Back Ground Sim - Want to get involved?

There's a lot of chatter about the background sim and almost all of the bugs seem to have been ironed out so that it's really playable. A single commander can really make a difference and so can groups. I think a really nice blancing point has been reached and I've got a good feeling that it will get much better. Well done Frontier (again). So if anyone want to get involved in making changes to systems then just say hello here. Now don't get all het up when oyou read the next couple of words. Power Play. OKay now you've got over that read on.

The Antal Power is tiny and really very different to the other powers. It does some very strange stuff. It's not aggressive and it's activities are either unnoticed or just a little bit odd.

Well here's the interesting bit. It's not a fed, its not imperial, it is a commune co-operative type thing. They post all their activity openly on reddit and often here. So you might be think .. erm yawn.

Anyway what they have done is transform 49% of the systems they are present in to favorable government types. This has been a real challenge because almost everywhere is like a democracy or corporations. They turned the systems in to coopertaives, dictatorships, feudal societies and communes. That's really kind of impressive. My numbers are not exact but it's just to give you an idea of what sort of thing they have pulled off. So like I was saying if you fancy getting involved in the background sim and working with a nice bunch of chaps just drop your commander name here or some such and maybe a bit about you and your play style and someone will get in touch. There absolutely zero need to join power play. I was just using it as an example.

If you are a background sim expert cool. If you have no idea and fancy giving it a poke, even better. If you drink tea, how do you like it?

Here's an example of how effective the different powers have been in shaping the mindset of the game galaxy as of last week.

% Change from having neutral or unfavorable governments to favorable ones in the system they occupy (control and exploited systems)
Edmund Mahon 68%
Felicia Winters 53%
Pranav Antal 49% - Example - Had it hard because every government was unfavorable.
A. Lavigny-Duval 40%
Li Yong-Rui 36%
Denton Patreus 31%
Archon Delaine 11% - Example - Had it hard because they are the 'Bad guys'
Aisling Duval 6%
Zemina Torval 3%
Zachary Hudson 1% - Example - Had it easy because every government is pretty much favorable anyway so they cant really improve on an ideal starting point


As a bit of power play side note. Who cares about how many coloured blobs there are on the PP map if nothing has actually changed?

It's quite late so I will probably edit the gosh darn out of this post later.

If you like the idea of fiddling with stuff then this is for you.
 
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I like working the BGS and often bounce from different systems giving groups a nudge here and there. I am never around long enough to see how long the "nudge" last though? Weekly at least?

And I like my tea...err...what's the word...straight?
 
I like working the BGS and often bounce from different systems giving groups a nudge here and there. I am never around long enough to see how long the "nudge" last though? Weekly at least?

And I like my tea...err...what's the word...straight?

Well I'm thinking along the lines of something like a casual bunch of players working together to flip some easy systems and fiddle with the background sim on the edges of the civilised bubble. Nothing too hard core or majorly faction based. Kidn of pop along and run a few missions and make a difference to the straight and narrow. I dunno maybe turn a a lump of space in to a lagre bunch of anarchy systems or scattering some pop up religions where there used to be prison colonies. Just something to fiddle with or perhaps an enclave of tea drinking co-operatives that were originally co-operatives. Could be fun for a few weeks and it'd be nice to see the change and how people find working the bacground sim rather than how the mechanics of it work. It's like a part of the game thats' really accessible now that's not really hyped. YOu know taking ownership of your home faction and getting a hand making it in to something with a few pals. I say or should I say I write this becuase I get invovled with a few player groups and power play and it's really a grat form of blazing a trail.

There's a lot of folk who just like to wander the stars doing odds and ends. I think it would be cool to drop a sugar lump in a cuppa and see the butterfly effect.
 
Well to be honest it's really easy and always has been from my limited experience.

Here's a guide I wrote a while back with some help. All credit to the Guardians of Harmony

http://inara.cz/wing/379

It kinda works like that. They are on to system 11 and expand about once every two or three weeks just playing casuallly.
 
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Yeah, not really all that hard. I flipped a small outpost back when the LUGH thing was going down and it's really kinda fun. So much so since I've picked a new home base I started on flipping another outpost to the empire. :) Rock On
 
Do you have any tips for flipping a system?
For the definitive guide, raw and unbridled: https://forums.frontier.co.uk/showthread.php/193064-A-Guide-to-Minor-Factions-and-the-Background-Sim

The summary is:
- Trade on the black market at stations owned by factions you *don't* like
- Trade on the normal market at stations owned by factions you do like
- Hand in exploration data at stations owned by factions you do like
- Run missions for factions you like.
- Only hand in bounties for factions you like.
- Only destroy ships (wanted or not) for factions you don't like (but watch out for becoming hostile)

Other useful info:
- Influence updates occur on a daily tick. I don't know *exactly* when this is as it happens while I'm asleep.
- Hitting 60%* influence when you aren't the controlling faction will start a war with the controlling faction. Winning that war (handing in combat bonds for your faction) will win you control of the system and ownership of the "control" station
- Boom states increase the beneficial effects of trading
- Killing authority ships can cause lockdown. If missions are your primary source of influence change, this is bad, as it stops missions being issued.
- Hitting 75% influence will start expansion for your faction.
 
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I like meddling in Human affairs.

I do have a question though.
Has there been any PP related improvements as to a systems stats by doing this, as in reduced overheads or anything else PP related?
I can see the value from a faction perspective but the PP thing isn't really something I track currently so just curious.

This is at Ben Ryder, I forgot the quote.
 
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I like meddling in Human affairs.

I do have a question though.
Has there been any PP related improvements as to a systems stats by doing this, as in reduced overheads or anything else PP related?
I can see the value from a faction perspective but the PP thing isn't really something I track currently so just curious.

This is at Ben Ryder, I forgot the quote.

Depending on system alignment within a control system's sphere of influence, and the type of government, it can make it easier or harder for a power to fortify/be undermined in that control system.

Similarly, the owning power makes it easier/harder for aligned factions to come to power (apparently)
 
Okay, cool.
Is there a way to improve an economy (overheads) or are systems just consigned to being bad all the time?

Not sure exactly what you mean there. Are you referring to CC generation? If so, I don't think so; I think that's a function of the population and some other factors i can't remember... at the moment there's no way to really influence that.
 
Okay, cool.
Is there a way to improve an economy (overheads) or are systems just consigned to being bad all the time?
Manual Fdev intervention only. A system's population and economy cannot be changed via BGS alone.

The BGS is still a buggy, unplayable, exploit-filled mess, IMO. Hard to know anything for sure since the system's so deliberately obfuscated, but some of the stuff I've observed suggests some pretty mind-boggling things.
 
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For the definitive guide, raw and unbridled: https://forums.frontier.co.uk/showthread.php/193064-A-Guide-to-Minor-Factions-and-the-Background-Sim

The summary is:
- Trade on the black market at stations owned by factions you *don't* like
- Trade on the normal market at stations owned by factions you do like
- Hand in exploration data at stations owned by factions you do like
- Run missions for factions you like.
- Only hand in bounties for factions you like.
- Only destroy ships (wanted or not) for factions you don't like (but watch out for becoming hostile)

Other useful info:
- Influence updates occur on a daily tick. I don't know *exactly* when this is as it happens while I'm asleep.
- Hitting 60%* influence when you aren't the controlling faction will start a war with the controlling faction. Winning that war (handing in combat bonds for your faction) will win you control of the system and ownership of the "control" station
- Boom states increase the beneficial effects of trading
- Killing authority ships can cause lockdown. If missions are your primary source of influence change, this is bad, as it stops missions being issued.
- Hitting 75% influence will start expansion for your faction.

Well thanks for that. Guess that answered about every question I ever had or knew and forgot. Clear and concise too - better cut and paste.
Thanks!
 

Deleted member 115407

D
For the definitive guide, raw and unbridled: https://forums.frontier.co.uk/showthread.php/193064-A-Guide-to-Minor-Factions-and-the-Background-Sim

The summary is:
- Trade on the black market at stations owned by factions you *don't* like
- Trade on the normal market at stations owned by factions you do like
- Hand in exploration data at stations owned by factions you do like
- Run missions for factions you like.
- Only hand in bounties for factions you like.
- Only destroy ships (wanted or not) for factions you don't like (but watch out for becoming hostile)

Other useful info:
- Influence updates occur on a daily tick. I don't know *exactly* when this is as it happens while I'm asleep.
- Hitting 60%* influence when you aren't the controlling faction will start a war with the controlling faction. Winning that war (handing in combat bonds for your faction) will win you control of the system and ownership of the "control" station
- Boom states increase the beneficial effects of trading
- Killing authority ships can cause lockdown. If missions are your primary source of influence change, this is bad, as it stops missions being issued.
- Hitting 75% influence will start expansion for your faction.

Yeah, that pretty much covers it :)
 
I wish they made it clear in game WHY I would want to help this faction over that one. Why should I help a Dictator? A Corporation? Anarchy I get - they're the mob, the criminal faction. Feudal? Democracy? Communist? When I have a choice to help some, all, or none, WHY do I choose one over another?

If I have to come here to research it, that's bad game design. It should be clear in game why I would want to assist one faction or factions in a system over another/the others.
 
The BGS is still a buggy, unplayable, exploit-filled mess, IMO. Hard to know anything for sure since the system's so deliberately obfuscated, but some of the stuff I've observed suggests some pretty mind-boggling things.
Putting "IMO" at the end of a factual statement doesn't render it immune to being untrue...

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I wish they made it clear in game WHY I would want to help this faction over that one. Why should I help a Dictator? A Corporation? Anarchy I get - they're the mob, the criminal faction. Feudal? Democracy? Communist? When I have a choice to help some, all, or none, WHY do I choose one over another?

If I have to come here to research it, that's bad game design. It should be clear in game why I would want to assist one faction or factions in a system over another/the others.
But the game literally can't tell you why you might prefer to support communist factions over anarchies or corporatocracies. Make a choice, follow it through (although please don't shart,) and see the results after a week or so of work.

Case in point, the mission objectives and rewards get harder and more lucrative the better your relationship with the faction. The game tells you this. You choose which faction(s) to help.
 
For systems under 1 million population it's relatively simple and one commander can probably do it. For systems over 1 million you will more than likely need organized effort.
 
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