A Guide to Minor Factions and the Background Sim

Out of interest, has anyone ever looked into the impact of feeding demand items on the market and the generation of supply items?

One of my usual haunts that I, frankly, haven't traded at in forever (Industrial) has three bars of demand for literally everything, and it's supply items are all at one-bar (so in most cases, is more expensive than what you'd get for selling them in a place with moderate demand.

Only goods in high supply are Scrap and Biowaste.

No state, recovering from Boom.
 
Last edited:
Out of interest, has anyone ever looked into the impact of feeding demand items on the market and the generation of supply items?

One of my usual haunts that I, frankly, haven't traded at in forever (Industrial) has three bars of demand for literally everything, and it's supply items are all at one-bar (so in most cases, is more expensive than what you'd get for selling them in a place with moderate demand.

No state, recovering from Boom.

If I recall correctly we did some testing of effects of trading specific items - ingredients for commodities based on economy types - in the hope of stimulating the production of other commodity types. no result as I remember. But this was way way back.
 
If I recall correctly we did some testing of effects of trading specific items - ingredients for commodities based on economy types - in the hope of stimulating the production of other commodity types. no result as I remember. But this was way way back.

Yeah, I didnt say it explicitly, but I think something's changed along with the unshackling of some of the goods prices. I could usually turn a profit on the return here, usually after doing a mission, but now not. It's a convenient place to sell for my BGS efforts, so I might do some more investigation.
 
According to the patch notes markets are now affected by systems states. I don't believe that there is a direct link between certain commodities i.e. providing in demand goods to enable the station to produce mire. It is as ever with FD indirect. Boom improves market, Lockdown kills it completely etc.

edit. And it seems much easier to tank milk run trade routes through over use!
 
Last edited:
According to the patch notes markets are now affected by systems states. I don't believe that there is a direct link between certain commodities i.e. providing in demand goods to enable the station to produce mire. It is as ever with FD indirect. Boom improves market, Lockdown kills it completely etc.

edit. And it seems much easier to tank milk run trade routes through over use!

So there's a few changes that've happened in my stomping grounds which have never happened (ever) before 2.1
- A good which has never been available (including immediately after 2.1 landed) is now in supply with 2 bars from a particular station.
- Another good which has three bars of supply is actually twice as expensive to purchase as the galactic average during a boom. It's worth even more (300% of original price, 3,000cr/t profit) in a nearby system.
- The stuff I've mentioned about the seemingly "starved" markets

Definitely not saying anything is certain, but the only states in these systems for the particular stations I trade in have only ever been in Boom, but market activity doesn't just correlate to what's presumably a result of boom states.

At the very least, this sort of behaviour hasn't occurred in the 18 months I've worked these systems.
 
Last edited:
Looks like the 'One tick delay' in the ending of War is still applying. I have had the controlling asset transfer to my faction but the state is still showing as at War.
 
Hi folks,
Do we know if this 3 - 5 day Expansion qualification is still enforced? I am asking this because we went into expansion on the 28th May and I was hoping that by now we would have seen this end. (favorably) It has not ended, we are still in expansion and thankfully we have managed to get our influence back under control. It did fall to 75.9% but is now back to 80.2%. No one in our system is in any type of conflict and we are all working our butts off trying to keep our influence at a respectable level.
 
Once it is the Active state, then it SHOULD BE (I say this as that's what was said in a live stream, but we have seen different results since Engineers) 3-5 days. I would expect the state to change on tomorrows tick (Firday 1400ish UTC), day zero being 28th, 1 -29th etc, 5 - 2th, 3rd - recovery state.
 
Last edited:
So a few interesting things on Retreat.

1. It can be prevented during the active state by raising the faction above a certain threshold - 3% is the one we saw
2. If the faction is still below the Retreat threshold after 5 days, it leaves the system
3. The faction will retreat to their original home system, even if they currently were not present in the home system (had been displaced). They just show back up with 1% influence.
 
Our faction too..


Can anybody answer me this? Our faction barely spawns 2 to 3 missions per missionboard, while other factions easily spawn up to 8. I thought this was because of the recent expansion and war, but they have both ended and no change.

I've also seem some people say that influence dropped with expansion, but our expansion system lost 0.9% over the expansion time, while our HQ lost 19% over the last 3 days. Now we always had to battle the traffic in our system to keep influence high and we had a great increase in traffic in our system. But since the painite/platinum mining missions are gone and the samarium and other new mining missions are not worth it I can't imagine that being the cause of our drop because the miners in our system have no reason to pick up those missions. Assuming they sell directly to the market I would have thought influence would be easier to manage. Am I missing something or are people actually undermining our system?
 
Can anybody answer me this? Our faction barely spawns 2 to 3 missions per missionboard, while other factions easily spawn up to 8. I thought this was because of the recent expansion and war, but they have both ended and no change.

States like expansion, war and boom definitely spawn certain mission types but I think the number of missions available is still somewhat random. Since 2.1 I've seen a faction who control the system and station have 0 missions, at other times I've seen them have 13 or more missions and the other factions have very few.

My systems seem to record no influence change now, if there is no PC activity. Is that normal in 2-1?

It seems to be. Systems where I used to see a daily influence decay if there was no player activity no longer show it and other people have reported the same.
 
Last edited:
I've also seem some people say that influence dropped with expansion, but our expansion system lost 0.9% over the expansion time, while our HQ lost 19% over the last 3 days. Now we always had to battle the traffic in our system to keep influence high and we had a great increase in traffic in our system. But since the painite/platinum mining missions are gone and the samarium and other new mining missions are not worth it I can't imagine that being the cause of our drop because the miners in our system have no reason to pick up those missions. Assuming they sell directly to the market I would have thought influence would be easier to manage. Am I missing something or are people actually undermining our system?

i'd always be very careful about concluding "undermining". i mostcases there are other reasons, which have the same effect. powerplay for exampel - people buying cheap commodities for their return trip. at the moment i guess a lot of people will take on any mission which gives engineer related commodities/materials (I do the same). if you ahve a system with a lot of random traffic, i bet there are many more missions taken for any faction in system.

Is the guide in the first page still current or being updated?

If not current and correct, will a new guide for BGS 2.1 be created?

you want to write one?

the original post isn't updated with the info of the BGS livestream and the changes of 2.1 - i guess @walt is busy winneing... eh preparing the dangerous games.

we are trying to figure out here changes in 2.1..

but beside missing out the new retreat state and some fine differences between the developer tables from january and those shown in the bgs livestream some weeks ago, it is at least 95% correct.

if you are just starting, take it, and if you make experiences which don't meet the original post, or if you have any question, let's discuss here and figure it out.

a new thread is coming sooner or later, if we meet the event horizon here.
 
i'd always be very careful about concluding "undermining". i mostcases there are other reasons, which have the same effect. powerplay for exampel - people buying cheap commodities for their return trip. at the moment i guess a lot of people will take on any mission which gives engineer related commodities/materials (I do the same). if you ahve a system with a lot of random traffic, i bet there are many more missions taken for any faction in system.

We aren't anywhere near PP systems and ppl outside our faction living here are either bounthunters or miners, both of which (especially with the disappearance of highpaying missions for painite and platy), should be helping our factions influence along. But i'm not assuming we are being undermined, because we don't have any enemies (at least that we know of :p).

But yeah what you said about the engi's material gathering would make a lot of sense. It would be nice if the amount of missions spawned went up when influence is high and less when influence is low.
 
Last edited:
Retreat:

We just had a faction disappear from a system after 5 days of retreat state active.
And another faction just went retreat active at 3.5%. This faction has never been below 3.5%, and we record that system's numbers every day. So yet again, the Dev's gave incorrect information in their livestream.
 
A couple of confirms from a few previous posts.

The faction I was tracking in Retreat left the system today, 5 days.
Also seeing no % change in any of my systems with No Player Traffic in them.
 
Back
Top Bottom