A Guide to Minor Factions and the Background Sim

No no, I sorry I made some confusion.

I´m talking about 4 diferents factions. Lets call it ABCD.

ABC have in their controlled systems influence of 76-77% for 2 consecutive days, no boom state, and Pending Expansion didnt show up. I dont know why.

Faction D have boom in their controlled systems, and 71% influence on a Uncontrolled system, and Pending War didint show up. I dont know why.

That are my doubts, why the pending states arent occurrin??
I'm going to take a wild stab here, so please don't get insulted. Do you know that pending states don't show up on the system map, and that you can only see them by traveling to the system and checking the right hand status panel? Once in the right hand status panel, you have to select the faction and expand the info to show pending and recovering states.

Again, apologies if you knew that, but many people aren't aware of how to properly find the info.
 
No no, I sorry I made some confusion.

I´m talking about 4 diferents factions. Lets call it ABCD.

ABC have in their controlled systems influence of 76-77% for 2 consecutive days, no boom state, and Pending Expansion didnt show up. I dont know why.

Faction D have boom in their controlled systems, and 71% influence on a Uncontrolled system, and Pending War didint show up. I dont know why.

That are my doubts, why the pending states arent occurrin??
Push to 75% to trigger the war. If that fails, let it drop back below 65% (if you have the patience) or run a few missions for another faciton to push it down, then push the influence for your faction back up. Sometimes the BGS seems to have a brainfart and miss triggers. Not often though.

For the expansions, wait a few more days for the pending states to show. If they don't appear after four days, I'd say there's a possible issue.
 
I'm going to take a wild stab here, so please don't get insulted. Do you know that pending states don't show up on the system map, and that you can only see them by traveling to the system and checking the right hand status panel? Once in the right hand status panel, you have to select the faction and expand the info to show pending and recovering states.

Again, apologies if you knew that, but many people aren't aware of how to properly find the info.

Yeah, I know, I visited all four systems. I already command 7 sucessfull expansions and systems take overs, with wars, elections and etc....
That´s why I´m scrathing my head, because all these for systems should have triggered a pending state today.
Just for the records, these for systems dont have cross factions between them.

Maybe a galaxy wide bug lol
 
Yeah, I know, I visited all four systems. I already command 7 sucessfull expansions and systems take overs, with wars, elections and etc....
That´s why I´m scrathing my head, because all these for systems should have triggered a pending state today.
Just for the records, these for systems dont have cross factions between them.

Maybe a galaxy wide bug lol
Then the only other thing it can be, without being a bug, is conflicting states in other systems. Obviously conflict only shows up as the active state in 1 system, so the minor factions above 75% influence can be in conflict pending, active, or recovering (elections) in another system and you wouldn't know it unless you find the right system. Any conflict in pending, active, or recovering will prevent the expansion from going pending. Economic states can still go pending during conflict, but not expansion.
 
I keep up with this thread, and searched the last 200 posts, but I can't find what I think I saw...

Civil War does not override lockdown, correct? You have to end the lockdown via bh before the cw can start, right?
 
Then the only other thing it can be, without being a bug, is conflicting states in other systems. Obviously conflict only shows up as the active state in 1 system, so the minor factions above 75% influence can be in conflict pending, active, or recovering (elections) in another system and you wouldn't know it unless you find the right system. Any conflict in pending, active, or recovering will prevent the expansion from going pending. Economic states can still go pending during conflict, but not expansion.

Thank you very much, I'll try to check it.
 
Quick (unsorted) summary of some key notes I took during the livestream, feel free to use however:
- Factions can be in a single state at any given time, galaxy wide, regardless of if it's global (expansion) or local (war).
- States have a phase cycle of pending-active-cooldown, and have a natural active period, but can also terminate early. States also do have a precedence over other states (e.g war has precedence over famine)
- Influence is a measure of that faction's power in that system. 50% influence means literally 50% of the population in that system support that faction
- There's two flavours of buckets for state changes: Economic bucket changes up and down, Influence bucket up and down. There's other sub-things (I lost the plot a bit here) but ultimately it's those two flavours
- Limit to how fast things change based on system population and number of commanders doing things.
- Influence cap. Limited amount change within a system, not commander linked/faction gain. More people doing things = larger cap.
- Background sim is a background sim, not a foreground sim. Designed to allow players to meaningfully affect galaxy, but also to simulate a changing galaxy.
- Coming for 2.1: Retreat state (opposite of expansion), removes a faction from a system it expanded to, back to it's home.
- Effects of trading and some other actions (not exhaustive). Basically, Trading improves influence, increases boom, decreases bust, food decreases famine, medicines decrease outbreak. Smuggling does opposite boom/bust effects. Others were as expected.
- Each system has a set of statistics, some visible e.g population, some not e.g tech/wealth level
- Boom increases wealth level, boosts trade,helps increase faction influence. Good way to rapidly increase influence
- Bust reverses boom effects.
- Lockdown increases security level, decreases wealth, influence much harder to move. Probably changing in 2.1
- Civil unrest - decreases security and standard of living, reduces influence, increases combat effects.
- 2.1 State system will influence mission availability heavily. Will impact ship spawns/traffic too.
- Civil war/war balancing in 2.1 (? not sure what this means)
- Best way to influence a warlike conflict right now is to hand in combat bonds.
- Expansion available when a faction reaches 75% and not currently fighting or warming up in any system. Trigger costs 15% influence, acts as a "Release Valve" for influence.
- Once Expansion active, faction searches approximate 20LY radius sphere for other inhabited systems, can be +-20. Can only expand to system with other factions. Find system with less than 5, gets presence and 10% influence. if expanding can only find systems with 5 or more, kicks out smallest other faction. Basically, they swap. Expansions can fail if no options succeed.
- Is expansion process 100% predictable? Yes, but order of events matters.
- Influence decay; not really possible, except if other factions are interacted with "more"
- Effects and frequency of boom should be reduced in future.
- 60% influence, no control, automatically causes war.
- Influence threshold to trigger a conflict. 7%.
- Factions have a hidden "Grouping" which dictates whether they do elections or war. Pirates always war, and this grouping is why communist factions have elections.
- Elections/civil war 3% gap for victory, war 15%
- No winner: no change.
- Winner: takes ownership of asset. If major station, control system.
- No way to influence where your faction expands to.
- No way to completely remove a faction from the game; this is by design
- Things in stock can change via outfitting/shipyard, subtly only.
- Galaxy map updates: Should reflect changes in a few hours now.
- What helps win an election: Anything that normally gains Influence.
- Tick approx once every 24h. Roughly...
 
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- Factions can be in a single state at any given time, galaxy wide, regardless of if it's global (expansion) or local (war).
Is this something that you have noticed?
It would mean that a lockdown in one system could be stopped by a war in another. It kind of makes sense if you think of the factin as a whole, rather than seperate pieces in various systems.
 
Jmanis;3771084 [I said:
A[/I]- Best way to influence a warlike conflict right now is to hand in combat bonds.

B- Influence decay; not really possible, except if other factions are interacted with "more"

A - they kind of swerved that question, in that that question was which is it better to do, hand in more times smaller amounts or fewer larger sums. There answer was as you state, hand in combat bonds? Well yeah we know that much.

B - Not really possible. Well I have no idea how to explain 3% disappearing from my faction to the others when I do nothing in the system at each tick, without any other activity. And it happens in all 5 of my systems when I do nothing in them. And there is no other activity, human anyway.

Aside from that, a really interesting listen. I like the idea of retreat, it makes sense.
20ly+- a few is good to hear but im sure that will raise a few questions now.And combat zone missions is a good idea.
 
A - they kind of swerved that question, in that that question was which is it better to do, hand in more times smaller amounts or fewer larger sums. There answer was as you state, hand in combat bonds? Well yeah we know that much.

B - Not really possible. Well I have no idea how to explain 3% disappearing from my faction to the others when I do nothing in the system at each tick, without any other activity. And it happens in all 5 of my systems when I do nothing in them. And there is no other activity, human anyway.

RE: A. Just to clarify my writing a little here, I basically went with what they said in the stream. Dav's answer was that the best way to influence a war was handing in combat bonds (as opposed to doing combat missions) which definitely steered around the actual question which was Number of Bonds vs Value of Bonds. That point is definitely more "opinion of Dav" than may tried fact, but I threw it in regardless.

RE: B, I included that because the point they keep mentioning is that "Influence always adds up to 100%". Where "My faction A always has rep decay" loses meaning is if you had 5 factions in a system, and five players, one each monitoring their faction. They can't all say "my faction loses influence if i do nothing". I personally think differently to you on the topic through the observations of my factions, but that's just opinion again. Takehome for me was "just because you don't do something for a faction doesn't mean it's influence will decay", as per the above (obvious) example. Grains of salt and all...

EDIT: Just to clarify. The question was basically "will an idle faction's influence decay?". Answer is no, because that's impossible in the case of a whole system going idle. A more accurate question would be "Does a systems influence levels adjust to an equilibrium between all factions?" which is what I think was actually what was intended in the question, and I don't think that got answered.

Is this something that you have noticed?
Recently, yeah. Something screwed both my 60% "automatic war" and my 75% expansion in another system before i went on a holiday for a month. There were booms in other systems at the time... but i think where i suffered was the order of state changes, a lot of "5-faction knocks" were happening.
 
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.....

B - Not really possible. Well I have no idea how to explain 3% disappearing from my faction to the others when I do nothing in the system at each tick, without any other activity. And it happens in all 5 of my systems when I do nothing in them. And there is no other activity, human anyway.
....

I wonder if that could be caused by your reputation dropping with your faction by not doing anything? Does your reputation affect influence?
...just idle thoughts :)
 
B - Not really possible. Well I have no idea how to explain 3% disappearing from my faction to the others when I do nothing in the system at each tick, without any other activity. And it happens in all 5 of my systems when I do nothing in them. And there is no other activity, human anyway.

I agree influence decay definitely happens. In the systems I monitor, if I do nothing between ticks the controlling faction loses 0.1% and the smallest gains it. No other changes happen and if I visit the system I see either no traffic report at all or only my ship, no crime report and no bounty hunting report. So I can't attribute this change to other players.
 
I agree influence decay definitely happens. In the systems I monitor, if I do nothing between ticks the controlling faction loses 0.1% and the smallest gains it. No other changes happen and if I visit the system I see either no traffic report at all or only my ship, no crime report and no bounty hunting report. So I can't attribute this change to other players.


My only guess is that it has to be NPC activity! But they didn't actually say that.
 
I agree influence decay definitely happens. In the systems I monitor, if I do nothing between ticks the controlling faction loses 0.1% and the smallest gains it. No other changes happen and if I visit the system I see either no traffic report at all or only my ship, no crime report and no bounty hunting report. So I can't attribute this change to other players.
My faction used to have decay, but we have just taken over our 3rd base in the system and decay has stopped. it is now slowly going into the positive every day with us not doing anything. But we do have traffic of 20+ pilots per 24 hours...
 
Does any one have any idea what the "Bounties issued" on the local news crime report is supposed to represent? I'm trying to get a gauge on phantom player activity in my faction's system.
 
My faction used to have decay, but we have just taken over our 3rd base in the system and decay has stopped. it is now slowly going into the positive every day with us not doing anything. But we do have traffic of 20+ pilots per 24 hours...

Interesting. Do you now own all the stations, etc in the system? One of my systems has an outpost owned by my faction and a settlement owned by another faction, it still experiences the decay effect. The faction which is gaining 0.1% per tick is a third faction that doesn't own anything.
 
Thanks for the notes Jmanis! Very helpful. I just want to clarify that they didn't actually confirm the conflict threshold is 7%. Hopefully they come back and confirm that, because we think it's actually 7.3% or 7.4% based on recent observations and a bug report.

Is this something that you have noticed?
It would mean that a lockdown in one system could be stopped by a war in another. It kind of makes sense if you think of the factin as a whole, rather than seperate pieces in various systems.
Yes, definitely. It's a big part of the strategy when dealing with a multi-system faction.

That's also one of the reasons we've been nagging them over and over to take a look at boom, and whether it was triggering as intended. I was very happy to hear that they've identified an issue and we might see some boom relief.
 
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