Accurate as of v2.0.18 (August 2026).
Founding
| Level gate | Early ladder — your first sessions |
| Cost | 50,000 cr — wallet first, then bank |
| Name | 3–50 characters, unique in the galaxy |
| Member cap | max(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 instantlyrequest— applications go to a queue leaders and officers approveinvite— invitation only
Roles
Three roles, and the ladder is deliberately blunt.
| Action | Leader | Officer | Member |
|---|---|---|---|
| Invite | ✅ | ✅ | |
| Approve join requests | ✅ | ✅ | |
| Set policies | ✅ | ✅ | |
| Set the notice | ✅ | ✅ | |
| Kick | any non-leader | members only | |
| Promote / demote | ✅ | ||
| Transfer leadership | ✅ | ||
| Set join policy | ✅ | ||
| Withdraw from the bank | ✅ | ✅ | only 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.spendpolicy 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.
| Policy | Default | Controls |
|---|---|---|
storage.view | on | Seeing planet storage contents |
storage.deposit | on | Depositing into a corp planet’s storage |
storage.withdraw | off | Taking out of it |
defenses.view | on | Seeing corp deployables |
defenses.place | on | Deploying under the corp |
defenses.clear | off | Removing them |
planet.build | off | Non-owners building structures on a corp planet |
bank.spend | off | Members 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 fleet | A mid-ladder level gate, must be in a corp |
| Join a fleet | An earlier gate, same corp only |
| Cap | 3 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 gate | Mid-ladder — the same gate as planet raids |
| Turn cost | 3 per attack |
| Cooldown | 1 hour per port |
| Blocked by | An 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:
- Fleets — three ships in one engagement.
- Held ports — half tax for members, a revenue skim to the bank.
- Shared planet storage and building, subject to policy.
- A shared bank, distributed pro rata at season end.
- Chat — the only communication channel in the game.
- Landing protection on corp planets.
- Corp-internal planet deed transfers.
- Corp-mates cannot attack each other, ever.
- Corp Champion medals at the ceremony for every member of the top-scoring corp.