The setting

History & Game Rules

The old home world is gone. By 26879, humanity had long since forgotten Earth. Collapse scattered the last great survival fleets, centuries of isolation broke the old links, and jump portals later forced the sectors back into contact.

Overview

A lost origin

The old home world is gone, so every faction now has to build legitimacy in the present.

Warpzones

Jump portals link the sectors again, but the routes they open are unstable, dangerous, and politically contested.

Rules of survival

Combat, cooperation, and progression are meant to stay readable at every step.

Rules

Core loop

Recorp is played as a persistent sector game: move, scout, gather, craft, fight, trade, and improve your ship until you can take on more dangerous routes.

  • Your current ship defines your movement, cargo, defenses, weapon reach, and equipped modules.
  • Most active actions spend action points, while movement spends the ship movement reserve.
  • Progression comes from using the relevant skill in real situations, not from assigning free points.
  • Destroyed ships, overloaded cargo, missing modules, and missing action points block the related action.
Progression
Skills advance from level 0 to 100.
Main resources
Action points, movement, cargo space, hull, and shields.
Main goals
Explore sectors, secure resources, upgrade ships, and survive encounters.

Action points and timing

Action points are the short-term budget for scans, combat actions, gathering, crafting starts, and other active decisions.

  • An action checks every requirement before it spends AP.
  • If a target, module, recipe, or ship state is invalid, the action fails before spending resources.
  • Queued systems such as crafting reserve the result and resolve after their own timer.
  • A completed action can award XP when the related skill has a valid difficulty score.
Failed validation
No AP is spent when the action is rejected before execution.
Queued work
Craft jobs run one after another in the active ship queue.

Ships, sectors, and cargo

The map is grid-based, but ships occupy space. Size, cargo, movement, and modules all matter when the server validates an action.

  • Movement consumes the current ship movement reserve by the accepted path length.
  • Ship footprint matters for range checks and collision checks.
  • Cargo capacity counts resources that take inventory space, stored modules, stored ships, and reserved craft output.
  • A ship over capacity can block high-impact actions such as warping.
Movement skill
The steering skill depends on the hull class.
Range model
Combat uses edge-to-edge footprint distance.
Cargo rule
Reserved craft output is counted before a new craft starts.