A Guide to Minor Factions and the Background Sim

There's no question about this as it's always been the case that bounty hunting counts as a conflict-based contribution to influence.

But it's not unusual to find your faction in a conflict - or series of conflicts - just after an Expansion, giving you little opportunity to recoup the 15% loss incurred during the Expansion while the conflicts are going on.

I was questioning the logic behind having bounty hunting or kill missions (if either were available) contributing to the influence of your faction in a system not in conflict when other missions don't.

I think this oddity - coupled with the misleading indicators on the maps and the hopelessly inaccurate Galnet news reports - is either an unintended consequence of an update, or a bug introduced during the update.

I'm really hoping that it isn't working as intended.

Well to me it's a bug obviously. I could even understand a reduction of action influence faction wide - after all, fighting a war somewhere will impact your overall economy. But "every action suddenly ineffective anywhere"? No way!
 
I kind of agree and disagree here.

As far as the Gal map is concerned, the state of the system is in regards to the OWNING faction only. This state, is a global state in that it reflects across all the systems that the faction is the OWNING faction of that system. So if your faction is at War/CW/Election for example in a system (not owning or owning), then on the Galmap it will say War/CW/Election on the systems you are the OWNING faction only.
So if you are present in 3 systems it could read like this:

Sys 1 - Owning - Galmap state War - Sysmap state - None
Sys 2 - Non owning - Galmap state None - Sysmap state War
Sys 3 - Non owning - Galmap state None - Sysmap state None

Other states are Galactic wide, Economic states/Expansion/Retreat, and all systems present in you will be in this state. Galmap however will only detail this if you are the OWNING faction.
So the same 3 systems could look like this:

Sys 1 - Owning - Galmap state Boom - Sysmap state Boom
Sys 2 - Non owning - Galmap state None - Sysmap state Boom
Sys 3 - Non owning - Galmap state None - Sysmap state Boom

That is my current understanding of how the Galmap states are working.

So, that's definitely not my experience. I need to collect some solid data first to put up any counter-argument though.
 
[...] i assume that there is a bug around retreat/investment and conflict states.

I had a pending conflict that should have gone to war, instead both factions went to state "None". System news reported an outbreak of war though.
One of the factions finished retreating in the same tick, so it seems there is some bug in that area.


On theory:
My (nonretreating) faction or my system got ticked, the "future state: War" was set up including news articles. Afterward the retreating faction or the other system was ticked ending the Retreat, which set the "future state: None". Cleanup deleted war for the left over war-faction as there is on opponent anymore.

-> That would mean there is a missing check during Retreat-end for an already processed new war-state of another faction/system.
 
Sorry if I might sound like a troll but taking the topic literally and as an interested but still bloody noob to the topic my first impression is that of a 222 pages 'manual' mixed with possible, potential, tin foiled and real bug reports. Am I completely out of order with this comment? [where is it]

no, you are not.

one of the problems working with the blackbox the BGS is, is that you are never sure whether things work as intended or are bugs. and then some mechanics are not very staight forward/common sense.

beside that - it works MUCH better then 18 month or 12 month and even 6 month ago :)
 
Sorry if I might sound like a troll but taking the topic literally and as an interested but still bloody noob to the topic my first impression is that of a 222 pages 'manual' mixed with possible, potential, tin foiled and real bug reports. Am I completely out of order with this comment? [where is it]
Lets be honest! Do we really want to know the secret of "the black magic box".
One thing for sure, this is the best place to ask any questions, Working out the question is the hardest bit[sad]
 
Lets be honest! Do we really want to know the secret of "the black magic box".
One thing for sure, this is the best place to ask any questions, Working out the question is the hardest bit[sad]

There's that and the fact that the workings of that magic box are a moving target. We've had a few changes over time and it's not easy to keep up with them all. It's good to have a place to write them down until they change again. :)
 
Sorry if I might sound like a troll but taking the topic literally and as an interested but still bloody noob to the topic my first impression is that of a 222 pages 'manual' mixed with possible, potential, tin foiled and real bug reports. Am I completely out of order with this comment? [where is it]
It's really more like the opposite of a manual. A fluid knowledge base, if you will.

Instead of the devs writing guides or manuals, they use this thread as a benchmark. As soon as the majority of the posters here agree on how something is working, they know it's time to change it. :p

They apply the changes, don't tell anyone, then watch and see how long it takes us to figure it out. If we figure it out too quickly, they make a note and adjust the difficulty level next time.

So while we think we are running experiments and testing the BGS, in reality, we are the test subjects. "Despite all my rage, I am still just a rat in a cage..."
 
But for starters it would really help to see a set of things that are "confirmed to work as intended".
So would we all.

As you may have realised, we're like Sisyphus pushing the stone up the down escalator (although Szyslak22 feels more like a rat in a maze, but his nightmares are his own). I've been playing the BGS for 15 months and every day I think I've reached the first step. Every day.

I might have to disagree with goemon slightly when he says things are better - I think they're just different.

I don't speak for Walt (the OP), but as someone who's tried to do something similar I can say that it's almost impossible to keep a single set of rules up to date because the staircase keeps moving and you can end up spending more time trying to keep everyone informed that you do playing.

The best we can aim for is collective wisdom.

Unless we can find the emergency stop button . . .
 
I feel more like a penguin that has to bring a bunch of pebbles to it's mate until it decides it likes one of the pebbles. Just like doing stuff to support your faction, you keep trying stuff until the inf moves the way you want it to.

This is especially accurate...just as the female penguin may change her mind on what the 'right' pebble is, the BGS changes it's mind on what the right action is.

The only off part here is no one is getting, um, satisfied.
 
I just don't like to bother anyone with the most fundamental starter questions. So I'm all for everlasting secrets of a magic box. But for starters it would really help to see a set of things that are "confirmed to work as intended". Otherwise I'd have to dig in really old mud... ;)

It is a bit out of date and vague in places but the first post is still relevant and useful. My advice would be to read it and any other guides you can find (iirc there's a good one by AEDC around somewhere) then pick a quiet, low population system to experiment on. Get yourself some way to track your actions and the influence changes in system (a spreadsheet is good for this when you're starting) and play with it. Try running missions one day to see what that does, do bounty hunting another day and only hand in bounties for a specific faction(s) and so on. Record everything. You'll quickly start to learn how it works. When you get stuck or confused come back here and ask for help.
 
we are watching jacques station in the EOL PROU system as a test case for the background simulation ( so far its an interesting experience) purchasable galmap 20ly around systems become available on yesterdays tick so perhaps even it is tied into the background simulation
 
First time I repped a deleted post (it's still in my mail though). :D
There are some threads that you can be flippant after a few vino's, but this is not one of them. This is serious and I realised it was out of place.
My point was that there is no such thing as a stupid question, Sometimes by asking a question, It sparks a new round of testing.
 
It is a bit out of date and vague in places but the first post is still relevant and useful. My advice would be to read it and any other guides you can find (iirc there's a good one by AEDC around somewhere) then pick a quiet, low population system to experiment on. Get yourself some way to track your actions and the influence changes in system (a spreadsheet is good for this when you're starting) and play with it. Try running missions one day to see what that does, do bounty hunting another day and only hand in bounties for a specific faction(s) and so on. Record everything. You'll quickly start to learn how it works. When you get stuck or confused come back here and ask for help.

Is this the one you mentioned?

https://docs.google.com/document/d/1S-Q233d1G43ddkNwztJeY6_I6K9v8bKW83dHPpKSDZo/edit

Interesting, but some things do not look right. For example:

There appears to be a bug where some minor factions with low enough influence will enter Retreat even though they are present in their original home system. The retreat will resolve with time but the faction will not move as it has nowhere to retreat to.

This does not make sense - Expansion produces an offspring of the faction, so if this was true, no faction would ever be able to retreat because the original "mother" faction would of course still be present in the original system, and only factions that were pushed out their system pre-2.1 could go back there (I witnessed that).
 
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Is this the one you mentioned?

https://docs.google.com/document/d/1S-Q233d1G43ddkNwztJeY6_I6K9v8bKW83dHPpKSDZo/edit

Interesting, but some things do not look right. For example:

There appears to be a bug where some minor factions with low enough influence will enter Retreat even though they are present in their original home system. The retreat will resolve with time but the faction will not move as it has nowhere to retreat to.

This does not make sense - Expansion produces an offspring of the faction, so if this was true, no faction would ever be able to retreat because the original "mother" faction would of course still be present in the original system, and only factions that were pushed out their system pre-2.1 could go back there (I witnessed that).

Oh no, not that one! I was referring to the AEDC guide.
 
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