Lower Levels Trade multiplier ×0.66Ending at −100 Lynched 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.
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.
Lower Levels Trade multiplier ×0.66Ending at −100 Lynched
Upper Levels Trade multiplier ×1.2Ending at −100 Assassinated
Security Trade multiplier ×1Ending at −100 Framed
Black Market Trade multiplier ×1Ending at −100 No ending
Revolution Trade multiplier ×1Ending at −100 Bombed (Revolution)
Sector 13 Cartel Trade multiplier ×1Ending at −100 Retired 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.
| Faction | Who they are | Trade multiplier | Notable reward | Notable penalty | Ending at −100 |
|---|---|---|---|---|---|
| Your neighbours on the lower decks, and the bulk of your daily customers. | ×0.66 | Pillar of the Lower Levels at +100: 15% off from Joe Wild and Dr. Jackson | Marked at −60: thieves target you more and insurance costs double | Lynched | |
| Wealthy visitors from the upper floors with money to spend. | ×1.2 | Rave Reviews at +100: Upper Levels customers carry 25% more Credits | Petition to Security at −60: Security losses double and investigations speed up | Assassinated | |
| Station law enforcement: officers, inspectors and Officer Lun. | ×1 | VIP at +100: thieves stop targeting the store and inspections stop | Most Wanted at −60: investigations progress 1.5x faster | Framed | |
| Thieves, the janitorial crew and the Underground Exchange. | ×1 | Safe Hands at +40: a thief visits every week and every thief offers better goods | Blacklisted at −40: no contraband sellers, no Underground Exchange and janitorial service costs double | No ending | |
| Raiders, quartermasters and fighters preparing the next uprising. | ×1 | Revolution Quartermaster at +40: Materials sold at a discount that grows with standing | Blacklisted at −40: revolutionary cells warn members away from your shop | Bombed (Revolution) | |
| Sector 13's chemical business, which demands a weekly Dream Dust quota. | ×1 | Authorized Exit at +100: the handler starts processing your way out | No minor penalties: nothing sits between ordinary standing and the hitman at −100 | Retired |
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
| Factor | Effect |
|---|---|
| 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 buy | Nothing 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
| Points | Label |
|---|---|
| 100+ | Prestigious |
| 90 to 99 | Esteemed |
| 80 to 89 | Renowned |
| 70 to 79 | Highly Rated |
| 60 to 69 | Trusted |
| 50 to 59 | Recommended |
| 40 to 49 | Dependable |
| 30 to 39 | Recognized |
| 20 to 29 | Established |
| 10 to 19 | Known |
| −9 to 9 | Neutral |
Disliked
| Points | Label |
|---|---|
| −10 to −19 | Inconsistent |
| −20 to −29 | Disfavored |
| −30 to −39 | Unreliable |
| −40 to −49 | Shady |
| −50 to −59 | Dubious |
| −60 to −69 | Questionable |
| −70 to −79 | Notorious |
| −80 to −89 | Disreputable |
| −90 to −99 | Avoided |
| −100 to −149 | Boycotted |
| −150 and below | Blacklisted |
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.
VIP
Inspectors stop coming and thieves leave the shop alone, so stock on the shelf is no longer an inspection risk.
Pillar of the Lower Levels
Joe Wild and Dr. Jackson both knock 15% off, which pays back across every service you buy.
Marked
Thieves come more often while insurance against them doubles in price.
Most Wanted
Every case against you moves 1.5 times faster toward a fine, an arrest or worse.
Petition to Security
The rich lean on Security: your Security losses double and investigations speed up.
Blacklisted
Contraband sellers dry up, the Underground Exchange closes to you and the janitors charge double.
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.