests. Score is built from power, and players are ranked by score, highest first. Here is how it adds up.

Intelligence

Radar, scans, spies, and denial.

  • Intelligence Radar shows enemy squads and outposts in range. Learn how far your Colony Radar reaches, what radar outposts add, and what you can see without scanning.
  • Scans Scans spend energy to read what radar cannot: enemy squads, incoming attacks, weapon mixes, and colony stockpiles, each with its own accuracy.
  • Spies and Agents Train spies to infiltrate enemies as embedded agents. Learn the cost, the agent lifecycle, infiltration over time, and how spy protection counters them.
  • 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.

Alliances & Diplomacy

Working together and the end of an era.

  • Alliances Alliances let players band together, share vision, and pool strength. The full system is on the way. Here is what to expect in Realm Conquest.