Mercs of Mikunn results after 3 weeks of effort - Also a request for documentation, in game and out

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I know you're trying to help the community, and it's appreciated. But quite honestly, your answers are awfully ambiguous at times. Meaning: they actually hurt more than they help, because there are many ways to interpret what you've said. Is there really _no_ chance you'll throw the community a bone and actually summarize at least at a high level which player actions influence which state changes, and which state changes are related to each other versus totally independent from each other?

I agree. Shure we should probably not know everything, but i have been playing a game for years on years where the devs are extremely secretive and it just hurts the players.
 
Your pending a civil war and recovering from expansion. Critical means that it should be the next state, however that can change rapidly based on what people do - although its usually a good indication.

Michael

Thanks for the clarification! So after Boom ends, if we keep up the influence differential, and the pending states don't change, we should get our Civil War. I suppose only one faction needs to be Critical. Right now, Dukes are Critical, and Law Party has Civil War pending, but has Civil Unrest Critical. I'd hope we don't need to both match criticallity.


I know you're trying to help the community, and it's appreciated. But quite honestly, your answers are awfully ambiguous at times. Meaning: they actually hurt more than they help, because there are many ways to interpret what you've said. Is there really _no_ chance you'll throw the community a bone and actually summarize at least at a high level which player actions influence which state changes, and which state changes are related to each other versus totally independent from each other?

Wow. You just can't please some people. Pretty sure this is not the sentiment of most people. If you want to see the "bones thrown at us" please check out this summary we've put together, mostly from what Michael Brookes has clarified. We've figured out what most player actions do to influence state changes. Also, it's really really easy to figure out what mission actions influence state changes. It only gives it to you in the mission summaries.
 
The mechanics of the victory conditions for civil wars remain a complete mystery.

...

Without knowing which station/outpost the civil war is for we don't know which faction actually wins.

I assumed that if one faction is going up, then it would try and take over the other factions station. It's possible that it's the other way round (with the "static" faction clamping down on another whose influence is rising), but that would seem both counter-intuitive and counter-productive, since if the rising faction lost it would lose it's prime source of influence and hence be penalised for improving it's own circumstances to the point where that became possible.

I'm guessing that influence changes during a civil war are limited, and things that normally would change influence end up affecting the outcome of the war instead, in the usual mysterious and possibly buggy fashion (I've had the mission thing where aiding one side reduces their influence too, very annoying). When one side gets enough war "aid", they win and the war is over. It seems quite probable that one side can lose a war but still end up with a higher influence than the winner at the end of it.
 

Michael Brookes

Game Director
I know you're trying to help the community, and it's appreciated. But quite honestly, your answers are awfully ambiguous at times. Meaning: they actually hurt more than they help, because there are many ways to interpret what you've said. Is there really _no_ chance you'll throw the community a bone and actually summarize at least at a high level which player actions influence which state changes, and which state changes are related to each other versus totally independent from each other?

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.

Michael
 
Thanks for the summary, pretty cool. Just wondering what your opinion is on whether you think the number of boom systems is too high or not? To me it seems a bit excessive, as ive seen alot of 'booming' systems. Could it be worth tweaking this to be stricter?
 
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.

Michael


Yes! Thank you! This is incredibly helpful and can point us in the right direction for discovering how player actions can create a metagame (by influencing the background simulation).
 

Michael Brookes

Game Director
Thanks for the summary, pretty cool. Just wondering what your opinion is on whether you think the number of boom systems is too high or not? To me it seems a bit excessive, as ive seen alot of 'booming' systems. Could it be worth tweaking this to be stricter?

We might tweak the thresholds up on this.

Michael
 
Here's a high level piece that I prepared earlier:
[...]
Excellent explanations, thanks a lot. I hope this becomes part of some official and readily available documentation.

Just for clarity - the definition of "minor faction" is any faction that is not purely alliance, federal or empire? Or can a faction with the federal logo in the right panel still act as a minor faction under these explanaitions?
 
Great post, thanks Michael. This has really cleared up a few things.

wealth and standard of living... ... development level

Can you maybe clarify what effects the system variables such as wealth, security, living standard, development level have? Am I right in assuming that security reflects police/pirate presence, and the others (wealth, living standard, development) effect the production and demand for specific products?
 

Michael Brookes

Game Director
Excellent explanations, thanks a lot. I hope this becomes part of some official and readily available documentation.

Just for clarity - the definition of "minor faction" is any faction that is not purely alliance, federal or empire? Or can a faction with the federal logo in the right panel still act as a minor faction under these explanaitions?

A minor faction is any group listed in the system map.

Michael
 
Many thanks Michael! We've done testing over the last weeks and this info is about that what we discovered to about 80%.
 
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.

Actions? Is the fighting inside a conflict zone inside that action pool?

EDIT: I guess it is, since cashing in combat bonds is supposed to affect influence..
 
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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.
.
.
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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.

Michael

Oh noes! TMI!!!! You just ruined my game of figuring out the meta-game, the meta-meta game!

Just kidding of course. This is a wealth of information, and a confirmation of a lot of what we thought we knew. It's nice to see our evidence jive with what's going on behind the scenes.

There's a lot of mystery about War. There are only 2 systems in War, so that's not too surprising. So when a Minor Faction goes into Expansion, does the act of going into a neighboring system constitute an "invasion"? Does that mean the Dukes of Mikunn had a war to get into HR 7327? Or will the war come about AFTER reaching a high influence level, separate from Civil War?
 
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.
Michael

Hi Michael,

does this mean the markets of boom systems are not touched by the boom?
Because I've seen systems with much better supply and demand than most boom markets I've visited.
 

Michael Brookes

Game Director
Oh noes! TMI!!!! You just ruined my game of figuring out the meta-game, the meta-meta game!

Just kidding of course. This is a wealth of information, and a confirmation of a lot of what we thought we knew. It's nice to see our evidence jive with what's going on behind the scenes.

There's a lot of mystery about War. There are only 2 systems in War, so that's not too surprising. So when a Minor Faction goes into Expansion, does the act of going into a neighboring system constitute an "invasion"? Does that mean the Dukes of Mikunn had a war to get into HR 7327? Or will the war come about AFTER reaching a high influence level, separate from Civil War?

As it says the invading minor faction has to reach a threshold influence level to trigger a war.

Michael
 
Is "bounty hunting" as generic as attacking anyone with a KWS bounty in system, or does it have to be something you can cash in at a platform or base? Reason I ask is I have a minor faction I'm trying hard to raise up but they have no station of their own and there are only two factions and one station in the system. My faction is Empire aligned but I cannot turn in bounties there, so is that not assisting them?
 
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