Ok! Thanks i'll be keeping an eye on your bible! 
Does anything happen in the background simulator if traders, civilians or smugglers are destroyed?
Does anything happen in the background simulator if traders, civilians or smugglers are destroyed?
I allowed myself to translate this for the Polish community, I hope you don't mind Walt (credited the OP of course!).
Also, do we know how long are the cooldowns for specific states? I'm after the civil war mainly, but would be good to know others too.
No actually. With recovering states now showing up in its own box this would be a good thing we all could track and I could add it to the OP.
Great start Walt, many thanks. I know you've done tests on trading, but I've always worked on the basis that both buying and selling raise the influence of the top dog in the station you buy and sell in. I believe most players also work under this assumption.Trading – During trade CG’s as of 1.3 we noticed that the station owners of the host station would lose influence as massive amounts of goods were bought by the station. Later we were able to demonstrate that buying goods from a station raises influence of the station owner (ever so slightly), and selling goods to a station hurts the owning factions influence (again slightly). We have seen this used successfully by an ally to lower influence in one war where a station only offered elite exploration missions (out of most players reach).
Great start Walt, many thanks. I know you've done tests on trading, but I've always worked on the basis that both buying and selling raise the influence of the top dog in the station you buy and sell in. I believe most players also work under this assumption.
We've done a couple of watertight tests in the past couple of days that confirms - in at least two instances - that selling into a market raises the rating of the owning faction. Figures and test conditions available for inspection on request, but the quantities weren't vast.
The next test is to see if just passing through a static system changes any ratings. Although unvisited systems don't change, they still go through regular cycles of civil wars/elections if the numbers are right, simply because they don't change.
Re: Civil Wars. In previous releases your favourite faction's influence could be raised (in theory) to match that of the owning faction to trigger a war. In 1.4 this tight condition has been relaxed and wars can be (spontaneously) triggered with quite a wide difference in the influence levels of the two protagonists. This is probably accounts for the unrealistic number of wars going on at the moment.
And missions really are crazy at times. We've had one faction that's expanded into a neighbouring system only to offer contracts that that could only harm its home system: https://forums.frontier.co.uk/showthread.php?t=192424&p=2961373#post2961373
Were you selling goods in demand at the station? In 1.3 we found that selling scrap to an industrial system (which therefore had no demand) reduced influence. This wasn't something we controlled for though, as it was an unintended effect of something else we were testing.Great start Walt, many thanks. I know you've done tests on trading, but I've always worked on the basis that both buying and selling raise the influence of the top dog in the station you buy and sell in. I believe most players also work under this assumption.
We've done a couple of watertight tests in the past couple of days that confirms - in at least two instances - that selling into a market raises the rating of the owning faction. Figures and test conditions available for inspection on request, but the quantities weren't vast.
I'd like to know this too - I think values will drift over time. The BGS doesn't update systems that have no traffic, but popping a ship through the system forces a transaction to the galaxy server, so the influence arrows (if there are any) will apply.The next test is to see if just passing through a static system changes any ratings. Although unvisited systems don't change, they still go through regular cycles of civil wars/elections if the numbers are right, simply because they don't change.
If you interpret "more dynamic galaxy" to mean "an absolute galactic bloodbath" it makes perfect sense!Re: Civil Wars. In previous releases your favourite faction's influence could be raised (in theory) to match that of the owning faction to trigger a war. In 1.4 this tight condition has been relaxed and wars can be (spontaneously) triggered with quite a wide difference in the influence levels of the two protagonists. This is probably accounts for the unrealistic number of wars going on at the moment.
That happens to us in every WMLU system.And missions really are crazy at times. We've had one faction that's expanded into a neighbouring system only to offer contracts that that could only harm its home system: https://forums.frontier.co.uk/showthread.php?t=192424&p=2961373#post2961373
Ok, that's another thing to test then. I'll see if i can track it when we'll start acting.
The station I was using is a Terraforming outpost - orbiting between the planet and its rings, so the trial was not too tedious - and they want practically everything. I discounted a Clipper passing through the system as there are only two outposts.Were you selling goods in demand at the station? In 1.3 we found that selling scrap to an industrial system (which therefore had no demand) reduced influence. This wasn't something we controlled for though, as it was an unintended effect of something else we were testing.
After suggesting the 'just passing through' test, I realised that there is no way to evaluate the results as the only way to ensure no-one else has been through is to land on a station (twit). So the test has to be: land on a station but have no interaction apart from checking the visitor log. Not as easy as it sounds as it should be done over several days.I'd like to know this too - I think values will drift over time. The BGS doesn't update systems that have no traffic, but popping a ship through the system forces a transaction to the galaxy server, so the influence arrows (if there are any) will apply.
As the ultimate tool to crash an economy? Again, that's worth checking out (although the way I see it is that rares are in demand everywhere, but in especially high demand the further from the source you go.)If selling items that are not in demand has a deleterious effect, where does that leave rares trading?
Find a station that's close to the star. Alternatively, park up in the station using a spare account (if you have one).After suggesting the 'just passing through' test, I realised that there is no way to evaluate the results as the only way to ensure no-one else has been through is to land on a station (twit). So the test has to be: land on a station but have no interaction apart from checking the visitor log. Not as easy as it sounds as it should be done over several days.
I started ignoring them months ago.The unreliable influence arrows are ambiguous. Has it been established whether they refer to the pilot's relationship with the faction (which is what I assume) or if they are an indicator of the behind-the-scenes influence changes being applied to the faction?
What are you planning to do? You have been the ambassador of peace to us, Ben ;-)
The station I was using is a Terraforming outpost - orbiting between the planet and its rings, so the trial was not too tedious - and they want practically everything. I discounted a Clipper passing through the system as there are only two outposts.
If selling items that are not in demand has a deleterious effect, where does that leave rares trading?
The minor-faction running the Master Chef community goal in Noti was brought down to 1% or 0% in the first 24hours of the CG.As the ultimate tool to crash an economy? Again, that's worth checking out (although the way I see it is that rares are in demand everywhere, but in especially high demand the further from the source you go.)
We have been watching Kaushpoos and the station owner is not exhibiting the same drop experienced by the station controlling faction during the 1.2 Kwatee community goal to build the Sefrys station. Its in boom and at max percent rather than being bombed. Either something has changed since then or one of the scenarios (now or then) is experiencing (or experienced) a bug.
We will collect more examples, and change OP accordingly.