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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 catalog — Tier: common (Attentive +50% XP from combat, Capital Ship Commander +1 L-class escort, Heavy Squad Commander +2 M-class corvettes/frigates, Leader +1 faction hero cap when hero reaches ★4, Logistic +50% RP accrual, Long Lasting Buff +50% engineer duration, Lucky Leader ★3 cap raise, Khaak Seed +1 RP per Khaak ship lost, Prepared +200 RP at spawn, Quartermaster -25% RP cost when rebuilding, Second in Line, Squad Commander +2 S-class fighters from first star, Third in Line, Veteran +200 XP at spawn, Volunteer 10× more likely to be picked). Tier: rare (Capital Ship Expert +2 L destroyers from ★3, Dedicated Hunter +100% XP from combat, Efficient Service 30 min cooldown, Heavy Squad Expert +4 M corvettes, Lucky -10% KIA chance, Master Logistic +100% RP accrual, Master Quartermaster -50% RP cost, Master Technician +20% buff potency, Quick Learner -25% XP needed, Reduced Cost 50 RP service, Squad Expert +4 S fighters from ★). Tier: epic (Legendary Veteran +1000 XP at spawn → ★3 immediately, Tactical Genius -50% XP needed)

Perks are categorized into three tiers with different LEARN costs:

TierPerks (count)LEARN costCharacter
Common1520 M crSmall quality-of-life bumps: +50% XP, +50% RP, +1 escort slot, +200 spawn bonus
Rare1150 M crMeaningful power upgrades: +100% XP, +100% RP, doubled escort tier, -10% KIA
Epic2100 M crCareer-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).

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 — a table of named modifiers, not a string list: $effects = table[$kia_chance_bonus = -10]

There are 18 distinct effect keys across the 28 perks, and each is read at the one place it applies:

Effect keyRead by
$xp_gain_modifier, $spawn_xp_bonus, $promotion_threshold_modifierthe XP and promotion math
$rp_rate_modifier, $spawn_rp_bonus, $escort_rebuild_cost_modifierthe RP tick and the rebuild
$kia_chance_bonusthe death roll
$expected_s_bonus, $expected_m_bonus, $expected_l_bonusthe expected fleet composition
$buff_pct_modifier, $buff_duration_modifier, $service_cost_modifier, $service_cd_modifierthe engineer’s station service
$faction_cap_bonusthe faction’s hero-slot arithmetic
$spawn_weight_modifier, $spawn_min_activewhether and when the hero spawns at all
$khaak_grief_recipientthe Kha’ak RP-on-loss path

A perk never reaches into combat. Every key above lands on a mod-side number.

There are three ways a perk becomes active on a hero:

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.

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:

  • Its own kills. Every kill pays the hero personally, from 10 000 cr for a fighter up to 1 000 000 for a station — see XP and stars. This is the path that runs without the player.
  • Gift buttons on the hero detail page: +100 k / +500 k / +1 M / +5 M cr per click, which also raise faction favours by +1 / +5 / +10 / +50.
  • Task rewards. A hero is paid an advance when it takes an order-board task and the balance on completion.

⚠ Older versions of this page listed Faction Missions as a cash source. Those missions are not in the release, so they contribute nothing today.

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.

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:

TierCost per perk learned
Common20 M cr
Rare50 M cr
Epic100 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):

  1. Spawn — Logistic active (from template, $initially_active=true), Lucky and Master Logistic locked
  2. Gift +5 M cr → hero cash now ~5 M. Nothing changes yet.
  3. Gift +5 M cr again → hero cash now ~10 M. Auto-unlock fires: Lucky + Master Logistic activate. All 3 authored perks now active.
  4. Gift +20 M cr → hero cash ~30 M. LEARN eligible at the common tier’s 20 M. Attentive — the highest common-tier prio matching admiral — is learned and 20 M is deducted, leaving ~10 M.
  5. Gift +20 M cr → hero cash ~30 M again. Capital Ship Commander learned, 20 M deducted, ~10 M left.
  6. … and so on, upward through rare and epic.

Note: LEARN spends the hero’s cash ($money), not the player’s. Gifts and the hero’s own kill earnings both feed that same balance, and the cost is deducted from it — which is why each purchase needs the balance topped back up above the tier price.

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_state inherited: 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.

28 perks ship: 15 common, 11 rare, 2 epic. The in-game Perks page prints the same list with each perk’s priority, LEARN cost and applies_to filter.

PerkApplies toEffect
Attentiveadmiral, raider, coordinator+50% XP gain from combat
Capital Ship Commanderadmiral, coordinator+1 L-class destroyer escort (kicks in from ★3)
Heavy Squad Commanderadmiral, coordinator+2 M-class corvettes/frigates in escort (kicks in from ★2)
Leaderadmiral, coordinator+1 faction hero cap when this hero reaches ★4
Logisticadmiral, raider, coordinator, engineer+50% Recovery Points accrual rate
Long Lasting BuffengineerEngineer station buff duration +50%
Lucky Leaderadmiral, coordinator+1 faction hero cap when this hero reaches ★3 (early Leader)
Khaak Seedhive_lord, seederEach Kha’ak ship lost adds +1 RP, outpost +5, hive +10
Preparedall+200 Recovery Points at spawn — fleet-building reserve ready from day one
Quartermasteradmiral, raider, coordinator, hive_lord-25% RP cost when rebuilding escorts
Second in LineallCannot spawn until faction has ≥1 active hero (delayed spawn — better templates fill first)
Squad Commanderadmiral, raider, coordinator+2 S-class fighters in escort from ★1
Third in LineallCannot spawn until faction has ≥2 active heroes
Veteranall+200 XP at spawn — promoted to ★2 immediately
VolunteerallSpawn weight ×10 (10× more likely to be picked when template is available)
PerkApplies toEffect
Capital Ship Expertadmiral, coordinator+2 L-class destroyer escorts from ★3 (rare upgrade of Capital Ship Commander)
Dedicated Hunteradmiral, raider, hive_lord+100% XP gain from combat (rare upgrade of Attentive)
Efficient ServiceengineerEngineer service cooldown halved (30 min instead of 60 min)
Heavy Squad Expertadmiral, coordinator+4 M-class corvettes/frigates in escort (rare upgrade of Heavy Squad Commander)
Luckyall-10% chance of KIA in death roll
Master Logisticadmiral, raider, coordinator, engineer+100% Recovery Points accrual rate (rare upgrade of Logistic)
Master Quartermasteradmiral, raider, coordinator, hive_lord-50% RP cost when rebuilding escorts (rare upgrade of Quartermaster)
Master TechnicianengineerEngineer station buff potency relative +20%
Quick Learneradmiral, raider, coordinator-25% XP needed to reach next star
Reduced CostengineerEngineer service costs 50 RP instead of 100
Squad Expertadmiral, raider, coordinator+4 S-class fighters in escort from ★1 (rare upgrade of Squad Commander)
PerkApplies toEffect
Legendary Veteranall+1000 XP at spawn — promoted to ★3 immediately
Tactical Geniusall-50% XP needed to reach next star (epic upgrade — doubles Quick Learner)
  • 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.
  • Phase 2 unlock triggers (deferred) — kills:500, stars:3, age:24h, quest:argon_supply_chain style 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_to archetype match. A future upgrade may add faction-flavour filters (e.g. only Teladi admirals can LEARN “Auditor Auditor” — a Teladi-specific rare perk).