Copying here for reference.
There are a bunch with no criminal factions so that might be interesting to watch too.
Will be interesting to see how effective the influence transfer to criminal factions is and whether it can lift them off the floor.
(As only a 3-day effect, unless that's changed too, it'd have to be pretty powerful to raise an Anarchy faction above the conflict threshold, for example)
Criminal factions - will need to quickly confirm if this applies to Criminal non-Anarchy factions, though it sounds like it should - not experiencing security states will be interesting. It makes sense thematically, takes away some attacks and defenses, means they can't be locked-down to shut down their markets.
I don't think there's many systems where the first point will actually apply but nice to see they've thought of that edge case.Update 10 said:Factions
The Pirate Attack faction state will now:
- No longer trigger when only criminal factions are present in a starsystem
- Temporarily make weapon commodities legal in most jurisdictions
- Cause factions to lose influence to criminal factions present in that starsystem
There are a bunch with no criminal factions so that might be interesting to watch too.
Will be interesting to see how effective the influence transfer to criminal factions is and whether it can lift them off the floor.
(As only a 3-day effect, unless that's changed too, it'd have to be pretty powerful to raise an Anarchy faction above the conflict threshold, for example)
A way to give corporate/authoritarian factions a Black Market? That might liven things up a bit.Update 10 said:
- Criminal factions will no longer experience active security states and their Security Points will lock at 0
- Odyssey settlements controlled by criminal factions will now prefer to export commodities (at the usual favourable pricing) that are illegal in other jurisdictions. Their exports will return to normal if control changes to other faction types
- Odyssey settlements that were incorrectly exporting Meta Alloys will no longer do so
- Incorrectly negative faction consequences when selling salvaged commodities for a relatively low value were fixed
- The Black Market station service will now activate when the controlling faction has an active Civil Unrest state
Criminal factions - will need to quickly confirm if this applies to Criminal non-Anarchy factions, though it sounds like it should - not experiencing security states will be interesting. It makes sense thematically, takes away some attacks and defenses, means they can't be locked-down to shut down their markets.
Interesting - since Boom tends to increase supply/demand quantities, and Investment tends to decrease them, that probably makes it harder in general to sustain Investment states.Update 10 said:
- Faction consequences from selling commodities are now based on satisfying available demand at the Commodity Market
- You can now support a faction by buying commodities from it, based upon satisfying available supply at its Commodity Market
- When buying and selling, it's generally more positive to a faction to satisfy a higher supply and demand (green 3-bar icon) than a lower (red 1-bar icon), and it's generally more positive to trade more expensive commodities than cheaper ones