A Guide to Minor Factions and the Background Sim

i.e. our faction was in famine and it only lasted for 2 days and then the next day we were in boom. Should have been a 25 day cool down. Makes me THINK cooldown only applies to the same state not others.
 
Makes me THINK cooldown only applies to the same state not others.

this is correct.

i'm just asking whether the faction got into boom or was in boom before today. as you can see in the first post of this thread there is a state hierachy. boom, lockdown, civil unrest are on the same level - they can't break each other, but they block each other. so if they were in boom, civil unrest or lockdown can't go active, till boom ends. if they got boom pending t the same tick, with civil unrest and lockdown, as all these states have a countdown of 1, the boom was going from pending to active (as its bucket was filled most, probably).
 
Booms can keep going for quite a while if players keep doing the right type of missions.

A faction will only ever get one state at a time. The only exception to this is Investment. This can happen at the same time as any other state - even expansion.
 
Just got an interesting reply from FD support.

"your question about Civil Unrest vs Lockdown when both are queued is quite a simple answer. When something is queued then you could say that it's already been triggered. If there are two states queued then you'll be seeing one and then the other in turn. Nothing short of a conflict (civil war or full out war) would change the queued states now so you still have a chance to get out of the Lockdown state, though bear in mind both of those states are generally difficult to trigger at short notice."

This contradicts everything I've seen or heard. And also it's been well over a day since both states went pending and neither have taken effect.

Actually, this makes complete sense to me.

Both states are pending. Pending, depending on which state we're talking about, takes a number of days. To cut an undesired active state short before it runs it's natural course, you start a conflict. That means, equalize somewhere or engineer a coup with your faction in any system you're present in, then wait 3 more days for the conflict to go active. Whatever state is active when a conflict starts, will be cleared.
 
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Are passenger missions borked right now? Tried to do a test using passenger missions exclusively, seemed to register ZERO impact, in fact 6 high influence passenger mission couldn't counteract 250K worth of bounties turned in. It just seems like they are not working.
 
Are passenger missions borked right now? Tried to do a test using passenger missions exclusively, seemed to register ZERO impact, in fact 6 high influence passenger mission couldn't counteract 250K worth of bounties turned in. It just seems like they are not working.

the interesting question would be here: how many bounty redeems ... and how many superpower bounty redeems in a system with how many superpower alligned factions.

let us assume your high influence missions would, as high influence missions, add 5 points into the influence bucket - that's 30 action points in total in total.

let us assume, each superpower bounty redeem adds 2 points into the influence bucket, you have 5 superpower bounty redeems (50 k each), and 4 superpower aligned minor factions in system - that's 40 "action points" in total.

total influence bucket size would 170 points, and your faction at 40% influence having run 6 high influence missions would have gained

40 + 30 /170 = 41,1%

, before even taken any loss via other factions gaining from superpowers into account, and without even looking at that 2 of those superpower factions would gain most probably low numbers, which will look like stagnation.

above demonstrates the problem of multiplying single actions (superpower redeems) with the number of superpower factions in system, as it is diminuishing any other effort in system.

the other option is, that passenger missions are borked, but that would require a no-bounty redeem or at least no superpower aligned minor factions present in system to test.
 
Are passenger missions borked right now? Tried to do a test using passenger missions exclusively, seemed to register ZERO impact, in fact 6 high influence passenger mission couldn't counteract 250K worth of bounties turned in. It just seems like they are not working.

Last night I shifted to straight passenger missions rather than the passenger-bounty combo I had been using, and well it worked fine. Not much else to say.
Assuming they're like other missions, beyond 3 (only tested in low pop, all ++ missions) from one player the effect sharply diminishes.
Tested 3 missions one day in 12mil/no traffic and got 3.6% total. 4, the next day, gave all of 3.8%. Tested again with 5, 4.1%. That's around 1/9th effect for the missions beyond 3. Sharp indeed.

I guess the enhanced bounty effect would have still been in place for your test, so I'd suggest another try.
 
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Hey Goemon and others. Question please.
"Factions
• Reverted 2.3's increase in faction influence from redeeming bounty vouchers"

Does this statement from FD on the new patch mean they are reverting back to pre 2.3 or reverting the superpower bounty influence to pre 2.3?
Because reverting to me means going back so what are they going back to?
ta
 
Hey Goemon and others. Question please.
"Factions
• Reverted 2.3's increase in faction influence from redeeming bounty vouchers"

Does this statement from FD on the new patch mean they are reverting back to pre 2.3 or reverting the superpower bounty influence to pre 2.3?
Because reverting to me means going back so what are they going back to?
ta

We'll have some more stable confirmation with tomorrw's tic, but I read it as just the Bounty influence levels, not changing the Supwerpower effect.
 
I think Adam Waite confirmed they were just reverting the influence boost from bounties. Superpower distribution, all other 2.3 changes to remain in effect for now.

- - - Updated - - -

the interesting question would be here: how many bounty redeems ... and how many superpower bounty redeems in a system with how many superpower alligned factions.

let us assume your high influence missions would, as high influence missions, add 5 points into the influence bucket - that's 30 action points in total in total.

let us assume, each superpower bounty redeem adds 2 points into the influence bucket, you have 5 superpower bounty redeems (50 k each), and 4 superpower aligned minor factions in system - that's 40 "action points" in total.

total influence bucket size would 170 points, and your faction at 40% influence having run 6 high influence missions would have gained

40 + 30 /170 = 41,1%

, before even taken any loss via other factions gaining from superpowers into account, and without even looking at that 2 of those superpower factions would gain most probably low numbers, which will look like stagnation.

above demonstrates the problem of multiplying single actions (superpower redeems) with the number of superpower factions in system, as it is diminuishing any other effort in system.

the other option is, that passenger missions are borked, but that would require a no-bounty redeem or at least no superpower aligned minor factions present in system to test.

Last night I shifted to straight passenger missions rather than the passenger-bounty combo I had been using, and well it worked fine. Not much else to say.
Assuming they're like other missions, beyond 3 (only tested in low pop, all ++ missions) from one player the effect sharply diminishes.
Tested 3 missions one day in 12mil/no traffic and got 3.6% total. 4, the next day, gave all of 3.8%. Tested again with 5, 4.1%. That's around 1/9th effect for the missions beyond 3. Sharp indeed.

I guess the enhanced bounty effect would have still been in place for your test, so I'd suggest another try.
Actually it was 25k in bounties, not 250k, with very light traffic. I find it hard to believe that 6 +++ missions couldn't override 25k in bounties. Not only negated it, but influence was down

A wingmate pointed out that it was theorized passenger missions have no effect when a faction is in Election. We are, but in a different system.
 
I think Adam Waite confirmed they were just reverting the influence boost from bounties. Superpower distribution, all other 2.3 changes to remain in effect for now.

- - - Updated - - -



Actually it was 25k in bounties, not 250k, with very light traffic. I find it hard to believe that 6 +++ missions couldn't override 25k in bounties. Not only negated it, but influence was down

A wingmate pointed out that it was theorized passenger missions have no effect when a faction is in Election. We are, but in a different system.

My faction was also in a state of election in its 4th system, doing Passenger missions yielded no results in during it.

Seems to obey the similar conflict rules where Wars will prevent missions from gaining influence, leaving only Bounties to shore up other systems during those.

During the Election I went to Trade and regular Missions to pull up influence.
 
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Actually it was 25k in bounties, not 250k, with very light traffic. I find it hard to believe that 6 +++ missions couldn't override 25k in bounties. Not only negated it, but influence was down

A wingmate pointed out that it was theorized passenger missions have no effect when a faction is in Election. We are, but in a different system.

Edit: misread

Yes that does seem quite unlikely. Just tested a superpower bounty of 260k in the very tiniest emptiest system, and the effect was only 4% across the two aligned factions (with the previous enhanced effect). And quite right, I haven't tested during election. Another test for the list.
 
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Hrm, its not a bad idea. I could, but I won't be tracking anything more than just basic influence there.

Going to need to get system data and such tho... never been out that way before.

-Edited-

Will cover the current states, there is an Election going on with two of the Federation factions.

I know the bounties will not help their influence at all, so it will be interesting to see.
 
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While we haven't formally tested yet, operations suggest that passenger missions do work during election. It may be more nuanced that only specific types of p missions work.

We will have to wait a few ticks to get a handle on fds latest tweak.
 
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