SpaceBourne 2

SpaceBourne 2

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Internal Affairs - Explained
By HOLY_RHIN0
🌟 Below is a Step by Step guide on how the Internal Affairs work in SB2
   
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How the 🏛️ Houses Function



1. Faction Reputation & Consequences

-Internal Affairs tracks your standing with different factions example pirates, corporations, military. If you commit crimes attacking allies, smuggling, etc. your reputation with that faction decreases, making them hostile toward you.

2. 🚨 Bounty & Wanted System 🚨

-If you attack or steal from a faction, Internal Affairs may issue a bounty on you.
-Hostile factions will send enforcers police, military, or bounty hunters to attack you.
-Higher bounties mean stronger enemies will pursue you.

3. Clearing Your Name

-You can pay off bounties at certain stations if the faction allows it.
-Some factions may remain permanently hostile if your crimes are severe.
-Alternatively, you can avoid controlled systems until your heat dies down.

4. Role playing & Faction Choices

-Your interactions with Internal Affairs shape your play style
-Lawful Cooperative Avoid crimes, gain faction rewards.
-Outlaw Hostile Embrace piracy, but face constant threats.


5. Dynamic World Impact 🌍

-Your actions influence faction relations, trade opportunities, and mission availability. Some quests may even involve sabotaging rival factions or working undercover for Internal Affairs.

(Internal Affairs makes the game world feel alive by enforcing consequences for your actions, encouraging strategic decisions in how you interact with factions. Whether you play as a hero, merc, or pirate, your reputation with Internal Affairs shapes your experience.)

What happens if I have 🏛️ 10 houses of internal affairs versus just 🏛️ 3 houses.

-The number of Internal Affairs Houses you control or are aligned with significantly impacts game play, particularly in terms of faction influence, law enforcement, and economic benefits. Here’s how having 10 Houses vs 3 Houses changes things Faction Influence and Control

🏛️ 3 Houses

-Limited influence over the galaxy’s law enforcement.
-Only a few star systems will actively enforce IA rules bounties, smuggling checks
-Easier to evade punishment in neutral uncontrolled systems.


🏛️ 10 Houses

-Galaxy wide dominance most systems will enforce IA laws strictly.
-Higher chance of bounty hunters, patrols, and faction police hunting you if you're wanted.
-More factions will respect or fear your authority, possibly granting better trade deals.

2. Bounty & Crime Consequences

🏛️ 3 Houses

-Bounties are localized you can avoid consequences by staying outside IA controlled space.
Smaller fines and weaker enforcers sent after you.

🏛️ 10 Houses

-System wide bounties crime in one system may trigger hostility in many others.
-Elite enforcers better equipped ships will hunt you down aggressively.
-Higher chance of permanent hostility from rival factions.


3. Economic & Political Benefits

🏛️ 3 Houses

-Minor trade discounts in allied systems.
-Fewer mission opportunities tied to IA authority.

🏛️ 10 Houses

-Major trade advantages lower tariffs, better prices in controlled systems
-Access to high tier IA missions suppression of rebellions, elite bounty hunts
-Possible diplomatic immunity reduced penalties for minor crimes

4. Game play Strategy Differences

🏛️ 3 Houses

-Easier to play as a pirate or smuggler less enforcement
-More freedom but fewer rewards from IA aligned factions.

🏛️ 10 Houses

-Best for a lawful empire play through dominating the galaxy with strict control.
-Harder to be an outlaw constant pressure from internal affairs.
-More endgame power, but also more responsibility managing rebellions, uprisings.

👮 For Power & Control --> 10 Houses if you want to rule the galaxy
😈 For Freedom & Chaos --> 3 Houses if you prefer piracy anarchy

The Lore of Internal Affairs and Houses

Internal Affairs
The Internal Affairs system represents the bureaucratic and law enforcement branches of major factions, tasked with maintaining order and ensuring compliance within their territories. These units act as both enforcers and mediators, balancing control against the chaotic nature of interstellar politics. They investigate crimes, suppress dissent, and sometimes engage in covert operations to protect their faction’s interests.

Houses 🏛️
The Houses are powerful dynasties or clans, each controlling different sectors of space with their own agendas, cultures, and rivalries. These factions compete for resources, influence, and dominance—whether through diplomacy, espionage, or open warfare. Players may align with a House, shaping its rise or fall through their actions.

Faction Dynamics
The interplay between Internal Affairs and Houses creates a gritty, realistic political landscape. Loyalty and betrayal are constant themes, and every decision—whether aiding a House’s rise or undermining Internal Affairs—can shift the balance of power in the galaxy. The stakes are high, and the struggle for supremacy among the stars is relentless.
How to Benefit from the IA



1. Faction specific rewards
By completing missions for a faction (e.g., military, corporations, pirates), players earn:
- Credits & Resources – Essential for buying ships, gear, and upgrades.
- Exclusive Blueprints – Access to faction-specific weapons, ships, or modules.
- Reputation Bonuses – Higher reputation unlocks better missions and discounts.

2. Unique Storylines & Quests
Each faction has its own narrative, leading to:
- Branching Choices – Decisions impact faction standing and open new paths.
- Special Missions – High-risk operations with rare rewards.

3. Political Influence & Power
- Control Over Systems – Stronger factions may grant the player influence in certain star systems.
- Allied Support – Factions may provide backup in battles or hostile territories.

4. Access to Restricted Areas & Tech
- Military-Grade Equipment – Some factions sell advanced weapons/shields.
- Black Market Connections – Pirate factions may offer illegal but powerful gear.

5. Conflict & Conquest Opportunities
- Faction Wars – Players can instigate or mediate wars, affecting the game’s economy and power balance.
- Territory Control – Helping a faction dominate regions can yield passive income.

6. Role-Playing & Long-Term Benefits
- Customization – Some factions grant unique cosmetics (suits, ship skins).
- Endgame Perks – High-tier faction loyalty may unlock special endings or late-game advantages.

(Switching factions or playing them against each other can maximize rewards, but beware of reputation loss with rival groups.)

(By strategically engaging with Internal Affairs, players can shape their journey, gain powerful assets, and dominate the galaxy.)
What do you choose? CHAOS or ORDER?!
Chaos vs. Order in Internal Affairs




-Order Factions

Represent structured, lawful, or authoritarian powers (e.g., military, corporate, or government entities).

Missions may involve enforcing laws, suppressing rebellions, or maintaining stability.

Rewards could include better access to high-tech equipment, legal trade privileges, or political influence.




-Chaos Factions

Represent anarchic, rebellious, or outlaw groups (e.g., pirates, mercenaries, revolutionaries).

Missions may involve smuggling, sabotage, or undermining authority.

Rewards could include black-market gear, freedom from regulations, or support from criminal networks.

-Gameplay Impact
Reputation System: Aligning with one side may make the other hostile.

Dynamic Events: Faction conflicts can trigger special missions or wars.

Endgame Consequences: Your choices may affect the galaxy’s political landscape.
Creating your First House



Step 1: Unlock the Internal Affairs System
Progress in the Main Story – You must reach a certain point.

Step 2: Do mail contracts , mail tab far right tab in the menu to gain people / soldiers that can be purchased from the faction tab menu.

Step 3: Once you have enough soldiers, use them to raid and capture galaxies. TiP you can also purchase galaxies using the treaty insert with faction DIPLOMATIC ACTIONS 📜. Most small galaxies with 2 to 3 planets can be purchased for 5 million to 15 million. If you have enough money and want to skip raiding and capturing. Below are examples of buying a system.






Step 4: once you have a minimum of 3 galaxies / areas. You can now create a house of internal affairs in the faction tab menu by selecting a soldier, and assigning three galaxies or MORE to them for them to control.





Step 5: Once your first house of Internal Affairs is created, you can now send them gifts of Funds / Resources, you can also boost them with soldiers to send, ( note when sending soldiers they have to be above the orange resources in the MEMBER box, NOT the ones you have purchased, if the MEMBER box is 0, you wont be able to send soldiers as a gift to other IA Houses).





Step 6: IMPORTANT, Mobilization, make sure to check one of the 2 box's and send, so they also assist you when battles or raids happen.





Step 7: Feel free to threaten them if you want to keep Houses in check. This can and probably will cause a loss of loyalty.



Thanks for Reading! Good luck, IA Over and Out!