If the player holds a commission with either faction, they will be automatically made hostile to the other faction their reputation with the enemy will be restored to the original value minus 20 once hostilities end. Most rival factions will no longer allow you to dock in their shipyard due to thisĪt times, factions will declare war on each other for six months to a year, attacking each others' fleets.Eventually, your reputation with the other faction will drop to a -50 rep limit even when not at war.When hostilities end, reputation will return to its previous value but with additional -20 rep penalty.All of the faction's enemies will become hostile at a maximum -50 rep you whenever they are at war.Recreational Drugs) to the military market Includes "no questions asked" buyback program, which allows you to sell illegal/banned goods ( e.g.Access to that factions' military submarkets, with more valuable ships and equipment becoming available at higher relation levels.This includes pirates, and can stack with system pirate bounties.The amount multiplies for larger vessels (2x for destroyer, 3x for cruisers, 5x for capitals and stations).Your commissioning faction has a permanent 'standing bounty' that awards credits for destroying ships that belong to their enemies.You get monthly stipends of 20,000 + (player level*1,500) credits.The reputation penalty for resigning is lower if done in person via station contacts.įactions that do not issue commissions do not require one to make purchases on the military submarket. The Hegemony, Tri-Tachyon, Luddic Church, Persean League, and Sindrian Diktat offer faction commissions.Ĭommissions will be cancelled by the faction if player relations with them drop to Suspicious or lower reputation level, and may be Resigned which partially restores reputation with hostile factions and drops reputation with the now former commissioned faction. Note that most actions will not modify the player's reputation beyond a certain point.
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Faction Expeditions or AI Inspections failing due to colony defenses or player intervention (though destroying the individual fleets will not incur reputation loss).Destroying faction ships, harrying their fleets, or raiding their markets (causes instant hostile status if player identity is known).Seizing or destroying any faction-owned equipment such as Comm Relays, Nav Buoys, or Sensor Arrays, if the faction has an active presence in the same system as that equipment.Being caught tampering with a Comm Relay.Being caught with the transponder off in faction space.
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(-25) Inhospitable: The faction's markets will not permit the player fleet to dock, although players can still trade with the local black market by sneaking in with the transponder off.The breakpoints values need to be exceeded e.g. Conversely, increasingly negative relations will result in hostile behaviour. A more positive relationship will give a range of bonuses including reduced customs tolls, reduced chances of investigations into criminal activity, and access to military markets. The default, neutral stance allows basic interactions such as trade with the faction. Markets spawn fleets and allow trading with the player or other factions.Įach faction has a defined relationship with the player and other factions. By default, all factions are neutral to the player except the pirates and the Luddic Path, who start as hostiles.Įach faction operates one or more markets, which can be a planet, a station, or a planet with associated station. There are several factions in Starsector which the player can interact with.