Recovery Points
Recovery Points (RP) are the mod-side currency that funds a hero’s fleet rebuilding after loss. Every living hero accumulates RP over game time; every ship the mod builds for a hero costs RP. Recovery is meant to be gradual — a faction that just lost an admiral’s fleet takes time to put a replacement in the field.
Accumulation
Section titled “Accumulation”Every hero in state active or lost_flagship, once its cooldown has elapsed, gets RP on a cron tick. The rate doubles with every star:
| Hero rank | RP per tick | ×2 at home on replenish |
|---|---|---|
| ★ | 1 | 2 |
| ★★ | 2 | 4 |
| ★★★ | 4 | 8 |
| ★★★★ | 8 | 16 |
| ★★★★★ | 16 | 32 |
The fifth star doubles like the other four. It briefly did not: when ★5 was added it was given the same 8/tick as ★4, which made the most expensive star in the game buy nothing at all on the RP curve. The flat step was removed and the rule restored.
A hero on the replenish decision at its home station earns at double rate — the strongest reason a damaged hero goes home rather than loitering. Perks modify the rate further: Logistic is +50%, Master Logistic +100%.
Cap = 200 RP. Anything past it is discarded. That is deliberate: it forces a choice about which ship to rebuild and when to hold a hero back, and it puts a ceiling on how much fleet can appear at once.
The tick interval
Section titled “The tick interval”| Interval | |
|---|---|
| Release build | 5 minutes |
| Debug build | 2 minutes |
⚠ The current alpha ships with the debug flag on, so the build you can install today ticks every 2 minutes, not 5. The hero detail screen shows the live figure next to the balance — read it there rather than assuming.
RP does not tick during:
- Death cooldown — between a wounded or unscathed outcome and the start of rebuilding. See Death cycle.
- Lineage vacancy — between KIA and a successor spawning. The RP register does not exist yet for the future bearer.
Ship costs
Section titled “Ship costs”| Ship class | RP cost |
|---|---|
| S (fighter) | 5 |
| M (corvette / frigate) | 10 |
| L (destroyer) | 40 |
| XL | 100 |
| XL — Xenon K destroyer | 100 |
| XL — Xenon I carrier | 150 |
| XL battleship — the Asgard | 200 |
The last three exist because some flagships are not interchangeable. A Xenon hero flies a K at ★1–2 and swaps to an I at ★3–4, so the two need different prices; the Asgard is the Terran and Segaris ★5 flagship and is the single most expensive thing the mod will build.
Cost includes full crew — captain, service, gunners. The player never supplies a faction with a boarding party or a logistics chain.
Perks scale these too: Quartermaster is −25% on escort rebuilds and Master Quartermaster −50%. The result is floored at 1 RP, so no discount ever makes a ship free.
Rebuild pace — drain, not trickle
Section titled “Rebuild pace — drain, not trickle”A rebuild tick spends as much of the balance as it can, rebuilding ship after ship in one pass until the RP runs out or the fleet is full. It is not one ship per tick.
The order within a pass is largest first: L escorts, then M, then S, so a hero that has banked enough gets its heavy ships back before its fighters.
This is why a hero’s fleet appears to return in bursts rather than dribbling in. A ★★★★ hero sitting at 8 RP per tick accumulates quietly for several ticks with nothing visible happening, then crosses an escort cost and three ships appear at once.
That is the current model and it replaced a trickle: the earlier design built at most one ship per tick, which at the old rates made a full rebuild a predictable, very long wait. If you remember reading that here, it was true and is not any more.
Interaction with death cycle
Section titled “Interaction with death cycle”| Outcome | Cooldown before RP resumes |
|---|---|
| Wounded | 120 min |
| Unscathed | 30 min |
| KIA | no rebuild — see below |
(In a debug build those are 4 and 2 minutes.)
After a KIA there is no rebuild at all. The successor starts with 0 RP and is granted a full starting fleet outright, bypassing RP for that first spawn. Without that rule every succession would leave the faction with no officer for another hour on top of the succession cooldown; with it, the faction has a functional officer as soon as the lineage cooldown expires.
What rank actually buys
Section titled “What rank actually buys”Higher rank recovers faster in two ways at once, and spends more:
- The tick doubles — ★★★★★ accrues 16× what ★ does, 32× at home.
- The fleet is bigger and heavier, so there is more to pay for, and the expensive classes are only available further up.
The two roughly cancel in feel: a senior hero loses more and earns it back faster. What rank genuinely buys is the ability to field classes a junior hero cannot afford at all.
Player intervention (not shipped)
Section titled “Player intervention (not shipped)”The design calls for the player to supply RP directly to a favoured hero. It is not in the mod: there is no sponsor path anywhere in the shipped scripts.
What the hero page does offer instead is gifting credits for faction favours — four buttons from 100 000 cr up to 5 000 000 cr. That buys standing with the hero’s faction, not recovery speed, and the two should not be confused.

The hero detail page shows the current balance against the cap, the accrual rate and its interval in brackets, and the fleet’s escort tally per class with anything pending marked.
Honest list
Section titled “Honest list”- The shipped alpha is a debug build. Tick interval and every death cooldown are the short debug values, not the release ones tabled above.
- Rates here have changed three times. 10/20/40/80 originally, then 2/4/8/16, then halved to today’s 1/2/4/8/16 with the ×2 replenish buff restoring the middle figure at home. Older write-ups quoting the first set are describing a mod that no longer exists.
- There is no player-facing RP number for a pooled hero. A hero that has not spawned has no RP register at all, so its detail page shows none.
- Nothing decays. RP sits at the cap indefinitely; a hero that never fights never spends and never loses it.
Related mechanics
Section titled “Related mechanics”- Death cycle — when RP starts and stops flowing
- Lineage succession — why new bearers get a starting-fleet grant
- XP and star progression — how a hero reaches the ranks that double the rate
- Perks — Logistic, Master Logistic, Quartermaster and Master Quartermaster all move these numbers