# [STATION NAME]

> Rule: every station must create a different kind of captain behavior.

## 1) Identity
- Civilization:
- Station type: [market / fortress / shrine-port / refinery / house-port / free dock / etc.]
- Core fantasy:
- Tone:
- What makes arrival here different from every other station:

## 2) Economic role
- Main imports:
- Main exports:
- Price behavior:
- Legal / gray / contraband posture:
- Why captains come here:
- Why captains avoid it:

## 3) Cultural logic
- What is respected here:
- What is insulting here:
- What outsiders usually get wrong:
- What cultural knowledge changes:
- Which crew members matter here:

## 4) Play pressure
- Immediate pressure on arrival:
- Common dilemmas:
- What this station tempts the player to do:
- What this station punishes:

## 5) System truth coverage
- Crew truth:
- Combat truth:
- Culture truth:
- Plot truth:
- Economy truth:

## 6) Services / opportunities
- Contracts available:
- Crew or NPC hooks:
- Repair / fuel / trade posture:
- Investigation leads that can surface here:

## 7) Consequence hooks
- What bad choices create:
- What good standing unlocks:
- What can escalate over time:

## 8) Slice role
- Why this station is in the slice:
- Which other station it contrasts with:
- Minimum content needed to ship:
