A Guide to Minor Factions and the Background Sim

I *think* it works like this:

. If it can't find any within range, it instead seaches for the faction with the lowest influence. Your faction expands into that system, and the faction with the lowest influence is moved into the system you are expanding from.


So having a very high influence in a system can actually start to attract expansions, because the other factions will have such low influence.

This is actually the first time I have seen a reasoning for expansion into systems with more than 4 factions present, and it makes lots of sense too. I'm hoping for a future expansion into a system with 6 in it already, and will be looking to see of this works as you describe.
 
I *think* it works like this:

The algorithm searches for the closest system with 4 or fewer factions. If it can't find any within range, it instead seaches for the faction with the lowest influence. Your faction expands into that system, and the faction with the lowest influence is moved into the system you are expanding from.


So having a very high influence in a system can actually start to attract expansions, because the other factions will have such low influence.

EDIT:

Does that mean that systems with more than 5 factions are only formed by expansions from that system? Or have i got something wrong/ignored some process?


I think that is a very likely explanation. We came to the same idea after talking it through. However you are right, if a player faction is keen on keeping themselves at the 75% expansion level as much as possible, they will become a magnate for other player factions. Maybe this is intentional.

I would prefer a system were if there are no systems with 4 or less, it moves onto 5 or less, then 6 or less etc.
 
Once a faction (NPC) has expanded into a system, (today's tick) How can you make that expansion fail?.
The reason is that it's the only system within 25Ly of us with only 4 factions (until today), all the others have 5.
 
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Once a faction (NPC) has expanded into a system, (today's tick) How can you make that expansion fail?.
The reason is that it's the only system within 25Ly of us with only 4 factions (until today), all the others have 5.

if they already have expanded, there is nothing you can do before 2.1. (where "retreat" as a state will be added). if they just have expansion pending, you can maybe block it with extreme actions, like: shooting system security, or trading like there is no morning and run any boom missions.
 
if they already have expanded, there is nothing you can do before 2.1. (where "retreat" as a state will be added). if they just have expansion pending, you can maybe block it with extreme actions, like: shooting system security, or trading like there is no morning and run any boom missions.
Oh well thanks Goeman. That's another possible off the list
 
but retreat is coming! that will be fun. no idea, how it works - not enough time to play the BGS in the beta.... but i'm really looking forward to it.

All I got from the livestream was a non-idigenous faction is low enough (% infl) for long enough (no timescale was given) then they will return to the system the came from. If that is their origin or from where they expanded, I don't know.
 
wait.. really? we had states gone pending while blocking states were active.. or it must have been really lucky and got pending first and active straight after that.

And yeah we had an election going on so that might be it then.. But that's really poor gamedesign then.. why would anything block something from going pending? It's just an indication that it is going to happen in the future... ah well.. something we need to deal with i guess..
Any stage of conflict (pending, active, recovering) in any of the faction's systems will prevent expansion from going pending.

Active economic states will not prevent expansion from going pending. They just prevent expansion from going active. So you can get the expansion pending while Boom is active, for example.

Unfortunately, active conflicts do not prevent economic states from going pending. So it's quite possible to get into a loop of conflict pending > conflict active > economic pending > conflict ends > economic active > conflict pending and never get the expansion pending.

The key is to get the expansion pending while there is no conflict state in any system.
 
Here's a new twist:

We have a hero faction over 60%, but the villain faction is at 1.5%. No pending nor live conflicts for either faction that we can find, but not pending in the target system either.

Could this be due to the relatively new 7% minimum requirement to be able to participate in a war? If so, pushing to 60% just became that much more of a pain.
 
Here's a new twist:

We have a hero faction over 60%, but the villain faction is at 1.5%. No pending nor live conflicts for either faction that we can find, but not pending in the target system either.

Could this be due to the relatively new 7% minimum requirement to be able to participate in a war? If so, pushing to 60% just became that much more of a pain.
Nope. We've confirmed that the minimum conflict threshold doesn't apply in that special "coup" scenario, where a non-controlling faction gets above 60% influence.
 
Assuming the villain faction is the ruling one of course! Looks like a haystack hunt for you I'm afraid. Looking forward to the new galmap filters. These should help.
 
Nope. We've confirmed that the minimum conflict threshold doesn't apply in that special "coup" scenario, where a non-controlling faction gets above 60% influence.

Assuming the villain faction is the ruling one of course! Looks like a haystack hunt for you I'm afraid. Looking forward to the new galmap filters. These should help.

Well, crap on it then. Haystack searches are not very fun, especially when a bug may have you on a wild goose chase.

Do the new GalMap filters allow for a specific faction search? If so, then awesome, but I didn't think that was going to be added.

Edit: That is good news, however, regarding the 60% confirmation. Thanks for the replies!
 
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Do the new GalMap filters allow for a specific faction search? If so, then awesome, but I didn't think that was going to be added.
Not from what I've seen. Just the ability to filter on active states. Which is good and bad, imo, but I'm leaning towards good that they didn't include it. I wouldn't want that functionality to return any results unless you had already discovery scanned the system, and I doubt they can make it that granular.

Anyway, good luck finding the blocking conflict Recster.
 
Hi, I have a question, regarding combat bonds, I'm sorry if this has already been covered. So your faction exists in two systems, A and B. You have started a war in system B to push your influence (yay). However system B is outpost only, but your hub station in system A has large pads and will let you hand in your bonds. Will handing in bonds in system A still push influence for your faction in system B?
 
Hi, I have a question, regarding combat bonds, I'm sorry if this has already been covered. So your faction exists in two systems, A and B. You have started a war in system B to push your influence (yay). However system B is outpost only, but your hub station in system A has large pads and will let you hand in your bonds. Will handing in bonds in system A still push influence for your faction in system B?

No. The bonds are similar to bounties. They count in the system where they're cashed in.
 
So we know Conflict states (War/Civil War/Election) remove Economic states (Boom/Bust), and these in turn prevent Expansion but what of the Security states (Lockdown/Civil Unrest) and the Living Standard states (Famine). How do they fit into the chain of hierarchy?

The reason I ask is that over the last few days I have been passing through a system while running courier missions, and one system (leading faction that is) in question is in Boom. But it also has Lockdown and Civil Unrest as pending. These only have a 1 day pending state clock, but it has been this way for 3 days. Which I thought would have taken it out of Boom. Any ideas?
 
So we know Conflict states (War/Civil War/Election) remove Economic states (Boom/Bust), and these in turn prevent Expansion but what of the Security states (Lockdown/Civil Unrest) and the Living Standard states (Famine). How do they fit into the chain of hierarchy?

The reason I ask is that over the last few days I have been passing through a system while running courier missions, and one system (leading faction that is) in question is in Boom. But it also has Lockdown and Civil Unrest as pending. These only have a 1 day pending state clock, but it has been this way for 3 days. Which I thought would have taken it out of Boom. Any ideas?


We already faced this situation. Boom blocks Lockdown and Civil Unrest. We had this both states pending for more than 15 days during a 28 days Boom we had once.

Conflict states also interrupts Lockdown and Civil Unrest.
 
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