┌─ standing with the concord ────────────────────────────────────────────────────────────────────────────────
- the concord keeps 4 sanctuaries: grade-s worlds with giant moons, heavy guns, a market board and a dark materia stash.
- hated · hostileoutlaws · no market · concord patrols, about every 30 / 90 days
- unfriendly · neutralmarket fee 10% · 6%
- friendly · honoredfee 4% · 3% · safe harbor for your fleets
- revered · exaltedfee 2% · 1% · best dark materia rates
- co-op — outlaws only hold, transport and guild with outlaws. lawful commanders only with lawful ones.
- gains — market trades, recycling, guarding others in battle, hunting outlaws, a good parley.
- losses — spying on or attacking a sanctuary, raiding far weaker commanders, a bad parley. bad standing slowly heals.
- parley — once a day: chance = 1/(1+e^(−8·(charisma−difficulty))). charisma grows with level, buildings, embassies and guild rank. a maxed commander risks almost nothing.
- modulators — each sanctuary sells one broken modulator every 14 days, only to exalted commanders. it works only against that sanctuary.
- repair — the first repair takes millions of metal, crystal and deuterium, no dark materia. later repairs cost half, less with level, embassies, nanoforges and drone works.
- breach — send it with an attack that includes a support hull: defenses drop to 35%, domes fall, the garrison loses shields. it burns out every time. typed confirmation, 8,000+ standing.
- pacts — sanctuaries are paired. strike one and its partner's garrison fights beside it. commanders trading or sheltering there are never dragged in.
- other paths — not everyone sails with the concord. pirates whisper to those who raid well. they never write first.
└────────────────────────────────────────────────────────────────────────────────