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. The system is designed to make recovery gradual, not instant — 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 (with cooldown elapsed) gets RP on a 5-minute game-time cron tick. The rate scales with star rank:
| Hero rank | RP per tick (5 min) |
|---|---|
| ★ | 10 |
| ★★ | 20 |
| ★★★ | 40 |
| ★★★★ | 80 |
Higher-rank heroes accumulate faster — the design assumes senior officers have more faction support behind them.
Cap = 200 RP. Additional RP is thrown away — you cannot stockpile forever. This is deliberate: it forces the player and the mod to make choices about which ship to rebuild first, when to hold a wounded hero back to bank RP, and when to commit to expensive rebuilds.
RP does not tick during:
- Death cooldown — the period between a wounded / unscathed outcome and when the hero starts rebuilding. See Death cycle.
- Lineage vacancy — the period between KIA and when a successor spawns. The RP register does not exist yet for the future bearer.
Ship costs
Section titled “Ship costs”Each ship class has an RP cost when the mod builds it for a hero:
| Ship class | RP cost |
|---|---|
| S (fighter) | 5 |
| M (corvette) | 10 |
| L (destroyer) | 40 |
| XL (capital) | 100 |
Ship cost includes full crew — captain, service, gunners. The mod handles it. The player never needs to supply the faction with a boarding party or logistics chain.
Rebuild pace
Section titled “Rebuild pace”The spend logic is deliberate — the mod builds at most one ship per tick. On every tick, for each hero whose state allows rebuild:
- If the hero has no flagship → try to build the flagship first. If
$recovery_points >= flagship_cost→ create ship, deduct RP, add to fleet group. - Otherwise, if the escort is short of expected count → try to build the largest missing escort ship (L before M before S). If enough RP → build, deduct.
- Otherwise → nothing this tick. RP keeps accumulating up to the 200 cap.
Result: a hero at ★★★★ who needs to rebuild a full 1 L + 4 M + 4 S fleet (40 + 40 + 20 = 100 RP total ignoring escorts sub-costs) still takes at least 9 rebuild ticks = 45 minutes of game time even if RP is in surplus. There is no instant respawn.
This creates the “faction is regrouping” feel:
- The player sees the hero on the map with just their flagship and one escort.
- Ten minutes later, another escort has joined.
- Twenty minutes later, the second capital ship arrives.
- The fleet slowly re-forms over the course of an in-game hour.
Interaction with star rank
Section titled “Interaction with star rank”Higher-rank heroes recover faster in two dimensions:
- RP tick is higher (★★★★ = 80/tick vs ★ = 10/tick, 8× multiplier)
- They still need more expensive ships (★★★★ builds up to XL @ 100 RP; ★ tops out at L @ 40 RP)
Net effect: a ★★★★ hero recovers a full top-tier fleet in ~2 hours of game time; a ★ hero recovers a basic fleet in ~1 hour. Both feel meaningful because higher-rank losses are also bigger in absolute value.
Interaction with death cycle
Section titled “Interaction with death cycle”- After a wounded outcome: 120 min cooldown → RP tick resumes → rebuild starts.
- After an unscathed outcome: 30 min cooldown → RP tick resumes → rebuild starts.
- After a KIA outcome: no rebuild. The successor (if any) starts with 0 RP and gets a full starting fleet as an initial grant (bypassing the RP system for the first spawn). Then normal accumulation resumes.
The initial-grant rule for new bearers is a design compromise. Without it, every succession would leave the faction with no admiral for another hour. With it, the faction always has a functional officer as soon as the lineage cooldown expires.
Player intervention (planned)
Section titled “Player intervention (planned)”The concept doc calls out a future feature: player supplies RP directly to a favoured hero to accelerate their recovery. Not yet shipped. The interaction path will likely be a “Sponsor recovery” button on the hero detail page, gated behind player rep with the faction.
Once shipped, it will let the player:
- Save a favoured admiral from a slow rebuild
- Gain rep with the faction for the sponsorship
- Feel investment in the individual character, not just the faction

The hero detail page shows:
- Current RP / cap (e.g.
160 / 200) - Next expected build (which ship class, when the next tick will spend)
- Fleet status (flagship + escort composition, missing slots highlighted)
Related mechanics
Section titled “Related mechanics”- Death cycle — when RP starts / stops flowing
- Lineage succession — why new bearers get a starting-fleet grant
- XP and star progression — why higher-rank heroes accumulate RP faster