A Guide to Minor Factions and the Background Sim

Got another war related question - to wit, is there a way to tell when a war is going to end?

I was under the impression that if a faction gets a lead of 5% influence over another in war, it wins the war. This happened recently in a faction I've been helping two days ago, but the war is still going on. In fact, the lead is shrinking as I write this.

The faction status in the Starport Services news window reports the (maybe) winning faction as "looking forward to an economic boom" (backed up by "Boom" being listed as a pending state in the mission window), and Booms have a countdown of two days. Can someone tell me if this means the war will be over soon?

the best indicator for a war/civil war ending soon is a changing asset - did that happen in your conflict?
 
Um, no... but the other faction had no assets in the system that I could find. Part of the reason I got involved - I didn't want the friendly faction to lose its only port.

The war has been going on for a week, so we're certainly past the minimum length that a war can last. Nothing else in the news beyond the pending "boom" state.
 
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Check the news reports for the start date of the war.

The minimum duration of the conflict is 3 days - has it been that long?

If an appropriate gap is reached after the 3rd day, on the 4th tick a property may change hands if it can, and the conflict is essentially over. You will also see things like System changing hands on that day.

This last day is a resolution that will lead into the recovery - after recovery is when other states like Boom will start that has been on hold during it.

A follow-up news report won't be posted until the recovery state and the end of the conflict however, and you'll know that for certain then.

Um, no... but the other faction had no assets in the system that I could find. Part of the reason I got involved - I didn't want the friendly faction to lose its only port.

The war has been going on for a week, so we're certainly past the minimum length that a war can last. Nothing else in the news beyond the pending "boom" state.

All I could recommend on top of this is to make sure you have the gap you need at the next cycle tic - 5% for Wars, 3% for Civil Wars and Elections.

If you have that gap today, it should be over tomorrow.
 
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Um, no... but the other faction had no assets in the system that I could find. Part of the reason I got involved - I didn't want the friendly faction to lose its only port.

The war has been going on for a week, so we're certainly past the minimum length that a war can last. Nothing else in the news beyond the pending "boom" state.

did you reach the 5% too early?
 
Maybe? Bear in mind, this is my first time actually trying to influence the BGS and so far all it's taught me is how bad I am at war (CZs are a deathtrap for me, and I lack the funds to build a proper ship to survive them). I've been trying to help by collecting bounties as that's a "combat action", but no real clue if its helping (another commander, better skilled and equipped, had pitched in, but even he thought the war was good as won).

War was declared last Thursday, CZs popped up a day later, and the 5% "bar" was reached two days ago (it's 4.6% now).
 
Combat Bonds would remain more effective, as you take from the opposing side to gain influence for yours. Effectively doubling your rewards for the work.

Bounties need to split the difference across the other factions, making it take more to gain the same gap you want.


Sounds like it should have ended already, curious it is continuing unless the gap was not actually met - it almost sounds buggy.
 
Maybe? Bear in mind, this is my first time actually trying to influence the BGS and so far all it's taught me is how bad I am at war (CZs are a deathtrap for me, and I lack the funds to build a proper ship to survive them). I've been trying to help by collecting bounties as that's a "combat action", but no real clue if its helping (another commander, better skilled and equipped, had pitched in, but even he thought the war was good as won).

War was declared last Thursday, CZs popped up a day later, and the 5% "bar" was reached two days ago (it's 4.6% now).

this is a full cycle of war in its shortest duration:

ticks of war
t1 war pending
t2 war pending
t3 war pending
t4 war active, cz spawn
t5 war active
t6 war active
t7 war active, assets change hands
t8 war recovering
t9 war cleared, no state or new conflict or expansion can go pending


at tick7 and onwards a gap of 5% leads to a finish.

now: "War was declared last Thursday, CZs popped up a day later" - means "declared" going active, or means declared going pending?

and if "two days" means two ticks after CZ spawned, you reach the gap one tick too early.

we have all started at some point and been there :)
 
Apologies, I didn't explain the timing well. I think part of my problem is that the game registers time in GMT and I'm in the Atlantic Time Zone.

Thursday March 30 evening (would have been VERY EARLY morning Friday March 31 GMT) was when the War state went active. I went looking for CZs but found only those belonging to another war that had also gone active that day.

Friday Evening, March 31 (so, again very early morning of April 1) I found my first CZs belonging to the war in question. If those CZ spawned earlier I didn't find them - entirely possible as this was my first war, and I was learning things on the fly (pardon the pun).

Saturday, Sunday, Monday, Tuesday, the war remained active, with the gap widening.

Wednesday evening, April 5, the 5% gap was attained. The other war in the system also wrapped up that day, with the effects you described.

Yesterday, the war was still going on, with the gap dropping to around 4.4%

Today, the gap sits at 4.6%

I hope this clarifies things?
 
Apologies, I didn't explain the timing well. I think part of my problem is that the game registers time in GMT and I'm in the Atlantic Time Zone.

Thursday March 30 evening (would have been VERY EARLY morning Friday March 31 GMT) was when the War state went active. I went looking for CZs but found only those belonging to another war that had also gone active that day.

Friday Evening, March 31 (so, again very early morning of April 1) I found my first CZs belonging to the war in question. If those CZ spawned earlier I didn't find them - entirely possible as this was my first war, and I was learning things on the fly (pardon the pun).

Saturday, Sunday, Monday, Tuesday, the war remained active, with the gap widening.

Wednesday evening, April 5, the 5% gap was attained. The other war in the system also wrapped up that day, with the effects you described.

Yesterday, the war was still going on, with the gap dropping to around 4.4%

Today, the gap sits at 4.6%

I hope this clarifies things?

okay :)

1. the BGS works in "ticks". basically a point where all actions since the last time are collected, and new influence levels and states are calculated. influence and state doesn't change between ticks. that tick is currently around ~15:00 in-game time.

2. applying your time line to mine posted above:

t1 war pending
t2 war pending
t3 war pending
t4 war active, cz spawn (Tick Thursday, 30 of march)
t5 war active (Tick Friday)
t6 war active (Tick Saturday)
...
t12 war still active, gap is reached (Tick Thursday, 6 of April)
t13 war shows still active (Tick Friday, 7 of April)
t14 war goes to recovering (Tick Saturday, 8 of April)

- so your war should end "tomorrow", or more precisely, at tick ~15:00 on saturday, 8 of april in game time.

working the BGS means pretty much counting days in ticks :)
 

_trent_

Volunteer Moderator
Quick question. Does the population of a system affect the influence level a faction should expect to be given when expanding into it?

In the past, we've usually entered a system with 8-10% influence, but today we entered a new system with 16.7% (which also put us straight into pending elections with the second highest faction.)
 
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Quick question. Does the population of a system affect the influence level a faction should expect to be given when expanding into it?

In the past, we've usually entered a system with 8-10% influence, but today we entered a new system with 16.7% (which also put us straight into pending elections with the second highest faction.)

I wonder if one or more factions lost a lot of rep in the same tick that you expanded, so your faction benefited.
 
Quick question. Does the population of a system affect the influence level a faction should expect to be given when expanding into it?

In the past, we've usually entered a system with 8-10% influence, but today we entered a new system with 16.7% (which also put us straight into pending elections with the second highest faction.)

I wonder if one or more factions lost a lot of rep in the same tick that you expanded, so your faction benefited.
My observations have consistently shown that you enter at 9.1% and then on the second pass, The system gets updated and you can gain or lose inf at that point.
 
My observations have consistently shown that you enter at 9.1% and then on the second pass, The system gets updated and you can gain or lose inf at that point.

I would concur with that, or thereabouts.

I tend to see 9.3% most of the time, but it can shift depending on what's done in that system, dragging it down slightly - or freeing up influence to pull it up.
 
My observations have consistently shown that you enter at 9.1% and then on the second pass, The system gets updated and you can gain or lose inf at that point.

I concur, can drop or raise and throw your faction into a pending conflict instantly. I haven't seen a jump so high as to go to 16.7% immediately before. What I believe is happening from observing the tick is that faction states change first, before influence changes. The expansion is a state change which inserts your faction into the new system. Then the influence calculations are done which can shift influence levels. The new faction has no actions to directly shift its influence, however influence has to add to 100% and so other faction changes have an indirect effect on your faction. (This new mechanic was introduced in 2.2 if i recall correctly, replacing the "factions in conflict changes limited to those factions in conflict" mechanic.
 
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_trent_

Volunteer Moderator
Thanks for the responses, I thought it was a bit on the high side myself. We were aiming to equalize somewhere else, so this 16.7% expansion and the immediate pending elections that resulted has thrown a bit of a spanner in the works. I'm pretty sure that Lizard is right and that other factions losing influence for some reason were responsible somehow.

That's the BGS for you. :p
 
this is a full cycle of war in its shortest duration:

ticks of war
t1 war pending
t2 war pending
t3 war pending
t4 war active, cz spawn
t5 war active
t6 war active
t7 war active, assets change hands
t8 war recovering
t9 war cleared, no state or new conflict or expansion can go pending


at tick7 and onwards a gap of 5% leads to a finish.

now: "War was declared last Thursday, CZs popped up a day later" - means "declared" going active, or means declared going pending?

and if "two days" means two ticks after CZ spawned, you reach the gap one tick too early.

we have all started at some point and been there :)

We've had expansions going pending on day 9.
 
We've had expansions going pending on day 9.

which is what i tried to say with: "t9 ... expansion can go pending"

more precisely it should probably say: "t9 war cleared. either NO STATE or a NEW STATE (another conflict/ boom/ expansion) can go pending.
 
If I'm correct on this, biowaste buildup is the only way the outbreak bucket is effected.

If so, perhaps it would be a good idea to add another passenger type--the infected/quarantined group?
 
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