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 0.5 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. Learn how they run, how join policies work, and how to place your first colony on a realm map.
- 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 Classic 0.5 daily metal rewards, onboarding mission rewards, and account achievements that mark progress across realms.
- 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.
- 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.
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 nodes.
- 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 so you can compare units.
- Recruitment How to train units in RealmConquest: Metal, Oil, and Worker costs, training time in ticks, the recruitment queue, 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, and why squads are what moves and fights.
- Movement How squads travel in RealmConquest: 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 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 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, conquests, and resource nodes. Score adds power, crystals, and relics, then ranks players.
Intelligence
Radar, scans, spies, and denial.
- 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 Heavy weapons in Classic 0.5: silo arming, nuke launch and impact, radiation, Ion Cannon fire, Shield Generator rules, and denial counters.
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.
- Relics and Havoc Classic 0.5 endgame objects: relic victory, crystals, wreckage rewards, garrisons, and the post-final havoc phase.
Community
Talking to other players.
- Messages Direct messages, alliance mail, contacts, ignores, public ticker broadcasts, reports, and Classic 0.5 communication limits.