Relics, Crystals, Wreckages, Garrisons, and Havoc
The endgame is where alliance planning turns into a win condition. Score matters all realm long, but relics decide whether an alliance can finish an era. Crystals, wreckages, and garrisons feed that race, and havoc gives the realm a short post-final window after standings freeze.
Relic victory
Classic 0.5 releases 10 relics at or after tick 500. Relics are visible without radar and are admin-owned map objects until players take them. They are nuke immune and spy immune.
To win by relics, one alliance must hold all 10 relics for 100 ticks. If the relic count drops below the requirement, the holder loses alliance attribution, or multiple alliances split relic ownership, the victory progress resets or disables until one alliance qualifies again.
Relics move slowly: their movement speed is 25% of normal squad movement. The upside is huge. Each held relic is worth 1,000 score and adds +20 Metal and +20 Oil per tick to the holder/alliance economy scope.
Crystals
Crystals are score and economy objects. Each crystal is worth 20 score. The first power-threshold crystal is granted when a player reaches 30 power, and crystal rewards can also come from endgame object battles.
Crystals add small alliance economy bonuses. The current ruleset gives a fractional Metal and Oil bonus per crystal, plus worker growth in larger crystal steps, so crystals are not a replacement for resource nodes or relics but still compound over time.
Wreckages
Wreckages spawn roughly every 60 minutes. The first arrival captures the wreckage, with same-tick battle resolution if several forces land together. If same-alliance squads contest the same wreckage, the largest army wins the same-alliance tie.
Current wreckage rewards are random within these ranges:
| Reward | Range |
|---|---|
| Metal | 1,500-3,000 |
| Oil | 1,500-3,000 |
| Energy | 50-150 |
| Workers | 25-100 |
Blue-token reward fields exist in the ruleset shape, but blue-token payouts are disabled.
Garrisons
Garrisons are admin-owned endgame objects. They are nuke immune and spy immune, but scans are allowed. Fighting a garrison can award crystals, which makes them part of the crystal economy and not just a map obstacle.
Havoc
When final standings are determined, the era result freezes and havoc can begin. Havoc lasts about 100 ticks. On entry, players receive 10,000 Metal, 10,000 Oil, and 250 Energy. During havoc, resources refill by up to 1,000 Metal, 1,000 Oil, and 25 Energy per tick while respecting normal caps.
Havoc relaxes some combat restrictions after final standings. Attacks can continue after finalization, relic-holder attacks are allowed, and conquered-colony attack restrictions are relaxed. Alliance friendly fire is still not enabled by havoc.
See also
Read Alliances for membership and shared ownership, Score and Ranking for how crystals and relics affect score, Economy and Income for object income, Movement for travel timing, and Combat for same-tick battles.