Factions
Reputation
Every faction tracks your reputation from -200 to 200, starting at 0. Each faction unlocks reputation perks at set values, good ones above 0 and bad ones below.
- -200 to 200
- Range
- 5 (+1 Chemist)
- Factions
- -100
- Run ends (4 factions)
- -8 to -20
- Report penalty
10 reputation perks.
8 reputation perks.
11 reputation perks.
4 reputation perks.
6 reputation perks.
4 reputation perks. Chemist start only.
Reputation perks by faction
A perk is active while your reputation is at or past its value, and switches off again when it moves back.
Trades with Lower Levels customers give x0.66 reputation.
100 or more. Joe Wild's network upgrades and Dr. Jackson's goods 15% cheaper.
80 or more. Selling contraband to Lower Levels customers makes half the evidence.
60 or more. Tips about coming events, and Lower Levels operations shown in advance.
40 or more. Rare merchants, gunsmiths and chemists from the Lower Levels start to visit with rare or contraband goods.
20 or more. One more random customer every day.
-20 or less. One fewer random customer every day.
-40 or less. Lower Levels customers no longer sell you contraband.
-60 or less. Night burglary chance +33% and insurance x2.
-80 or less. Suppliers refuse your calls. Dr. Jackson stops visiting and his shop is closed.
-100 or less. A mob waits at the door each morning and ends the run (Lynched).
Trades with Upper Levels customers give x1.2 reputation.
100 or more. Every customer's budget +25%. The in-game text names only Upper Levels customers.
80 or more. 20% chance a day of one more Upper Levels customer.
60 or more. Upper Levels operations shown in advance.
40 or more. A benefactor from the Upper Levels sometimes donates goods.
20 or more. Selling to Upper Levels customers +15%.
0 or more (from the start). With a Luxury Item in the display case: 1% + reputation / 5 chance a day of a Discerning Shopper, at most once every 5 days.
-40 or less. Fewer Upper Levels customers.
-60 or less. Security reputation losses x2 and investigations 50% faster.
Inspections, reports and Wanted captures move Security reputation the most.
100 or more. No night burglaries and no inspections.
80 or more. Every customer's budget +50%; the in-game text names only Security customers. The Security Surplus Merchant also offers a stun gun, a tazer and a pink injector.
60 or more. Inspections 2 to 4 days further apart, investigations half as fast, Security operations shown in advance.
40 or more. Night burglary chance -16%.
20 or more. A Security Surplus Merchant visits every Wednesday.
0 or more (from the start). A Security Requisition Officer visits on Thursdays after day 7 to buy food and medical supplies.
-20 or less. Investigations 20% faster.
-40 or less. Security no longer answers your alarm.
-60 or less. Investigations 50% faster, in place of Watchlist.
-80 or less. No lazy or shady inspectors, and inspections 1 day sooner.
-100 or less. Security waits at the door each morning and arrests you (Framed).
Every Black Market reputation loss is doubled.
60 or more. Black Market operations shown in advance.
40 or more. A thief visits every Monday, plus a 20% chance a day of a petty thief. Thieves offer better goods.
-40 or less. Black Market customers no longer sell you contraband, the Underground Exchange is closed and Janitorial Service costs x2.
-60 or less. No insurance.
The Black Market list also shows Small Time Broker at 20 and Honor Amongst Thieves from 0; neither changes anything. Honor Amongst Thieves says losses are x1.5, but every Black Market loss is doubled.
Revolution reputation also changes with Revolution Marketplace Requests.
80 or more. A Revolution Raider visits every Friday to sell raid loot.
60 or more. Revolution operations shown in advance.
40 or more. A Revolution Quartermaster visits every Sunday with cheap materials.
20 or more. With Marketplace Requests unlocked: an 80% chance of a Revolution request every Friday.
-40 or less. Revolution customers stop visiting.
-100 or less. A bomb is planted in the store each morning and ends the run (Bombed).
Only on the Chemist start. Weekly Dream Dust quotas move Cartel reputation.
100 or more. Your handler starts your exit from the Cartel. Each step of the exit raises this threshold by 25.
50 or more. Asking for extra materials costs 6 reputation instead of 12.
25 or more. Weekly stipend 150 + 4 per point of Cartel reputation.
-100 or less. A Cartel hitman waits at the door each morning and ends the run (Retired).
What changes reputation
Every trade gives reputation with the customer's faction: 1 per 400 Credits of value, times the customer's trade multiplier. The bargaining tablet shows the gain per 1,000 Credits.
Bargaining changes the trade multiplier.
x1.5 to x3 by heat.
Mid x2, High x2.5, Critical x3.
x0.66.
x1.2.
x1.33 on gains.
Reputation with the customer's faction
- First report of a customer
- -8
- Each report after that
- -2 more
- Largest report penalty
- -20
- Customer leaves after a refused markup
- -3
Reports, Wanted captures and inspections also change Security reputation; see Security and evidence.
Reputation by difficulty
- Price Gouge (Cozy Mode)
- Gains x1.5, losses x0.5
- Mark Up (Normal Mode)
- Gains x1, losses x1
- Thin Margins (Hard Mode)
- Gains x0.75, losses x1.25
- Red Ink (Challenge Mode)
- Gains x0.5, losses x2
Starting perk bonuses are added as they are; starting scenario bonuses use the difficulty's multipliers.
Black Market and Revolution gains x0.5.
Upper Levels gains x1.25.
Trade and bargaining gains x1.33.
Upper Levels at -60 or less: Security losses x2.
Every Black Market loss x2.
The reputation panel names your standing with each faction.
Positive
- 10 to 19
- Known
- 20 to 29
- Established
- 30 to 39
- Recognized
- 40 to 49
- Dependable
- 50 to 59
- Recommended
- 60 to 69
- Trusted
- 70 to 79
- Highly Rated
- 80 to 89
- Renowned
- 90 to 99
- Esteemed
- 100 or more
- Prestigious
Neutral and negative
- -9 to 9
- Neutral
- -19 to -10
- Inconsistent
- -29 to -20
- Disfavored
- -39 to -30
- Unreliable
- -49 to -40
- Shady
- -59 to -50
- Dubious
- -69 to -60
- Questionable
- -79 to -70
- Notorious
- -89 to -80
- Disreputable
- -99 to -90
- Avoided
- -149 to -100
- Boycotted
- -200 to -150
- Blacklisted
Related pages
Inspections, reports and arrests
What happens at -100
Perks that change reputation
Gain and loss multipliers
Haggling and markups
Every customer and their faction
How customers react to flawed chemical products
What happens when a service is skipped
Requests for items, what they pay and when they come
