PLAYER GUIDE 21 SECTIONS
B Big Bang Smugglers

Ports & Services

Every port archetype, what it stocks, and which services it runs

Accurate as of v2.0.18 (August 2026).

The eleven services

A port runs a fixed set of services determined by its archetype. If the service isn’t there, the action isn’t available.

ServiceWhat it doesWhere
tradingBuy and sell commoditiesEvery port
bankingDeposit and withdraw — you must be at a tellerThe three starports, Federation Ports
shipyardBuy, sell and switch hulls; restock; limpet sweepsThe three starports
repairRestore shields and hullThe three starports, Federation Ports
upgradeBuy stat upgrades, drives and tech modulesTech Ports, Pirate Haven, Merchant Exchange
researchTech modules and intelResearch Ports
suppliesDeployables and provisions (turns)The three starports, Agricultural Ports
recruitmentSecurity personnel and mining workersThe three starports
defenseDefense contracts (purchased PvP immunity)Stardock, Merchant Exchange, Federation Ports
blackmarketBuy and fence contraband; cloaking devicesPirate Bases, Black Markets, Pirate Haven
tavernRumors and intel; mercenary retinue hiringStardock, Pirate Bases, Pirate Haven
priceboardGalaxy-wide live price sheetMerchant Exchange only

The bounty office is not a service key: posting a bounty and redeeming faction claims happen at the two faction capitals — the Stardock and the Pirate Haven — and nowhere else.

Three things follow from all that:

  • The Pirate Haven does not sell defense contracts. It is a full-service capital in every other respect. It does not sell law.
  • The Merchant Exchange has no bounty office and no black market. It is deliberately clean.
  • The tavern is where mercenaries drink. The Stardock hires the Federation Auxiliary, Pirate Bases and the Haven hire the Cutthroat Company. See NPCs & Encounters.

The three starports

One of each per galaxy. All three are permanently uncapturable.

The Stardock (Sector 0)

Federation capital. Million-unit pools that restock fully every tick, so it is never out of anything. Anchors 125 / 150 / 625, tax 2%.

Services: trading, banking, shipyard, tavern, repair, recruitment, defense, supplies.

Stocks the Federation line + neutral spine. The Federation bounty office lives here: player bounties are posted here, and Federation bounty claims are redeemed here in person.

Docks deny alignment below −300. If you have a Federation warrant and the credits to cover it, docking is an arrest: your wallet is seized up to the bounty amount, the warrant clears, it posts publicly, and that action fails. The next one works.

The Pirate Haven

At the center of the pirate band. Pools 60k / 50k / 100k, restock 0.5, anchors 100 / 125 / 500, no tax at all.

Services: trading, banking, shipyard, repair, upgrade, blackmarket, recruitment, supplies, tavern.

Stocks the Pirate line + neutral spine. The Syndicate bounty office lives here: player bounties are posted here, and Syndicate bounty claims are redeemed here.

Docks deny alignment above +300. Pirate warrants arrest here on the same terms.

The Merchant Exchange

Middle band, placed as far from the other two as the map allows. Two-million-unit pools restocking fully every tick, anchors 110 / 130 / 520, and the lowest lawful tax in the galaxy at 0.5%.

Services: trading, banking, shipyard, repair, upgrade, recruitment, supplies, priceboard, defense.

Stocks the neutral spine only.

No docking gate. Open to every alignment — the one full-service port a Scourge can walk into.

Ordinary ports

ArchetypeSellsBuys onlyTaxServices
Federation PortFuel 150, Organics 170, Equipment 7505% (7% for Pirates)trading, banking, repair, defense
Trading PortFuel 115, Organics 135, Equipment 5502%trading
Fuel DepotFuel 90Organics 215, Equipment 6001%trading
Agricultural PortOrganics 75Fuel 160, Equipment 8504%trading, supplies
Tech PortEquipment 375Fuel 135, Organics 1553%trading, upgrade
Mining PortFuel 105, Equipment 550Organics 2402%trading
Research PortEquipment 350Fuel 145, Organics 1855%trading, research
Pirate BaseFuel 100, Organics 125, Equipment 5000%trading, blackmarket, tavern
Black MarketFuel 80, Organics 100, Equipment 3000%trading, blackmarket

Buy-only rows are where you sell into — the port pays those anchors and never stocks the goods.

Ordinary ports carry shallower pools than starports and restock at only 0.15 per tick, so their prices move much more and recover much slower. That is where the money is.

Ports can be taken

Every port except the Stardock, the three starports and Federation Ports can be besieged and held by a corporation. A held port skims 50% of its tax revenue to the holding corp, charges corp members half tax, and charges everyone else +1 percentage point.

See Corporations.

Docking, in general

Only the two faction capitals gate docking by alignment. Everything else is open to anyone who can get there.

Queries — looking at prices, reading the shipyard list — only ever apply the alignment gate. Mutations additionally run the arrest check. So you can window-shop at a capital that holds a warrant on you; you just can’t buy anything until the warrant is settled.