A Guide to Minor Factions and the Background Sim

When does an expanding faction pop up in its new system? Does it happen during the expansion phase or after it? I'm seeing what I expected: influence dropping as people pack their bags, and missions to various nearby (hoping to steer the faction by doing mission only to a certain system). But no news article about the expansion system and can't find my faction via manual searching either. Does that not happen until the end of the expansion phase now?
 
When does an expanding faction pop up in its new system? Does it happen during the expansion phase or after it? I'm seeing what I expected: influence dropping as people pack their bags, and missions to various nearby (hoping to steer the faction by doing mission only to a certain system). But no news article about the expansion system and can't find my faction via manual searching either. Does that not happen until the end of the expansion phase now?

happens at the end of expansion state niw.
 
Had 3 factions in retreat state in one of our systems, didn't act against them. They stayed on ~3%, ~2% and ~1% respectively. Only the faction on 1% was removed from system when state finished. Looks like factions need to be driven down to 1% for retreat state to be successful? anyone got different results?

It looks to me that 2.5% is the cutoff for whether the faction stays or goes. But more data is needed to confirm.
Two things.

First, the BGS needs its own forum.

Second, back to retreat for a minute. I have a theory. I reported earlier that I had a faction in my system that went into retreat and after some days it rose to a about 2.5% and didn't leave my system. After checking I found this faction had in fact retreated from another system I knew it had expanded into. The day after this faction was no longer in retreat and left the other system it was in, a news article was posted in my system that said something to the effect that since their influence stayed high enough that they didn't leave. I forget the exact wording.

It is known that retreat is a global state, like expansion, so it shows on that faction in every system that it is in. I didn't think any more on it then. However, through Mercs testing (see OP in this thread) they determined that expansion can be directed out of a specific system by keeping that systems influence high, and lowering influence in all their other systems. So my theory now is, what if retreat works the same, but in reverse? Perhaps there is no low threshold above which retreat fails, but perhaps it is possible retreat looks at the faction in all systems it exists (other than the origin) and upon conclusion of the retreat state simply removes it from the system in which it has the least influence?
 
only the outer colonies really have investment at the moment, so sirius corp in sothis, quince and areas like that, and all it does is increase the expansion radius from 20 to 50ly next phase of the expansion cycle

it doesnt upgrade stations, it doesnt build new colonies its basically a uselsess state currently ( it might be more useful in 2.2 and beyond) but for now apart from high value smuggling missions its 100% useless another example of lazy programming


So is there any known way to improve a station's offerings (#of ships, modules, etc) ? Or is the galaxy a bit static for the time being?


It feels like certain modules come and go, in terms of availability, and I have heard rumors that stations will offer more ships when they "grow". But I've never seen proof, or any explanation as to why this is happening.
 
There's definitely a threshold, because a faction can avoid retreat entirely at the end of the active state i.e. the faction is not removed from any systems where it is present.

But in the case of your example, it's certainly possible that if a faction has multiple candidates for retreat, that it picks the lowest influence at the end of the active state (as long as it's below the threshold).

I actually would have loved to see what happened if that faction was at 1 - 2% in multiple systems at the end of retreat to see if it was removed from more than one. I kinda doubt it, but this version has been full of surprises so far vs how I thought they would have implemented things.

For example, expansion overriding an active economic state, and then conflict cancelling the expansion active state but releasing the expansion anyway [woah] Game changing stuff. Had to throw the strategy book out the window after that.

- - - - - Additional Content Posted / Auto Merge - - - - -

So is there any known way to improve a station's offerings (#of ships, modules, etc) ? Or is the galaxy a bit static for the time being?


It feels like certain modules come and go, in terms of availability, and I have heard rumors that stations will offer more ships when they "grow". But I've never seen proof, or any explanation as to why this is happening.
Dav answered this in one of the live streams, but I can't remember offhand if it was the BGS stream or the 2.1 release day stream. I'll see if I can dig it up. I think the basic premise was that states can temporarily improve stations' offerings, but that permanent improvements were a very very long process. I don't think he made it clear how much player agency there is in that process.
 
Before 2.1, when two factions were in a civil war, they affected each other's influence but were not unduly affected by whatever happened to other factions in the system. This no longer seems to be the case.
Two factions in the system a few of us are working have been in civil war since before 2.1. they were fairly stable before, but have both slowly but steadily dropped in influence since 2.1.
Has anyone else noticed this?
 
I do not really understand the state of:

Retreat

We have or had factions in our home system that are regularly on 1%. At the moment one faction has been like this for 17 days, and another for just 5. Both factions are based at this location but both have multiple system where they have a presence.

So far I have NOT witnessed any changes regarding replacement of minor factions.

We are however looking forward to our next expansion and hopefully the state of Boom will not interfere :)

Bye for now
John
 
Before 2.1, when two factions were in a civil war, they affected each other's influence but were not unduly affected by whatever happened to other factions in the system. This no longer seems to be the case.
Two factions in the system a few of us are working have been in civil war since before 2.1. they were fairly stable before, but have both slowly but steadily dropped in influence since 2.1.
Has anyone else noticed this?
See: https://forums.frontier.co.uk/showthread.php?t=193064&page=196&p=3980912&viewfull=1#post3980912
And: https://forums.frontier.co.uk/showthread.php?t=256589&p=3975741#post3975741

Still no response from FD.
 
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So is there any known way to improve a station's offerings (#of ships, modules, etc) ? Or is the galaxy a bit static for the time being?


It feels like certain modules come and go, in terms of availability, and I have heard rumors that stations will offer more ships when they "grow". But I've never seen proof, or any explanation as to why this is happening.
We took the shipyard in Irens Dock Manite from eight ships to ten ships, and seriously improved the outfitters - we added class 3 burst lasers, for example, and a wide variety of other modules.

The availability of modules is rather plastic though - a couple of lockdowns later and the outfitters was far less impressive.

There is a value in a system - tech level - which appears to be somewhat malleable. Our hypothesis is that positive economic conditions, such that player-frequented systems tend to enjoy (or suffer from, depending on your perspective) allow tech level to improve, within the confines of a band - high techs have a higher potential tech level than an industrial, for instance.

I suspect there might be other factors involved than just economic - for instance by running missions to recover tech or selling modules at the outfitters during a boom. However, this makes it very time-consuming to work the mechanic out. We tried a while back, but saw nothing within the one month window we set aside for it. It might just take longer than that though, and other factors like system population could mitigate the potential effects.
 
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We took the shipyard in Irens Dock Manite from eight ships to ten ships, and seriously improved the outfitters - we added class 3 burst lasers, for example, and a wide variety of other modules.

The availability of modules is rather plastic though - a couple of lockdowns later and the outfitters was far less impressive.

There is a value in a system - tech level - which appears to be somewhat malleable. Our hypothesis is that positive economic conditions, such that player-frequented systems tend to enjoy (or suffer from, depending on your perspective) allow tech level to improve, within the confines of a band - high techs have a higher potential tech level than an industrial, for instance.

I suspect there might be other factors involved than just economic - for instance by running missions to recover tech or selling modules at the outfitters during a boom. However, this makes it very time-consuming to work the mechanic out. We tried a while back, but saw nothing within the one month window we set aside for it. It might just take longer than that though, and other factors like system population could mitigate the potential effects.

I'm still convinced there's a change made that makes the commodity markets much more pliable. Can't collect data at the moment coz I'm in Soul Nebula 8000LY away, but a high-tech economy that I used to frequent often has now lost most of it's common exports (e.g performance enhancers, progenitor cells) off the market just before I left, and everything else in very low supply.
 
I'm still convinced there's a change made that makes the commodity markets much more pliable. Can't collect data at the moment coz I'm in Soul Nebula 8000LY away, but a high-tech economy that I used to frequent often has now lost most of it's common exports (e.g performance enhancers, progenitor cells) off the market just before I left, and everything else in very low supply.
I noticed the same thing in a couple of local high-techs after 2.1 went live. Not sure if it's a development in the market economics or a new 'feature'.
 

Deleted member 38366

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Got two Questions (V2.1) :

Expansion

We entered another Expansion - but this time around (for the 1st time ever)... I can't find our Faction anywhere within 25LY of any of our Systems (?)

The Local News Reports state the following :
- Faction is preparing to Expand
- suggest handing Exploration Data will help

So did something fundamental change about the process of Expansion? Like... have to run "Expansion Missions" and/or deliver Exploration Data until it actually happens?

Conflict : War

When we had our 1st V2.1 War, I noticed the War State was shown in the GalMap for all of our Systems - and Influence in all Systems where the War did not take place did not benefit from any type of activity.
Basically our entire Faction fell into complete Limbo state, being absolutely unable to counter any Infuence loss anywhere.

Only the System having the actual War worked as expected.

Seems a War leaves a Faction present in many systems very vulnerable. With no means to counter Influence losses outside of the actual War System, the elevator basically only knows one way : down...
 
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Got a Question (V2.1) :

Expansion

We entered another Expansion - but this time around (for the 1st time ever)... I can't find our Faction anywhere within 25LY of any of our Systems (?)

The Local News Reports state the following :
- Faction is preparing to Expand
- suggest handing Exploration Data will help

So did something fundamental change about the process of Expansion? Like... have to run "Expansion Missions" and/or deliver Exploration Data until it actually happens?

Yes they changed it so you expand at the end of the cycle. It is in the patch notes.
 
So how long is the expansion phase?

It used to be a 5 day countdown. With a 3 day minimum, 5 day maximum, and a 2 day cool down.

But, the minor faction I've been supporting has been in the expansion phase for 7 days.

I've also seen an expansion state active for 7 days, it ended today, on the 8th day. 7 days could be the new max.
 
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Got two Questions (V2.1) :

Conflict : War

When we had our 1st V2.1 War, I noticed the War State was shown in the GalMap for all of our Systems - and Influence in all Systems where the War did not take place did not benefit from any type of activity.
Basically our entire Faction fell into complete Limbo state, being absolutely unable to counter any Infuence loss anywhere.

Only the System having the actual War worked as expected.

Seems a War leaves a Faction present in many systems very vulnerable. With no means to counter Influence losses outside of the actual War System, the elevator basically only knows one way : down...

I can confirm this, we are in a state of war in a newly expanded system and we are seeing all our other system influences either not moving where they been progressing well before or dropping even though we have been doing a great deal in these systems to help them out...war is definitely putting a block on any influence increases in systems controlled by our faction. Not great really.....I guess it means that you need to keep all your systems at high influence levels so anytime expansion takes place you can take the hit!

This all makes sense for a fairly limited collection of controlled systems but this mechanic makes no sense where your faction economy is spread across a lot of systems...no way would war in a single system put a stop to prosperity in ALL the systems where the number is very high, I think the war mechanic needs some work to be limiting based on the population of the system in war versus the other system populations, say 10 times the population of the system at war outwards are affected by this influence limiting for example
 
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Just throwing some data points out there:

- A faction (A) forced from their homeworld (A) into a nearby system (B) just completed the retreat phase. They have now reappeared in System A.
- Expansion overwrote Boom state for my faction after 5 days of pending expansion.
- Although I haven't seem the article saying where they will expand to yet (as it's at the end of the expansion period), I noticed this in the news:
c2A6Fev.png


I wonder how expansion states affect the handing in of exploration data.
 
That news report - "Such a rash enterprise is likely to diminish their local influence" - suggests that expansion should hit the faction in the system they are expanding from - the missing 15% reduction feature? (Unless the 15% drop is distributed over all the systems in which the faction has a presence.)

This scenario does raise the prospect of a yoyoing faction which retreats to the nearest system where it is preparing to expand, leaving a slot for it to expand into, if you catch my drift, but going from 3% to 9% without any work. It would also block the expansion the faction was being prepared for.
 
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