A Guide to Minor Factions and the Background Sim

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To be honest, the only way I see FDev opening a BGS subforum would be closing this thread and letting Dangerous Discussion get flooded with questions about the BGS.
 
To be honest, the only way I see FDev opening a BGS subforum would be closing this thread and letting Dangerous Discussion get flooded with questions about the BGS.

But that wouldn't impact FD, just the moderators who have a hard enough job as it is. There is a discussion on Giving the Cannon Threadnought a sub forum. The player maintaining the threadnought is arguing against this, as he is actively summarising the discussion in the first posts. He has a good point.
Unfortunately, the OP to the BGS thread isn't being regularly maintained, so is is becoming obsolete.
 
Hi all,

I was just going over our records for the main system for our main faction, and thought to check how extreme the daily variations are, currently, and where that sits historically compared to other patches. Standard Deviation is a pretty good way of figuring out how big the variations are from a mean given a particular data set.

This is especially interesting considering the complete chaos we had up to the start of November 2015/3301, where there were wild fluctuations (in some systems well over 50% in a day!):

chart_zpsqikzahgy.png


Our faction has been in control in this system since our records started in January 3301

For reference: patch release dates:

1.2: Mar 10, 2015
1.3: Jun 5, 2015
1.4: Oct 6, 2015
2.0: Dec 15, 2015
2.1: May 26, 2016
2.2: Oct 25, 2016

What this really shows is that we're back in total BGS chaos. Especially when compared to 2.0 and 2.1 where it was working pretty well.

Let me be clear: current daily variations are worse than in 1.4.
 
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But that wouldn't impact FD, just the moderators who have a hard enough job as it is. There is a discussion on Giving the Cannon Threadnought a sub forum. The player maintaining the threadnought is arguing against this, as he is actively summarising the discussion in the first posts. He has a good point.
Unfortunately, the OP to the BGS thread isn't being regularly maintained, so is is becoming obsolete.

if somebody is willing or able to write a new, updated to 2.0-2.2. thread, and maintain it, we could all move over :)

alas, everytime i start trying to write down the facts, i find out, i don't know enough. beside i wouldn't/couldn't maintain it next to my moderator duties (enough time with these forums :D)
 
I wonder if its a bug that Wine and Beer deliveries gives the target economy bust.

It shouldn't happen after 3 missions and 1 day, but delivering drugs makes people bad for work resulting in bust. This game logic was applied even in 2.1. I mentioned those delivery effects before. It was during the initial test before FD patched them out and reintroduced them in 2.2.
 
if somebody is willing or able to write a new, updated to 2.0-2.2. thread, and maintain it, we could all move over :)

alas, everytime i start trying to write down the facts, i find out, i don't know enough. beside i wouldn't/couldn't maintain it next to my moderator duties (enough time with these forums :D)

I know that I don't know enough either. So I'm going to stick with the usual forum warrior tactic of complaining without offering a solution.

- - - Updated - - -

I wonder if its a bug that Wine and Beer deliveries gives the target economy bust.

I'd guess that all drugs are likely to do the same.
 
That seems to be the case. From the looks of it agricultural systems can give bust to others, while others can(read very likely) give outbreak to them. Since biowaste missions gives outbreak.

I wonder if this is completely intended, as agricultural systems should welcome receiving a certain amount of biowaste. I think they should have a base level of immunity.
Outbreak must have other causes then biowaste though. Most of the factions I see in outbreak aren't in agricultural systems.
 
It used to be the case that medicine sold for a loss would push outbreak very rapidly. The negative influence effect was removed, but I wonder if the state effect was? Regardless, such and action is deliberate and only likely to happen if someone is out to tank your faction.
 
I wonder if this is completely intended, as agricultural systems should welcome receiving a certain amount of biowaste. I think they should have a base level of immunity.
Outbreak must have other causes then biowaste though. Most of the factions I see in outbreak aren't in agricultural systems.

Can't be intended. One of our ag systems has 14M tons of daily demand for biowaste, to be used as fertilizer. (it's also, of course, never fulfilled)

Edit: I should also say that our faction in that system (and others it is present in) has never been in Outbreak
 
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It is FDs simple grouping mechanic. Biowaste should be in the food category (as it also has the description of being "sterile") or in another category like "chemicals" which furthers boom upon delivery.

Waste causes outbreak and in case of Scrap Metal (can be contaminated) or actual toxic waste, there it is fine. Blame FDs simple grouping mechanics.
 
It used to be the case that medicine sold for a loss would push outbreak very rapidly. The negative influence effect was removed, but I wonder if the state effect was? Regardless, such and action is deliberate and only likely to happen if someone is out to tank your faction.

That makes me wonder what illegal medicines, such as Terra Mater Blood Bores, does to outbreak.
 
That makes me wonder what illegal medicines, such as Terra Mater Blood Bores, does to outbreak.

If it is in the medicine category and a demand... reduce outbreak. Hey TEA prevents famine just because it is in the "food" category. Better not question the logic. It works in groups.
 
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