BGS Reveals in GalNet - Any plans for collation?

So I'm sure those of us who check out GalNet regularly have noticed the pretty regular updates regarding the background simulation. Not only short lists of factions engaged in various 'states' that are part of the BGS, but also expalantions of how andw hy these states occur as well as the means by which to encourage or discourage them, and ny other knock on effects.

Are there any plans - either official or otherwise - to collate this information into something of a manual for the way in which the BGS operates going forward?
 
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It doesn't look like it. It seems whenever anyone asks for information, Frontier is very adamant about not providing that information in regards to how it works.
 
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It doesn't look like it. It seems whenever anyone asks for information, Frontier is very adamant about not providing that information in regards to how it works.

Several months ago maybe this was true, it isn't anymore.

  1. Michael Brooke's has several times here on the forum gone into detail how things work.
  2. Since release there have been plenty of added in-game information to make changes to the more visible. Just look at mission descriptions and the effects they show when completing something.
  3. It's right there in the GalNet Newsfeed for everyone to see...
 
It seems to be the Same info MB provided when discussing in the Lugh and Mikunn threads, though I like that it is being brought into the limelight again.

It prompted us in the AI to act on the news.
 
Already noticed. ;)
Would be nice if there was a complete list. There is a complete list, right? :S :p
 
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Several months ago maybe this was true, it isn't anymore.

  1. Michael Brooke's has several times here on the forum gone into detail how things work.
  2. Since release there have been plenty of added in-game information to make changes to the more visible. Just look at mission descriptions and the effects they show when completing something.
  3. It's right there in the GalNet Newsfeed for everyone to see...

I find your abbreviation much more fitting and to the point.
 
To me, these Lists are utterly useless.

It's not so much the lists of factions I care about, finding local factions in the variouss tates is reasonably simple either from the System Map or the Faction overview once you arrive in teh system.

Waht interests me is the descriptions of teh various states that are coming along with this short lists. Explaining, for example, that Combat activity gives no Influence boost during Famine or Outbreak. That's useful information.
 
To me, these Lists are utterly useless.

I mean what's the point of creating a GALnet entry like : These are 10 entirely random Conflict Factions amongst 482 active Conflicts ?

What they DO need is :
- sort Galaxy Map for Politics, Factions, Influence, specific Status types and combinations of them.

Want to find a Federation Faction at Civil war - Presto, it's now right there for you to see on the Galaxy Map.
Want to find an Alliance System at War - Presto.
Want to find an Empire System prone to losing contol? Same.
Want to find any Faction at the brink of entering any Status you're interested in? Well, there you go.

Anything else just doesn't cut it.
I mean... nice try... But essentially its just another case of Close but no cigar!. Far from it.

ELITE still lives deep in the dark ages of Information in 3301a.d.
Information is everything in this Game - but exactly that is what it is persistently denying the Player. Go do the time-sink. Manually fly all the places and find out yourself! By the time you're finished, all your previous findings are long obsolete - so go and repeat it. Run! Hurry!

Sorry but that's just stupid, unnecessary and a very easily avoidable mistake the Game keeps making.

It's better than nothing.

I guess the long term idea is to get this kind of information visible in more logical and visual ways, but until then they've decided to at least do something like this as a placeholder.
 
It's not so much the lists of factions I care about, finding local factions in the variouss tates is reasonably simple either from the System Map or the Faction overview once you arrive in teh system.

Waht interests me is the descriptions of teh various states that are coming along with this short lists. Explaining, for example, that Combat activity gives no Influence boost during Famine or Outbreak. That's useful information.

There isn't much you can do with this stuff, not to mentioned it is bugged to the core. But there it is:

To increase a faction's influence players should focus on performing
the following tasks:
* Completing missions for a faction,
* Trading with faction owned stations or outposts,
* Turning in bounty vouchers
* Turning in combat bonds and
* Selling exploration data


For those wanting to get a minority faction into power there's a valid
strategy to decrease the influence of the leading faction by performing
any actions from the following list:
* Completing a mission's alternate option given through Unidentified
Signal Sources
* Abandoning or failing missions accepted from a specific faction
* Doing charity missions (this shows the faction is weak to the other
factions)


**** STATE ****


* 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.
* Outbreak : 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.
* Lockdown : 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 a greater impact.
Checkpoints are spawned when the controlling minor faction is in a
lockdown state.
* Civil Unrest : Is 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.
Creating civil unrest can be done by importing prohibited items to
a station.
* War : Triggered by an 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.
* Civil War : The only known way to change a system's controlling faction.
Triggered by changes in influence between competing minor factions or
when a single minor faction reaches a high enough influence level.
Standard of living and security level is decreased while this state
is active. Generates Conflict Zones and only combat missions or
actions provide any benefit to the minor faction.
Civil War can not be triggered by a faction with less than 5% influence
in a system, however any minor faction above 5% can start a civil war
with a minor faction below 5%. If a minor faction has greater than
70% of influence a Civil War will automatically start between the
minor faction and the controlling faction.
If one of the current effects on a faction is Lockdown while trying
to cause Civil War one can do bounty hunting to reduce the Lockdown
time.
After a civil war is triggered there is a cooldown of 3 days before
another civil war can occur.
Civil wars can only occur between two minor factions at a time.
Upon the conclusion of a civil war the most valuable space station
is transferred from the losing minor faction to the winning minor
faction and thus can cause the system's controlling minor faction
to change.
* Election : Is a peaceful alternative to a civil war.
The factions involved are deciding which should become the
controlling faction.
This state may occur when a minor faction that is not the controlling
power's influence raises to near the level of the controlling
faction's influence.
* Expansion : When a minor faction's influence reaches a high enough
level they will enter a state of expansion. This state will decrease
wealth while active and increase development level at the same time.
The minor faction who obtained the expansion state will be added to
the minor faction list of a nearby system.
While the expansion state is active missions will begin to appear in
a nearby system to allow the expanding faction to build their
 
If you are quoting the Wiki, it was missing Famine and Outbreak

And doesn't have anything abut the Seeking Goods, Seeking Food, Seeking Weapons and so forth that pop up in those systems.
 

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As for some refer to that as the "Background Simulation".
I'm associating something different with that and I believe my interpretation is actually a more honest one :D

Yeh, I believe someone clever came up with BGS instead of somewhere along the way. :D

As to your previous post: While the filtering information would be preferable, indeed, it doesn't touch the core of the problem. There isn't a structure, within which the BGS would be a useful tool outside of finding areas to have a random fight in and such. There was an assumption, previously, that PP and BGS will integrate and people will be motivated to use available tools to achieve their goals. For example, people could affect population metric by running a system into a "state", that would, in turn, affect the power play. By hiding the whole thing inside a black box FD, basically, said: We don't want you to fiddle with it, remove bugs, make it better. We accept it as a failure and move on to other things - power play, planetary landing, etc..

Not to mention BGS is operating with infinite resources, which severely limits the system a priori.
 
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