Well, I wanted to check the match with this:
http://i.imgur.com/Ivuum68.jpg
Smuggling should have pushed lockdown. At this point we can safely assume this table is no longer valid. In fact it also states that smuggling increases influence, but the same test showed a
decrease instead, as if it was piracy.
i really recommend using the table from the BGS livestream:
reposting a screenshot of the table shown during the BGS livestream last week:
http://i.imgur.com/cwqqik4.png
@walt: there is one major difference to Michael Brookes third table in the OP: illegal trade has a negative influence effect (which meets my current testing).
... as we can also learn from that table, a single action can have more than one effect; for exampel smuggling food will empty the boom bucket, fill the bust bucket and empty the famine bucket, while it will reduce the blackmarket controlling minor factions influence. that table looks very consitent to me.
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a friendly reminder for everyone, and as others have said: please don't derail this thread with minor factions politics. it is off-topic in this thread, and we have forum rules for offtopic-replies
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Just a followup here:
A second conflict can certainly go pending while another is active (not pending), if for instance you pass a third faction in the course of the war. The pending will only show for that third faction, but the conflict can start with as little as one day of peace in between (thus two days of pending occured during the first active conflict).
I had this occur twice in a row in one system; three civil wars with only one day separating each. In each case the pending for the next only showed for the faction not in conflict yet. It was a busy time ;-)
very interesting.
basically that means, we have "global states", "local states" (with global effects), and "hidden local/global states"...
Did another test, this time in 2.1: sold narcotics, personal weapons and combat stabilizers. Effect was civil unrest.
see table above
Factions operate with faction triggers not population triggers.
i think, this all comes down to the question discussed some month above:
- is a state bucket local, e.g. seperate for each system?
- or is a state bucket global, e.g. cross all systems?
a) we do know, that states can be triggered in a single system, with global effects.
b) we also do know, that it needs less actions to trigger a state in a small population system. for exampel: to trigger boom in a small population system, dumping 4-7 mio in exploration data is enough. 4-7 mio in exploration data isn't enough to trigger boom in a large population system. boom is a global state.
i tend to believe, that state buckets are system specific, with global effects.
the question is, whether a state needs to be countered in the same system, or whether (pending) states of the same minor faction are somehow nullifying each other - did somebody ever see BOOM and BUST both pending?
Illegal trading in that picture refers to stolen goods so you may have to try that, selling in the black market is a bust for the real economy cheaper goods with out taxes also illegal emigrants and “unregulated “ slaves cheap labour force black economy.
my test of illegal trade showed no difference between stolen goods and illegal goods.
the influence effect of blackmarket trade is not depending on profit, but on tons sold - differently to legal trade. so there is even no difference via acquisition. influence effect does depend on number of tons sold solely.
I say anything illegal, not just drugs weapons. Why? ... different illegals in different systems. One tag captures the illegals in each system for the programmer.
Waste ... Some factions go into Outbreak despite having no market on which to put waste. So Outbreak is not dependent on Waste. That is not to say Waste doesn't induce Outbreak, just there is something else at work.
Food ... Similar to Waste and Outbreak, in that Factions are going into Famine without a market in which to put food, yet those factions with markets yet revieve no food to the market don't go into Famine. Something else at work.
Medicine ... The absolute same as Food, but for Outbreak instead.
1. as above - the same action can have more then one effect. for exampel selling illegal medicine ... give it a try with terra mater blood bores
2. i look at famine and outbreak like this (and some is backed from michael brookes update quoted in the OP) :
a) a state going active sets famine and outbreak buckets to 50% of its previous value. e.g. outbreak bucket is 92%, war goes active = outbreak bucket is 46%. outbreak bucket gets filled to 54%, boom goes active, outbreak bucket is 27%...
b) the outbreak/famine bucket gets filled over time, depending on values like population, and hidden values like quality of living/wealth - have in mind that states may effect those hidden states. for exampel investment state is known to raise the hidden "tech level" of a system.
a+b): a faction which has no interaction will get into famine/outbreak. after that, the bucket will be emptied and starts all over.
c) the outbreak/famine bucket gets filled by actions. once, abandoning missions was the trigger. now, things like missions or biowaste trade might add to it. i am not sure, which kind of actions might lead to a famine, though.
any faction that does not enter a state of Boom will enter Famine or Outbreak at some point. Any faction that does not own a market, has no missions performed for it, will enter Famine or outbreak. So if i were to monitor a system on the edge, where nobody used the market or very infrequently, all the factions should enter Famine or Outbreak. So if nothing happens in this system, how does it determine Famine or Outbreak?
from the amazon-server-conference stream, i assumed, that if no commander enters a system, nothing is calculated. see:
https://www.youtube.com/watch?v=EvJPyjmfdz0
but this can't be fully true. the galaxy map tells us states even from systems nobody enters. which means, state buckets and states are calculated without player activity. to some extend this even makes calculating influence levels necessary (a faction expands into a system nobody is visiting - it gets an influence level there, and through that influence levels of all other factions are calculated accordingly).
anyway - if outbreak and famine buckets are filled over time, factions would get into outbreak and famine - and the state bucket would be emptied after the state went active/recovering.
do other state have such an automatic filling of state buckets, too?
tempoary impact is the way it is, theres no permanent way to affect localised development indexes both positive and negative
exactly.
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Has there been any talk by Fdev getting your faction name visible to that "no faction" spot at the HUD?
I know superpower pledge shows there but it would be sweet to get your very own minor factions name there.
Atm its a bit immersion breaking that its not there..

I mean it could be implemented the same way when you choose your side when arriving at CZ, cant be that hard, or can it?
if you can find a way not easily exploited ... if you could pledge to a minor faction in an easy way, i would foresee people "pledging", taking sidewinders, and get destroyed all over - destroying a minor factions influence through that.