- Faction-controlled systems now spawn only opposing-faction hostiles (never pirates/neutrals), and local-faction fighters join the player as allies during the fight.
- Rework patrol, bounty, and escort side-quests to the faction war model: patrols are always in-system vs one seeded rival; bounties target a rival's member in a hostile neighbor gated on jump-gate access; escorts rescue a trapped transport in hostile space and deliver it back through the gate into friendly territory.
- Implement per-faction reputation standing (setFaction/changeFaction) with save persistence; faction-owned places now resolve standingFor() via the controlling faction.
- Job boards on faction worlds post only faction-context missions with generic war-voice descriptions ({enemy} placeholder); neutral boards unchanged.
- Update all dev test suites (encounters, bounty-hunts, escort, escort-flow, reputation, sidequests) to cover the new faction rules and gate locks.