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

Hi everyone,

we are deploying a webserver update with the following changes. No downtime is required for this update:

- Add some more server-side logging to help track down a rare reputation bug
- Conflict zones should now always spawn for wars and civil wars, even if neither of the combatants control the star system.
- Fix an outfitting bug that caused changes to be lost when a module was being replaced, resulting in a client disconnection.

For the very small number of Commanders who lost credits to the outfitting bug today, all lost credits should be automatically restored to your balances this afternoon.

Thanks

Michael




Here is a recent post by Michael where he again makes mention of 'wars' and 'civil wars' . Adding further evidence that there is a difference between the two...
 
We are...

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This is my whole point. You should not have to bounty hunt. It is actually policing the system for LFE after going to all the trouble of creating this situation in the first place. You should not be forced to do that. My point is civil war should not be the only avenue to achieve your goal. Actual takeover, rebellion, uprising, war - call it what you like, but you should be able to overcome the lockdown by force of arms.

I'm probably misunderstanding your argument, Orfeboy, in which case I apologise in advance...

Surely we have discovered that running weapons is the way to start the war (which is what we want), however what we have seen is that if you just run weapons willy-nilly, other states may come into play and the "game" is to manage that. What we perhaps should have done is bounty hunt while running weapons to stop Lockdown happening at all. The real-world replica of this, is that if you flood the local market with weapons to aid your cause, some of those weapons will get into the wrong hands and will start being used for crime etc., quickly getting beyond local police control. This is what I believe has happened in Lugh. We have to bounty hunt a lot now, because we didn't keep control of the situation we were creating before.

As usual I'm probably wrong and/or (mis)reading too much into what's happening. But it makes sense to me. Reducing Lockdown by actively attacking the "police" doesn't. That can only result in the police bringing in reinforcements and cracking down further (curfews etc.) - again, as per real life...


EDIT: Just seen that Lockdown has gone. Yay!
 
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Does anyone know when Lugh for Equality's Boom started?
Hopefully you don't trigger anymore states for Crimson before that boom ends
 
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I'm probably misunderstanding your argument, Orfeboy, in which case I apologise in advance...

Surely we have discovered that running weapons is the way to start the war (which is what we want), however what we have seen is that if you just run weapons willy-nilly, other states may come into play and the "game" is to manage that. What we perhaps should have done is bounty hunt while running weapons to stop Lockdown happening at all. The real-world replica of this, is that if you flood the local market with weapons to aid your cause, some of those weapons will get into the wrong hands and will start being used for crime etc., quickly getting beyond local police control. This is what I believe has happened in Lugh. We have to bounty hunt a lot now, because we didn't keep control of the situation we were creating before.

As usual I'm probably wrong and/or (mis)reading too much into what's happening. But it makes sense to me. Reducing Lockdown by actively attacking the "police" doesn't. That can only result in the police bringing in reinforcements and cracking down further (curfews etc.) - again, as per real life...

I disagree. The model I am describing is EXACTLY what happened in my country in the 1920's and that is real life. It is inevitable that at some point a controlinig force will snap and overreact as they lose control of a situation. This almost always has bad repercussions for them as soon as the majority of the population stops hiding from the problem and lend full support to the rebels.

In such a situation you will get all out revolt, once the population has enough confidence in the rebels to see the job done. At that point 'a terrible beauty is born' to quote WB Yeats. The rest is inevitable.
 
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I disagree. The model I am describing is EXACTLY what happened in my country in the 1920's and that is real life. It is inevitable that at some point a controlinig force will snap and crack down hard as they lose control of a situation. This almost always has bad repercussions for them as soon as the population stops hiding from the problem and lend full support to the rebels.

In such a situation you will get all out revolt, once the population has enough confidence in the rebels to see the job done. At that point 'a terrible beauty is born' to quote WB Yeats. The rest is inevitable.

Understood - I was reading what you were saying as a way to remove lockdown, not to transition from lockdown to conflict...
 
Update.

Crimson State Group 86.3% (-0.4%)
Lugh for Equality 13.4% (+0.4%)
Lugh Defence Force 0.1%
Silver Natural 0.1%
Dominion of Lugh 0.1%

Crimson State Group

State:
Pending States: Boom (pointer up) Lockdown (pointer down)

Lugh for Equality

State: Boom
Pending States: Boom (pointer down)

Lugh Defence Force

State: Civil War
Pending States: Civil War

Silver Natural LTD

State: Civil War
Pending States: Civil War

Dominion of Lugh

State:
Pending States:



PS: What do now ? Build up influence and prevent next Boom state ?
 
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It think this might help us a little, just posted by Michael.


"Here's a high level piece that I prepared earlier:

Boom – 1504 – Boom states start when there are increases in wealth and standard of living. While active it increases the wealth of the system and benefits of trade missions completed for the minor faction.

Civil War – 1,010 – Triggered by changes in influence between competing minor factions, or when a single minor faction reaches a high enough influence level. Decreases standard of living and security while active. Creates conflict zones and only combat missions or actions provide any benefit to the minor faction.

Outbreak – 11 – Triggered by low level standard of living and development level. Decreases standard of living while active. Medicine trade missions are more effective, combat missions and actions provide no benefit to the minor faction.

Lockdowns – 61 – Triggered by low security and development level for system. Increases security level while active and loses wealth for the same period. Bounty hunting for the minor faction has greater impact.

Expansion – 173 – Triggered when influence is high enough. Decreases wealth while active and increases development level at the same time. Minor faction is added to the minor faction list of a nearby system.

Civil Unrest – 127 – Triggered on decreases of security and standard of living. While active it continues to lower security and standard of living for the system. All combat missions and actions for the minor faction are more effective.

War – 2 – Triggered by and invading minor faction reaching a high enough influence level. Decreases standard of living, wealth and security for the system while active. Influence changes only apply to the involved parties and are only applied from combat missions or actions.

In case anyone is interested the number is the number of systems with those states in as of Friday."

Not too sure where we go from here to get the war we want?!
 
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It think this might help us a little, just posted by Michael.


"Here's a high level piece that I prepared earlier:

Boom – 1504 – Boom states start when there are increases in wealth and standard of living. While active it increases the wealth of the system and benefits of trade missions completed for the minor faction.

Civil War – 1,010 – Triggered by changes in influence between competing minor factions, or when a single minor faction reaches a high enough influence level. Decreases standard of living and security while active. Creates conflict zones and only combat missions or actions provide any benefit to the minor faction.

Outbreak – 11 – Triggered by low level standard of living and development level. Decreases standard of living while active. Medicine trade missions are more effective, combat missions and actions provide no benefit to the minor faction.

Lockdowns – 61 – Triggered by low security and development level for system. Increases security level while active and loses wealth for the same period. Bounty hunting for the minor faction has greater impact.

Expansion – 173 – Triggered when influence is high enough. Decreases wealth while active and increases development level at the same time. Minor faction is added to the minor faction list of a nearby system.

Civil Unrest – 127 – Triggered on decreases of security and standard of living. While active it continues to lower security and standard of living for the system. All combat missions and actions for the minor faction are more effective.

War – 2 – Triggered by and invading minor faction reaching a high enough influence level. Decreases standard of living, wealth and security for the system while active. Influence changes only apply to the involved parties and are only applied from combat missions or actions.

In case anyone is interested the number is the number of systems with those states in as of Friday."

Not too sure where we go from here to get the war we want?!

So it's the "Civil War" we want, not the "War" state. The "...or when a single minor faction reaches a high enough influence level..." bit sounds promising. I would imagine we've passed that level (maybe) but other states have blocked us triggering the Civil War?
 
It think this might help us a little, just posted by Michael.


"Here's a high level piece that I prepared earlier:

Boom – 1504 – Boom states start when there are increases in wealth and standard of living. While active it increases the wealth of the system and benefits of trade missions completed for the minor faction.

Civil War – 1,010 – Triggered by changes in influence between competing minor factions, or when a single minor faction reaches a high enough influence level. Decreases standard of living and security while active. Creates conflict zones and only combat missions or actions provide any benefit to the minor faction.

Outbreak – 11 – Triggered by low level standard of living and development level. Decreases standard of living while active. Medicine trade missions are more effective, combat missions and actions provide no benefit to the minor faction.

Lockdowns – 61 – Triggered by low security and development level for system. Increases security level while active and loses wealth for the same period. Bounty hunting for the minor faction has greater impact.

Expansion – 173 – Triggered when influence is high enough. Decreases wealth while active and increases development level at the same time. Minor faction is added to the minor faction list of a nearby system.

Civil Unrest – 127 – Triggered on decreases of security and standard of living. While active it continues to lower security and standard of living for the system. All combat missions and actions for the minor faction are more effective.

War – 2 – Triggered by and invading minor faction reaching a high enough influence level. Decreases standard of living, wealth and security for the system while active. Influence changes only apply to the involved parties and are only applied from combat missions or actions.

In case anyone is interested the number is the number of systems with those states in as of Friday."

Not too sure where we go from here to get the war we want?!

we dont want war. sounds like war is only when a minor faction expands to a new system and starts stirring things up. we want civil war, i believe. but we have to remove lockdown first. i just logged off, lockdown is still there (albiet with a red down arrow).
 
I think those current conflict zones in Lugh are for other factions, not related to CSG yet as far as I'm aware.

Yes I agree, from what I've read on this thread the progression should be...

weakest 2 minor factions enter civil war (Because of CSG changing the balance of influence) - One loses and is wiped out.

Next 2 minor factions enter civil war - One loses and is wiped out.

Etc... until the final 2 minor factions enter civil war (CSG v LFE) and we win :)

So we need to keep CSG influence high to encourage Civil Wars.

However there are CSG 'Attack ships in conflict zones' missions appearing on the BB, Could these help speed up the civil war process? I've not tried yet as I only tried combat in my souped up Adder last night (Taking out some weak:eek: non CSG Wanteds in USS :D)
 
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