Accurate as of v2.0.18 (August 2026).
There are two numbers, they are not the same thing, and confusing them will cost you money.
Alignment is which side you’re on. One score, ranging from −1,000 (Syndicate) to +1,000 (Federation), zero at the start.
Standing is what a side owes you. Three separate scores — Federation, Syndicate and Merchant Guild — earned by service and decaying 1% every day.
You can be a Federation Admiral by standing and a Scourge by alignment. They move independently.
Trader reputation from 1.x is gone. It is now Merchant Guild standing: same ±10% price band, but it is a real faction score with a rank ladder and daily decay.
Alignment
The tiers
| Alignment | Tier |
|---|---|
| ≥ +900 | Paragon |
| ≥ +750 | Hero |
| ≥ +600 | Champion |
| ≥ +500 | Ally — Federation membership |
| > +250 | Law-Leaning |
| −250 to +250 | True Neutral |
| < −250 | Chaos-Leaning |
| < −500 | Rogue — Syndicate membership |
| < −600 | Villain |
| < −750 | Terror |
| ≤ −900 | Scourge |
The three thresholds that matter
| Threshold | What it controls |
|---|---|
| ±300 | PvP classification, NPC aggression, and capital docking |
| ±500 | Membership: T3+ faction hulls, faction missions, faction tech modules |
| ±750 | Elite content: the elite faction season arcs |
How to actually earn alignment
This is the section the old guide never had, because most of it didn’t work until v2.0.8. It works now.
Lawful (positive)
| Deed | Alignment | Notes |
|---|---|---|
| Pass a customs scan with clean holds | +2 | 30-minute cooldown. The steady income. |
| Survive or beat a pirate attacker | +2 | Fires on NPC ambushes — the common case |
| Beat a Pirate-aligned player | +6 (+2 on a loss) | |
| Beat pirate NPC raiders | +4 (+1 on a loss) | |
| Daily lawful missions | +5 to +15 | Pirate hunts, bounty work, honest hauling |
| Federation faction missions | +25 | Requires ±500 membership and 1,000 standing |
| Elite Federation season arc | +30 | Requires |alignment| ≥ 750 |
| Claim a planet in Federation territory | +250 | Needs alignment ≥ +100 first |
| Siege an underworld port | +10 | Yes, really — hitting pirates is lawful |
Criminal (negative)
| Deed | Alignment |
|---|---|
| Attack a Federation-aligned player | −8 (−3 on a loss) |
| Attack Federation forces | −6 (−2 on a loss) |
| Attack a neutral player | −2 (−1 on a loss) |
| Contraband sale detected | −25 |
| Siege a Federation-aligned port | −25 |
| Siege a neutral port | −10 |
| Caught in a customs scan | −5 |
| Bribe a patrol out of a scan | −2 |
| Rob a trader NPC | −10 — plus Syndicate standing, a Merchant Guild hit, and Federation heat in the lanes |
| Underworld daily missions | −10 to −15 |
| Syndicate faction missions | −25 / −30 |
| Claim a planet in pirate territory | −250 |
The realistic paths
To Federation membership (+500): the fastest route is missions. Two faction-gated dailies at +25 apiece, or four lawful dailies at +12–15, plus +2 for every clean customs scan you pass while trading. A trader who runs honest cargo through Federation space and passes scans drifts upward without trying. Claiming a planet in Federation space with ≥+100 alignment is a single +250 jump.
To Syndicate membership (−500): contraband does it fast, but only when you get caught (−25 per detected sale) or bribe your way out (−2). The reliable criminal path is the underworld daily missions and the Syndicate faction missions at −25 to −30, plus attacking lawful targets. Claiming a planet in pirate territory is a single −250 jump.
Note the asymmetry: fence sales are undetectable and therefore pay no alignment at all. A disciplined smuggler who only ever sells to fences can move enormous volume and stay neutral forever.
Getting back: alignment is bidirectional and clamped at ±1,000. Nothing is permanent. But a Scourge who wants to go straight has to earn +1,500 in lawful deeds, and cannot dock at the Stardock to buy Federation missions until they cross −300.
What alignment buys you
The benefit curve
One table, three uses: your combat bonus, your service discount at own-faction ports, and the number on your standing card.
| |Alignment| | Benefit |
|---|---|
| 500 | 2% |
| 600 | 3% |
| 750 | 4% |
| 900 | 5% |
The combat bonus multiplies both your attack and defense power. The service discount takes that percentage off repairs, hulls, upgrades, drives and restock at ports of your own faction.
The price band
At faction-priced ports only — Federation Ports, the Stardock, Pirate Bases and the Pirate Haven — your alignment moves what you pay, linearly:
- Friendly side: buys scale down to −20% at ±1,000.
- Hostile side: buys scale up to +50%, and your sells are penalized by the inverse.
There is no friendly sell bonus. Discounts only ever help what you pay, never what you’re paid — a sell-side bonus would break the market’s round-trip rule. The combined discount is also clamped so it can never invert the spread.
The Merchant Exchange and every neutral archetype never alignment-price. Black Markets are excluded too — their economics belong to the fence spread.
Docking gates
| Capital | Denies |
|---|---|
| Stardock | Alignment below −300 |
| Pirate Haven | Alignment above +300 |
| Merchant Exchange | Nobody |
“Docking” means opening the port’s screen at all. Everything else in the galaxy is open to anyone.
This is why the Merchant Exchange matters so much to a committed criminal: it is the one full-service port — shipyard, repair, upgrades, banking, supplies, price board — that a Scourge can walk into.
Hull locks
Tier 1 and 2 faction hulls sell to anyone standing on the right floor. Tier 3, 4 and 5 faction hulls require ±500 alignment on that side.
The neutral spine never locks, at any tier. Refusing to pick a side costs you the Federation +10% shields and the Pirate +0.10 escape — not access to the endgame.
Faction tech modules
Patrol Transponder (Federation) and False Manifest (Pirate) both require ±500 on their side.
Arrest at dock
If a faction holds a bounty on you and you try to do anything at its capital:
- Wallet covers it: seized, warrant cleared, publicly announced, and that action fails. The next one works.
- Wallet short: refused, nothing seized.
Only the wallet. Never the bank. See Bounties.
Standing
Three scores, one ladder, thresholds 0 / 1,000 / 2,500 / 5,000 / 10,000:
| Faction | Ranks |
|---|---|
| Federation | Cadet, Lieutenant, Commander, Captain, Admiral |
| Syndicate | Crew, Quartermaster, First Mate, Captain, Pirate Lord |
| Merchant Guild | Peddler, Broker, Trader, Merchant, Magnate |
Ranks are cosmetic except for the 1,000 member-tier gate on faction missions.
Earning standing
| Deed | Standing |
|---|---|
| Kill an enemy-faction NPC | +15 × NPC tier |
| Kill your own faction’s NPC | −15 × NPC tier |
| Capture a port in enemy space | +100 |
| Attack a faction’s port | −15 |
| Every honest trade leg | +1 Merchant Guild |
| Rob a trader NPC | +5 × NPC tier Syndicate, −25 Merchant Guild |
| Faction daily mission | +100 |
| Elite faction season arc | +400 |
| Goal ladder tiers | +50 to +150 |
Decay is the point
Standing decays 1% per day. It is a garden, not a ratchet.
Do the arithmetic before you chase a standing number. Holding 2,500 standing costs about 125 points of fresh service every day — that’s roughly two faction missions daily, forever. This is exactly why the epic hulls demand standing floors rather than lifetime totals: you cannot bank it once and walk away.
Merchant Guild standing at +1 a trade leg needs about 133 legs a day to converge on 3,000 by day 30. That is over half of every turn you have, all season, on the trade button.
The guild band
Merchant Guild standing gives a buy-side discount at every port in the galaxy, scaling linearly to −10% as standing approaches 1,000.
It is the only faction benefit that applies universally, it costs nothing but trading honestly, and every trader should have it saturated inside a week.
The war
Faction standing and faction deeds feed a war score: enemy NPC kills count ×1, enemy port captures ×10, faction missions ×3. The winning faction takes the season’s campaign medal at the closing ceremony.
Smuggling: the opposite path
The criminal career is not “the same game with a different sign”. It is structurally different, and worth understanding even if you never run contraband.
| Honest trading | Smuggling | |
|---|---|---|
| Where you buy | Any port that sells | blackmarket service only |
| Where you sell | Any port | Fence (safe, flat ×1.2) or any port (premium, risky) |
| Price ceiling | Anchor spreads | ×2.0 to ×3.5 on the local price, ×1.5 in Federation space |
| Risk | Getting robbed | Customs scans and sale detection |
| Alignment | None from trading | −25 per detected sale, −5 per bust, +0 from fence sales |
| Guild standing | +1 per leg | none |
| Best region | Wherever the spread is | Federation core — the highest premium and the highest detection |
The elegant part is the inversion. Honest trade is safest and most profitable in the middle of the map; contraband is most profitable exactly where it’s most likely to get you caught — Federation core pays a ×1.50 premium and catches 22% of sales.
The career is guaranteed to pay: the game’s own configuration validator refuses to load a contraband catalog whose risk-adjusted return per hold doesn’t beat the best honest route.