I got a few Questions about things I've observed on the BGS for a long time now :
1) Civil Wars/Wars/Election win/lose trigger condition
Basically would like a verification (or dismissal) on what I've observed :
- if the trigger condition is met anytime during the cycle even momentarily, the winner is decided
- this occurs regardless of any follow-up Influence movements, if the minimum duration keeps the State alive for another or more days
- can lead to numeric Influence results during following days that would indicate i.e. no Winner/change of assets - but a winner was actually determined by hitting the trigger condition
-> so if win-condition is met, it may occur invisibly during a cycle and cause a surprise, as the Influence Numbers @ end of State may not indicate or reflect that at all
Kinda begs the question if i.e. it's useful to still keep fighting if Influence Delta was clearly achieved (clear Influence numbers the next day), but the State remains active for 1-2 more days due to minimum duration.
Intuitively, I'd be tempted to maintain the Influence Delta for the remainder of the Conflict/Election - but I think this might not be required.
Thoughts ?
2) "Rubber-Banding Influence" - Influence decay without any Player activity
I've long suspected that the BGS has some trigger vaues for Influence and will move back towards these if Factions exceed these thresholds, if not counteracted by Player Support.
Ever since permanently monitoring a number of Systems which I know didn't have any Player traffic alot of times (did spot-checks on Traffic Report to confirm and verify), it seems that my suspicions (gained mid last year) seem correct.
Examples :
COL 285 Sector DM-K C9-10 , Population : 96k ; a remote System added by Horizons Release with only a Colony so no way to really support any Faction there.
Starting Influence observed : 16 Dec 2015 - 32.4%
Typical Influence Decay : ~0.6%/day
Moving Influence Decay slowed down during the following weeks and eventually reached its terminal state (24.3%).
Note : System is bugged with no landable place, thus no actual Economy despite GalMap stating otherwise, due to that not exactly a Reference System
HIP 60541, Population 2.6k ; a remote System with a very remote Outpost that rarely sees any Traffic
Observed Influence Decay (>71% Influence) : ~0.4%/day
Observed Influence Decay (<71% Influence) : ~0.2%/day, sometimes ~0.4%/day
HIP 60942, Population 134k ; System has phases of no Player Traffic
Observed Influence Decay (>71% Influence) : ~0.4%/day
Observed Influence Decay (<71% Influence) : ~0.2%/day
Lie Zhonpon, Population 3.5k ; System has isolated phases of no Player Traffic
Observed Influence Decay (>71% Influence) : ~0.4%/day
Observed Influence Decay (<71% Influence) : ~0.2%/day
COL 285 Sector EN-W B17-1, Population 180k; System is bugged and holds nothing in it but a single other Faction that used to have 100% Influence before we expanded into it (no Stations/Outpost/Planetary Installations)
Observed Influence gain (9-10% Influence) : ~0.2%/day
Other single Faction's losses (90% Influence) : ~0.2%/day accordingly ; IMHO this is what's the driving factor of Influence movement
Since I've never read any official statement on automatic Decay, pulled by an invisible rubber-band towards something I'd call "Default parameters", just an Observation I'm tossing into the room for discussion/consideration.
The big question also remains as to what these "Default Parameters" are, that cause the decay to eventually cease.