Jane Turner
Volunteer Moderator
Here is the shared view on states.
Back to >>START<<
Link to >> DEFENCE STRATEGIES <<
Transactions are defined >>HERE<<
- >>EXPANSION<<: Expansion will be into the closest system with less than 7 factions within a 40LY radius and once pending will go active regardless of the influence of the expansion centre*. Once all systems in range have 7 factions, invasions will occur instead.
- >>WAR/CIVIL WAR<< runs for a maximum of 7 days with the outcome of each day decided by transactions. To win you must win more days than your opponent and will end once victory is inevitable Election is similar, though non-combat actions contribute
- >>RETREAT<<: The faction needs to be below 2.5% on the day before retreat ends and the last day. Once retreated from a system, future expansion are thought to de-prioritise that system until all other possibilities are exhausted. It is not possible to retreat a faction if there are fewer than 3 factions or the faction is in its homes systems
- Other states may affect the availability of missions, the availability of goods and the prices in market. Some result in a small automatic gain in influence and some in a small loss, even if "locked" in conflict.
- Expansion is triggered at 75.01%
- War/CW/Election: Coups are triggered when a non-controlling faction reaches 60%, so long as neither faction has a conflict/election active, pending or in cooldown. They are also triggered when the influence of two factions should cross each other, above a minimum value of 7.0%. Instead of crossing the influence of both factions "catches" at the cross-over %. Elections are contested between factions from the same social group (apart from Anarchies), otherwise there is a conflict. Civil wars are fought between two factions with the same home system, though not necessarily IN the home system.
- Other states are triggered by the movement of the security and economy sliders. Some of the more "exotic" states introduced in 3.3 and later, appear to have hidden population dependent buckets and long lead-in times, so there is no consensus yet on how to make them occur.
Back to >>START<<
Link to >> DEFENCE STRATEGIES <<
Transactions are defined >>HERE<<
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