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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
Common~1520 M crSmall quality-of-life bumps: +50% XP, +50% RP, +1 escort slot, +200 spawn bonus
Rare~1150 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)
  • tiercommon / 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).

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:

  • 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.

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 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.
  5. Gift +20 M cr → hero cash now ~30 M. LEARN eligible: common tier at 20 M cr. Capital Ship Commander learned. Cost deducted.
  6. … 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.

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.

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).