Beta 1 | Ends: Wed 13 May, 20:00 | Tick: 922

Scoring

Your total score is the sum of contributions from every major system in the game. Understanding what drives each category helps you prioritise where to invest your time and resources.

Score Categories

Land

Your kingdom's land directly contributes score at a rate of 1,000 points per land tile. Land is one of the most consistent score drivers throughout the round - every expansion run, successful attack, or colony win adds to your permanent score base.

Research

Research points contribute 2 points each. As your kingdom grows and your population increases, research accumulates passively. Players who invest in Farms early (for population) and maintain strong research output build a durable score base over the full round.

There is also an Eureka bonus for players who push their research significantly beyond the average. Once research crosses a high threshold, large bonus chunks are awarded, making deep research investment particularly rewarding for dedicated researchers.

Build Score

Every unit of mass and energy you spend constructing structures contributes to your build score. This rewards consistent building activity throughout the round rather than a single burst. Keeping your build queue active and running expansion regularly both feed into this.

Combat

Combat score is earned from colony combat engagements. Winning colony fights against stronger opponents earns more than beating weaker ones. It rewards engaging in active planetary competition rather than leaving your colonies uncontested.

Attack score comes from successful fleet attacks on other kingdoms - proportional to the enemy fleet strength you fought and the losses they took.

Defence score is earned when your kingdom successfully defends against incoming fleet attacks. Holding off a strong attacker earns meaningful score.

Missiles also contribute. Building and firing missiles generates score based on their yield.

Probe Score

Probe score is earned on every mission, win or lose. A successful mission earns full points; a failed attempt earns half. Score is weighted by the number of probes sent, so larger missions score more than minimal ones. Regular probing generates steady background score regardless of your primary strategy.

Religion Score

Religion scoring has two components:

  • Faith score - earned from all influence placed across colonies, accumulated every tick
  • Control score - earned each tick for every colony where your religion is dominant, scaled by that colony's level

Religion is one of the highest-scoring systems available, particularly early in the round when influence is cheap and competitors are few.

Trade Score

Trade score scales with both the volume of resources collected and the distance travelled to collect them. Long-range trade runs to colonies on the far side of the galaxy score significantly more than nearby runs of the same size.

Trade also generates income through special resources, which compounds into higher capacity and further trade runs over time.

Colony Score

Colonies earn you score as you level them up. The score gained increases in brackets of five levels - reaching level 5, 10, 15, and so on each unlocks a higher scoring tier, so there are meaningful jumps every five levels rather than a smooth curve. Levelling colonies is credit-intensive, which creates a real tension with buying religion units or covering trade tax, so consistent colony investment requires planning.

Beyond levelling, you also earn score whenever another player trades with your colony. Higher level colonies produce more resources - mass, energy, and research scaled from your kingdom output - making them more attractive trade targets, which passively feeds more trade score opportunities your way.

Finally, if your colony is attacked you earn combat score for the engagement, and defending it successfully contributes to your defence score. A high-level colony draws more traffic from all directions, making it a scoring asset across multiple categories at once.

Zone Score

Each tick you control a zone, you earn the current game tick multiplied by 500. This means zone score accrues throughout the round and holding zones consistently pays off significantly. See the Zone Control guide for the full breakdown.

Nemesis Score

Retaliating against a declared Nemesis earns bonus score up to 5% of their total score. This is situational but can represent a meaningful score opportunity if the nemesis has built up a large score total.

Putting It Together

No single category wins a round on its own. The strongest kingdoms combine a primary scoring focus with solid baseline contributions across the others:

  • Land and research score passively - do not neglect expansion or farming
  • Build score rewards consistent activity - keep your queue moving
  • Religion and trade offer the strongest early returns and are both accessible without a large military
  • Combat, zones, and nemesis score scale with engagement and reward active play in the mid to late game

The scoreboard category rankings are visible on the Highscores page, showing the top 10 players in each category. Tracking where rivals are strong tells you where you need to compete harder - or where you might find a gap to exploit.