PLAYER GUIDE 21 SECTIONS
B Big Bang Smugglers

Formulas & Numbers

Every constant on one page, current season defaults

Accurate as of v2.0.18 (August 2026).

Everything on this page is a current season default. Almost every number here is season configuration and can be retuned between seasons — or mid-season by the operators — without a client update. Where a rule is structural rather than tunable, it says so.

If a number here disagrees with what the game shows you, the game is right and this page is stale. Tell us.


Turns

KnobDefault
Turn cap250
Cycle length4 hours
Cycle boundaries00:00, 04:00, 08:00, 12:00, 16:00, 20:00 UTC
CarryoverNone, ever — doctrine, not a knob
Provision price800 cr per turn
Provision ration5 turns per cycle

Turn costs

ActionTurns
Move to a linked sector1
Wormhole transit1
Buy or sell cargo (one leg)1
Buy or sell contraband1
Engage in combat1
Fleet strike1
Trade with a trader NPC (per deal)1
Rob a trader NPC1
Deploy ordnance1
Attack ordnance1
Destroy a foreign beacon1
Lay mines from a planet garrison1
Active scan1 per ring (radius 1–3)
Warp jumpmax(1, ceil(hops ÷ warpLevel))
Tesseract jump25, flat
Port siege attack3
Capture or raze a port1
Claim a planet1
Build or upgrade a structure1
Raid or capture a planet1 each
Port repair0
Landmark interaction0
Banking, limpets, beacons, vault, planet storage, claim redemption0

Warp Optimizer (−1) and the Explorer role (−1 to −3) stack, floor at 1 turn, and never apply to the Tesseract.


The market

Price model

deviation  = (baseline − stock) ÷ baseline                when stock ≤ baseline
           = −(stock − baseline) ÷ (max − baseline)       when stock > baseline
swung      = anchor × (1 + 0.28 × deviation)
pressure   = 1 + min(1.00, unitsTraded × 0.0001)
buy price  = floor(swung × pressure)
sell price = floor(swung ÷ pressure × 0.90)
KnobDefault
Max stock swing±28%
Sell factor0.90
Pressure per unit0.0001
Pressure cap×2.00
Pressure decay1,000 units per idle tick
Port fee1%, both directions
Restock per tickceil(gap to baseline × rate)

Restock rate: 1.00 at the Stardock and Merchant Exchange, 0.50 at the Pirate Haven, 0.15 everywhere else.

Structural: after every modifier and every rounding step, a port’s sell price is strictly below its buy price for the same player at the same market state. No configuration can invert it.

Anchors and pool depth

Anchor (cr/unit) / maximum stock. Asterisk = buy-only.

ArchetypeFuelOrganicsEquipment
Stardock125 / 1M150 / 1M625 / 1M
Merchant Exchange110 / 2M130 / 2M520 / 2M
Federation Port150 / 50k170 / 30k750 / 40k
Trading Port115 / 20k135 / 15k550 / 18k
Fuel Depot90 / 80k215 / 5k*600 / 10k*
Agricultural Port160 / 8k*75 / 60k850 / 5k*
Tech Port135 / 5k*155 / 8k*375 / 50k
Mining Port105 / 25k240 / 2k*550 / 15k
Research Port145 / 8k*185 / 3k*350 / 30k
Pirate Base100 / 15k125 / 12k500 / 25k
Black Market80 / 3k100 / 5k300 / 15k
Pirate Haven100 / 60k125 / 50k500 / 100k

Starting stock — which is also the baseline the price swings around — is 50% of maximum for commodities the port sells, 25% for buy-only rows.

Taxes

ArchetypeTax
Fuel Depot1%
Stardock, Trading Port, Mining Port2%
Tech Port3%
Agricultural Port4%
Federation Port5% (7% for Pirate-aligned players)
Research Port5%
Merchant Exchange0.5%
Pirate Base, Black Market, Pirate Haven0%

A corp-held port charges its members tax × 0.5 and everyone else tax + 1pp. Trader role tiers subtract up to 2pp, floored at 0.

buy total   = subtotal + floor(subtotal × tax) + floor(subtotal × fee)
sell payout = subtotal − floor(subtotal × tax) − floor(subtotal × fee)

Cargo volume

CommodityVolume
Fuel1
Organics1
Equipment2

Ships

Tier ladder

TierCostLadder gate (fraction of the season ladder)Shields (neutral/pirate)Shields (Federation)
15,000150165
215,000early (~8%)225250
340,000~22%350385
4100,000~43%525580
5250,000~two-thirds800880

Tier gates are pinned per season as a level and the matching XP total on that season’s curve; the shipyard quotes both and they always agree.

Base stats by archetype (T1 → T5)

ArchetypeHoldsFightersTorpedoesHullHull ×
Trading / Smuggling / Patrol60, 90, 140, 210, 32013, 20, 29, 42, 657, 10, 16, 23, 3580, 120, 180, 272, 4000.80
War / Raider / Enforcer25, 35, 50, 75, 11033, 49, 75, 114, 17217, 26, 40, 61, 93125, 187, 281, 425, 6251.25
Balanced / Corsair / Dreadnought40, 60, 90, 135, 20023, 33, 49, 75, 11412, 17, 26, 40, 61100, 150, 225, 340, 5001.00

Tier base hull before the multiplier: [100, 150, 225, 340, 500].

SS Starter: 20 holds, 15 shields, 40 hull, 0 fighters, 0 torpedoes, 0.30 escape.

Escape ratings

LineTrading roleWar roleBalanced role
Neutral0.300.40 (0.30 at T5)0.50
Federation0.300.40 (0.30 at T5)0.50
Pirate0.400.50 (0.40 at T5)0.60

Upgrade caps

Total purchasable gain as a fraction of base:

ArchetypeHoldsShieldsFightersTorpedoes
Trading / Smuggling / Patrol+100%+50%+100%+100%
War / Raider / Enforcer+50%+50%+200%+200%
Balanced / Corsair / Dreadnought+80%+50%+160%+160%

Holds: gains 30 / 20 / 20 / 15 / 15% of the total at cost multipliers ×8 / 16 / 40 / 100 / 300 of the hull’s hold base cost. Combat stats: cumulative 25 / 45 / 60 / 70 / 80% of the shape at ×8 / 16 / 28 / 44 / 64.

Services

ServicePrice
Trade-in64% of purchase price
Rename1,000 cr
Restock a fighter75 cr
Restock a torpedo150 cr
Repair a shield point5 cr
Repair a hull point8 cr
Repair minimum200 cr
Limpet sweep10,000 cr, charged even when clean

Repair covers shields and hull only. Shields regenerate free to exactly 50% of maximum at each world tick for any ship below 50%. Hull never regenerates.

Drives

DriveInstallUpgradeGates
Warp15,00015,000 × level, to L5Tier 2+ hull, an early ladder gate
StarNav 2002100,000100,000 × next level (L5 = 500k)Per-level ladder gates, mid-early at L1 to ~two-thirds at L5
Tesseract10,000,000Tier 5 hull, the top gate of the ladder

Whether a season’s ladder reaches the Tesseract’s gate is that season’s tuning: 50-ladder seasons created before the migration cap out below it, and it never unlocks there. New seasons place it near the top of a 100-level ladder. The in-game unlock list is authoritative.

StarNav detail table

Level1 hop2 hops3 hops
1empty
2emptyempty
3POIemptyempty
4fullPOIempty
5fullfullPOI

Range is min(level, 3). Cloak reveal at effective StarNav 4; deployables report at StarNav 2.

Tech modules

All modules are level-gated (utility modules early, stealth/faction modules deeper — the shop shows your season’s numbers).

ModuleCostEffect
Cargo Compressors8,000+20% of base holds
Shield Booster10,000+15% of base shields
Attack Systems12,000+10% attack
Armor Plating12,000+10% defense
Combat AI15,000+20% fighter effectiveness
Advanced Sensors15,000Halves a stealth first strike
Warp Optimizer18,000−1 warp turn
Stealth Plating15,000−30pp customs scan, +15pp escape, +12pp first strike
Patrol Transponder20,000Federation only — no patrol encounters
False Manifest20,000Pirate only — one failed scan/day rerolls

Combat

ConstantValue
Fighter attack / defense weight2.0 / 1.0
Shield attack / defense weight0 / 3.0
Torpedo attack / defense weight5.0 / 0
Base powerhull tier × 100, halved into the sum
Drizzle×0.98–1.02 per side
Win probability clamp5% – 95%
Fighter skirmish swing±30% on fighter share
Torpedo shield penetration1% per torpedo, max 50%
Stealth first strike+12pp (−6pp vs Advanced Sensors or sensor edge)
Hull spill multiplier×1.5
Winner fighter attrition40%
Winner shield attrition25%
Torpedo consumption20% + 50% × attrition
Loser minimum loss rate50%
Defeat loss rate (sieges, ordnance)75%
Shield damage reductionup to 50%, scaling on shields ÷ (shields + 100)
PvP immunity — defender attacked (win or lose), attacker’s loss, any death2 minutes
Defense contract4,000 cr / 2 hours, stacking
XP tier multiplier×0.95 to ×1.20
Faction combat bonus cap+5%

Escape

chance = 0.25
       + 0.35 × escapeRating
       − 0.15 × attackerFighterShare
       + 0.05  Federation space
       + 0.05–0.08  Corsair retreat signature
       + 0.15  Stealth Plating
       + 0.10  asteroid field
clamped to [5%, 85%]

Region combat modifiers

RegionEffect
fed_coreFederation-aligned defenders +10%
fed_spaceFederation-aligned defenders +5%
middleAttackers +2%
outerAttackers +5%
outer_rimPirate-aligned +10%

Loot on a PvP win

Winner’s alignmentCreditsCargo
Federation (≥ +300)20%25%
Neutral25%30%
Pirate (≤ −300)35%40%

Credit cap by hull tier: 5,000 / 15,000 / 40,000 / 100,000 / 200,000. Wallet only — the bank is never looted.

Alignment from combat

SituationWinLoss
Attacked a Federation-aligned player−8−3
Attacked a neutral player−2−1
Fought a Pirate-aligned player+6+2
Attacked Federation forces (NPC)−6−2
Attacked a neutral trader (NPC)−10
Fought pirate raiders (NPC)+4+1
Defended against a pirate and survived+2 defender

Hazards

HazardArrival chanceDamageIn combat
Asteroid field20%10–20+10pp escape, −10% torpedo penetration
Radiation zone100%25−10% shield defense
Minefield40%40–60
Ion storm100%−20% to every tech module bonus
Nebula100%−15% fighter effectiveness

Warp pass-through rolls at 25% of the arrival chance. Wormhole transit is exempt.


Ordnance and limpets

ItemPriceVolumeSector capYour capAttackDefenseLifetime
Proximity Mine250210050802%/day decay
Sentry Drone1,50085020533%/day
Turret3,000152081223%/day
Sensor Buoy8003105011%/day
Cloak Field5,00010120048h
Limpet Tracker4,00010 live48h once attached
Navigation Beacon2,500one per player per sector

Mines: 60% to fire per mine, at most 3 per entry, attack × 4–6 damage each. Ordnance attack: power ÷ (power + ordnancePower) ± 20%, clamped 5–95%. No-deploy in fed_core and fed_space.

Other items

ItemPriceService
Goods Cloaking Device750blackmarket
Ship Cloaking Device2,500blackmarket
Security Personnel100recruitment
Mining Workers300recruitment

Per-purchase caps were dropped in v2.0.16 (they never limited anything); a 10,000-unit single-order ceiling remains as a typo guard, not a game rule.

Ship cloak duration: 2 hours, fixed from activation.

Mercenary retinues

TierPvE bonusHire feeWage per tick
Escort Wing+4%2,000250
Veteran Wing+8%8,000750
Elite Wing+12%25,0002,000

One contract at a time; each tier behind its own ladder gate. Wages draw from the wallet each world tick — an uncovered wage deserts before charging. Desertion on PvE defeat; hard cap 12 ticks (48 h). Bonus applies at NPC-opponent sites only — never PvP, never sieges. Hiring: stardock = Federation Auxiliary; pirate bases and the Haven = Cutthroat Company; each line refuses the hostile ±300 bucket.

Trader NPC interactions

KnobDefault
Buy pricestandard anchor × 1.35 (guild band applies)
Sell pricestandard anchor × 0.65
Deals per trader per player3
Manifest depth (T1/T2/T3 cap per commodity)20 / 60 / 150
Contraband carry chance0 core → 35% outer_rim, priced fence × 1.25
Named (merchant prince) multiplier×5 manifest and loot, once per season
Rob yield chanceclamp(winProb − 0.15, 0.05, 0.90)
Rob cargo band (T1/T2/T3)5–15 / 15–40 / 40–100 units of one commodity
Rob consequences−10 alignment, +5 × tier Syndicate, −25 Guild
Rob heat regionsfed_core, fed_space, inner → Federation bounty counter (princes ×2)

Factions and standing

KnobDefault
Membership±500
Elite content±750
PvP classification / NPC aggression / docking±300
Alignment bounds±1,000
Member-tier standing1,000
Standing decay1% per day
Guild price band−10% on buys, saturating at 1,000 standing
Alignment price band−20% friendly buys / +50% hostile buys at ±1,000

The benefit curve

|Alignment|Benefit
5002%
6003%
7504%
9005%

Used identically for the combat bonus, the own-faction service discount, and the standing card.

Rank ladders

Thresholds 0 / 1,000 / 2,500 / 5,000 / 10,000.

FactionRanks
FederationCadet, Lieutenant, Commander, Captain, Admiral
SyndicateCrew, Quartermaster, First Mate, Captain, Pirate Lord
Merchant GuildPeddler, Broker, Trader, Merchant, Magnate

Alignment tiers

Paragon ≥900 · Hero ≥750 · Champion ≥600 · Ally ≥500 · Law-Leaning >250 · True Neutral −250…250 · Chaos-Leaning <−250 · Rogue <−500 · Villain <−600 · Terror <−750 · Scourge ≤−900.

Standing movement

DeedStanding
Kill an enemy-faction NPC+15 × tier
Kill your own faction’s NPC−15 × tier
Capture a port in enemy space+100
Attack a faction’s port−15
Honest trade leg+1 Merchant Guild
Faction daily mission+100
Elite faction arc+400

Alignment movement outside combat

DeedAlignment
Pass a customs scan clean+2
Survive a pirate attacker+2
Claim a planet in aligned territory±250
Siege an underworld port+10
Siege a neutral port−10
Bribe a patrol−2
Rob a trader NPC−10 (plus +5 × tier Syndicate, −25 Guild standing)
Caught in a customs scan−5
Contraband sale detected−25
Siege a Federation-aligned port−25
Daily missions±5 to ±15
Faction missions±25 daily, ±30 elite arc

Mission alignment rewards are capped at ±30 by validation.


Smuggling

ContrabandRides onBuyMax/txnSell ×Risk
Illicit Organicsorganics3080×2.0low
Stolen Equipmentequipment4050×2.0medium
Black Techequipment15010×3.5high
RegionPremiumSale detection
fed_core×1.5022%
fed_space×1.4018%
inner×1.2512%
middle×1.158%
outer×1.004%
outer_rim×1.001%

Fence price: flat ×1.20 of the local sell price, no detection roll.

scan chance = 0.75 − 0.50 (goods cloak) − 0.30 (stealth plating)
                   − smuggler role (max 0.08)
floored at 0.05
KnobDefault
Scan cooldown30 minutes
Seizure fine10% of street value
Sale-detection fine50% of the sale, min 500 cr, capped at wallet
Bribe25% of street value, clamped 500–25,000
Pirate-line hidden holds25%
Hidden compartments+15% (T3), +25% (T4), +60% (epic)

Bounties

KnobDefault
Player-posted bounty500 – 100,000 cr
Posting fee+10%
Player bounty expiry7 days
Faction bountymin(500 × tierMult × sqrt(kills), 500,000)
Tier multipliers×1, ×2, ×4, ×8, ×16
Faction bounty expirynever

Planets

KnobDefault
Claim cost150,000 cr
Claim level gate~a fifth up the season ladder
Claim alignment gate±100 in aligned territory
Claim alignment reward±250
Claim truce12 hours
Capture truce24 hours
Starting population50
Base population cap500 (+250 / Habitat level)
Base storage cap2,000 (+2,000 / Warehouse level)
Base garrison cap500 (×2 per Citadel level)
Structure max level5
Starbase1,500,000 cr, a past-midpoint ladder gate, all structures at 5
Export rate30 cr per unit
Minelaying (Barracks 1+)6 garrison fighters + 150 cr per mine, max 20/order, 1 turn, level-gated
Trading post shelf priceanchor × 0.9, floored 2% above the best local port sell price

Structures

StructureBaseMultiplierLadder gate
Warehouse5,000×1.8
Habitat6,000×1.8
Factory7,500×1.8early
Shield Generator10,000×2.0early
Barracks7,500×1.9~a quarter up
Citadel25,000×2.0~a third up + Factory 3 & Shield 3

Level n costs floor(base × multiplier^(n−1)).

Production per tick

output = floor(baseRate
              × (1 + 0.15 × factoryLevel)
              × (0.2 + 0.8 × population ÷ populationCap)
              × regionMultiplier
              × (1 + 0.10 × citadelLevel))

population growth = floor(10 × (1 + 0.10 × habitatLevel)) − floor(population × 1%)

Base rates: fuel 35, organics 25, equipment 13. Region multiplier 1.10 in outer, 1.05 in outer_rim, 1.00 elsewhere. Barracks add 4 garrison fighters per level per tick.

Raids

attackerPower = (fighters × 0.8 × combatAI + shields × 1.2 + torpedoes × 2.0)
                × (1 + siegeBonus)
defenderPower = max(10, garrison × 0.8 × (1 + structureDefense) + structuralDefense)
structureDefense  = (1 + 0.15 × shieldLvl) × (1 + 0.10 × citadelLvl) − 1
structuralDefense = 12 × shieldLvl + 25 × citadelLvl
winChance = attackerPower ÷ (attackerPower + defenderPower) ± 0.02
OutcomeEffect
WinGarrison → 50%; loot 25% of each stored commodity (holds-capped) + 10% of wallet capped 5,000 cr; you lose fighters × (1−winProb) × 30% and shields × (1−winProb) × 20%
LossGarrison → 80%; all fighters lost; max(shields, 75% of shields + hull) damage

Capture requires the garrison at zero.


Port capture

KnobDefault
Siege cost3 turns, behind the mid-ladder siege gate
Attack cooldown1 hour
Post-capture truce24 hours
Corp hold capmax(1, members ÷ 3)
Garrison seedstockValue ÷ 100,000, clamped 30–200
Garrison regrowth10% of seed per tick
Tax skim to the corp50% (the rest burns)
Member tax factor×0.5
Occupation levy+1pp
Upkeep per tickmax(500, stockValue × 0.25%)
Delinquencyreverts after 2 unpaid ticks
Win skim0.1% of stock value, capped 2,000
Raze loot10% of stock value, capped 25,000

Never capturable: Stardock, Federation Ports, Pirate Haven, Merchant Exchange.


Progression

level = floor(sqrt(XP ÷ divisor)) + 1        capped at the season's maxLevel
XP for level n = (n − 1)² × divisor

The curve is pinned per season. Pre-migration seasons run a 50-level ladder; every new season runs a 100-level ladder whose divisor is tuned to the season’s length, so each gate lands at the same fraction of the season regardless of pace. Catalog XP gates (ship tiers, drives) are re-derived on the season’s own curve, so level and XP requirements always agree.

Curve validation target: 4,500 XP/day over 12 weeks on the reference ladder.

Level gates, in ladder order

Depth (fraction of the ladder)Unlocks
first rungsbounty_post, blackmarket_buy
early (~8%)ship tier 2, factory, shield, corp_create
~14%contraband_sell
~18%planet_claim, fleet_join
~22%ship tier 3, barracks
~28%port_siege, fleet_lead
~34%citadel
~43%ship tier 4
~51%starbase_build
~70%ship tier 5
~80%tesseract

The in-game unlock list shows your season’s exact levels. Gates fail open: anything not listed is available at level 1.

Exploration XP

10 base, +25 port, +50 planet, +100 landmark, × the galaxy XP multiplier.

Roles

RoleStatT1–T5Perk per tierCap
TradertradesCompleted15 / 40 / 90 / 175 / 300−0.4pp tax−2pp
SmugglercontrabandSold25 / 75 / 180 / 350 / 600−2pp scan−8pp
Fighterkills4 / 12 / 30 / 60 / 110+1% combat+5%
ExplorersectorsExplored20 / 60 / 140 / 280 / 500−1/−1/−2/−2/−3 warp turns−3

Streaks

DayCreditsXPTurns
31,00050
75,0002005
1410,00050010
3025,0001,00020

Grace: one missed day forgiven per streak.

Prestige tiers

Titles heldTier
0 / 1 / 3 / 6 / 9 / 12 / 15Drifter / Spacer / Voyager / Veteran / Ace / Legend / Mythic

Level ranks: Recruit 1, Cadet 3, Pilot 6, Ensign 10, Lieutenant 15, Commander 21, Captain 28, Fleet Commander 36, Admiral 45.


NPCs

TypeBase rate/moveBlocked inMax/sectorLoot
Pirate3.0%Federation territory3500–2,000 cr
Trader2.0%2100–500 cr
Patrol1.5%Pirate territory2none
RegionPirateTraderPatrol
fed_core00×4.0
fed_space0×0.5×2.5
inner×0.5×1.0×1.5
middle×1.0×1.2×1.0
outer×1.5×0.8×0.5
outer_rim×2.0×0.50

Loot tier multipliers ×0.75 / ×1.00 / ×1.25 / ×1.50 / ×1.75.

KnobDefault
Transient despawn2 hours
Wander chance per tick20%
Named-NPC damage persistenceon
Named-NPC regeneration25% of spawn strength per tick
Rumor frequency75% (Saber Quill 25%)
Rumor location fuzzwithin 2 hops
Pending encounter TTL10 minutes
Warp interruption journey cap30% total
Aggression threshold±300

Encounter options

OptionEffect
Surrender to a pirate30% of cargo units; empty holds ⇒ 10% of wallet capped 5,000
Jettison25% of cargo, guaranteed escape
Jettison contrabandall contraband
Bribe a pirate500 / 1,500 / 4,000 / 10,000 / 25,000 by tier; 65% base, +15pp if pirate-aligned
Bribe a patrol60%, 2,000 cr fine on failure
Rob a traderyield-or-resist — see the trader-interactions table above
Trade with a traderanchor ×1.35 buy / ×0.65 sell, 3 deals — see above

Pirate ambush chance: 100% against Federation-aligned in pirate territory, 66% elsewhere; 66% / 33% against neutrals; never against pirate-aligned.


The world

KnobDefault
Sectors500 (range 20 – 65,536)
Port density15%
Planet density10%
Hazard density6%
Landmarks3, each with a shared 50,000 cr budget, 24h per-player cooldown
Named NPCs12 (5 pirate, 5 Federation, 2 merchant princes)
Pirate bandoutermost 8% of sectors, contiguous
Diagonal link fraction20%, of which 10% are one-way
Federation highwaysmax(2, sectors ÷ 500)
One-way smuggling routesmax(2, sectors ÷ 1,000)
Wormholes2 core–rim bridges + 3 random, 30% unstable
Unstable scatter chance20%

Region bands by distance from Sector 0 as a fraction of map radius: fed_core <0.08 · fed_space <0.20 · inner <0.40 · middle <0.65 · outer <0.85 · outer_rim beyond.


Corporations

KnobDefault
Founding cost50,000 cr (wallet, then bank)
Level gateearly ladder
Member capmax(10, seasonPlayerCap ÷ 5)
Name length3–50
Bank transaction bounds1 – 10,000,000
Fleet cap3 ships
Fleet form / joinmid-ladder gate to lead / an earlier gate to join
Chat message limit500 characters
Chat cooldown3s per player, 30/min per corp
Chat retention500 messages or 14 days, whichever is longer

Policy defaults: storage.view on, storage.deposit on, storage.withdraw off, defenses.view on, defenses.place on, defenses.clear off, planet.build off, bank.spend off.


Social

KnobDefault
Player announcement fee1,000 cr (pure sink; wallet then bank)
Announcements per cycle1
Announcement length3–280 characters, profanity-gated, level-gated
Captain rename cooldown24 hours
Rename feed storypublic, on