Perks system
Star ranks give a hero a fleet. Perks give them a personality. Two ★★★ Argon admirals with identical Kowalski-lineage fleets can play very differently if one has Lucky (-10% KIA chance) + Master Logistic (+100% RP accrual) and the other has Dedicated Hunter (+100% XP from combat) + Capital Ship Expert (+2 L escorts).
Perks are the “meta-layer” of hero differentiation. They never touch combat stats (attack, defence, speed — that’s vanilla X4’s domain). They modify mod-side parameters only: XP rates, RP rates, escort counts, buff potency, decision thresholds, cooldowns, spawn multipliers.

Perks are categorized into three tiers with different LEARN costs:
| Tier | Perks (count) | LEARN cost | Character |
|---|---|---|---|
| Common | ~15 | 20 M cr | Small quality-of-life bumps: +50% XP, +50% RP, +1 escort slot, +200 spawn bonus |
| Rare | ~11 | 50 M cr | Meaningful power upgrades: +100% XP, +100% RP, doubled escort tier, -10% KIA |
| Epic | 2 | 100 M cr | Career-defining: Legendary Veteran (+1000 XP at spawn, instant ★3), Tactical Genius (-50% XP threshold) |
The tier determines cost and prio order for the LEARN system. Higher-tier perks are learned first once eligible. Prio also breaks ties within a tier (each perk in the catalog has a $prio field).
What perks look like
Section titled “What perks look like”Each perk in the catalog has:
- id — internal slug (
$veteran,$logistic,$lucky) - name — display text (
Veteran,Logistic,Lucky) - description — one-line rule (
+200 XP at spawn,+50% Recovery Points accrual) - tier —
common/rare/epic - prio — priority number for LEARN ordering (higher = learned first)
- applies_to — archetype filter (
admiral,raider,engineer,coordinator,hive_lord, etc. — some perks are universal, some archetype-specific) - effects — string list of runtime modifiers (
spawn_xp_bonus:200,rp_rate_multiplier:0.5,kia_chance_modifier:-10,expected_s_bonus:2)
Effects apply automatically at 5 runtime sites: RpAccrualWorker (RP tick math), KillWorker (XP gain math), FleetLossWatcher (KIA chance math), LevelUpWorker (fleet expand math), Engineer service action (buff pct / duration / cost math).
How a hero gets a perk
Section titled “How a hero gets a perk”There are three ways a perk becomes active on a hero:
1. Authored on the pool template
Section titled “1. Authored on the pool template”Every pool template author-declares a list of perks that are specific to this lineage:
$arg_admiral_001 (Sarah Kowalski lineage) = table[ $founder_name = 'Captain Sarah Kowalski', $perks = [ table[$id='logistic', $initially_active=true], table[$id='lucky', $initially_active=false], table[$id='master_logistic', $initially_active=false], ], ...]At spawn, the mod copies this list into the bearer’s $perks_state. Perks with $initially_active=true apply from turn 1. Perks with false sit locked — visible on the hero detail page but their effects are suppressed until they activate.
2. Auto-unlock at cash milestone
Section titled “2. Auto-unlock at cash milestone”When a hero’s $money register reaches 10 M cr (through gifts, faction favours, mission rewards), all locked perks on the template automatically become active. This is the primary “grind” path — the player can raise a hero’s cash through gifts and see the whole authored list unlock at once.
Cash flow into a hero:
- Gift buttons on the hero detail page: +100 k / +500 k / +1 M / +5 M cr per click (also raises faction favours: +1 / +5 / +10 / +50)
- Faction Missions (see Faction Missions) — cash reward from completed player-facing contracts goes to the faction’s hero (Coordinator or top admiral)
- Kill-based faction favours — later expansion
Once cash ≥ 10 M cr, the template’s locked perks auto-unlock in one batch. This is the design “milestone” moment — a lineage the player has invested in unlocks its full initial capability.
3. LEARN system — buy new perks
Section titled “3. LEARN system — buy new perks”Once all authored template perks are active, the hero can LEARN new eligible perks that aren’t in the template list. This is the endgame progression — a hero the player has invested in can grow beyond their original lineage design.
LEARN cost by tier:
| Tier | Cost per perk learned |
|---|---|
| Common | 20 M cr |
| Rare | 50 M cr |
| Epic | 100 M cr |
The highest-prio perk (from the pool of $applies_to matches not yet in the hero’s $perks_state) is learned first. Then the next highest-prio, and so on.
Example progression for Sarah Kowalski (Argon admiral, admiral archetype):
- Spawn — Logistic active (from template,
$initially_active=true), Lucky and Master Logistic locked - Gift +5 M cr → hero cash now ~5 M. Nothing changes yet.
- Gift +5 M cr again → hero cash now ~10 M. Auto-unlock fires: Lucky + Master Logistic activate. All 3 authored perks now active.
- Gift +20 M cr → hero cash now ~30 M. LEARN eligible: common tier at 20 M cr. Attentive (highest common-tier prio matching
admiral) learned. Cost deducted from hero’s cash. - Gift +20 M cr → hero cash now ~30 M. LEARN eligible: common tier at 20 M cr. Capital Ship Commander learned. Cost deducted.
- … progressive purchases up to rare and epic tiers.
Note: LEARN uses the hero’s own cash ($money register), not the player’s. Gifts from the player raise the hero’s cash. Faction Missions rewards feed the same pool.
Preservation across clone respawns
Section titled “Preservation across clone respawns”LEARNed + unlocked perks are preserved across clone respawns. When a bearer is KIA’d and the lineage’s clone spawns 120 game-minutes later, the clone’s $perks_state inherits the previous bearer’s perks_state exactly.
This is the important part. Sarah Kowalski (original) accumulates 30 M cr through player gifts + kills → auto-unlocks + LEARNs Attentive + Capital Ship Commander. Sarah Kowalski dies in a Xenon incursion. 120 game-minutes later, Sarah Kowalski (Clone #1) spawns:
- ★1, 0 XP, 0 RP, empty kill count (fresh combat record)
- BUT
$perks_stateinherited: Logistic + Lucky + Master Logistic + Attentive + Capital Ship Commander all active from turn 1 - Full starting fleet immediately (RP-bypass grant, see Recovery Points)
The lineage’s institutional weight — the accumulated perks — survives the individual clone’s death. This is the mechanical reason to care about a specific lineage across multiple bearers. See Lineage succession for the full clone model.
Full catalog (v0.1)
Section titled “Full catalog (v0.1)”Tier: common (20 M cr to LEARN)
Section titled “Tier: common (20 M cr to LEARN)”| Perk | Applies to | Effect |
|---|---|---|
| Attentive | admiral, raider, coordinator | +50% XP gain from combat |
| Capital Ship Commander | admiral, coordinator | +1 L-class destroyer escort (kicks in from ★3) |
| Heavy Squad Commander | admiral, coordinator | +2 M-class corvettes/frigates in escort (kicks in from ★2) |
| Leader | admiral, coordinator | +1 faction hero cap when this hero reaches ★4 |
| Logistic | admiral, raider, coordinator, engineer | +50% Recovery Points accrual rate |
| Long Lasting Buff | engineer | Engineer station buff duration +50% |
| Lucky Leader | admiral, coordinator | +1 faction hero cap when this hero reaches ★3 (early Leader) |
| Khaak Seed | hive_lord, seeder | Each Kha’ak ship lost adds +1 RP, outpost +5, hive +10 |
| Prepared | all | +200 Recovery Points at spawn — fleet-building reserve ready from day one |
| Quartermaster | admiral, raider, coordinator, hive_lord | -25% RP cost when rebuilding escorts |
| Second in Line | all | Cannot spawn until faction has ≥1 active hero (delayed spawn — better templates fill first) |
| Squad Commander | admiral, raider, coordinator | +2 S-class fighters in escort from ★1 |
| Third in Line | all | Cannot spawn until faction has ≥2 active heroes |
| Veteran | all | +200 XP at spawn — promoted to ★2 immediately |
| Volunteer | all | Spawn weight ×10 (10× more likely to be picked when template is available) |
Tier: rare (50 M cr to LEARN)
Section titled “Tier: rare (50 M cr to LEARN)”| Perk | Applies to | Effect |
|---|---|---|
| Capital Ship Expert | admiral, coordinator | +2 L-class destroyer escorts from ★3 (rare upgrade of Capital Ship Commander) |
| Dedicated Hunter | admiral, raider, hive_lord | +100% XP gain from combat (rare upgrade of Attentive) |
| Efficient Service | engineer | Engineer service cooldown halved (30 min instead of 60 min) |
| Heavy Squad Expert | admiral, coordinator | +4 M-class corvettes/frigates in escort (rare upgrade of Heavy Squad Commander) |
| Lucky | all | -10% chance of KIA in death roll |
| Master Logistic | admiral, raider, coordinator, engineer | +100% Recovery Points accrual rate (rare upgrade of Logistic) |
| Master Quartermaster | admiral, raider, coordinator, hive_lord | -50% RP cost when rebuilding escorts (rare upgrade of Quartermaster) |
| Master Technician | engineer | Engineer station buff potency relative +20% |
| Quick Learner | admiral, raider, coordinator | -25% XP needed to reach next star |
| Reduced Cost | engineer | Engineer service costs 50 RP instead of 100 |
| Squad Expert | admiral, raider, coordinator | +4 S-class fighters in escort from ★1 (rare upgrade of Squad Commander) |
Tier: epic (100 M cr to LEARN)
Section titled “Tier: epic (100 M cr to LEARN)”| Perk | Applies to | Effect |
|---|---|---|
| Legendary Veteran | all | +1000 XP at spawn — promoted to ★3 immediately |
| Tactical Genius | all | -50% XP needed to reach next star (epic upgrade — doubles Quick Learner) |
Design intent
Section titled “Design intent”- Personality without stat inflation. Perks give hero-vs-hero differentiation without touching combat stats. Two heroes with the same template + same star can still play very differently.
- Player investment survives death. Cash + LEARN spending on a lineage is preserved across clone respawns — the player’s investment is protected against permadeath.
- Cash is the currency of care. Gifts, mission rewards, and (later) kill-based favours all flow into hero cash. Cash → auto-unlock → LEARN. The whole progression is one economy.
- Authored + generic mix. Each pool template authors a specific personality through its perk list. LEARN adds a generic power curve on top. Neither replaces the other — a well-designed template + LEARN progression makes a hero uniquely-shaped.
What’s next
Section titled “What’s next”- Phase 2 unlock triggers (deferred) —
kills:500,stars:3,age:24h,quest:argon_supply_chainstyle condition-based unlocks are spec’d in C-009 but not currently wired into runtime. Instead, the auto-unlock at 10 M cr + LEARN system covers the perk progression path in v0.1. - Perk removal / re-spec (design open) — currently perks are one-way. A future “clinic” or “meditation” mechanic may allow re-spec at a cash cost.
- Faction-wide perk pools — currently the LEARN eligible pool is filtered by
$applies_toarchetype match. A future upgrade may add faction-flavour filters (e.g. only Teladi admirals can LEARN “Auditor Auditor” — a Teladi-specific rare perk).
Related mechanics
Section titled “Related mechanics”- XP and star progression — the star tier is what perks like Squad Commander, Leader, Capital Ship Expert are keyed off
- Recovery Points — the RP tick that Logistic / Master Logistic modify
- Lineage succession — the clone system — how LEARN investments survive clone respawns
- Faction Missions — cash rewards that feed hero cash → auto-unlock → LEARN