A Guide to Minor Factions and the Background Sim

another thing that needs testing with trade is a volume delivered versus transactions total ( i have a feeling that with buckets) is that 100x 1 of a good sold would as far as 100 transactions on the background sim, have 100x the factor of 100 of a good delivered in one trrade
Used to be the case, but was recently "fixed"
 
... besides influence losses/gains via shipkills. the BGS doesn't care whether a ship is wanted or not for that basic effect. if you shoot a ship from a minor faction that minor faction looses influence in the system.

somehow, the BGS is very simplistic, but as we can see from the case "bounty hunting", it gets complex quite fast.

If I shoot random wanted ships in a res site, cash no bounties in that system and do nothing else then no faction loses influence. I've done this many times and only see the delay like effect I get when I do nothing. If I shoot clean ships I see an influence loss for the faction(s) whose ships I shot. I don't think wanted ships count.
 
Used to be the case, but was recently "fixed"

I'm going out on a wing here....

@dynamicbob: bug report plus 'fix' is here:
https://forums.frontier.co.uk/showthread.php?t=238057
Note the lack of detail on the actual fix.

That said. After some recent testing i think I've proven it's still transactional rather than volume or raw profit, just diminished in effect... specifically a trade transaction is 10 times less effective now.

Reason for this is i think I've made some discoveries about the effects of population on influence, influence bucket sizes, and even observed the effect of boom on trading.

However. I'm yet to write anything because A) need more data, and B) 2.1 is coming so it might be wasted effort, though if my theories are right things shouldn't change too much as there wouldn't be much point changing the fundamentals. I'm also on the clock work another activity and can't do the required tests.

Stab in the dark though: is there 5 categories of population size?

PS this still doesn't provide info about influence caps.
 
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To the BGS gurus.

(probably answered somewhere here but its become a looooong thread)

My faction successfully expanded into a low population system.
I pushed them to try to start a war with the faction owners, but influence is very sensitive and I with little effort go too far (no noticeable traffic other than me)
For example go from 36.6/35.1 to 32.6/40.2 in one tick.

How close does the match need to be? Is it better now to push the other faction or try to degrade my own, and if so how? What happens if I push more and get even more influence?

Thanks for any enlightenment. :)
 
To the BGS gurus.

(probably answered somewhere here but its become a looooong thread)

My faction successfully expanded into a low population system.
I pushed them to try to start a war with the faction owners, but influence is very sensitive and I with little effort go too far (no noticeable traffic other than me)
For example go from 36.6/35.1 to 32.6/40.2 in one tick.

How close does the match need to be? Is it better now to push the other faction or try to degrade my own, and if so how? What happens if I push more and get even more influence?

Thanks for any enlightenment. :)


The likely cause is that one of the factions is in conflict (or pending) in another system. Only 1 conflict per faction. Does either faction have a state in the right hand info panel?
 
To the BGS gurus.

(probably answered somewhere here but its become a looooong thread)

My faction successfully expanded into a low population system.
I pushed them to try to start a war with the faction owners, but influence is very sensitive and I with little effort go too far (no noticeable traffic other than me)
For example go from 36.6/35.1 to 32.6/40.2 in one tick.

How close does the match need to be? Is it better now to push the other faction or try to degrade my own, and if so how? What happens if I push more and get even more influence?

Thanks for any enlightenment. :)

If you're trying to get a war with the system owner, you can push your faction to >60% and you'll have the war. It should be easier than trying to match them.

<edit> But as Schlack said, the other faction can't be in a conflict/election state. </edit>
 
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Thanks
No, the other faction doesn't have a state (or) pending.

>60% seems more doable than matching then in a lo pop environment.

Make sure that you have checked all the systems the other faction is present in and checked for pending war/civil war/election as it will only be visible in the system where it is pending. The system map will not tell you pending states, so you will have to visit each one to view it.
Apologies if you have done this and the answer is still a 'No', but it is a common mistake and usually accounts for a 'No War starting' type occurrence.

PS Pushing to beyond >60% will have no effect if they are currently/pending conflict elsewhere as well.
 
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Make sure that you have checked all the systems the other faction is present in and checked for pending war/civil war/election as it will only be visible in the system where it is pending. The system map will not tell you pending states, so you will have to visit each one to view it.
Apologies if you have done this and the answer is still a 'No', but it is a common mistake and usually accounts for a 'No War starting' type occurrence.

PS Pushing to beyond >60% will have no effect if they are currently/pending conflict elsewhere as well.

Thanks again.
Neither my faction nor the competitor have any states or pending states in any system.
Again, and just for interest, how close do influences have to match to spark a war with that method?
 
Thanks again.
Neither my faction nor the competitor have any states or pending states in any system.
Again, and just for interest, how close do influences have to match to spark a war with that method?
Usually within 1 - 2% the BGS will equalize them if a conflict is possible. If they are going to pass each other, they will normally equalize instead. We've only seen factions jump over each other without conflict if there's about a 5% gap or greater. That's why you're getting a lot of advice about blocking conflict somewhere else. Jumping over the other faction by only 1 or 2% normally means there's something else going on preventing the conflict.
 
Usually within 1 - 2% the BGS will equalize them if a conflict is possible. If they are going to pass each other, they will normally equalize instead. We've only seen factions jump over each other without conflict if there's about a 5% gap or greater. That's why you're getting a lot of advice about blocking conflict somewhere else. Jumping over the other faction by only 1 or 2% normally means there's something else going on preventing the conflict.

Ok. I'm pretty sure. But will check all possible systems again for a lurking faction presence.
 
If I shoot random wanted ships in a res site, cash no bounties in that system and do nothing else then no faction loses influence. I've done this many times and only see the delay like effect I get when I do nothing. If I shoot clean ships I see an influence loss for the faction(s) whose ships I shot. I don't think wanted ships count.

This matches my experience. I have used RES or CNB sites in one system(A)to generate BV that are then cashed in another system(B), I have not seen any affect on the factions that lost wanted ships in system(A) when I do this and I've done it quite a few times.
 
Ok. I'm pretty sure. But will check all possible systems again for a lurking faction presence.


Not sure if it's been said above (I'm rushing), you'll have to check pending states in *every* system your faction is present in to check for blocking conflicts. Those pending states will only show up in the system where the conflict is going to take place, so you will actually have to travel to each one, not just rely on the galaxy map.
 
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Not sure if it's been said above (I'm rushing), you'll have to check pending states in *every* system your faction is present in to check for blocking conflicts. Those pending states will only show up in the system where the conflict is going to take place, so you will actually have to travel to each one, not just rely on the galaxy map.

Yes. My faction had expanded to a system previously unknown to me, and is involved in a pointless low level war there. Everyone was right of course, thanks. )
It looks like the states shown on the system map are current even though the galaxy map is apocryphal?
(I have explored all systems within 50ly of "home")
 
I've only dipped into the latest beta and I'm wondering if Engineers isn't going to e a coffin nail for BGS players.

Firstly, although details aren't yet clear, upgrading modules of your ship - mostly the armaments - is going to take some time grinding, time that will inevitably be taken from running your faction. Perhaps not a big deal for the larger groups where members know that someone will be minding the store, but for smaller groups even one member away for a time can have a marked effect.

Secondly, NPCs are a lot more aggressive and resilient - and they also have access to the Engineers and some have ramped up the effectiveness of their weapons. The combination of these two factors can mean that encounters in CZs can last longer. Wouldn't this have the effect of lengthening the time and effort that has to be put into winning a War?

It's probable that I haven't spent enough time running in beta (I've got wars to win and factions to support - who's got time?), so I'm looking forward to someone allaying my fears.
 
I've only dipped into the latest beta and I'm wondering if Engineers isn't going to e a coffin nail for BGS players.

Firstly, although details aren't yet clear, upgrading modules of your ship - mostly the armaments - is going to take some time grinding, time that will inevitably be taken from running your faction. Perhaps not a big deal for the larger groups where members know that someone will be minding the store, but for smaller groups even one member away for a time can have a marked effect.

Secondly, NPCs are a lot more aggressive and resilient - and they also have access to the Engineers and some have ramped up the effectiveness of their weapons. The combination of these two factors can mean that encounters in CZs can last longer. Wouldn't this have the effect of lengthening the time and effort that has to be put into winning a War?

It's probable that I haven't spent enough time running in beta (I've got wars to win and factions to support - who's got time?), so I'm looking forward to someone allaying my fears.

The materials and scan data engineers need you can pick up while working on your faction. Missions give them too so you can get stuff while doing missions for your faction, you don't have to spend all your time nearby the engineer. You can just stock up on what you need then go when convenient. Not looking forward to taking a combat ship to the further away ones though.

For cz hopefully relevent missions populate better to help alleviate the reduced killing. Not looked into this on beta specifically but I recall this being mentioned previously, possibly in a dev update iirc.
 
I've only dipped into the latest beta and I'm wondering if Engineers isn't going to e a coffin nail for BGS players.

Firstly, although details aren't yet clear, upgrading modules of your ship - mostly the armaments - is going to take some time grinding, time that will inevitably be taken from running your faction. Perhaps not a big deal for the larger groups where members know that someone will be minding the store, but for smaller groups even one member away for a time can have a marked effect.

Secondly, NPCs are a lot more aggressive and resilient - and they also have access to the Engineers and some have ramped up the effectiveness of their weapons. The combination of these two factors can mean that encounters in CZs can last longer. Wouldn't this have the effect of lengthening the time and effort that has to be put into winning a War?

It's probable that I haven't spent enough time running in beta (I've got wars to win and factions to support - who's got time?), so I'm looking forward to someone allaying my fears.

The vast majority, if not everything, you do while running your faction will net you materials. It'll just be a matter of flying to an engineer and getting the module installed. You might have to spend a little time on a planet gathering the natural elements (Like iron and nickel and such) but most blueprints don't require more than a couple and they're reducing the amount of materials that exist, meaning most of what you pick up will be useful to you. So 15-20 minutes on a planet and you're good to go for a couple upgrades. :)
 
The materials and scan data engineers need you can pick up while working on your faction. Missions give them too so you can get stuff while doing missions for your faction, you don't have to spend all your time nearby the engineer. You can just stock up on what you need then go when convenient. Not looking forward to taking a combat ship to the further away ones though.

The vast majority, if not everything, you do while running your faction will net you materials. It'll just be a matter of flying to an engineer and getting the module installed.

The nearest Engineer to my home base is 170Ly away. That's a lot of jumps in a FdL, but possibly fewer on the return.
 
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