Space Stations

**Space stations** are the hubs of life and trade in *Rebel Galaxy*. They are locations in the game where players can dock their ship and perform several functions. The names and layout of stations are random for each player.

## Rebel Galaxy

Within the stations players can, depending on the station:

* Buy and sell goods (commodities)
* Upgrade equipment
* Purchase a new ship
* Repair the ship and restock ordnance (missiles)
* Take on missions
* Hire a mercenary as a wingman
* Gather information on the system and bounties

In addition, most story-related interactions happen in space stations.

Some space stations have a different name from the planet or area where they are located. As an obvious example, the very first stop in the game is a station named Rust City, but that's not the name used for its location.

The game is automatically saved when docking or undocking at a space station.

While Beam Turrets, Pulse Turrets, and Weapons Platforms can be destroyed, the stations themselves cannot.

### Station factions

Space stations are operated by various factions. Docking can be refused due to a poor reputation with the faction running the station. Available equipment, missions, and other station features can vary depending on the faction.

* Citizenry operates nearly all stations that are located at planets, plus a few outposts as well
* Outsiders operates neutral outposts and, rarely, planet stations
* Red Devil Cartel operates outposts that are only open to those with neutral or good reputation with the Red Devils
* Merchant's Guild operates one guild station in each system
* Mercenary Guild operates one guild station in each system except the starter system (Ares)
* Militia operates one outpost in each system except the starter system (Ares)

### Economies

The type of economy at a station has a strong effect on which commodities it produces and demands.

* Impoverished
* Agrarian
* Mining
* Manufacturing
* Scientific
* Leisure
* Trade Hub
* Bureaucratic
* Diplomatic
* Militaristic
* Prison
* Criminal

### Planet type

The type of planet that the space station orbits has a significant effect on which commodities it produces and demands. In most systems, the majority of space stations are outposts that aren't orbiting a planet. Outposts typically have a population measured in thousands, while planets typically have populations measured in millions (hundreds of thousands for barren planets).

* Outpost or Guild (no planet)
* Barren Planetoid or (rarely) Barren Moon
* Terrestrial
* Glaciated
* Pelagic (water world)
* Desert
* Geothermal
* Geometallic
* Geocrystalline
* Gas Giant

The sector map can provide a list of planets and their types for any star system.

### Government type

The "contraband" commodities are only banned at *some* space stations, and the type of government a space station has determines which are legal and illegal there. Special events at a station can change legality for the duration.

* Anarchy allows trading in all contraband
* Capitalist allows trading in all contraband except Narco-Cola
* Democracy allows trading in Narco-Cola *only*
* Divided allows trading in Bio-Waste and Space Slaves
* Theocracy allows trading in Live Organs and Space Slaves
* Totalitarian allows trading in Bio-Waste and Live Organs

All Militia space craft consider any contraband commodity to be illegal.

## Rebel Galaxy Outlaw

Once you dock on any station:

* the game saves your progress automatically
* you deliver automatically all the goods from delivery missions addressed to that station
* you refill automatically some fuel for inter-system jumps
* you can repair your ships and refill your missiles (if the station has the equipment bay)
* you can exchange your ship with an other paying or receiving the difference in credits (if the station has the ship dealer)
* you can trade commodities, selling or buying (if the station has the commodities market or the black market)
* you can acquire more side missions for your business (if the station has the mission board)
* you can acquire more specialized side missions from the Merchants' Guild and the Mercenaries' Guild (if the station hosts their respective representative offices)
* you can enter the bar to meet characters, play minigames, chat with the bartender (if the station has the bar service)

### Services hosted

They can change from station to station:

* equipment bay: to buy/sell weapons, defense equipment and components for your ship; to repair your ship and refill your missiles
* ship dealer: to exchange your ship with an other paying or receiving the difference in credits
* commodities market (or black market in outlaw systems for illegal commodities): to sell/buys the goods you have collected
* mission board: to acquire/dismiss missions
* bar: to meet characters, play minigames, acquire valuable info from the bartender
* Merchants' Guild: to acquire specialized missions for merchant business
* Mercenaries' Guild: to acquire specialized missions for mercenaries business (be careful here, the threat level is differently indicated and these missions are all hard or very hard in practice)

### Stations for sale

There is one station that is for sale and can be bought and also can be developed to add services to produce an income: it's Bountiful Vista station in the Eureka system. It's suggested to bargain on the price ;-)

### Stations with free components

In some stations you can win free components for your ship (that you can use or sell for credits) through the minigames in their bar: