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Port Ownership

Players and teams can acquire stations to earn passive income, secure supply priority, and shape regional economic flow. Three acquisition paths exist: direct purchase, economic takeover, and military takeover. Ownership turns a station from a neutral fixture into a configurable revenue engine โ€” the owner sets tariffs, services, and defense, and absorbs the consequences when those choices conflict with traffic and reputation.

Status overall: ๐Ÿšง Partial. The Station.ownership JSONB field exists in the schema; revenue, tariff, takeover, and upgrade systems are ๐Ÿ“ Design-only.

Overview

A station, once owned, behaves as a small business with its own treasury, balance sheet, and policy levers:

  • Revenue flows in from tariffs, docking fees, services, storage rental, and information sales.
  • Expenses flow out as maintenance, wages, defense upkeep, and upgrade upkeep.
  • Owners withdraw the surplus on a configurable schedule.
  • Rivals can attempt to wrest control through three competing acquisition paths.

Most stations in core Federation space are not for sale; ownership is concentrated in border, frontier, and lawless regions. See ./trading.md for the underlying station classes and pricing model that the tariff system layers on top of.

Acquisition

Status: ๐Ÿšง Partial โ€” schema records ownership; acquisition workflows ๐Ÿ“ Design-only.

Purchase ๐Ÿ“

Direct buy from the controlling faction. The faction lists the station at a price set by:

Factor Effect on price
Station class Class 0/4/5 not for sale; Class 1โ€“3 cheap; Class 8โ€“11 expensive
Region Frontier discounts, core-adjacent premium
Trailing revenue Higher recent transaction volume โ†’ higher ask
Existing upgrades Each upgrade adds its remaining capital value
Treasury balance Transfers to the buyer; included in the headline price

Range: 250,000 โ€“ 2,000,000 cr. Faction reputation gate varies by region; "Trusted" or higher with the controlling faction is the typical floor. Purchase is reputation-neutral with the seller (it is a sanctioned transaction) and reputation-positive in small amounts elsewhere (the new owner is a known entity).

A 24-hour grace window applies once the faction approves the buyer; the buyer must complete payment in that window or the listing reopens. Multiple qualified buyers within the same window trigger a sealed-bid auction resolved by the faction at the close of the window.

Listing surfaces in the station's public profile and in faction-bulletin endpoints; no off-market sales.

Economic takeover ๐Ÿ“

A slow, reputation-neutral path. The challenger must:

  1. Account for >50% of the station's monthly transaction volume for 3 consecutive months, and
  2. Maintain hostile pricing pressure โ€” undercut the station's spread or run trade contracts that bleed inventory โ€” across the whole window.

When both conditions hold, the controlling faction triggers a forced sale at fair value (a clean trailing-revenue valuation, no premium). The current owner has 7 days to counter by:

  • Accepting the buyout, or
  • Matching the challenger's market share for one full month (which resets the 3-month clock to zero).

Volume is measured monthly on a rolling basis; any month where the challenger drops below 50% breaks the streak. Coordinated economic takeover by a team is allowed: the team's combined volume counts toward the threshold provided the team has a registered trade pact (filed publicly with the controlling faction).

Military takeover ๐Ÿ“

Hostile and reputation-costly. The challenger:

  1. Files a declaration of intent with the controlling faction (24-hour real-time notice broadcast galaxy-wide).
  2. Conducts a siege during which the station's defenders (drones, patrol ships, garrison) must be defeated. Sector defense rules apply โ€” see ../galaxy/sectors.md.
  3. Occupies the station once defenders are eliminated.

A successful military takeover incurs a severe reputation penalty with the prior owner's faction and a smaller penalty with allied factions. Restricted to frontier and lawless regions; core Federation space has standing garrisons that make military takeover impractical. Military Contract upgrades (see Upgrades) confer immunity for their duration.

After capture, a stabilization period applies:

  • 7-day post-takeover protection โ€” the new owner is immune from a counter-takeover.
  • 3 days of -50% productivity โ€” defenders' damage and operational disruption suppress traffic and service capacity.
  • Treasury seizure โ€” the prior owner's treasury balance does not transfer to the attacker; it is forfeited to the controlling faction as a war-tax.

Multiple military takeover attempts by the same player on the same station face diminishing returns: each subsequent attempt within 90 days raises the defender garrison strength by 25%.

Ownership types

Status: ๐Ÿ“ Design-only across the board.

Solo

A single player owns 100%. Full unilateral control over pricing, tariffs, upgrades, and withdrawals. All revenue and all expenses flow to one wallet.

Team-owned

Registered to a Team (see ../gameplay/factions-and-teams.md). Role-based control:

  • Founder + officers configure pricing, tariffs, upgrades, and withdrawal schedule.
  • Members receive a revenue share configured at the team level.
  • Treasury is held by the team, not an individual player.

Loss of team membership ends share entitlement. Disbanding the team triggers a forced sale to the controlling faction at fair value.

Syndicate

Up to 10 co-owners with weighted voting. Each owner holds a stake from 1โ€“99%, totalling 100%. Mechanics:

  • Revenue distributes proportionally to stake on each treasury sweep.
  • Policy votes (tariff change, major upgrade, sale, withdrawal-schedule change) resolve by stake-weighted vote with a 50% threshold.
  • Stake transfers require approval of stake holders representing >50% of remaining stake.
  • Disputes that fail to reach majority for 14 days escalate to faction arbitration: the faction picks the option closest to its own policy preferences.

Revenue streams

Status: ๐Ÿ“ Design-only.

Stream Range Configurable Notes
Trade tariff 2โ€“8% per transaction Yes Levied on every player buy/sell at the station. Lower attracts traffic, higher extracts more per trade. See tariff impact below.
Docking fee 50โ€“500 cr per docking Yes (toggle + amount) Flat charge. Discourages casual traffic; useful at high-traffic transit stations.
Service charges 0.8ร— โ€“ 2.0ร— standard Yes Repair, refueling, drone manufacture, refining. 1.0ร— is baseline; 0.8ร— is a loss-leader for traffic; 2.0ร— is premium pricing for captive markets.
Storage rental 1,000โ€“10,000 cr/day per slot Yes Players rent station hangar slots for cargo storage. Slot count gated by Extended Storage upgrade.
Information sales 100โ€“1,000 cr per query Yes (toggle + tier) Owner can sell market intelligence โ€” recent trade volume, price trends, top traders โ€” to other players. Requires Market Intelligence upgrade.

All revenue accrues into the station treasury (see Treasury & cash flow), not directly to the owner's wallet.

Tariff impact

Tariffs are the largest revenue lever and the largest traffic risk. Approximate elasticity:

Every +1% on the trade tariff reduces traffic by ~5%.

Implications, holding base traffic at 100 transactions/day:

Tariff Traffic Per-trade rev (avg 1,000 cr trade) Daily revenue
2% 95 20 cr 1,900 cr
4% 86 40 cr 3,440 cr
5% 82 50 cr 4,100 cr
6% 78 60 cr 4,680 cr
7% 74 70 cr 5,180 cr
8% 70 80 cr 5,600 cr

The naive table understates the long-run effect: at 7โ€“8% tariffs, players actively route around the station, reputation erodes, and the controlling faction begins to favour rivals โ€” so the headline daily figure decays month over month.

Practical guidance:

  • 2% tariff โ€” near-baseline traffic, modest revenue.
  • 4โ€“5% tariff โ€” sweet spot for most owners; per-trade revenue more than compensates for the traffic drop.
  • 7โ€“8% tariff โ€” predatory; traffic collapses, reputation erodes, neighbours become more attractive.

NPC traders apply the same elasticity. The owner cannot exempt themselves from their own tariff (this prevents tariff-arbitrage between owner-controlled and competitor stations). Team and syndicate co-owners are also subject to the tariff. See ./trading.md for how tariff stacks on top of the base spread.

Upgrades

Status: ๐Ÿ“ Design-only.

Each upgrade has a one-time capital cost and a recurring monthly upkeep equal to 5โ€“10% of capital cost. Upkeep is paid from the station treasury; if the treasury cannot cover upkeep, the upgrade goes dormant until paid.

1. Extended Storage ๐Ÿ“

  • Cost: 100,000 cr ยท Upkeep: 5%/mo
  • Effect: +50% commodity inventory cap. Smooths supply shocks, enables stockpiling for arbitrage windows, unlocks more storage-rental slots.
  • ROI: Pays back through reduced stockout frequency and rental income; ~6โ€“12 months at moderate traffic.

2. Market Intelligence ๐Ÿ“

  • Cost: 200,000 cr ยท Upkeep: 5%/mo
  • Effect: +10% trade volume from informed players (subscribers) and unlocks the Information sales revenue stream.
  • ROI: Volume bump alone pays in ~6 months at moderate traffic; information sales accelerate.

3. Automated Trading ๐Ÿ“

  • Cost: 500,000 cr ยท Upkeep: 8%/mo
  • Effect: Reduces NPC trader friction at the station, +20% volume.
  • ROI: Strong at high-throughput border stations; weak at low-traffic frontier outposts.

4. Shipyard ๐Ÿ“

  • Cost: 1,000,000 cr ยท Upkeep: 10%/mo
  • Effect: Enables ship repair and minor construction at the station; opens a new revenue stream from repair/build contracts.
  • ROI: Gates the highest-value service tier; needs traffic to justify upkeep.

5. Refining Facility ๐Ÿ“

  • Cost: 750,000 cr ยท Upkeep: 8%/mo
  • Effect: Converts raw ore into refined equipment at premium prices. Adds a vertical stage to the station's commodity flow.
  • ROI: Strong at Class 1/3/6 stations adjacent to ore-producing regions.

6. Luxury Amenities ๐Ÿ“

  • Cost: 300,000 cr ยท Upkeep: 7%/mo
  • Effect: Attracts wealthy traders, +30% luxury_goods volume specifically. Marginal effect on other commodities.
  • ROI: Best paired with Class 10/11 stations.

7. Automated Defense Grid ๐Ÿ“

  • Cost: 500,000 cr ยท Upkeep: 6%/mo
  • Effect: +50% defense effectiveness. Stacks with sector defense rules โ€” see ../galaxy/sectors.md.
  • ROI: Defensive; pays back by deterring takeover attempts and reducing pirate incident losses.

8. Security Patrol ๐Ÿ“

  • Cost: No capital cost; 200,000 cr/month upkeep
  • Effect: Deters pirates in adjacent sectors; prevents incident-related revenue loss (typically 5โ€“15% of monthly revenue at frontier stations).
  • ROI: Net positive only at stations with non-trivial pirate exposure.

9. Military Contract ๐Ÿ“

  • Cost: 1,000,000 cr (one-time, binds for 3 months) ยท Upkeep: included in capital cost
  • Effect: Binds a Faction garrison to the station; immune to military takeover for the contract's duration. Renewable.
  • ROI: Insurance, not income. Worth it for high-value or contested stations.

Operating costs

Status: ๐Ÿ“ Design-only.

Cost Rate Notes
Maintenance 1% of acquisition cost / month Fixed; paid from treasury.
Wages Scales with services offered Each active service tier (repair, refuel, refining, shipyard) adds a wage line.
Defense upkeep Drone replenishment + patrol-ship retainers Scales with defense intensity; combat events spike the line.
Upgrade upkeep 5โ€“10% of upgrade capital cost / month Per-upgrade, summed.

The station treasury must cover all four lines monthly. Persistent shortfall triggers insolvency (see Treasury & cash flow).

Defense system

Status: ๐Ÿ“ Design-only.

Owners configure defense policy independently of sector defense, layered on top of it. Policy levers:

  • Docking access list โ€” open / faction-restricted / personal whitelist / hostile-deny.
  • Punitive fees โ€” surcharges for players on the owner's hostility list (up to 5ร— standard service rate).
  • Defender posture โ€” passive (defend on attack) / active (engage hostile-flagged ships in nearby sectors) / aggressive (engage non-faction ships within range).
  • Drone allocation โ€” share of the station's drone manufacturing output committed to local defense vs. resale.
  • Patrol radius โ€” 0โ€“3 sectors; wider radius costs more in defense upkeep.

Sector defense rules at ../galaxy/sectors.md govern what owner-controlled drones and patrol ships can actually do in surrounding space; the station policy adds the station-specific overlay. Aggressive postures in faction-patrolled space provoke faction response and accelerate negative reputation drift.

A player visiting a hostile-owned station may be denied docking outright or charged punitive fees; both states are visible in the station's public profile so the visitor knows before approach. Denial-of-docking does not block emergency-fuel rescue per the standard galaxy rule.

Takeover defense

Status: ๐Ÿ“ Design-only.

Economic defense

  • Counter-trade โ€” place buy/sell orders at the station that absorb the takeover-attempt's volume, preventing the challenger from clearing the >50%-of-volume threshold.
  • Friendly trade contract โ€” bind a friendly faction or team to a contracted volume share; counts toward the owner's defense of the threshold.
  • Tariff cut โ€” temporarily lower the tariff to attract competing traffic and dilute the challenger's share.

Military defense

  • Drones โ€” stocked from the station's drone manufacturing capacity.
  • Defense grid โ€” the Automated Defense Grid upgrade.
  • Garrison โ€” the Military Contract upgrade (full immunity for 3 months).
  • Allied response โ€” team or syndicate co-owners can rally; faction allies may intervene if reputation is high enough.

Treasury & cash flow

Status: ๐Ÿ“ Design-only.

Station treasury

A per-station credit balance. All revenue flows in; all expenses flow out. Treasury balance is visible to owners only.

Owner withdrawals

Configurable schedule: daily, weekly, or monthly. On each sweep:

  • Treasury must retain at least 10% of its current balance as operating cushion.
  • Up to 90% of the balance flows to the owner (or, for teams/syndicates, distributes per share).
  • The owner can also pull manual ad-hoc withdrawals subject to the same 90% cap.

Cash-injection

Owners can inject personal credits into the treasury at any time. Injections do not count as revenue and are recoverable on a future sweep, subject to the 90% withdrawal cap. For syndicates, a stake-weighted vote can compel proportional injection during a defense or insolvency event.

Insolvency

If the treasury cannot cover monthly expenses for 3 consecutive months, the station auto-sells to the controlling faction at depreciated value (typically 40โ€“60% of acquisition cost). Proceeds clear outstanding debts first, then distribute to owners.

Insolvency stops all upgrades, reverts service charges to baseline, and broadcasts the sale 7 days in advance โ€” giving the owner a final window to inject cash or accept rescue offers from rivals. Rescue offers from rivals override the auto-sale path: any rival offer at or above the depreciated price (and approved by the controlling faction) takes precedence.

Worked example

A Class 2 border station, acquisition cost 800,000 cr, with Extended Storage and Market Intelligence upgrades:

Line Monthly amount
Trade tariff (4%, ~3,000 trades/mo) +120,000 cr
Docking fees +15,000 cr
Service charges +25,000 cr
Information sales +8,000 cr
Revenue total +168,000 cr
Maintenance (1% of 800k) -8,000 cr
Wages -12,000 cr
Defense upkeep -6,000 cr
Upgrade upkeep (5% of 100k + 5% of 200k) -15,000 cr
Expense total -41,000 cr
Net to treasury +127,000 cr

At a monthly sweep with the 10% reserve rule, ~114,000 cr flows to the owner each month โ€” payback on the 800k acquisition in roughly 7 months, before factoring further upgrades or tariff changes.

Reputation impact

Status: ๐Ÿ“ Design-only.

Owning a station shifts the owner's reputation with the controlling faction over time:

Tariff range Faction rep drift
2โ€“4% Neutral to slight positive
5โ€“6% Neutral
7โ€“8% Slow negative

Predatory pricing on services (1.8ร—โ€“2.0ร—) compounds the negative drift. Information sales are reputation-neutral with the faction but can damage relationships with players whose data is being sold.

Other rep effects:

  • Fair operation for 6+ months at tariffs โ‰ค4% accrues a small permanent reputation bonus with the controlling faction, recognised in faction-bulletin endpoints.
  • Insolvency incurs a moderate reputation penalty โ€” a failed station is a failed local employer.
  • Military takeover of a station from another faction imposes the severe penalty noted in Acquisition; the new owner inherits the controlling faction's stance, which is hostile and recovers slowly.
  • Refusing a forced sale at the close of a successful economic takeover is not legally possible (the faction executes the transfer); reputation is unaffected.

Co-ownership lifecycle

Status: ๐Ÿ“ Design-only.

Forming a syndicate

A solo owner can convert to a syndicate by issuing share invitations totalling up to 99% of stake. Each invitee accepts or declines within 7 days; on acceptance, the original owner's stake is reduced by the accepted amount. Conversion fees: a one-time 1% of acquisition cost paid from the treasury.

Adding members to a team

A team-owned station inherits the team's roster automatically; new joiners gain the configured member share from the next sweep. Officer promotion within the team grants configuration access to the station without a separate invitation.

Dissolving co-ownership

Three paths:

  • Buyout โ€” one stake-holder buys out all others at fair value, reverting to solo ownership.
  • Sale โ€” stake-weighted vote sells the whole station to a third party or back to the controlling faction.
  • Disbandment โ€” vote dissolves the syndicate; station auto-sells to the controlling faction at depreciated value, proceeds distributed by stake.

Inactive owners (no login for 30 days) have their stake voting power reduced by 50%; after 90 days inactive, their stake is forfeit to the controlling faction and rebalanced among active owners.

Source map

Target paths in Sectorwars2102:

Subsystem Target file
Station ownership model services/gameserver/src/models/station_ownership.py
Tariff & revenue service services/gameserver/src/services/station_revenue_service.py
Takeover engine (economic + military) services/gameserver/src/services/station_takeover_service.py
Upgrade catalog services/gameserver/src/core/station_upgrades.py

The existing Station.ownership JSONB field on models/station.py records the current owner and stake distribution; the services and catalog above are ๐Ÿ“ Design-only.