A new approach to an anarchy farm

Wouldn't "win the on foot, lose the overall war" be safer? That'd take away a few default influence sources for the Anarchy faction, making keeping them at 1% easier, plus it'd get you pushed negative by the war result rather than moved above several other factions.
Yes, but how to coordinate hundreds of players..? I think the whole thing is a bust, but it will be interesting to see how it plays out.
 
It is.

I'd still be astonished if the number of cases of deliberate interference (which is still entirely legitimate interference...if I can metagame, my opponents can certainly counter, and they can do so without just wanting to 'see the world burn') wasn't dwarfed by random influence dumps or the adoption of a faction by an unwitting party.

Of course, advertising something will invariably attract attention to it and no one is obliged to have the same goals.



The most pessimisting thing about your position is the idea that someone wanting to interfere is somehow a bad thing or that it implies someone interfering is somehow less than sporting.

Personally, I think it would be a pretty sad state for the game to be in if everyone had identical goals or was entirely conflict adverse in a game that is quite intentionally setup to be as adversarial as the BGS is.
I agree with you but it's also a pretty cool thing for some to put in the work to create a shell government for their own ends. I'm sure nothing like ever happens in real life. ho hum..

I think it would be good to see this system state defended, as such, what would be the best way to do that for those who are interested in preserving it?
 
Yes, but how to coordinate hundreds of players..? I think the whole thing is a bust, but it will be interesting to see how it plays out.
I think some strategy dissemination on what to do and what not to do would help. I'm up for it but wouldn't know where to start. I'd say that those who made it happen in the first place can claim some authority to direct player movements to counter this. And then we will see what happens.
 
I don't know what could possibly be done in a coordinated manner. The only thing I can see is for players to win the war at each settlement and globally too. And slowly but surely work the inf up until the Purple Gang is the top faction. Then keep the Purple Gang there by alternating between raiding the settlements, and doing positive actions, like taking inf missions, doing positive trade and selling cartographic data, etc.

Though I have no idea if that's workable at all. It's a system where the inf changes very quickly due to the small population.

Personally I'm just going to sit back and watch what the community does with it. It was a lot of fun to set it up, and to present to the community, hopefully everyone had fun raiding the settlements for a few days, and will continue to have fun in a really big war. We didn't really plan to take system control too, but it happened so we decided to go with it. I suppose our understanding of the BGS was flawed as we did hope that it would have been more resilient. But live and learn. The best part was giving it to the community and watching it become the second most visited system in the galaxy. It would have been a shame trying to keep it secret and to ourselves.. Personally I really feel wrong when raiding anarchies with impunity, I prefer to take on the Feds or Imps and deal with my bounties and notoriety.

So in a few words, if the community wants to keep it anarchy:
1. If the Purple gang is in a war fight for the Purple Gang and win the settlements and the global war.
2. If out of war, do mix up the raiding with doing positive BGS actions (inf missions, trade, and sell cartographic data) for the Purple Gang

It will be interesting to see how it all plays out!
 
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What's that now? War you say? Plus I'm already parked there?

Wonder if I can still shoot straight with plasma accelerators. :LOL:
 
Yes, but how to coordinate hundreds of players..? I think the whole thing is a bust, but it will be interesting to see how it plays out.

Don't need to coordinate hundreds, you just need to tip the scales in the right direction...which could still be extremely difficult if the mean player input and biases of the BGS mechanisms are against you (as it will be if you try to keep an anarchy faction in control of the system).

I think it would be good to see this system state defended, as such, what would be the best way to do that for those who are interested in preserving it?

Which system state? The original 1% or the opposite (anarchy system control)?

1% is much easier because everything is stacked against anarchy factions and unless the opposition is more numerous, better organized, and/or more determined, they'll burn themselves out trying to keep the anarchy faction's influence up. The opposite is the case if one wants to prop up an anarchy faction's influence.
 
Yeah, but I don't see how we could possibly take away system control and then lower the inf to 1% with so many commanders around..
 
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Yeah, but I don't see how we could possible take away system control and then lower the inf to 1% with so many commanders around..

Unless the majority has decided to prop up the anarchy faction long term, the anarchy faction is still at a disadvantage...without a concerted effort to coordinate something different more commanders will be doing legal missions against the anarchy faction than for it. And if people are fighting and winning wars for the anarchy faction, they'll just be adding assets to the list the anarchy faction controls. The moment traffic dies back down, support will collapse and the anarchy's inf can be tanked, retaining most of those assets on the way down, until the next time some group gets organized enough to try to strip assets from them.

As long as the anarchy faction seems to have organized support, winning their wars to add to the list of assets they control is probably easiest. Then when attention wanes, it shouldn't be hard to knock them straight to the bottom, only losing a few assets in the process, with the help of random CMDR traffic.
 
So I have done this same thing myself.

Here's the problem with a 1% Anarchy, so many people raiding and killing will inevitably push the Anarchy faction into Bust. Bust then spawns reactivation missions given by the Anarchy faction, which players flock to for easy regulators or the engineer unlock, and any completed reactivation missions give the Anarchy faction more influence. This can easily trigger a war, as Anarchy factions do not have Elections, and players will generally side against Anarchy factions, thus tearing the consolidation plan apart as people randomly run CZs against the Anarchy faction at any one of their many settlements. This doesn't happen in a (managed) high inf Anarchy control scenario because all the positive work needed to keep them in control also keeps their economy secure. CD-51 2650 is also a small population system, making it even more vulnerable to player action. The average player just does not know or care about BGS, or how their actions affect it, and the effects of this quickly multiply out of control as more people show up.

This system is doomed unless there is extreme dedication to maintaining it, meaning fighting multiple ground CZs for every single settlement intended to keep in favor of the Anarchy faction every time war breaks out, as there is no way to know where random people may have fought CZs, or how many they did. Recall that one must either meet or beat the number of CZs run at any individual settlement to keep it from being conquered, and each settlement is independent of the others (unless listed as the asset in question by the war). The massive amount of randoms flocking there certainly won't help. The CD-51 2650 Anarchy faction has already drifted into war by the look of it...

My advice in fixing this system going forward is to remove system control and all landable (non-settlement) assets from Purple Gang, these are positive inf sources from people trading or selling exploration data at them. Next would be to consolidate Horizons planetary assets (the ones you can't do anything at on foot) to Purple Gang. The reason for that is that players can only interact with these in negative ways that shed inf. I would also get rid of any non-landable orbital assets. Theoretically, most players would probably side against Purple Gang in most scenarios, but you can't rule out someone fighting for them and thus gaining inf. After that, consolidate inf as best as possible in 1 or 2 Corporate factions by giving them all the landable or orbital items taken from Purple Gang and continually working positive actions to them to hoard inf. Keep the remaining factions below 7%, or spare a few settlements for them to constantly fight over, and it might just hold together.
 
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The thing is that we have no special interest in the system nor in the Purple gang faction..

We've all separately been doing BGS work to give 1% anarchies some settlements. A good reason to play the game, and possibly spread some anarchy in the galaxy. We found this system with an abandoned PMF at 1% and no apparent outside interest, so we took advantage of the situation. We ended up with this result which we thought it would be fun to present to the community. It was quite spectacular during its brief existence, spawning interesting on foot and ship missions both in and out of system. But I don't think any of us have a great desire in trying to control and manipulate it further. Let the chips fall where they fall..!
 
We're actually not a faction! Just some players that have become friends and amuse ourselves with manipulating the BGS to further anarchy in the galaxy.

To me personally it would not be very appetizing to attach myself to some faction, and be more or less obliged to garden it. I like being free and be able to go wherever I want and do what ever I want.
 
The thing is that we have no special interest in the system nor in the Purple gang faction..

We've all separately been doing BGS work to give 1% anarchies some settlements. A good reason to play the game, and possibly spread some anarchy in the galaxy. We found this system with an abandoned PMF at 1% and no apparent outside interest, so we took advantage of the situation. We ended up with this result which we thought it would be fun to present to the community. It was quite spectacular during its brief existence, spawning interesting on foot and ship missions both in and out of system. But I don't think any of us have a great desire in trying to control and manipulate it further. Let the chips fall where they fall..!
Fair enough. Props for getting such a thing together regardless of what happens next. At the very least, it is unlikely that all the settlements will be taken, even over a long time with how many you got up front.
 
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Which system state? The original 1% or the opposite (anarchy system control)?

1% is much easier because everything is stacked against anarchy factions and unless the opposition is more numerous, better organized, and/or more determined, they'll burn themselves out trying to keep the anarchy faction's influence up. The opposite is the case if one wants to prop up an anarchy faction's influence.
The 1% part.
 
Wouldn't "win the on foot, lose the overall war" be safer? That'd take away a few default influence sources for the Anarchy faction, making keeping them at 1% easier, plus it'd get you pushed negative by the war result rather than moved above several other factions.
Yes that would probably be the preferred outcome, but l don't think there's any way to coordinate that. But if so, then the advice becomes fight on foot for the Purple gang, and fight against them in space, just enough to win all the settlements, but yet lose the war. I think we just have to sit back and see what happens. It didn't work out according to our plan, but nonetheless it's interesting to observe.
 
I came to this system to stock up before heading back to Colonia. I figured I'd be done in a few days. Since then, I done some missions, and I baited a pirate to his doom. I also analyzed all the system's organics along the way. Now I'm working my way towards unlocking another engineer, while defending my favorite supercenter.

That's why I enjoy ED so much. There's always something to do.
 
Wouldn't "win the on foot, lose the overall war" be safer? That'd take away a few default influence sources for the Anarchy faction, making keeping them at 1% easier, plus it'd get you pushed negative by the war result rather than moved above several other factions.
That's my general go-to when I'm flipping settlements to anarchy. Half the time I have to make contingency plans for the event where I accidentally win.

My last one in Timbalderis, a huge amount of the prep work was making sure not to get locked with the two factions in the system that only controlled a couple of assets each. I got those two locked together, started a war between the anarchists and another faction that had some assets, that first war ended and the winner almost immediately got into another war, leaving the other faction with no assets way down at 3%.

When the anarchists actually started winning a couple of days from me just running a single zone at each settlement, I actually hopped into the other war that was going on between the faction I really originally wanted to fight and owned 30 settlements, and the winner of the other war which now only held 3 - specifically to try and dump a pile of settlements onto the faction that owned less so that if things didn't go as planned and the anarchists actually won their war, leading inevitably to a war with the loser of that conflict, they'd be in a position to swipe some more settlements (or at least, not lose all the ones they just gained in a purely defensive fight)
 
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