Wiki contents Relocation

Colony Relocation

Combat & Conquest Classic v0.5 ruleset Updated July 12, 2026

Where you settle on day one does not have to be where you fight the endgame. Relocation lets you move your entire colony to a new position on the map by swapping places with an outpost you own. It is how you escape a dying neighborhood, close the distance to your alliance, or chase the front as a war moves. The colony that arrives is the same colony that left: every structure level, resource, unit, and score point comes with you.

How it works

You relocate onto one of your own normal outposts. The colony and the outpost trade places: your colony now stands where the outpost stood, and a normal outpost stands at your old home. Specialized outposts (Training Base, Radar, Gate, Silo) cannot be relocation targets, so keep a plain outpost in your pocket if you want the option open.

To be eligible:

  • Your colony must have 72 control ticks, so a freshly placed or freshly moved colony cannot chain hops.
  • The destination outpost must have 24 control ticks, so you cannot grab ground and teleport onto it the same tick.

The move itself is instant. There is no travel window where your colony is "in transit" and nothing to intercept.

What it costs

Relocation charges 50 Energy plus 1 Oil per tile of distance between your colony and the destination, up to a cap of 15,000 Oil. A short defensive shuffle is cheap; crossing the world costs serious fuel. The confirmation dialog shows the exact figure before you commit.

What moves and what resets

  • Everything in the colony comes along. Structures, stockpiles, workers, loose units, and the squads stationed at the colony all arrive with it.
  • Squads in flight are not stranded. An order that was heading to or from your colony re-anchors to the new position, and its arrival time is recalculated from where the squad actually is.
  • Your control ticks reset to 0. The moved colony has to settle all over again, which locks another relocation (and anything else gated on colony control) for a while.
  • Gate travel waits 24 ticks. A freshly relocated colony cannot use Teleport Gate travel until it has been in place for 24 ticks, so do not plan a relocate-then-jump play.

Relocating while conquered

Relocation is also an act of rebellion. If your colony is conquered, relocating it immediately starts a rebellion against your conqueror, without waiting out the usual 72 control ticks. The rebellion still takes its normal 24 ticks to finish, but the move and the uprising begin together: you leave the ground your conqueror chose to hold you on, and the countdown to freedom starts the same moment.

Where to find it

Select one of your own normal outposts on the map and use Relocate here on its card. The confirmation spells out the destination, the cost, and the reset before anything happens.

See also: Outposts and Camps for holding the outpost you will move to, Conquest, Tax, and Rebellion for the rebellion a conquered relocation starts, Movement for how re-anchored squad orders behave, and the Teleport Gate for the post-move travel delay.

Open beta

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