Lets test this persistent universe and see if FD are true to their word.

Are you importing weapons into enemy stations or am I reading wrong?

We are importing weapons into our own stations through basic trade. We are delivering weapons to CSG missions that we picked up in the enemy stations ;)

In other words, you want all the weapons in the right hands.
 
A couple more notes on the technicalities of boom state:
1) Reading the various bits in the design archive, it seems economic boom is mainly an opportunity for an increase in the wealth and standard of living in the system, that increase probably depending on what happens to trade during the boom state itself, but I'm not sure if it affects different factions differently or just the overall system numbers. As far as starting a shooting war goes it may not be useful.

2) Another consideration for Cmdrs who intend to import commodities to 'seeking luxuries' locations, the trades are registered in your personal stats as smuggling rather than trading. I had done zero smuggling because I'm a good boy, yes, so I was surprised to see this. I have also been smoking behind the school changing rooms. I just don't care now.
 
A couple more notes on the technicalities of boom state:
1) Reading the various bits in the design archive, it seems economic boom is mainly an opportunity for an increase in the wealth and standard of living in the system, that increase probably depending on what happens to trade during the boom state itself, but I'm not sure if it affects different factions differently or just the overall system numbers. As far as starting a shooting war goes it may not be useful.

2) Another consideration for Cmdrs who intend to import commodities to 'seeking luxuries' locations, the trades are registered in your personal stats as smuggling rather than trading. I had done zero smuggling because I'm a good boy, yes, so I was surprised to see this. I have also been smoking behind the school changing rooms. I just don't care now.

Is therea a status called population boom ( because for colonisation and systems to grow and shrink one would think populations should change - unless its yet to be fully implemented.) Economic boom is going to raise the economic wealth level for sure, now does that mean each day it goes on taht demand and supply might increase. Im thinking 560 - 980 mineral extractors for demand in the mikun experiement but the devs have also altered the trade system so we cant be sure
 
A couple more notes on the technicalities of boom state:
1) Reading the various bits in the design archive, it seems economic boom is mainly an opportunity for an increase in the wealth and standard of living in the system, that increase probably depending on what happens to trade during the boom state itself, but I'm not sure if it affects different factions differently or just the overall system numbers. As far as starting a shooting war goes it may not be useful.

2) Another consideration for Cmdrs who intend to import commodities to 'seeking luxuries' locations, the trades are registered in your personal stats as smuggling rather than trading. I had done zero smuggling because I'm a good boy, yes, so I was surprised to see this. I have also been smoking behind the school changing rooms. I just don't care now.

That is interesting, but my whole opinion on all of this took a leap forward when we flipped Balandin Gateway. That was very significant because it proves one thing for certain and that is that station ownership actually means something in the game. When you look at pending status under any faction it will list civil war or economic boom or whatever. It does not list it under every faction. Judging only by the information presented to us I can only assume these states affect individual factions and not the whole. Therefore I suspect an economic boom for Crimson State Group will affect Crimson State Group stations and not unowned stations.

By the same token, I believe the results you see at the end of missions show the effect on the station in question. That is why you see 1% rises. 1% is an increase on the influence of that station, not the whole... Therefore, when you increase civil unrest you do so in particular stations. I think influence has everything to do with how happy individual populations and resident businesses are on each station. Give them what they want and they will follow you. Provide your side with the stuff they need to overthrow and they will do so with enough unrest.

I also believe the commodities you bring in to be important. What is most profitable for you is not importatnt to the station. Their businesses want high availability items bought and sold on. They want high demand objects in to drive the wheels of industry. The population needs food, and feel good commodities like domestic appliances, consumer technology and beer to keep them stable. Enough weapons in the hands of your populace to apply pressure without tipping too far and creating lockdown of the station by the Feds...

Just my theories.

I bring in weapons and food and consumer tech. I do not look at profit margins. I look and think with my head what do these people need?
 
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That is interesting, but my whole opinion on all of this took a leap forward when we flipped Balandin Gateway. That was very significant because it proves one thing for certain and that is that station ownership actually means something in the game. When you look at pending status under any faction it will list civil war or economic boom or whatever. It does not list it under every faction. Judging only by the information presented to us I can only assume these states affect individual factions and not the whole. Therefore I suspect an economic boom for Crimson State Group will affect Crimson State Group stations and not unowned stations.


What about some systems ive seen reported where factions that dont own a station having economic boom how do we explain that just askin

and has anyone seen any evidence of new colonies being founded or outposts growing over time in any systems ?
 
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Are you importing weapons into enemy stations or am I reading wrong?

Don't import anything to stations controlled by Lugh for Equality. If you want to help the Lugh freedom fighters overthrow the tyranny of the Federation, you should respect their embargo and trade only with stations controlled by the Crimson State Group. Trading with LFE just gives aid and comfort to the enemy.

If you want to actively support the Crimson State Group in enemy stations, then you need to do missions for them. This allows the oppressed people see that the Crimson State Group are the only ones who can get things done around here. They're the people you go to when you need a hand, while the less Federation fiddles while Lugh burns. And if you want to hurt Lugh for Equality, and if you're still neutral to them, then take LFE's missions, and search unidentified signal sources for someone wanting you to abandon them. This shows the people that Lugh for Equality are incompetent idiots, and can't trusted with anything.

I've been operating from Hartsfield Market, still under LFE's thumb, and if I've got the time, my usual session is this: First I take all the non-combat missions (do not do slave missions!!!) available at Hartsfield (both CSG and LFE) and then depart for Balandin Gateway to fill up whatever available space I have left with commodities for export. I then deliver all of CSG's deliveries, fill LFE's orders (if any) and start searching USSs for someone wanting me to abandon LFE's missions. If I don't have any CSG missions requiring me to search other systems, I do it in Lugh, otherwise I kill two birds with one stone, and hope I can abandon LFE's missions before I either finish CSG's or run out of time. If I run out of time, I abandon those missions. (Reluctantly with the CSG, which is why I rarely take those kind of missions). I then fill CSG's orders, vagabond trading along the way. At the last stop, I fill up my remaining space with commodities for import. Back at Lugh, I first stop at Balandin Gateway to sell my imports, then return to Hartsfield Market to turn in my missions.
 
Is therea a status called population boom ( because for colonisation and systems to grow and shrink one would think populations should change - unless its yet to be fully implemented.) Economic boom is going to raise the economic wealth level for sure, now does that mean each day it goes on taht demand and supply might increase. Im thinking 560 - 980 mineral extractors for demand in the mikun experiement but the devs have also altered the trade system so we cant be sure

I am guessing economic boom should bring higher demand and thus greater credit earning opportunity. In the real world more money in the pocket of joe Bloggs allows Joe to spend his cash on stuff he normally wouldn't. Demand for these items increases and so do prices.

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Don't import anything to stations controlled by Lugh for Equality. If you want to help the Lugh freedom fighters overthrow the tyranny of the Federation, you should respect their embargo and trade only with stations controlled by the Crimson State Group. Trading with LFE just gives aid and comfort to the enemy.

If you want to actively support the Crimson State Group in enemy stations, then you need to do missions for them. This allows the oppressed people see that the Crimson State Group are the only ones who can get things done around here. They're the people you go to when you need a hand, while the less Federation fiddles while Lugh burns. And if you want to hurt Lugh for Equality, and if you're still neutral to them, then take LFE's missions, and search unidentified signal sources for someone wanting you to abandon them. This shows the people that Lugh for Equality are incompetent idiots, and can't trusted with anything.

I've been operating from Hartsfield Market, still under LFE's thumb, and if I've got the time, my usual session is this: First I take all the non-combat missions (do not do slave missions!!!) available at Hartsfield (both CSG and LFE) and then depart for Balandin Gateway to fill up whatever available space I have left with commodities for export. I then deliver all of CSG's deliveries, fill LFE's orders (if any) and start searching USSs for someone wanting me to abandon LFE's missions. If I don't have any CSG missions requiring me to search other systems, I do it in Lugh, otherwise I kill two birds with one stone, and hope I can abandon LFE's missions before I either finish CSG's or run out of time. If I run out of time, I abandon those missions. (Reluctantly with the CSG, which is why I rarely take those kind of missions). I then fill CSG's orders, vagabond trading along the way. At the last stop, I fill up my remaining space with commodities for import. Back at Lugh, I first stop at Balandin Gateway to sell my imports, then return to Hartsfield Market to turn in my missions.

Spot on!
 
What about some systems ive seen reported where factions that dont own a station having economic boom how do we explain that just askin

and has anyone seen any evidence of new colonies being founded or outposts growing over time in any systems ?

Are these factions native to the system in question? Is it possible they are expansionists who are benifiting from a boom in their home world? If not I don't know how to answer that except a lot of missions are being done for them? That is a very hard one to call. If I was backed into a corner I would say it is computer simulation running on auto pilot without any player influence. But hey, I am clutching at straws here :)

I know nothing about new stations being built. FD did mention it back during the development phase but I don't think it is in the game yet. Personally I think that is how they should develop mining in the game where you are offered real missions to start and support the growth of a mining colony. It could have growth trends etc. and require nurturing. this sort of thing brings real meaning to game play and should be exploited by the devs.
 
Are these factions native to the system in question? Is it possible they are expansionists who are benifiting from a boom in their home world? If not I don't know how to answer that except a lot of missions are being done for them? That is a very hard one to call. If I was backed into a corner I would say it is computer simulation running on auto pilot without any player influence. But hey, I am clutching at straws here :)

I know nothing about new stations being built. FD did mention it back during the development phase but I don't think it is in the game yet. Personally I think that is how they should develop mining in the game where you are offered real missions to start and support the growth of a mining colony. It could have growth trends etc. and require nurturing. this sort of thing brings real meaning to game play and should be exploited by the devs.


Ive seen the terraforming colonies but they have been there all along, i havent actually seen any changes in any systems that relate to new colonies, new outpsots , unsettled systems getting faction expansion into new systems. a rumour only on lugh radio that it requires trillions of credits by a faction to expand or perhaps billions. nor have a seen population changes in any systems yet. Popuplation boom hasbnt been triggered, theres a food production boom apparently but no forum talk of it yet. So far the range is faction s expanding into nearby systems but then stalling at 9%. Stations changing hands within a system belonging to the starting factions. Not more than 5 factions i na system ( though this should be expanded upwards or how are we eant to get factions from other systems expanding into a new system if that system is already full, we cant seem to eliminate factions once they get to 0% yet.) the only other thing is if a fuedal faction in one system and another fuedal in a next door system merging into a new entity but no evidnece of that either. So its all pure speculation all of those id like to see though, and of course new factions poppping up in existing systems with 1% influence to begin with.
 
I think that you have done a great job. I wish you well. I am an independent supporter and that is why I choose to affiliate, but not be led by, the Alliance. I wanted to ask if you could maybe tell us from your expierence trying to flip this system, how exactly it is that you influence the game. I can see you have spent alot of time on this. Here are some examples

How do you flip a station?
How do you flip a system?

When I do X it effects Y?

I would really appreciate your insights.
 
I think that you have done a great job. I wish you well. I am an independent supporter and that is why I choose to affiliate, but not be led by, the Alliance. I wanted to ask if you could maybe tell us from your expierence trying to flip this system, how exactly it is that you influence the game. I can see you have spent alot of time on this. Here are some examples

How do you flip a station?
How do you flip a system?

When I do X it effects Y?

I would really appreciate your insights.

Unless anyone has built a guide, you'll have to read the thread it seems all to be there :)
 
I am asking him to place it in an easy to find location. I have read the guide. i am suggesting a new thread with this as the topic.
 
What about some systems ive seen reported where factions that dont own a station having economic boom how do we explain that just askin

and has anyone seen any evidence of new colonies being founded or outposts growing over time in any systems ?

The factions that don't own stations can still exist within those stations and will go through booom/bust cycles as they grow in influence.

I'm not sure outposts do grow over time, but David Braben did mention in a video post - or somewhere else - that some station types are mobile (in game lore at the very least), so that leads me to believe that new stations will appear as the game matures.

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I think that you have done a great job. I wish you well. I am an independent supporter and that is why I choose to affiliate, but not be led by, the Alliance. I wanted to ask if you could maybe tell us from your expierence trying to flip this system, how exactly it is that you influence the game. I can see you have spent alot of time on this. Here are some examples

How do you flip a station?
How do you flip a system?

When I do X it effects Y?

I would really appreciate your insights.

Essentially, it seems to be a case of doing the missions that the faction you want to take over the station request and not doing anyone else's missions. It's a bit more complex in reality because trade has an effect as do the NPCs in the background simulation, but that seems to be the best course of action.
 
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So lets say i hang out in a system with 4 stations. Each station is owned by someone.

Station A is Owned by the Pro-Alliance Party
Station E is owned By the Pro-Empire Party
Station F is owned by the Pro-Federation Party
Station I is owned by the Pro-Independent Party

Lets say there is one more faction in system, the Pirate Party

I go to station A and dock, I start doing missions for the Pro-Indy Party. This increases the influence of the Pro-Indy party in the system and in Station A?


Lets say I start attacking Pro-Federation ships, does this decrease there influence in the system?
Does it increase the party who lives near where I destroyed the ships?

Lets say I start trading with Station I. Just regular trading, no missions. How would this effect the station, and system, and the parties influence.

This is why I recommend starting a guide in a new thread. If I had all the info, I would write it up myself. I recently purchased the game, and besides the grind for the next ship, which I honestly don't pay attention to much myself, Its important to me that I understand exactly how my actions influence the world around me. That is a big draw for me personally. I think it would help others enjoy the game more and help people make smarter decisions while playing.

I really appreciate everyone who posted in response to my question.
 
I am asking him to place it in an easy to find location. I have read the guide. i am suggesting a new thread with this as the topic.

I do not claim to have solved the mystery. It is an ongoing work in progress. There are lots of theories and we are working through it and trying to figure it out as we go. There are certain trends though that give birth to these theories. I would guess if the devs read any of these posts they are laughing their socks off :)
 
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So lets say i hang out in a system with 4 stations. Each station is owned by someone.

Station A is Owned by the Pro-Alliance Party
Station E is owned By the Pro-Empire Party
Station F is owned by the Pro-Federation Party
Station I is owned by the Pro-Independent Party

Lets say there is one more faction in system, the Pirate Party

I go to station A and dock, I start doing missions for the Pro-Indy Party. This increases the influence of the Pro-Indy party in the system and in Station A?


Lets say I start attacking Pro-Federation ships, does this decrease there influence in the system?
Does it increase the party who lives near where I destroyed the ships?

Lets say I start trading with Station I. Just regular trading, no missions. How would this effect the station, and system, and the parties influence.

This is why I recommend starting a guide in a new thread. If I had all the info, I would write it up myself. I recently purchased the game, and besides the grind for the next ship, which I honestly don't pay attention to much myself, Its important to me that I understand exactly how my actions influence the world around me. That is a big draw for me personally. I think it would help others enjoy the game more and help people make smarter decisions while playing.

I really appreciate everyone who posted in response to my question.

I could not agree more. For myself and Roybe (and I am sure many others) this is the game. Ships and credits are only a means to an end. For me the game is a journey toward a goal and an ideal. You make your own story but the developers need to give us the tools to create that story. In fairness the game is very new and has such a huge scope and so much work to achieve that it is simply going to take time.

This sort of thing though is what drives me to play, not getting an Anaconda. FD have expressed distatste with letting players buy space stations and fleets etc. I happen to agree with this, but I do think that the level we are able to interact and aid or upset the existing factions should grow and develop.

A mining colony for example could be a mision that a faction asks you to start somewhere when you reach a certain level with them. This requires you to get the right equipment to start a build. You have to find a likely location, transport workforce, provide them with supplies etc. This affects the mother faction like in what we already see in the game. Players can work together to support this goal. It creates multi-player interaction and also a driving force to play.

New space stations in deep space could work exactly the same way. This IMO is how this game should develop. Players themselves cannot become super powerful or important but they can become highly influencial to a faction especially if other players rally around them to help them out. This sort of thing provides highly rewarding gameplay.
 
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Youre doing a big effort and it is appreciated, its just a shame the devs arent updating us more on what is working and what isnt working so far. Perhaps even the colonisation system is working and we are ye to work it out. Im yet to see any missions to export goods to a new space station, and im yet to see factional ships in empty systems, most have info on the pilot but they dont have a faction to them. Im half tempted in mikunn to follow the traders here via fsd signatures but i think they are only in system. The missions to kill pirates in nearby systems maybe is a way but until i guess someone cracks it if it is working. Raising the wealth of a faction perhaps as another way.
 
Youre doing a big effort and it is appreciated, its just a shame the devs arent updating us more on what is working and what isnt working so far. Perhaps even the colonisation system is working and we are ye to work it out. Im yet to see any missions to export goods to a new space station, and im yet to see factional ships in empty systems, most have info on the pilot but they dont have a faction to them. Im half tempted in mikunn to follow the traders here via fsd signatures but i think they are only in system. The missions to kill pirates in nearby systems maybe is a way but until i guess someone cracks it if it is working. Raising the wealth of a faction perhaps as another way.

I suspect all that stuff is all very basic right now and will remain so until all the bugs are weeded out of the system. I imagine this game at present is like a big ball of knotted fishing line. It works mostly but there are LOTS of problems. When they kill most of those bugs they can start making it more complex. The problem with complex is once it starts giving you issues it becomes very hard to find the problems and fix it. I would prefer they just got what they have right first.

This whole landing on planets thing sounds nice but it would make more sense to add depth to what we already have. Unless of course landing on planets aids my mining opperation idea as mentioned above :)
 
From what ive seen the basic stuff is actually being expanded quitely, ive noticed new missins coming for example from the medical officer on a space station in mikunn for agri medicaines, as opposed to the faction, there arent any close but im tempted to travel a bit to complete that mission and see what it does doesnt pop up often either. theres trading tweaks and changes in the amount of npcs in local and the types ive noticed. the checkpoints, seeking goods and so forth are also signs of background changes. System auth vessels beign upgraded from sidewinders to eagles to vipers and now asps appearing around the place 0 capital ships have been implemented recently. Will smaller indepdant factions soon get their hands on them for example and pirate factions. My guess is FD are making changes every day server side and stuff that isnt being disclosed in patches or vaguely referred to and its up to us to discover. My guess is there mayb e a way already to trigger colonies expansion but until perhaps someone hits the right indicator and then the events that the devs get alerts on that they can manually trigger and direct, and then it will be begun, until we find it though well

So what could push a faction to build a colony - a certain hidden statistic being triggered, wealth levels perhaps, a certain type of mission being done 1000 times over. Not sure but i think theres small stuff going in every day and thats reasonable
 
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