Station politics

Factions and Reputation

Every deal at the counter moves your standing with the customer's faction, at 1 point for every 400 Credits of trade value. Standing unlocks perks when a faction likes you and inflicts penalties when it does not, and five of the six factions end the run outright at −100.

Reputation screen with meters for five factions and a Security Department case file listing suspected crimes in front of them
Lower Levels, Upper Levels, Security, Black Market and Revolution each get a meter here; the case file is Security's running tally against you.
6factions tracking your standing
400Credits of trade per reputation point
5factions with an ending at −100
±200standing range; perks stop at ±100

The six factions

Open a faction for its full perk ladder, everything that raises or lowers it, and the people it sends to your shop.

Rewards, penalties and the final penalty

The perk worth chasing and the penalty worth fearing for each faction, beside the ending that waits at the bottom of its track.

FactionWho they areTrade multiplierNotable rewardNotable penaltyEnding at −100
Your neighbours on the lower decks, and the bulk of your daily customers.×0.66Pillar of the Lower Levels at +100: 15% off from Joe Wild and Dr. JacksonMarked at −60: thieves target you more and insurance costs doubleLynched
Wealthy visitors from the upper floors with money to spend.×1.2Rave Reviews at +100: Upper Levels customers carry 25% more CreditsPetition to Security at −60: Security losses double and investigations speed upAssassinated
Station law enforcement: officers, inspectors and Officer Lun.×1VIP at +100: thieves stop targeting the store and inspections stopMost Wanted at −60: investigations progress 1.5x fasterFramed
Thieves, the janitorial crew and the Underground Exchange.×1Safe Hands at +40: a thief visits every week and every thief offers better goodsBlacklisted at −40: no contraband sellers, no Underground Exchange and janitorial service costs doubleNo ending
Raiders, quartermasters and fighters preparing the next uprising.×1Revolution Quartermaster at +40: Materials sold at a discount that grows with standingBlacklisted at −40: revolutionary cells warn members away from your shopBombed (Revolution)
Sector 13's chemical business, which demands a weekly Dream Dust quota.×1Authorized Exit at +100: the handler starts processing your way outNo minor penalties: nothing sits between ordinary standing and the hitman at −100Retired

How a trade turns into standing

Buying counts what you pay

When a customer sells to you, the price you actually hand over is the figure that earns standing, so overpaying buys goodwill.

Selling counts the negotiated value

When you sell, the item's negotiated value is what counts, whatever price you settle on. Haggling changes the multiplier instead of the amount.

Multipliers apply one after another

Each factor in the table is applied in turn and rounded to a whole number before the next one, then the result is divided at the 400 Credit rate.

Small deals still add up

Standing is kept as a fraction behind the scenes and capped at ±200. The number on screen is truncated toward zero, so it can lag behind several small sales.

What multiplies a trade

FactorEffect
Stolen goods, when you buy×1.5, ×2, ×2.5 or ×3 as the item's stolen value passes 25, 50 and 75
Serious contraband, when you buyNothing at level 1, ×2 at level 2, ×2.5 at level 3, ×3 at level 4
Customer short of the negotiated value, when you sell+1 to the base rate
Lower Levels customer×0.66
Upper Levels customer×1.2
Diplomatic starting perk, on gains only×1.33

The stolen and contraband bonuses stack and only count when you are the buyer: a badly stolen level 4 item can earn nine times the standing of an ordinary purchase at the same price.

The standing ladder

The meter shows a label for every ten points. Perks stop at ±100, but the track keeps going to ±200, so a deep hole takes real trading to climb out of.

Liked

PointsLabel
100+Prestigious
90 to 99Esteemed
80 to 89Renowned
70 to 79Highly Rated
60 to 69Trusted
50 to 59Recommended
40 to 49Dependable
30 to 39Recognized
20 to 29Established
10 to 19Known
−9 to 9Neutral

Disliked

PointsLabel
−10 to −19Inconsistent
−20 to −29Disfavored
−30 to −39Unreliable
−40 to −49Shady
−50 to −59Dubious
−60 to −69Questionable
−70 to −79Notorious
−80 to −89Disreputable
−90 to −99Avoided
−100 to −149Boycotted
−150 and belowBlacklisted

Thresholds that change a run

Good perks switch on at or above their value and penalties at or below theirs. These seven decide more runs than the rest.

Security +100

VIP

Inspectors stop coming and thieves leave the shop alone, so stock on the shelf is no longer an inspection risk.

Lower Levels +100

Pillar of the Lower Levels

Joe Wild and Dr. Jackson both knock 15% off, which pays back across every service you buy.

Lower Levels −60

Marked

Thieves come more often while insurance against them doubles in price.

Security −60

Most Wanted

Every case against you moves 1.5 times faster toward a fine, an arrest or worse.

Upper Levels −60

Petition to Security

The rich lean on Security: your Security losses double and investigations speed up.

Black Market −40

Blacklisted

Contraband sellers dry up, the Underground Exchange closes to you and the janitors charge double.

Sector 13 Cartel +100

Authorized Exit

The handler starts processing your departure from the Cartel. The other way out is a hitman at −100.

The bottom of each track

All 17 endings →

At −100 the consequence is already waiting the next time the shutter goes up, and its dialogue offers no way out.

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Sources.