A Guide to Minor Factions and the Background Sim

Are we sure that Expansion is triggered at 75% (as reported several places here)?

My faction are below 50% but still insist on expanding, even though I want them to consolidate.

They have been over 75%, but at least several weeks ago, (as I have since then been working hard to raise the other factions standings).

My last three all triggered at 75%
 
Maybe my guys just can't shake the habit. Don't want to have to shoot my own ships.

Just a question... what's your current state of affairs?

If you hit 75% a while back, you would've caused "Expansion pending"... from there you can drop as low as 1% and still go through the full pending-> expansion -> recovery cycle which, up til recovery starting, can take up to 10 days. Something something "You can't stop the signal"
 
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since dropping below 75% we have gone (with appropriate cooldowns) boom, expansion (successful), boom, expansion (successful), boom and currently pending expansion. Currently at 47% influence.
 
since dropping below 75% we have gone (with appropriate cooldowns) boom, expansion (successful), boom, expansion (successful), boom and currently pending expansion. Currently at 47% influence.

uhm, and you are sure you are not at >75℅ in any other system?
 

Deleted member 115407

D
A fellow Cmdr commented to me the other day that the markets are constantly refreshing to the default supply ie, he buys 600t, delivers it to another system then returns for more and the market has the same supply available each time. So you can no longer reduce the supply of commodities. I disagreed, saying that it didn't use to do that, but that it would resupply some but not all of what you bought and the supply would drop over time. (I'm talking about 10 mins from buying->selling->buying, not a 24hr period).
So I tried it myself with 432t in an Anni, and low and behold, the supply of the commoditiy would always be the same on return. So once more, the market appears to have lost any dynamicism.

Agreed?

The recharge time appears to me to be based on Supply/Demand levels. When I had decided to foster a startup colony, it would run out of "demand" pretty quickly (200-400 in most non-food commodities). High demand numbers though would replenish faster than low demand numbers. It took me about a sessions worth of diligently supplying what the colony needed to get it bumped up. Now there is no way for a single player to meet its demands, as not only are the numbers higher (many in the high-hundred, low-thousands), but the numbers replenish too quickly to out-supply them. Low demand numbers, however, can still go relatively empty.
 
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I am in a really high activity area and there are A LOT of outbreaks and famines, half the systems seem to be in one. That's why I am wondering if there is specific player activity causing it.

Have famine and outbreak become more prevalent since last patch? I don't have any hard other than anecdotal evidence. I do have a growing suspicion that FD have added a new element to the BGS. And the increased number of famines and outbreak is due to the nature of the particular systems and the lack of CMDR activity providing these systems with the commodities needed to fend off such states - e.g. food to an extraction system.

Just some speculation really. I'm not sure if this is testable
 
uhm, and you are sure you are not at >75℅ in any other system?

This one. Your faction could've got to a system without you realising. Check out the local news board for articles which should be from the system doing the expansion.

If you aren't confident with what you're looking for, ping me the system/faction name and I'll check it out for you.
 
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uhm, and you are sure you are not at >75℅ in any other system?
Don't know what you mean [wink]

Tiny 1500 pop backwater system got pushed to 76% by person or persons unknown. Wouldn't have taken much.
Shouldn't just assume there's no player activity, however quiet it normally is.

Thanks.
 
The recharge time appears to me to be based on Supply/Demand levels. When I had decided to foster a startup colony, it would run out of "demand" pretty quickly (200-400 in most non-food commodities). High demand numbers though would replenish faster than low demand numbers. It took me about a sessions worth of diligently supplying what the colony needed to get it bumped up. Now there is no way for a single player to meet its demands, as not only are the numbers higher (many in the high-hundred, low-thousands), but the numbers replenish too quickly to out-supply them. Low demand numbers, however, can still go relatively empty.

Okay so on that premise your suggesting that the reverse is the same and the supply is replenishing too quick for a noticeable change. I'd like to agree, but this must be a change since 2.1, as it wasn't the case before in the same systems myself and my fellow inhabit.
 
Have famine and outbreak become more prevalent since last patch? I don't have any hard other than anecdotal evidence. I do have a growing suspicion that FD have added a new element to the BGS. And the increased number of famines and outbreak is due to the nature of the particular systems and the lack of CMDR activity providing these systems with the commodities needed to fend off such states - e.g. food to an extraction system.

Just some speculation really. I'm not sure if this is testable

My impression is - definitely. I can't remember seeing all these outbreaks and famines before.
 

Deleted member 115407

D
Okay so on that premise your suggesting that the reverse is the same and the supply is replenishing too quick for a noticeable change. I'd like to agree, but this must be a change since 2.1, as it wasn't the case before in the same systems myself and my fellow inhabit.

That's a little harder for me to determine, as the colony I'm referencing only produces poop and MOGAS, and those in very small quantities :)

I was hoping to "develop" the economy, to see if I could push the colony towards producing something more substantial, but got sidetracked by three wars and other content. Good news is, this same colony is on the brink of expansion, so I'll have a bigger playground shortly.
 
How many missions would it take to make lave Federation?
It doesn't work like that, I'm afraid.

Lave has a population in the billions, iirc, and is a well-frequented hub due to its rare good - Lavian Brandy - and its resonance in the history of the game.

Trading at a station and buying goods from it (Lave Station is also an agricultural station, so it attracts a lot of traffic from CMDRs running missions for other systems) buffs the influence of the faction in control of the station. Population acts as a negative modifier against the impact of player actions.

Without knowing the exact algorithms involved in calculating influence changes, the number of CMDRs through the system, and every one of their actions trading and shooting, etc., it's impossible to give you any firm idea of the number of missions it would take to flip the system. I'm pretty confident in the answer "more than you have time to do on your own." Additionally, the size of the population means that it would take an organised and well-coordinated effort from a group of CMDRs to have any noticeable impact at all - there's a cap on influence swing which is based on the amount of traffic and the number of actions performed by CMDRs in the system.

One dude on their own isn't going to do squat. I'd add that if you tried to flip Lave to the Federation (does it even have Fed-aligned factions?) you'd stir up a hornet's nest of very angry Alliance-aligned players who would very quickly put a stop to that kind of thing and write strongly-worded letters to their local political representative before running hundreds of missions and utterly negating your effort.
 
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It doesn't work like that, I'm afraid.

Lave has a population in the billions, iirc, and is a well-frequented hub due to its rare good - Lavian Brandy - and its resonance in the history of the game.

Trading at a station and buying goods from it (Lave Station is also an agricultural station, so it attracts a lot of traffic from CMDRs running missions for other systems) buffs the influence of the faction in control of the station. Population acts as a negative modifier against the impact of player actions.

Without knowing the exact algorithms involved in calculating influence changes, the number of CMDRs through the system, and every one of their actions trading and shooting, etc., it's impossible to give you any firm idea of the number of missions it would take to flip the system. I'm pretty confident in the answer "more than you have time to do on your own." Additionally, the size of the population means that it would take an organised and well-coordinated effort from a group of CMDRs to have any noticeable impact at all - there's a cap on influence swing which is based on the amount of traffic and the number of actions performed by CMDRs in the system.

One dude on their own isn't going to do squat. I'd add that if you tried to flip Lave to the Federation (does it even have Fed-aligned factions?) you'd stir up a hornet's nest of very angry Alliance-aligned players who would very quickly put a stop to that kind of thing and write strongly-worded letters to their local political representative before running hundreds of missions and utterly negating your effort.

There is a Federation faction in Lave.
 
strong indicators, that biowaste trading leads to outbreak, but it is for sure not the only source.
We're still seeing famines and outbreaks with no apparent outside influence - in systems where there has been no influence changes for some time and in active systems. We have noticed that famines seem to be grouped - we get a number of famines in one region while other regions are left alone. Of course, it's possible that we're still only seeing part of a region and we're not seeing the whole picture.

Are we sure that Expansion is triggered at 75% (as reported several places here)?

My faction are below 50% but still insist on expanding, even though I want them to consolidate.

They have been over 75%, but at least several weeks ago, (as I have since then been working hard to raise the other factions standings).
Are you in more than one system? The Expansion message will appear in all systems where you have a presence. Does you faction have another active State in another system?

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Managed to trigger a War today with the faction at 60.9%.
 
I was hoping to "develop" the economy, to see if I could push the colony towards producing something more substantial, but got sidetracked by three wars and other content. Good news is, this same colony is on the brink of expansion, so I'll have a bigger playground shortly.

I hate to smash any illusion you may have, but the market and the economies of the systems just isn't that dynamic that you can manipulate it in so far as developing a systems economy to produce something more 'worthwhile'. They are what they are, and will remain so unless FD meddle.
About the only change you can effect on the economy and market is to push your faction into Boom, which raises the value of imported commodities to a system.
Of the 8 systems I am in, 6 are Extraction outbacks. I would love to be able to 'turn' them to something different so have trade routes of value within my own 'mini-bubble', but thats just not going to happen. So I push for expansion in a direction where I will hopefully reach my target of some other 'economy' to contrast what I already have.
 
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