Does anyone know how to trigger a famine

Yup - same way we said last time time. Still not worth the effort.

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It might not be worth the effort but to answer the question we can have a look at the latest FDev livestream.
Source: https://youtu.be/U0zBtQcdHvs

There, a table was shown that maps action to their consequences. Find a part of that table in this post: https://forums.frontier.co.uk/threads/trading-during-an-election-causes-pirate-attacks.519605/

Only smuggling (and smuggle missions, I guess) will bring the economy of a faction down. Since famine is the worst of the economy states, you should get a famine when you smuggle a lot.
 
Only smuggling (and smuggle missions, I guess) will bring the economy of a faction down. Since famine is the worst of the economy states, you should get a famine when you smuggle a lot.
It's really too bad that trade routes don't play a role in BGS. If I go in and start destroying loaded cargo ships heading towards a station, that should effect economy as much as it does security. It would be like the sieges and blockades of old, where you starve a city / castle by cutting off their supplies.

But smuggling? If I start smuggling Cuban cigars into my town, that's not going to cause a famine! :silly:
 
Only smuggling (and smuggle missions, I guess) will bring the economy of a faction down. Since famine is the worst of the economy states, you should get a famine when you smuggle a lot.
Only other activities I know of which weaken economic strength are certain missions. Three kickers come with these activities:
  • Smuggling: You're SOL if your target is any government which disables black markets.
  • It's easy to selectively apply positive economic effects for a faction; trade at their facilities, run missions for them. Missions a faction issue always support themselves positively, and will positively or negatively affect a random faction. There is nowhere that issues missions which always target a particular faction negatively.
  • Your "random" negative actions fight against reliable, positive actions plus a natural decay towards a None state. Even without player opposition, you're generally SOL trying to counter that decay with unreliable negative effects

There simply isn't a reliable, non-random way to target any negative economic effects except for Black Market trading. It creates a massive imbalance in the BGS, one which needs to be urgently addressed imo.
 
Yeah, if destroying trade ships had a negative economic effect instead of (or in addition to) a negative security effect in the system, with security-killing being the way to reduce the security slider, that would make a lot more sense.
 
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