A Guide to Minor Factions and the Background Sim

basically yes and no :-D

afaik anarchies ALWAYS have a black market. they overwrite the hardcoded service list imho.

please correct me if you see one without.

SdOc0YG.png


:/
 
So aside of the terrible balance and bug issues FD graces us with 2.2, let's talk about a hidden new feature they didn't disclose:

Vassal Systems

What do I mean?

If a faction expands too much and doesn't own said systems, or if they own stations in systems of other governments, once it reaches a tipping point, the entire galaxy map possesions turn over to that government in PP.
That means one doesn't need to conquer all "anarchy" systems if one just subdues most of theirs.

Seen with Khemaraui and its two "colonies" which turned communist upon capturing their main system.
Seen with ToC and its two last systems after conquering 4273 and subduing them in two other communist systems of 6369 and Kureserians. All their systems are now shown as communist.

Welp, I think we accidentally subdued a faction haha. It's a corporate and our faction is a democracy. Their systems now show up as democracies in the galmap xD
Since our (player-made) faction already behaves as a corporate (has elections with corporates even though it's a democracy), I don't know what changed exactly in the markets or elsewhere, but I like this :D
 
They seem to be a preset of stations, which are disabled or enabled by a given faction type but never created or destroyed.

We've noted that the entire "authoritarian" line of factions (dictatorship, feudal, patronage, prison colony) disables black markets, as well as certain Power effects (ALD). Anarchy obviously enables them, and probably the whole social line (democracy, cooperative, communist, republic, theocracy). Not sure about corporate, but the point is that stations don't gain black markets if they've never had one under any faction.

That last is taken from limited evidence. Happy to be wrong.
I just logged on to check on a Prison Colony that we liberated from the Empire, turning it into an Independent Democracy. It has since been turned into a Military Colony and has a BM, but is now back in Empire hands under a player Patronage faction.

Somewhere in the vast collection of posts, there is one that reveals that David Braben was unaware that BMs are created when a station changes hands. I've always found it to be the case, but whether this is also true of the authoritarian factions I don't know.
 
In regards to the Black Markets, they're a lot more visible with the new menu upgrades of 2.1.

Accessibility of said BM is determined by the station's controlling faction's government type. The above post about the availability of the BM regarding Authoritarian vs Social government types is true so far in as I know via the Wiki.

I don't know in regards to if it generates a BM should a government switches to one that allows it. But I can confirm the enable/disable of the BM should it change hands.

When the Allied Movement of my system had control there was no BM since it was a Dictatorship. As the HEF is a Democracy (Political) when I took control of a station, it gained a Black Market. Now I don't know if the option was available before I took the station in the menu but it appeared on the system map in the available services. And after I checked in with the station in question, it had the options in the contacts menu.

When I lost the station in the Glitch War of November, the option remained but it was redded out since the AM was back in control of the station. It was there but you couldn't click it. When I ended the Glitch War in my favor and took the station back, the BM was reopened.

There's a second station in the hands of the AM. I can double check on the availability of the BM in the contacts menu and keep an eye on it and report back when I move to take that station with ether the HEF or the Values Party as both are Democracies. I'm pretty sure the option isn't even there since the second station is where I based myself during the Glitch War.

...That's a pretty catchy name. I should find a way to make it canon the HEF lore...
 
I just logged on to check on a Prison Colony that we liberated from the Empire, turning it into an Independent Democracy. It has since been turned into a Military Colony and has a BM, but is now back in Empire hands under a player Patronage faction.

Somewhere in the vast collection of posts, there is one that reveals that David Braben was unaware that BMs are created when a station changes hands. I've always found it to be the case, but whether this is also true of the authoritarian factions I don't know.

Stranger and stranger. Well I'll fairly say: I have no idea, then. We've watched many black markets close on patronage takeover.

What's the security of that system, out of curiosity? Time to start looking for other correlations.
 
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is this a normal full cycle of a war state (t=tick):

t1 war pending
t2 war pending
t3 war pending
t4 war active, cz spawn
t5 war active
t6 war active, assets change hands
t7 war recovering

t8 war cleared, state: none
t9 new conflict, expansion or other state can go pending

t1 war pending
t2 war pending
t3 war pending
t4 war active, cz spawn
t5 war active
t6 war active
t7 "victory day"/war active, assets change hands

t8 war cleared, state: none
t9 new conflict, expansion and/or other state(s) can go pending or active


amended as per post below
 
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t9 new conflict, expansion or other state can go pending

Note that several states, including other conflicts, can pend during active conflict (they'll only show for the faction not in conflict). Thus it's entirely possible to have states go active on tick 9 rather than simply pending.
 
Note that several states, including other conflicts, can pend during active conflict (they'll only show for the faction not in conflict). Thus it's entirely possible to have states go active on tick 9 rather than simply pending.

We have had one instance where a faction went pending war during an active election. It showed pending for both factions.

Putting it down to a bug unless it happens again.
 
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How long does Expansion is going to take, it's been full a week and myFaction state keep on "Expansion" and keep bleeding influence tick by tick


Also if the closest system have slot available (6 faction or less), would that system be automatically become the expansion target? or is there RNG involved in here
 
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How long does Expansion is going to take, it's been full a week and myFaction state keep on "Expansion" and keep bleeding influence tick by tick


Also if the closest system have slot available (6 faction or less), would that system be automatically become the expansion target? or is there RNG involved in here
Probably. It would really be boring if the whole thing was just a predictable machine.

The random elements don't just make the game 'interesting' - think of all the social interaction the unbalanced RNG bits has generated. Think of all the people you've met on this thread - they would all have been strangers were it not for the bits that don't quite work.

Of course, all those questions and answers make it just a little difficult to find the solution to your problem, but hey - never mind the quality: feel the width.
 
How long does Expansion is going to take, it's been full a week and myFaction state keep on "Expansion" and keep bleeding influence tick by tick


Also if the closest system have slot available (6 faction or less), would that system be automatically become the expansion target? or is there RNG involved in here

It should fire or fail today. Losing influence will not stop the expansion as it has already triggered. It is usually* the closest available system that you expand into.
 
How long does Expansion is going to take, it's been full a week and myFaction state keep on "Expansion" and keep bleeding influence tick by tick


Also if the closest system have slot available (6 faction or less), would that system be automatically become the expansion target? or is there RNG involved in here

- expansion: if not cut short should happen on the 6th tick (so probably toight, if the state is active "since 1 week")

- my impression is since 2.0. expansion is pretty muhc straight forward: it goes to the closest system with a suitable number of factions in it. the magic/RNG comes in, when there is no such system.

...t7 "victory day"/war active, assets change hands[/B]
t8 war cleared, state: none
t9 new conflict, expansion and/or other state(s) can go pending or active
...
?t8= war recovering
...

i'm missing the recovering here, but i have seen it blocking expansion?
 

Jane Turner

Volunteer Moderator
we've not had an example of an expansion into other than the closest system with 6 or fewer factions within 30 LY since 2.1 dropped. The only surprise comes we've missed a horizons only system in our original survey
 
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_trent_

Volunteer Moderator
- expansion: if not cut short should happen on the 6th tick (so probably toight, if the state is active "since 1 week")

- my impression is since 2.0. expansion is pretty muhc straight forward: it goes to the closest system with a suitable number of factions in it. the magic/RNG comes in, when there is no such system.


...
?t8= war recovering
...

i'm missing the recovering here, but i have seen it blocking expansion?

Was going to clarify from my own experience then realized I wasn't 100% sure myself.

Fortunately assets changed hands at yesterday's tick in one of our systems (i.e. t7). I'll let you know what the states are there after today's tick.
 
I have a few questions for the BGS experts...

Disclaimer: Please note that I am asking because after extensive searches and re-watching dev livestreams the information I am still unable to find a clear answer or the answers are unclear or incomplete.

Is there any specific information regarding how the influence percentages are calculated at the end of the BGS cycle? I am particularly interested in how lost or gained influence is distributed among the factions in a system.

For example, in regards to influence gain, I've heard theories that state that gained influence is taken from one specific faction (either the controlling faction or the nearest one in influence) and that faction alone. On the other hand, I've also heard that the other factions in a system will also donate a proportional amount.

Regarding influence loss, How is it distributed? Proportionally to each other faction? Split in equal shares and then distributed?

To me, it would stand to reason and logic that the whole cumulative effect of the cycle's actions would be translated into numbers, and then those numbers would be turned into percentages in order to be displayed at the end of the day. Given that, any loss or gain would be distributed or taken proportionally to each faction's share. However, "game logic" and "FD logic" may be operating according to the rules of "alternate dimensions", thus I feel the need to ask those of you who are wiser. :p

I'd like to know if there is any information from FD discussing this issue. If not, What are the prevalent theories? It would be helpful if you could differentiate between the "Official FD line", "what you have heard others say", and "your own experience".

In regards to your own experiments... How did you control the variables? I am aware that during empirical observations in ED it is extremely hard to control the environment. The results are often jumbled up by the random actions of random players, some semi-random background-cycling of BGS states, and the effect of multiple factions gaining and loosing influence during the same tick. Did you take those into account during your analysis? Were you tempted to use statistical analysis in order to find trends?
 
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I have a few questions for the BGS experts...

Disclaimer: Please note that I am asking because after extensive searches and re-watching dev livestreams the information I am still unable to find a clear answer or the answers are unclear or incomplete.

Is there any specific information regarding how the influence percentages are calculated at the end of the BGS cycle? I am particularly interested in how lost or gained influence is distributed among the factions in a system.

For example, in regards to influence gain, I've heard theories that state that gained influence is taken from one specific faction (either the controlling faction or the nearest one in influence) and that faction alone. On the other hand, I've also heard that the other factions in a system will also donate a proportional amount.

Regarding influence loss, How is it distributed? Proportionally to each other faction? Split in equal shares and then distributed?

To me, it would stand to reason and logic that the whole cumulative effect of the cycle's actions would be translated into numbers, and then those numbers would be turned into percentages in order to be displayed at the end of the day. Given that, any loss or gain would be distributed or taken proportionally to each faction's share. However, "game logic" and "FD logic" may be operating according to the rules of "alternate dimensions", thus I feel the need to ask those of you who are wiser. :p

I'd like to know if there is any information from FD discussing this issue. If not, What are the prevalent theories? It would be helpful if you could differentiate between the "Official FD line", "what you have heard others say", and "your own experience".

In regards to your own experiments... How did you control the variables? I am aware that during empirical observations in ED it is extremely hard to control the environment. The results are often jumbled up by the random actions of random players, some semi-random background-cycling of BGS states, and the effect of multiple factions gaining and loosing influence during the same tick. Did you take those into account during your analysis? Were you tempted to use statistical analysis in order to find trends?

- to answer the last question first: a good testing system a) has docking only >40k ls from entry point, to minimize any random noise b) has zero traffic in the traffic report c) has the minimum number of factions you can find. originally i conducted my tests in 2 or 3 faction systems, 3 faction systems are now really rare and i don't think there are 2 faction systems anymore

- distribution of influence gain and loss has changed since 1.2./1.3, that's why you find contradicting infos

- without state effects the current system distributes a gain or loss to/from all factions relative to their influence. this is backed on numerous tests. exampel: faction A 60℅ influence, faction B 30℅ influence, faction C: 10℅ influence. faction B gains 10℅. effect: faction A: 51,6℅ influence, faction B: 40℅ influence, faction C: 8,4℅ influence.
 
We have had one instance where a faction went pending war during an active election. It showed pending for both factions.

Putting it down to a bug unless it happens again.

Interesting. To be fair its been a while since I've actively looked at this, so it's possible they fixed the missing pending state display.
 
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