A Guide to Minor Factions and the Background Sim

Didn't remain. Did a second run and the stock levels were back to original. Trying to kill off a faction with loss trading ;)


So the markets are now even more static than they were before 2.1 dropped. IMO that is, as the figures never change from one jump to the next.
And before anyone argues the case, no, its not about production and consumption and population size. Its just not that dynamic, never has been. Probably never will be.
 
And yet the old owners of the system (top line) have gone into outbreak, and the native pirate faction have never been in famine or outbreak.

have in mind, some (all?) states empty state buckets when going active. e.g. if your pirate faction got into a civil war (or other states?), they would ahve start from an empty bucket ...

not sure at the moment, which states empty all buckets, but civil war/war is (was) one of them.
 
have in mind, some (all?) states empty state buckets when going active. e.g. if your pirate faction got into a civil war (or other states?), they would ahve start from an empty bucket ...

not sure at the moment, which states empty all buckets, but civil war/war is (was) one of them.

None of them in that system have been in Conflict for the month, they are all below the 7.5% influence required. And I doubt they have been for quite some time as this is the system I have consistantly used as my Expansion system.
 
First in gets the benefits. What benefits?
Apologies - should have made that clear. Some of our factions are quite close together so there is inevitable competition for expansion. The rule is that the first faction into a new system gets all the support, the second gets ignored. We have a similar gentleman's agreement with a player group that's new to our region, even though they are of a different persuasion.
 
None of them in that system have been in Conflict for the month, they are all below the 7.5% influence required. And I doubt they have been for quite some time as this is the system I have consistantly used as my Expansion system.

ha!

here you go (and we):

When a state triggers, all other economic state pools are reset to 0 apart from Outbreak and Famine which are halved, unless it is Famine or outbreak when they are all reduced to 0.
 
According to the same source, there's nothing public that contributes to Famine or Outbreak and only food trade and selling exploration data (!) that contribute to relief. As surmised, it's probably a long-term process that is only now reaching tipping points in many regions since inception.
 
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Deleted member 115407

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Just confirming that killing a faction's clean ships results in influence loss for that faction?
 
Just confirming that killing a faction's clean ships results in influence loss for that faction?
correct. actually it doesn't matter whether they are clean or wanted (if you don't cash in bounties for that faction). clean has the additional effect of kill and gaining a bounty (if you want to hurt the controlling faction, too).
 
According to the same source, there's nothing public that contributes to Famine or Outbreak and only food trade and selling exploration data (!) that contribute to relief. As surmised, it's probably a long-term process that is only now reaching tipping points in many regions since inception.

yes, but patchnotes for 2.1. stated:

"- Additional factors now contribute towards outbreak and famine's buckets" --- so, i guess we can only count from there onwards.
 

Deleted member 115407

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correct. actually it doesn't matter whether they are clean or wanted (if you don't cash in bounties for that faction). clean has the additional effect of kill and gaining a bounty (if you want to hurt the controlling faction, too).

Ah! That's quite interesting. Thanks!
 
Follow up question after the one I asked about the change in circumstances regarding war influence not being 'bubbled'. We've also seen a rather bizarre rise in Federation faction influences in all our systems, without any discernible change in traffic. At first we figured this was player efforts - ok fine. But such is the spread, we now figure that such would be the effort and co-ordination required, that a game group seems unlikely (although still totally possible) and the traffic numbers don't back that level of effort up. So - aside from the strange popping up of state changes - has anyone else seen difficult to explain blanket rises in affiliated minor factions, in their zone of space (be it Fed or Imp)?
 
ha!

here you go (and we):

So Economic states reset all but Famine and Outbreak to 0, those are halved.
Famine and Outbreak reset all 'buckets' to 0. What resets Famine and Outbreak to 0? A Famine state or an Outbreak state itself?

Without any human activity, what happens to the Famine and Outbreak buckets? Do they fill of there own accord? If so, any faction that has no activity against it can expect to be in rolling Famine and Outbreak, is that what we are saying?
If a faction does not own a market asset, how can you empty this bucket in order to prevent Famine or Outbreak? At best it will only be ever half empty when you push said faction into boom for example? So all factions outside of being in Famine or Outbreak are only half way from being in Famine or Outbreak at all times, at best.

Thats mental.
 
So Economic states reset all but Famine and Outbreak to 0, those are halved.
Famine and Outbreak reset all 'buckets' to 0. What resets Famine and Outbreak to 0? A Famine state or an Outbreak state itself?

Without any human activity, what happens to the Famine and Outbreak buckets? Do they fill of there own accord? If so, any faction that has no activity against it can expect to be in rolling Famine and Outbreak, is that what we are saying?
If a faction does not own a market asset, how can you empty this bucket in order to prevent Famine or Outbreak? At best it will only be ever half empty when you push said faction into boom for example? So all factions outside of being in Famine or Outbreak are only half way from being in Famine or Outbreak at all times, at best.

Thats mental.

famine bucket at 90℅

boom goes active = famine bucket at 45℅

expansion goes active = famine bucket at 22,5℅ etc.

if we now could find out what adds to famine and outbreak, with and without player activity ...

i read the second line as famine sets famine and outbreak bucket to zero, but that's a really academic question at the moment.
 
famine bucket at 90℅

boom goes active = famine bucket at 45℅

expansion goes active = famine bucket at 22,5℅ etc.

if we now could find out what adds to famine and outbreak, with and without player activity ...

i read the second line as famine sets famine and outbreak bucket to zero, but that's a really academic question at the moment.

The 'how to add' to question is a hard one. But something I am sure of is that (well 90%) is that Famine is a global state just as Boom and Expansion are.
 
The 'how to add' to question is a hard one. But something I am sure of is that (well 90%) is that Famine is a global state just as Boom and Expansion are.

Very difficult to check. Factions that go into Outbreak or Famine - at least in my region - seem to be all in the lower third of the Influence tables and are likely to be unloved factions that haven't been supported to the point of Expansion.
 
unloved factions that haven't been supported

which will add to it, because they won't get into states - without markets, and without players running missions. while a pirate faction might get into civil unrest or lockdown once in a while if bounty hunter kill their members...
 
which will add to it, because they won't get into states - without markets, and without players running missions. while a pirate faction might get into civil unrest or lockdown once in a while if bounty hunter kill their members...
But the unloved ones still gets Outbreaks and Famines as my record shows - triggered by unseen forces - but it won't be possible to find if these states are universal or local because they won't have expanded.
 
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But the unloved ones still gets Outbreaks and Famines as my record shows - triggered by unseen forces - but it won't be possible to find if these states are universal or local because they won't have expanded.


Well as I said, Famine is universal, if you look at my spreadsheet image again you will soon work out which factions are in multiple systems and go into Famine at the same time.
 

Deleted member 115407

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OK, let's talk strategy, folks...

System X
Spaceport Y (Sole landable port)

Faction A, 33%, System Control
Faction B, 20%
Faction C, 13%, Spaceport Y Control
Faction D, 11%, Civil War
Faction E, 11%, Civil War
Faction F, 8%, My Faction

I want that spaceport. So if I push up past D&E, can I start a simultaneous war with C and vie for the port?

Does any of this matter if my faction has a pending expansion? Or does the pending expansion prevent any other states from occurring?

Yeesh... the tick happened later than normal, so I didn't notice it until now. Those few missions I ran yesterday shot us way further than I thought. Here's the situation now:

Faction A, 31%, System Control
Faction B, 19%
Faction C, 12%, Spaceport Y Control
Faction D, 11%, Civil War
Faction E, 11%, Civil War
Faction F, 14%, My Faction

We are now in Pending States: BOOM, EXPANSION

Now, of course, I have missions pending and I'm not sure how to dump them/complete them to keep us in the 5% range.

Any thoughts?
 
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