A Guide to Minor Factions and the Background Sim

Does anybody know what commodities are increased in price during an outbreak?

the thing is some things have an increased sell price, some things an increased purchase price, some both.

during outbreak medical diagnostics equipment for exampel suffers from an increased purchase price, but gets no upping in sell price.

as a luxury good it gets best paying prices in service and military economies during boom. service is mentioned in the commodity description, military isn't.

the only commodity getting best sell prices by outbreak only (single factor) is basic medicines.

for advanced medicines you ideally want the controlling faction in boom and other factions in outbreak and/or civil war.

i have consistently run routes beyond 4900 cr/t profit a-b-a during the last days of the year while making trading elite, which never showed up in third party tools using my list here:

PsOnCeX.png

would be nice to crack the price generator system with some extensive tests - that list screenshot above is a bit outdated, as mentioned differently to my expectation medical diagnostic equipments is best sold during boom, and not only in service, but also in military economies.

another thing i found out is, that security level influences the sell price of personal weapons.
 
Which is inaccurate and no longer a source of reliable information. It was meant as a rough draft for player group content and was subject to change when said player groups weighed in.

Every player group got that email through the designated contact.

I believe it was a unanimous or near unanimous decision from all the feedback that was public that such competition was not in the spirit of Colonia Cooperation and discouraged smaller groups from trying their luck.

There are no special rules for Colonia. The same BGS rules apply there as they apply in the Core.

The actual initiative allows groups to create a splinter faction of their parent faction in/around Colonia space in a system of their choosing and expand normally.
Currently there are no player groups in the Colonia region; my original post concerned a NPC faction.

The rules that have been outlined are open to interpretation. In the CG that was eventually launched as part of the Colonia Expansion Initiative, the reward for a faction for carrying sufficient galactic guides to Jaques is:
At the end of the appeal, the 10 factions that have made the largest contribution will earn the right to settle in one of the specified systems. A new planetary outpost will be constructed in the system for the organisation's sole use.

Please be aware that organisations settling in the Colonia Nebula will be considered independent entities, separate from their parent faction.
This is the source, but the emphasis is mine. There will be no PP and it is anticipated that none of the successful factions will carry political affiliations to their new homes; essentially, it is to be a BGS playground. There has been nothing on how this rule is to be enforced. If there are two or three factions with parent factions that have an adherence to one of the major power blocs, it would not be at all surprising if they worked together to take over other player-controlled systems - there's little else to do, and why else would you want your group to have a base in Greater Colonia? In other words, will it be possible for there to be a de facto Empire or Federation outpost? Will it be possible for a single group to dominate the region and become what will be a super power in all but name?

The mitigating factor is the Colonia Citizens Network, a non-political association of groups that have already started to populate the new region. It manages the Colonia system and the eight populated systems that are its near neighbours. The NPC factions will not be permitted to expand into the new systems (if this happens, the extension will not be supported and will be allowed to die) and no player group will be permitted to expand into the existing nine systems. There is already a Militia made up of a number of groups of different persuasions which have agreed to work together to maintain the status quo.

There is an anarchist faction in each of the eight systems and one has expanded. As the populations of these systems are so small (smallest = 6, largest = 15 000), it's difficult to tell whether this is the result of circumstances and random mission taking/trade, or whether these factions are getting targetted support.

It must be remembered that SDC was one of the groups that applied to be one of the new factions.

When there are thirty or more player factions in the region, each with its own ambitions and objectives, things will really get interesting.
 
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I have a few questions.

If I remember correctly, Expansion states trigger if you are above 75% influence in some system. I managed to get a pending Expansion after passing from <75% to >75% influence. While that Expansion was pending, a Boom and an Election state got added into the pending states for that faction too. After another tick (or two), the faction actually entered the Boom state and after another tick, the Boom got overridden by the Election. However, at some point during the Election, the pending Expansion state disappeared. The influence of the faction in the system that was pending Expansion never dropped below 75%. Right now I am sitting above >75% influence waiting for another pending expansion, but it has not happened yet.

So my questions are as follows:

  1. With multiple pending states, what determines which state becomes the next active state?
  2. How can an Expansion disappear from pending?
  3. How do you start a pending Expansion state again if you are at >75%?
 
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Yes. Investment coexists with other states. The war will have broken an expansion so you entered investment.

If that was the case, wouldn't the Recovering state show as Expansion?

Unless the cooldown finished already... though I'd clarify Vingtetun's point... investment occurs only when there's no suitable system for an expansion to enter, right? Typical "breaking" of an active Expansion state using a conflict in a more densely populated area with suitable nearby systems would still result in the expansion finishing successfully. At least, that's what others have reported recently.

This is out in the Pleiades Sector,, only just went out there for <reasons*> and noticed this while I took missions.

* Am collating a list of state-specific missions, whether it's just extra flavour text (e.g strategic data transfer is just a normal courier mission, but during war), or actual missions that only spawn during the given state (e.g salvage antiquities during a bust state; you can only get that in a bust state). I was checking out an "Investment" state.

FWIW, if anyone knows if "Retreat" or "Investment" have specific missions, grab a screenie and let me know :)

EDIT: BTW, this is in Maia. MEF are at war with the Goat Appreciation Society in there.
 
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If that was the case, wouldn't the Recovering state show as Expansion? (I'm assuming Jmanis picked this up on the first day.)

I don't think so, because investment in its first instance is, essentially, a continuation of expansion (trying to expand the expansion bubble). But I have never entered investment, so that's just my logic - which may well be different to reality :)
 
  1. With multiple pending states, what determines which state becomes the next active state?
  2. How can an Expansion disappear from pending?
  3. How do you start a pending Expansion state again if you are at >75%?
  1. There's a heirarchy of states. Conflict states (election counts as a conflict) trump every other state, expansion is second now (iirc - it's changed in the past) and boom/other states are third. With the third tier states, it's just time order.
  2. See above. The boom went active, so it disappeared when the election went live, and the election nuked the expansion when it would have gone live.
  3. Run a couple of missions for another faction to pull the influence back under 75%, then push the influence back up. it's a bit clunky, but it works.
 
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Interesting. Especially the personal weapons bit.

I'm intrigued with your battle weapons/war line too. I've never found that to be the case (ironically). Certainly isn't any demand for military grade fabrics (EDIT: Misread, demand caused by boom, not war)

Your focus might be on trading in which case this is irrelevant, but you always want to sell Painite and Low Temp Diamonds to Boom states (in any economy), it fetches an extra 10-20k per tonne, respectively.
 
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  1. There's a heirarchy of states. Conflict states (election counts as a conflict) trump every other state, expansion is second now (iirc - it's changed in the past) and boom/other states are third. With the third tier states, it's just time order.
  2. See above. The boom went active, so it disappeared when the election went live, and the election nuked the expansion when it would have gone live.
  3. Run a couple of missions for another faction to pull the influence back under 75%, then push the influence back up. it's a bit clunky, but it works.

Makes sense. Thank you for your reply!
 
@Jmanis for military grade fabrics look at military economies in boom ...
Oh. I assumed in civil war. Will edit :)

On an aside, I'm having a *hell* of a time finding Advanced Medicines and Battle Weapons at the moment. Been to three different high tech systems now, none at any of them. Though the economy has always been a bit hinky in my region of space.

Just checked out the military fabrics too. Oh my! Battle/Personal weapons illegal at this particular place.

Also just observed, dunno if this is the effect of the Boom or not, but Meta-Alloys are worth a heap here, like, 97k, compared to 88k at a normal refinery economy in boom.
 
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I noticed something really weird! This is somewhat a follow-up to my earlier question, where one of my pending expansion states disappeared. The situation was as follows.

If I remember correctly, Expansion states trigger if you are above 75% influence in some system. I managed to get a pending Expansion after passing from <75% to >75% influence. While that Expansion was pending, a Boom and an Election state got added into the pending states for that faction too. After another tick (or two), the faction actually entered the Boom state and after another tick, the Boom got overridden by the Election. However, at some point during the Election, the pending Expansion state disappeared. The influence of the faction in the system that was pending Expansion never dropped below 75%. Right now I am sitting above >75% influence waiting for another pending expansion, but it has not happened yet.

Now, I just jumped to a nearby system from the one I expanded from while following the100thmonkey's advice to push myself below 75% influence to get another expansion state. While delivering the missions I noticed that my own faction was also on the mission board! A what-the-heck moment later, I realised this must have been the result of the disappeared expansion state. I am 99.9% sure there were no other expansion states that could've resulted in this gain.

So, what could've happened? I have honestly no idea. There is no news of this in the local news articles. It could've been that the Expansion state wanted to go life on the tick that the Election went life and got cancelled immediately, resulting in a successful expansion state that lasted no time at all. Did I somehow time things perfectly without knowing?!
 
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I noticed something really weird! This is somewhat a follow-up to my earlier question, where one of my pending expansion states disappeared. The situation was as follows.



Now, I just jumped to a nearby system from the one I expanded from while following the100thmonkey's advice to push myself below 75% influence to get another expansion state. While delivering the missions I noticed that my own faction was also on the mission board! A what-the-heck moment later, I realised this must have been the result of the disappeared expansion state. I am 99.9% sure there were no other expansion states that could've resulted in this gain.

So, what could've happened? I have honestly no idea. There is no news of this in the local news articles. It could've been that the Expansion state wanted to go life on the tick that the Election went life and got cancelled immediately, resulting in a successful expansion state that lasted no time at all. Did I somehow time things perfectly without knowing?!
Oh.

Well, it looks like your expansion snuck in then. Is the faction at-or-around 9% influence?

Regardless, you've got an expansion. Why are you still here? Go grind dem missions!

- - - Updated - - -

Oh. I assumed in civil war. Will edit :)

On an aside, I'm having a *hell* of a time finding Advanced Medicines and Battle Weapons at the moment. Been to three different high tech systems now, none at any of them. Though the economy has always been a bit hinky in my region of space.

Just checked out the military fabrics too. Oh my! Battle/Personal weapons illegal at this particular place.
Battle weapons are an industrial product, which explains why you're not finding them in high-techs. Obviously, democratic factions are far too prissy for things that might be used to kill and maim people (they just hire someone else to do the dirty work and buy guns at the state level to keep the information from their populace.) This is why you must seek out the glorious revolutionaries in workers' paradises. I think the AK-47 is still in production in the more remote systems.
 
Yes it is, although a few days have already passed since they got added I think.

chek the news bulletins. maybe your expansion with date is in there?

anyway, yes, zero-tick expansions can happen, if you are lucky (bgs algorythm sets expansion active first, than conflict (election) actives results in a zero tick state - but there is no way to know for sure which state/system etc. is calculated first).
 
Currently there are no player groups in the Colonia region; my original post concerned a NPC faction.

And the post I was responding to brought up the proposed special rules for Colonia which is no longer the case.

This is the source, but the emphasis is mine. There will be no PP and it is anticipated that none of the successful factions will carry political affiliations to their new homes; essentially, it is to be a BGS playground. There has been nothing on how this rule is to be enforced. If there are two or three factions with parent factions that have an adherence to one of the major power blocs, it would not be at all surprising if they worked together to take over other player-controlled systems - there's little else to do, and why else would you want your group to have a base in Greater Colonia? In other words, will it be possible for there to be a de facto Empire or Federation outpost? Will it be possible for a single group to dominate the region and become what will be a super power in all but name?

That is in fact the most accurate source of information as it appears to be taken from the actual initiative that is in place now. Your emphasis however has no bearing on the proposed new ruleset which was designed to actually eliminate factions from Colonia. The rule of "Factions cannot be forced into retreat in their home system and removed from the game permanently" was supposed to be suspended for player factions under the initiative. It was not.

That will be something interesting to see and understandable since the rules of creating a player faction was that you had to be an established player group and only one Minor Faction was allowed per player group. So they have to be independent of their parent faction to be considered viable under the hard rules Frontier established for creating a Minor Faction in-game.

Whether or not these splinter groups are allowed to maintain their allegiance to a superpower is a question that can only be answered when Colonia is finally populated.

Because the rule of eliminating minor factions from the game was not suspended, I am certain a player group, no matter how large, will be hard pressed to maintain control of any large number of systems where another PMF is operating.

Also a smart player group would ask to be placed within range of Colonia but not directly connected by a single jump, allowing them to expand to empty systems that will likely be populated by NPC factions once the actual initiative will go live.

The mitigating factor is the Colonia Citizens Network, a non-political association of groups that have already started to populate the new region. It manages the Colonia system and the eight populated systems that are its near neighbours. The NPC factions will not be permitted to expand into the new systems (if this happens, the extension will not be supported and will be allowed to die) and no player group will be permitted to expand into the existing nine systems.

At this point I have to point out you're getting off topic. The purpose of the initiative was that Colonia is about to get populated by a lot of minor factions to reflect it's status as a successful colony. The current systems and factions were placed there at the behest of players so that they had the basic amenities to operate within the limits of the game which requires station services to keep their ships in working order.

The initiative was created so as to prevent the playerbase from feeling slighted and allow a sense of order in regards to populating Colonia with PMF's. There is likely to be an explosion of NPC minor factions and more then just 10 systems are likely to sudden find themselves with outposts and planetary bases once the first round of selections is completed. Colonia may find itself in the middle of 100 now populated systems following the first round of selections. This sphere may get bigger as consecutive selections happen. (The initiative is not going to stop at the first 10. They're going to keep a rolling system where new PMFs will be introduced to Colonia every month until they're satisfied with the population levels. Speculation: Once it reaches a certain point, they're going to do away with the initiative and re-institute the old rules of creating a PMF in Colonia space that apply in the Core.)

The CCN will not be able to mantain the status quo forever but they would be able to establish their own presence and maintain Colonia itself as their capital.

It must be remembered that SDC was one of the groups that applied to be one of the new factions.

Irrelevant and I am considering the subject closed to avoid getting any further off topic. There are no special exceptions to the 'cannot kill a faction permanently and force it form it's home system' rule in Colonia under the Initiative.

I consider the displacing of a Minor Faction and forcing it to retreat from it's home system to an expansion as hearsay and taking it with a grain of salt since I have no first hand experience to verify that. So I must accept the rule of 'cannot force a faction from it's home system' to be in effect.

If you can replicate the effect, then that calls that rule in question and I will have to seriously reconsider my stance. Secondhand one-off exceptions however, will not convince me.
 
Astonishing. I hadn't realised there were aspects of the BGS that were off limits.

There are no special exceptions to the 'cannot kill a faction permanently and force it form it's home system' rule in Colonia under the Initiative.

I consider the displacing of a Minor Faction and forcing it to retreat from it's home system to an expansion as hearsay and taking it with a grain of salt since I have no first hand experience to verify that. So I must accept the rule of 'cannot force a faction from it's home system' to be in effect.
You must be right. If you didn't see it, it can't have happened.

End of conversation.
 
Astonishing. I hadn't realised there were aspects of the BGS that were off limits.


You must be right. If you didn't see it, it can't have happened.

End of conversation.

There's nothing wrong with asking for evidence. It's fine if you can't provide it, nobody takes daily screenshots or takes notes of all the factions and systems. It's easy to miss stuff in a game as big as Elite, but then again you shouldn't expect people to believe everything you say in a forum thread.
 
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Battle weapons are an industrial product, which explains why you're not finding them in high-techs. Obviously, democratic factions are far too prissy for things that might be used to kill and maim people (they just hire someone else to do the dirty work and buy guns at the state level to keep the information from their populace.) This is why you must seek out the glorious revolutionaries in workers' paradises. I think the AK-47 is still in production in the more remote systems.

Au contraire. High Tech, Industrial and Military all produce them.

0ImK9VV.png


Though you remind me why I generally try not to give economic advice based on my experience in the game... the region of space I run in has always had economies that "don't play by the rules".

For instance, both Microbial Furnaces and HE Suits are both produced by HT. Not all HT systems produce Microbial Furnaces, but one does 19 LY away. Meanwhile HE Suits are nowhere to be found in a 46 LY radius. That's just one oddity. Performance enhancers are another oddity, but I could be here a long time listing the oddities... but this isn't just temporary market variances, HE suits have literally never been found within this bubble since Jan 2015, it keeps cropping up when I recruit new people and they take a "fetch HE suits" mission and can't find them in any nearby stations where they'd normally expect to see them.
 
Au contraire. High Tech, Industrial and Military all produce them.

https://i.imgur.com/0ImK9VV.png

Though you remind me why I generally try not to give economic advice based on my experience in the game... the region of space I run in has always had economies that "don't play by the rules".

For instance, both Microbial Furnaces and HE Suits are both produced by HT. Not all HT systems produce Microbial Furnaces, but one does 19 LY away. Meanwhile HE Suits are nowhere to be found in a 46 LY radius. That's just one oddity. Performance enhancers are another oddity, but I could be here a long time listing the oddities... but this isn't just temporary market variances, HE suits have literally never been found within this bubble since Jan 2015, it keeps cropping up when I recruit new people and they take a "fetch HE suits" mission and can't find them in any nearby stations where they'd normally expect to see them.
Let's just say that I can't recall ever seeing a communist industrial that doesn't have them on the market then - the legality aspect is what matters. Are the local high-techs dicatorships or communist?

Microbial furnaces are not produced by mixed high-tech/refinery economies, in my experience. I've never noticed a pattern with HE suits.
 
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