A Guide to Minor Factions and the Background Sim

Since Famine is LACK of food, I would think that if you transport hungry people OUT of the affected system it helps. Delivering Kumo slaves to "eat" there would be odd. No Kumo Burgers here.
 
Cool, any idea which passenger type helps with Famine?

Scientists and aid workers.

This is what I already found:

Scientists (civil containment,-unrest) (+inf supplies,-famine)
Refugees (economic resurgence,+boom) (+inf violence, +unrest)
Aid workers (civil containment,-unrest) (+inf supplies, -famine)
Rebels (-lockdown) (-inf terrorist actions, +lockdown)
Tourists (increased growth,+boom) (+inf increased growth,+boom)
Protesters (civil containment,-unrest) (+inf violence, +unrest)
Prisoners of war (civil containment,-unrest) (+inf violence, +unrest)
Medical professionals (increased growth, +boom) (+inf fewer illnes, -outbreak)

Actions are (source) (destination)
 
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- Added option to sell mission specific cargo on the black market

Just noticed this little one in the update notes. I wonder if this will affect the Faction who's mission specific cargo you are selling on the BM. Effectively, you could hurt them twice if you fail the mission by selling it, and sell it at their station if it has a BM!
 
Anyone notice anything odd at tick? We had a couple of unusual movements but it could just be normal black box mystery.
 
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Anyone notice anything odd at tick? We had a couple of unusual movements but it could just be normal black box mystery.

Only just got on. Going to do my admin and ill let you know. What are we looking for?

Stations services local news now tells you if a faction in the current system is at War in another system!
And where your expanding from if its a different system from your current location. Great changes.
 
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Scientists and aid workers.

This is what I already found:

Scientists (civil containment,-unrest) (+inf supplies,-famine)
Refugees (economic resurgence,+boom) (+inf violence, +unrest)
Aid workers (civil containment,-unrest) (+inf supplies, -famine)
Rebels (-lockdown) (-inf terrorist actions, +lockdown)
Tourists (increased growth,+boom) (+inf increased growth,+boom)
Protesters (civil containment,-unrest) (+inf violence, +unrest)
Prisoners of war (civil containment,-unrest) (+inf violence, +unrest)
Medical professionals (increased growth, +boom) (+inf fewer illnes, -outbreak)

Actions are (source) (destination)


Erm what does that all mean in plain English sentences for simple folk like me, please?
 
My system changed population from 55000 to 279441. I am quite happy about it! :)


i wonder what caused this , is this a result of tourist / medical workers influence NPC population or was it an Fdev applied, it would be nice if we had dynamic population mechanics even if they update weekly as a result of missions ( if we got so lucky with 2.2 i would suggest that player groups try and push population mechanics up) there may be secret trigger points where new stations might get added.

If not it might just be a one off adjustment

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

Erm what does that all mean in plain English sentences for simple folk like me, please?

new hidden mechanics perhaps ? get youre guys to take some passanger missions esp aid workers, tourist and medical professionals and see if it has at the end of the week any influence on system population we might be seeing a growth mechanic in play
n
 
Erm what does that all mean in plain English sentences for simple folk like me, please?

Sorry, that was straight from my notes :)

Every passenger missions has effect in state and influence for both source and target destination. What you see there is a brief sum of what happens - for example, if you ship protesters, the source faction experiences increased civil containment and decreased civil unrest as they just got rid of a bunch of troublemakers, while the destination faction getting them now experiences violence, increased likelihood of unrest and increased influence (the latter does not make sense, but hey).
 
Sorry, that was straight from my notes :)

Every passenger missions has effect in state and influence for both source and target destination. What you see there is a brief sum of what happens - for example, if you ship protesters, the source faction experiences increased civil containment and decreased civil unrest as they just got rid of a bunch of troublemakers, while the destination faction getting them now experiences violence, increased likelihood of unrest and increased influence (the latter does not make sense, but hey).


unless theres new BGS states and enhancements and additions / changes to come in which case it makes sense, perhaps growth has replaced boom as a descriptive term, growth is it population, military, economic or other
 
unless theres new BGS states and enhancements and additions / changes to come in which case it makes sense, perhaps growth has replaced boom as a descriptive term, growth is it population, military, economic or other

Yes that's likely just the usual descriptive, actual effect is +boom.
 
would be nice if +growth actually went into npc poulation (system pops) changes, it would give powerplay a long term impact, and help human colonies to expand, it will come eventually
 
would be nice if +growth actually went into npc poulation (system pops) changes, it would give powerplay a long term impact, and help human colonies to expand, it will come eventually

If FD make the population growth figures any where near realistic, the changes won't be very noticable in most systems unless the timeframes used to measure it were in years.
 
For reference colonia now has a npc population of 6 ( im going to refer back to this in a few days if i can find a few local passanger missions) and lets see if the hidden thing Fdev have added is a dynamic population mechanci (it was 750 before the 2.2 went live)
 
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