Choose a role that suits you
Your role changes how you play. It affects combat, income, research, recon, and building costs, so choose the one that fits the kind of commander you want to be this round.
Relica Wars is a planning game with a war waiting underneath it. Grow your economy, keep your power under control, and learn enough about a target before you send ships. The rest becomes much easier once those habits are in place.
You do not need to understand the whole game before you begin. Choose one sensible goal, make sure your economy and power can support it, and scout before you spend ships or resources you cannot easily replace.
Your role changes how you play. It affects combat, income, research, recon, and building costs, so choose the one that fits the kind of commander you want to be this round.
Money and metal pay for growth, while power keeps that growth running. Population supports income, pilots, and scientists. A large fleet is not much use if you cannot crew, power, or replace it.
Your population can become scientists or pilots, but every conversion has a cost. Residences support civilians, specialists, and ship crew, so leave yourself enough room to keep the empire working.
Research branches unlock in order. You will usually get more from finishing one useful tier than from leaving several upgrades half-finished.
Recon shows you what a target owns and what may be protecting it. An attack made in the dark can cost ships, generals, power, and several revolutions of progress.
Your planet's alert level, council bonuses, treasury, and wars can change what your actions are worth. If a decision affects everyone, talk to the people sharing the system first.
Bonuses are shown as percentages from normal. Positive values improve the result, negative values reduce it, and 0% means there is no change. The game keeps the underlying calculations consistent, so you do not need to convert between percentages and multipliers.
Every revolution is one turn of the game. When it arrives, construction and ship queues move, income is added, power is checked, scientists produce research, drones recover, and war timers move on. Check your next-revolution preview before making an expensive decision.
You do not need every resource in huge amounts. You need the right resource at the right time: money to act, metal to build, power to keep things running, and people to crew ships or produce research. Let one of them fall too far behind and the rest of your plan will slow down.
| Resource | What it pays for | A useful habit |
|---|---|---|
| Money | Construction, pilot training, ships, missiles, market purchases, and many operational costs. | Keep a cushion so an attack, failed hack, or treasury request does not leave you stuck. |
| Metal | Platforms, buildings, ship hulls, missiles, and infrastructure-heavy growth. | If you want platforms, ships, or buildings quickly, metal production needs to keep up. |
| Power | Stored reserve and operating capacity for population, ships, drones, scientists, platforms, missile silos, and defenses. | A positive net power figure matters more than a big reserve. Watch what is draining it. |
| Population | Income base, pilot training source, scientist training source, and vulnerability target. | People are useful but power-hungry. Training one scientist costs 1,000 money and gives up a civilian and some workforce room. |
| Platforms | Total buildable space for structures and the basis of your physical empire. | Empty platforms do not produce anything, but they still use power. Expand with your grid in mind. |
| Scientists | Generate research units every revolution. | You can train up to 10% of your workforce each revolution. Scientists can make up 25% for most roles, or 55% for the Scientist role. |
| Research Units | Permanent research progress and unlocks. | Spend them where the next unlock gives you a real option: ships, infrastructure, missiles, combat, economy, or drones. |
| Drones | Recon scans, resource hacks, population strikes, and defending against hostile hacks. | Drones are both your eyes and your shield. Resource hacks work best when your drone strength beats the defender's. |
| Pilots | Required crew for ship construction and fleet growth. | Train pilots before queuing a large batch of ships, or the bay may sit waiting for crew. |
| Net Worth | The long-term score used for rankings, target comparisons, hack calculations, and visibility. | Platforms, ships, buildings, defence units, drones, pilots, and scientists count. Money, metal, power, population, and research units do not. A developed platform counts its own value plus the building on it, while defence units use their separate value. |
There is no best role for everyone. Each one gives you a strength and asks you to accept a weakness. Pick the role that matches your plan for the round, then build around what it does well instead of trying to make it good at everything.
Choose the Economist when money is likely to hold you back. Metal will be the tradeoff, so keep your extractors, market trades, or system support close behind.
The Miner is a good fit for construction and ship-heavy plans. The attack penalty is real, so build a solid base before you start picking fights.
The Admiral hits harder than most roles, but pays for it with a weaker economy. You can apply pressure early, as long as you can afford the losses when an attack goes badly.
The Scientist reaches useful research sooner. Turn that head start into ships, buildings, income, or weapons instead of simply collecting research points.
The Data Scientist gets the best value from information. Build drone capacity, scan often, and use what you learn before you risk a fleet.
The Fusion Engineer makes a power-hungry empire easier to run. It is a strong choice if you want large populations, active defences, missile silos, and fleets online together.
The Diplomat is difficult to break, but slower to attack and research. Survive the early pressure, work with your planet, and make enemies spend too much to move you.
Construction turns empty platforms into a working empire. Before you build, ask what problem the structure solves: income, power, fleet capacity, defence, or support for your system. The most expensive mistakes usually come from building first and checking the grid afterwards.
These are the base values for each building. The cost to place a building comes from your role's platform cost above. For Turrets and Tachyon Beams, capacity is the number of units the platform can hold and defence is the strength of each unit. Your actual income can still change with role, research, council bonuses, relics, wars, the power grid, and the normal 1-10% variation from one revolution to the next.
| Building | Base grant | Net worth | Resource or capacity | Planning note |
|---|---|---|---|---|
| Residence | +3 population and +100 max population | 1 | Population, money base, pilot training room | Population adds money per revolution, so residences are both growth and economy. |
| Frigate Pads | +20 frigate capacity | 1 | Frigate bay capacity | Limits how many frigates you can support across built ships and queued ships. |
| Destroyer Bays | +20 heavy ship capacity | 1 | Destroyer and cloaked raider bay capacity | Used by destroyers and cloaked raiders, so stealth fleets compete with destroyer plans. |
| Metal Extractor | +250 metal | 1 | Metal per revolution | Core metal source for platforms, ship queues, and more construction. |
| Solar Panels | +250 power | 1 | Power per revolution | Baseline grid generation for growth, fleets, scientists, and drones. |
| Trade Hub | +500 money | 1 | Money per revolution | Main early money building before advanced infrastructure research. |
| Missile Silo | +1 silo space | 1 | Missile and interceptor storage | Each silo adds stockpile room for missiles and Photon Intercept Lasers. |
| Recon Drones | +10 drone storage and +1 drone production | 1 | Drone capacity and drones per revolution | Drone production research can multiply production before the storage cap is applied. |
| Turrets | 100 turret slots per platform; 300 defence per built turret | 1 | Turret capacity and defence | Construction creates turret platforms; build the actual turret units from Ship Bays. |
| Tachyon Beams | 90 beam slots per platform; 400 defence per built beam | 1 | Tachyon capacity and defence | Construction creates tachyon platforms; build the actual beam units from Ship Bays. |
| Fusion Cores | +1,250 power | 1 | Power per revolution | Advanced power generation that helps carry high-drain builds and defenses. |
| Metal Refinery | +1,200 metal | 1 | Metal per revolution | Advanced metal production; can be powered down when the grid is under pressure. |
| Stock Markets | +1,500 money | 1 | Money per revolution | Advanced money building unlocked through infrastructure research. |
Power decides whether the rest of your empire can keep working. You can have plenty of money and metal and still be in trouble if people, scientists, drones, ships, platforms, silos, and defences are using more power than you produce.
Your scientists create research units every revolution, and you decide where to spend them. The best time to spend is when the next tier opens something you actually need: a ship, a building, stronger defence, better recon, or a way to fix your economy.
Each revolution, you can train up to 10% of your workforce. Scientists can occupy up to 25% for most roles, or 55% for the Scientist role. Each one costs 1,000 money and replaces a civilian, so you give up some income and room for pilots or ship crew.
If tier three is locked, finish tier two first. Part-finished research is saved, so you can come back to it later.
Frigate and Destroyer branches open new hulls. Attack and Defence improve combat. Economy and Power help you grow. Drone research improves recon, Special Weapons opens missiles, and Infrastructure opens advanced buildings.
Pick the branch that fixes your current problem: hulls if you want to attack, infrastructure if income is tight, drones if you need information, or power if the grid is struggling.
Ship Bays turn your economy into a fleet. Frigates and destroyers do the main fighting, while cloaked raiders become a population threat once unlocked. Stronger ships need more research, pilots, resources, power, and bay space, so a fleet is always an economic decision too.
Anti-bash is meant to reduce repeated punishment, not make a target untouchable. In an active war, you can keep attacking without building anti-bash pressure. Outside war, repeated successful attacks by a much stronger commander eventually deal less damage, steal less, and capture fewer platforms until the target has recovered. A failed attack does not add pressure.
These are the base ship values before role, research, general, council, relic, war, and power-grid bonuses. Use them to work out what a fleet will cost and what strength it adds.
| Ship | Class | Cost | Attack | Defence | Crew | Net worth |
|---|---|---|---|---|---|---|
| Aurora | Frigate | 100 money / 100 metal / 25 power | 1 | 1 | 1 | 2 |
| Thunderbolt | Frigate | 150 money / 150 metal / 75 power | 3 | 1 | 2 | 4 |
| Blackbird | Frigate | 150 money / 150 metal / 75 power | 1 | 3 | 2 | 4 |
| Valkyrie | Frigate | 650 money / 650 metal / 300 power | 15 | 15 | 3 | 9 |
| Leviathan | Frigate | 2,100 money / 2,100 metal / 750 power | 70 | 70 | 5 | 21 |
| Apocalypse | Frigate | 6,500 money / 6,500 metal / 2,500 power | 260 | 230 | 7 | 35 |
| Excalibur | Destroyer | 200 money / 200 metal / 50 power | 1 | 1 | 1 | 3 |
| Scorpion | Destroyer | 300 money / 300 metal / 75 power | 3 | 1 | 5 | 10 |
| Gladiator | Destroyer | 300 money / 300 metal / 150 power | 1 | 3 | 5 | 10 |
| Nighthawk | Destroyer | 1,300 money / 1,300 metal / 600 power | 15 | 15 | 8 | 42 |
| Raven | Destroyer | 4,200 money / 4,200 metal / 1,500 power | 70 | 70 | 12 | 101 |
| Retribution | Destroyer | 12,500 money / 12,500 metal / 7,000 power | 260 | 230 | 21 | 147 |
| Reaper | Cloaked Raider | 100,000 money / 100,000 metal / 120,000 power | 1 | 1 | 18 | 210 |
| Executioner | Cloaked Raider | 115,000 money / 115,000 metal / 135,000 power | 1.50 | 1 | 23 | 300 |
Talos pays attention to commanders who are strong, aggressive, or politically visible. Keeping a low profile is safer. The more attention you draw, the more likely the machine empire is to take an interest in you.
This is not a permanent reputation bar, and not every useful action makes it rise. Threat is recalculated as the game changes. A quiet commander can become less interesting, while repeated attacks or a run of strong victories can make Talos look your way.
A powerful role, a high rank, a large empire, important council positions, active relics, and a strong battle record can all make you more interesting to Talos.
Repeated ship or missile attacks are the clearest signal. A single attack may be business; a busy attack log starts to look like a pattern.
Going quiet for a while, taking a diplomatic role, supporting your system, and a recent player kill can all reduce Talos's interest. The exact hidden influences are not shown.
Building, researching, trading, scouting, and defending do not automatically make Talos angry. They may still make you more visible if they turn you into a stronger or more valuable target.
Talos uses the strength of active players to size its platforms and fleets. Captured bot assets are still useful to you, but they do not make future Talos encounters grow unfairly strong.
Talos is not one fixed opponent. It has a changing population of machine commanders, with opponents suited to different levels of strength. As the player base changes, so does the opposition. A bot you defeat can be useful spoils without making every future opponent stronger.
Some of Talos's decisions can be guided by a real LLM. It helps choose what the machine empire might do next, while the game still checks the decision before anything happens.
The LLM can suggest a move, but Talos still needs a valid target and a fair chance to carry it out. It cannot conjure ships, ignore protection, or break the rules.
Talos may watch you, send a message, or try to steal resources before sending a fleet. As you become a bigger concern, it may move from nuisance to military pressure: frigates, destroyers, cloaked raids, missiles, and eventually war.
It will not endlessly hammer the same commander. After making a move, Talos may turn to someone else or wait before trying again.
Sometimes Talos follows familiar patterns; sometimes a real LLM helps choose its next move. Either way, it remains part of the same game and must play by the rules.
Your threat level tells you how much Talos notices you. Talos's aggression tells you how forcefully it is behaving. A calm Talos may notice you without acting; an angry Talos is more likely to escalate.
Game admins can tune the character of the machine empire while the game is running. One round can be quiet and watchful; another can give Talos more room to build pressure. The aim is to shape the experience for everyone, not to give the bots a way around the rules.
Admins can adjust how often Talos looks for opportunities and how much activity it can sustain. More activity means more signs of life from the machine empire, not a guaranteed attack on every player.
Admins can make Talos calm, cautious, balanced, aggressive, or extremely dangerous. This changes how readily it moves from watching and warning to raids, heavy attacks, and war.
Some rounds may keep the most destructive forms of pressure restricted, while others may allow Talos to use them. The available threats are part of the rules for that game.
Admins can keep the bot population suited to the number and strength of active players, so Talos remains a living part of the game rather than one opponent that never changes.
Successful attacks against players or bots can uncover an Ancient Relica Shard. You also get one free shard each UTC day when it is available. Relics go into your collection, where you can see what you own and which effects are active. Destroyer kills also award guaranteed shards based on the target's rank, and some rewards wait for you to claim them.
There are two chances involved. First, a successful attack has a 24% chance to open a shard. If it does, the relic is chosen from a weighted pool. The table shows both the chance after a shard opens and the approximate chance on each successful attack.
| Card | Tier | Once A Relic Drops | Per Successful Attack |
|---|---|---|---|
| Copper Drone Lattice | Common | 13.196% - about 1 in 8 | 3.167% - about 1 in 32 |
| Alloy Ration Cache | Common | 13.196% - about 1 in 8 | 3.167% - about 1 in 32 |
| Flux Battery Cell | Common | 13.196% - about 1 in 8 | 3.167% - about 1 in 32 |
| Neon Foundry Sigil | Uncommon | 8.211% - about 1 in 12 | 1.971% - about 1 in 51 |
| Warpath Gyrocore | Uncommon | 8.211% - about 1 in 12 | 1.971% - about 1 in 51 |
| Signal Wraith Lens | Uncommon | 8.211% - about 1 in 12 | 1.971% - about 1 in 51 |
| Chrono Survey Engine | Rare | 4.692% - about 1 in 21 | 1.126% - about 1 in 89 |
| Aegis Memory Shard | Rare | 4.692% - about 1 in 21 | 1.126% - about 1 in 89 |
| Treasury Prism | Rare | 4.692% - about 1 in 21 | 1.126% - about 1 in 89 |
| Tithe Echo Shard | Rare | 4.106% - about 1 in 24 | 0.985% - about 1 in 101 |
| Prosperity Relay | Rare | 3.226% - about 1 in 31 | 0.774% - about 1 in 129 |
| Rift Anchor Relay | Special | 2.346% - about 1 in 43 | 0.563% - about 1 in 178 |
| Obsidian Hack Matrix | Special | 2.346% - about 1 in 43 | 0.563% - about 1 in 178 |
| Ghost Armada Beacon | Special | 2.346% - about 1 in 43 | 0.563% - about 1 in 178 |
| Solar Tithe Core | Special | 1.466% - about 1 in 68 | 0.352% - about 1 in 284 |
| First Age Power Core | Legendary | 0.880% - about 1 in 114 | 0.211% - about 1 in 474 |
| Ancient Arc Shield | Legendary | 0.880% - about 1 in 114 | 0.211% - about 1 in 474 |
| Oscillating War Crystal | Legendary | 0.880% - about 1 in 114 | 0.211% - about 1 in 474 |
| Crown Yield Engine | Legendary | 0.587% - about 1 in 171 | 0.141% - about 1 in 710 |
| Aegis | Apex | 0.587% - about 1 in 171 | 0.141% - about 1 in 710 |
| War Crown | Apex | 0.587% - about 1 in 171 | 0.141% - about 1 in 710 |
| Dominion Core | Apex | 0.587% - about 1 in 171 | 0.141% - about 1 in 710 |
| Eternity Engine | Apex | 0.587% - about 1 in 171 | 0.141% - about 1 in 710 |
| Terra Genesis Halo | Terra | 0.293% - about 1 in 341 | 0.070% - about 1 in 1,421 |
Recon is how you stop guessing. Drones can show you a system's resources, ships, research, and buildings. They can also steal money, metal, power, or research, strike at population, and defend you from other commanders' hacks.
Missiles are expensive and hard to ignore, so use them for a reason. You need Special Weapons research, the resources to build them, enough silo space, and an online Missile Silo circuit. Photon Intercept Lasers defend against incoming missiles. Offensive missiles are launched one at a time, and a launch pauses while the silo grid is offline or recovering.
A one-use defence. One laser stops one standard missile; a Neutron Bomb takes three.
Targets enemy ships and can destroy part of the defending fleet.
Hits stored power and can leave a grid struggling before the next attack.
Kills population and scientists, weakening both income and research.
Builds a distortion field over repeated hits. While active, the target's new ship attacks take six revolutions.
A heavy strike that can damage buildings, reserves, population, scientists, ships, and defence units.
The market is useful when you are short of something, but it should not replace your own economy. Listed goods leave your stock immediately, spend time in transit, and then remain available until they sell, expire, or you cancel the listing.
See the planets, sectors, and active commanders around you. It is a good place to learn who shares your space before you make enemies.
Shows your planet's alert level, active or pending wars, and the Supreme Commander's message. Check it before a major attack, treasury request, or war decision.
These are notices for the whole game. Planet Status is for what is happening on your planet; server notices are for everyone.
People on the same planet vote for a Supreme Commander. Council positions can improve production, combat, research, and drones, and the Supreme Commander can send a message to the whole planet.
Active players can donate resources and military assets. Council members with the right access can send support when the recipient has enough workforce, bay, or silo space. Reserve locks keep important stock held back for war or defence.
Ask the treasury for support and see what has been donated or sent. The history helps everyone understand where the shared resources went.
Use messages to plan with other commanders. Battle, missile, recon, and hack reports arrive here too.
System and Galactic News cover public events. Game News contains announcements and patch notes. Private damage details and hidden bonuses stay private.
A planet war is a decision for the whole planet, not a private duel. Council leadership manages wars, and the alert level changes both readiness and income. Do not start one just because a target looks weak. Start one when your planet has the treasury, power, defences, targets, and patience for it.