PLAYER GUIDE 21 SECTIONS
B Big Bang Smugglers

Corporations & Fleets

Founding, roles, the corp bank, policies, fleets and held ports

Accurate as of v2.0.18 (August 2026).

Founding

Level gateEarly ladder — your first sessions
Cost50,000 cr — wallet first, then bank
Name3–50 characters, unique in the galaxy
Member capmax(10, seasonPlayerCap ÷ 5)

Corp founding is one of only three things in the game the bank can pay for — the others are ship repair and public announcements.

Join policy is set at creation and changeable by the leader:

  • open — anyone joins instantly
  • request — applications go to a queue leaders and officers approve
  • invite — invitation only

Roles

Three roles, and the ladder is deliberately blunt.

ActionLeaderOfficerMember
Invite
Approve join requests
Set policies
Set the notice
Kickany non-leadermembers only
Promote / demote
Transfer leadership
Set join policy
Withdraw from the bankonly if policy allows

Nobody can kick the leader. Promotion goes member → officer; leadership can only be transferred to someone who is already an officer.

A leader with other members cannot leave the corporation, leave the season, or delete their account until they hand leadership over. The last member out dissolves the corp.

The corp bank

A shared balance, separate from every personal wallet and bank.

  • Deposits come from your wallet only.
  • Withdrawals require Leader or Officer, or the bank.spend policy toggle — which defaults off.
  • Transaction bounds: 1 to 10,000,000 cr.
  • Fleet strike loot goes here, not to the leader’s wallet.
  • At season end, the corp bank is distributed pro rata among members.

Since v2.0.14 the corporation also keeps a ledger: a members-only record of who deposited, withdrew, joined, was kicked, captured what, and so on — nineteen action kinds, every financial entry carrying its amount. Trust, but verify.

Policies

Four toggles, and they are real gates enforced at the module that owns the resource — not decoration.

PolicyDefaultControls
storage.viewonSeeing planet storage contents
storage.depositonDepositing into a corp planet’s storage
storage.withdrawoffTaking out of it
defenses.viewonSeeing corp deployables
defenses.placeonDeploying under the corp
defenses.clearoffRemoving them
planet.buildoffNon-owners building structures on a corp planet
bank.spendoffMembers withdrawing from the bank

The defaults are “contribute freely, take carefully”. Every toggle that lets a member remove something starts off.

Chat

The only chat in the game. 500 characters, a 3-second per-player cooldown, a 30-messages-per-minute corp-wide flood cap, profanity filtered. History retains the last 500 messages or 14 days, whichever is longer.

There are no direct messages between players. If you need to reach someone outside your corp, you leave a beacon in a sector, buy a public announcement, or you don’t.

Leaders and officers can also set a notice (500 characters) that every member sees.

Fleets

A fleet is up to three ships from the same corporation operating as one.

Form a fleetA mid-ladder level gate, must be in a corp
Join a fleetAn earlier gate, same corp only
Cap3 ships

The leader leaving disbands the fleet.

Fleet strikes

Leader-only, 1 turn, and it runs exactly the same gates as solo combat.

The requirement people miss: every member you want counted must be in the leader’s sector with an active ship. Members elsewhere contribute nothing. The leader’s own ship must be battle-ready. Otherwise you get NOT_ASSEMBLED.

  • Loot goes to the corp bank.
  • Attrition is redistributed across members — everyone bleeds, not just the leader.
  • Any member’s hull can reach zero, and that member goes through the full destruction and pod flow, losing their ship, its upgrades, its cargo and every remaining turn.
  • Fleet kills apply the same alignment, statistics and immunity consequences as solo kills.
  • The leader personally earns any faction bounty claims.

A fleet is not a way to fight safely. It is a way to concentrate three ships' worth of power into one engagement, and it spreads the losses across three hulls when it goes wrong.

Holding ports

Corporations can besiege and hold ports. Everything except the three starports and Federation Ports is capturable.

Sieging

Level gateMid-ladder — the same gate as planet raids
Turn cost3 per attack
Cooldown1 hour per port
Blocked byAn active 24-hour post-capture truce

Siege math is the same shape as a planet raid: fighters ×0.8 (×1.2 with Combat AI), shields ×1.2, torpedoes ×2.0 against a garrison seeded from the port’s stock value (stockValue ÷ 100,000, clamped 30–200) and regrowing 10% per tick.

A win skims 0.1% of stock value, capped at 2,000 cr. A defeat costs you 75% of your fighters and 75% of your defense pool as damage — which can destroy your ship.

Alignment cost per attack: −25 at a Federation-aligned port, −10 at a neutral one, +10 at an underworld port.

Capturing and holding

After a successful siege, capture costs 1 turn and requires a corporation. Your corp’s hold cap is max(1, members ÷ 3) — a 12-member corp can hold four ports.

A held port:

  • skims 50% of its tax revenue to the corp bank (the rest burns)
  • charges corp members half tax
  • charges everyone else +1 percentage point
  • costs upkeep every tick: max(500, stockValue × 0.25%)
  • reverts to neutral after 2 consecutive unpaid ticks

That last line is the whole balance. A corporation that captures more than it can fund watches its ports shake off the occupation publicly, on the feed.

raze is the alternative to holding: 1 turn, loot 10% of stock value capped at 25,000 cr, and the port is wrecked rather than held. release hands a held port back voluntarily.

Corp alignment

Corporations display a faction character and their leaders carry faction-flavored titles.

Today this is cosmetic. Corp alignment does not gate membership, change prices, alter combat, or restrict what a corp can hold. Individual player alignment does all of that work. If a corp badge implies otherwise, the badge is flavor.

What a corp actually gets you

Concretely, and nothing else:

  1. Fleets — three ships in one engagement.
  2. Held ports — half tax for members, a revenue skim to the bank.
  3. Shared planet storage and building, subject to policy.
  4. A shared bank, distributed pro rata at season end.
  5. Chat — the only communication channel in the game.
  6. Landing protection on corp planets.
  7. Corp-internal planet deed transfers.
  8. Corp-mates cannot attack each other, ever.
  9. Corp Champion medals at the ceremony for every member of the top-scoring corp.