A Guide to Minor Factions and the Background Sim


Hi Commanders!!
This informations are very usefull but (probably becouse my poor english) i didn't find anything about 2 question.

1th question:
At the beginning of the thread i've read this:
Civil War is triggered through "influence movement differentials." Implies you want to increase your factions influence while decreasing the other's influence to trigger Civil War. Other states may interfere (boom?)
Michael Brookes' forum post.
What does mean exactly?
If my faction have 80% influence can i trigger war / civil war with a faction with 6% or 8% or 10% of influence? And if i can, i have to do missions that increase my influence and decrease another faction's influence?
Anyway, if the unique method is the 2 factions have almost the same influence, what i have to do to trigger a war or civil war? I need ONLY to make similar the influences of the 2 factions or i have to make somthing else?


2th question:
My faction is in Boom state.
What can i do exactly to stop this fase? I want to stop it becouse i have a pending expansion state.


Tnx for the answers and i apologise if you mentioned before.
 

Jane Turner

Volunteer Moderator
To trigger a war you need to get the influence of the factions very close. Alternatively if you are not the controlling faction if you get your influence to 60% then that should also trigger a war.

To end boom the easiest way is to trigger a war. This is easiest if you have expanded into another system - you can trigger a war there. Otherwise trade data/blacknet data missions and drop a lot of high value goods into your commodoty markets
 
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To end boom the easiest way is to trigger a war. This is easiest if you have expanded into another system - you can trigger a war there. Otherwise trade data/blacknet data missions and drop a lot of high value goods into your commodoty markets

... and piracy. whatever the game identifies as that activity.
 
Yes, though I was assuming that you didn't want to replace the boom with a lockdown and narrow your options further

actually not, if we believe in MB's dev update. lockdown is a sideeffect of murder and gaining fines/bounties, and illegal trade - not of piracy. an effect of piracy is bust, and influence loss.

so, if you pirate without murder, gaining fines/bounties, and don't trade illegal, you should be able to counter a boom without getting into lockdown. this is what we are up to at the moment.

you are running in danger to get into bust, though - and you'll get an influence hit. but you can counter the influence loss via BHing or legal trade, which both don't add to boom.
 
actually not, if we believe in MB's dev update. lockdown is a sideeffect of murder and gaining fines/bounties, and illegal trade - not of piracy. an effect of piracy is bust, and influence loss.

so, if you pirate without murder, gaining fines/bounties, and don't trade illegal, you should be able to counter a boom without getting into lockdown. this is what we are up to at the moment.

you are running in danger to get into bust, though - and you'll get an influence hit. but you can counter the influence loss via BHing or legal trade, which both don't add to boom.

This is where MB needs to explain his tables. In one table it has no effect, yet in the other (the list type table) it has double the effect!

- - - - - Additional Content Posted / Auto Merge - - - - -

Planetary landing system only, single base ..... has anyone expanded from one of these as 2 days over 75% now and still no pending expansion.
 
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Bit of a tangent... but has anyone ever tried to run the numbers of (unmodified) influence changes as a result of doing missions? I'd be interested to compare notes/numbers/whatever.

I know the population has an effect, but I've not been focusing on that right now, system I'm in only has a population of 1400 so it's a good test bed. I've been testing things "informally" so my notes are pretty scrappy but so far, without other states affecting missions run, I seem to be getting pretty reliable results out of the following:
- Low influence = 0.5% per mission
- Med influence = 1% per mission
- High influence = 2% per mission

That's the base, but then you need to factor in the idea that you get diminishing returns from missions as your influence grows, and that's possibly just a modifier ((100% - Current Influence Level)*Total).

I was on 48.2% influence pre-tick, and did 3 high influence, 1 medium influence and 4 low influence missions, which I assumed would be about 9% change because (reasons). I came out at 52.9% post tick, which didn't add up at first, but then (1-.482)*9 =~ 4.68%, which is almost exactly the difference. Maybe coincidence...

Again, this isn't taking into account population factors yet, but given a pop of 1400, that should be fairly negligible. Definitely needs more numbers run, but it's my working theory for now.

PS: Funny what you can start to work out when the tick is reliable.

UPDATE: So last night I ran 8 low influence missions, 10 medium influence and 1 high influence. I'm anticipating the influence for my supported faction after today's tick will be at 59.8% +/- 0.3%
 
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"Bump Post" possibly, but I thought it was useful to highlight. Tick just happened, and my calculation was almost spot on. 59.7% is the new influence today.

Will be going offline end of this week, for a week, and I don't want to accidentally trigger civil war just as I go so I'll not be able to test this as thoroughly as I'd like to over the next couple days.

So just to sum up, running theory is the base influence gain for missions is (1-inf)*((2xH) + M + (L*0.5)) where;
inf = Pre-tick influence as a decimal (e.g 48% = 0.48)
H = Number of high influence missions
M = Number of medium influence missions
L = Number of low influence missions

No idea what effect population has, other than "higher population = less/slower gains"

EDIT: Also, if you're wondering "So what?"; basically this looks like an optimal strategy when trying to increase influence gains is to put the bulk of your effort in early, before your rising influence diminishes your returns excessively. "Strike while the iron is hot" if you like.
 
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"Bump Post" possibly, but I thought it was useful to highlight. Tick just happened, and my calculation was almost spot on. 59.7% is the new influence today.

Will be going offline end of this week, for a week, and I don't want to accidentally trigger civil war just as I go so I'll not be able to test this as thoroughly as I'd like to over the next couple days.

So just to sum up, running theory is the base influence gain for missions is (1-inf)*((2xH) + M + (L*0.5)) where;
inf = Pre-tick influence as a decimal (e.g 48% = 0.48)
H = Number of high influence missions
M = Number of medium influence missions
L = Number of low influence missions

No idea what effect population has, other than "higher population = less/slower gains"

EDIT: Also, if you're wondering "So what?"; basically this looks like an optimal strategy when trying to increase influence gains is to put the bulk of your effort in early, before your rising influence diminishes your returns excessively. "Strike while the iron is hot" if you like.

We believe there are further complexities including system population, system states, no. of CMDRS active in the system and diminishing returns for individual CMDR effects.
 
We believe there are further complexities including system population, system states, no. of CMDRS active in the system and diminishing returns for individual CMDR effects.
Of course :) I'm just trying to isolate the base value for missions. Once you've got a base value, you can start to look closer at some of those effects
(e.g https://community.elitedangerous.com/galnet/uid/56d030c99657ba547be7f143 "When in boom, the wealth of a system is increased for the duration and all trade missions have double the effect on influence")
 
"Bump Post" possibly, but I thought it was useful to highlight. Tick just happened, and my calculation was almost spot on. 59.7% is the new influence today.

Will be going offline end of this week, for a week, and I don't want to accidentally trigger civil war just as I go so I'll not be able to test this as thoroughly as I'd like to over the next couple days.

So just to sum up, running theory is the base influence gain for missions is (1-inf)*((2xH) + M + (L*0.5)) where;
inf = Pre-tick influence as a decimal (e.g 48% = 0.48)
H = Number of high influence missions
M = Number of medium influence missions
L = Number of low influence missions

No idea what effect population has, other than "higher population = less/slower gains"

EDIT: Also, if you're wondering "So what?"; basically this looks like an optimal strategy when trying to increase influence gains is to put the bulk of your effort in early, before your rising influence diminishes your returns excessively. "Strike while the iron is hot" if you like.

this is - beside other factors mentioned by schlack - very impressibe testing. i will check at some point with a system having a population of 3400 (and only two factions, one outpost - ideal lab).
 
My brain aches reading reading you lot! Lol
So to bring the intellectual tone down a notch, I'm gonna ask a daft question.

Pointless wars:
If my faction engages in a pointless war (neither faction holding property) and wins, does my faction gain some influence from the loser?
 

Jane Turner

Volunteer Moderator
and it can be quite a quick way of gaining influence if your opponents have a chunk of influence to start with. If it 7.5 each to start then you are just in it for money
 
I've got a system into pending Election in a fight for control of the station and system. Best strategy for winning it is what?
Combat is a no go for elections, and the table also says 'Combat and missions have no effect'. Is that meaning combat and combat missions? Or any missions?

My faction doesn't run the system or station .... yet.
 
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While it's pending just do whatever you currently do. Once the election is active missions should still do it.

You should easily be able to get a winning margin before the election starts.
 
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