A Guide to Minor Factions and the Background Sim

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I know Civilwar you only need to join the conflict zone, fight for your faction, redeem the combat bond to win the battle.
But how does one help the fight in Election??
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Missions primarily. You can continue to use your KWS and bounty hunt.

If there's a Black Market, you can smuggle stolen and illicit goods to the enemy.

If you don't mind being a little bad, you can kill the opponent's NPCs and gain fines in the system. If you do this, you'll eventually become hostile and will be attacked by those NPCs and stations.

If you had any assets, you could also sell exploration data and trade commodities, but in this case, it would only help the opponent.

(As to the other question, there are 8 factions because yours was manually inserted by FD. Eventually, someone will retreat.)
 
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Wait, on MyFaction says it has Boom on Pending states. does that mean it is impossible to trigger civil war until my faction went from None to Boom, and must wait till Boom ended?
 
Question of my own, is there a full list of the pools between faction types where it says whether they enter elections or civil war?

If factions have the same goverment type. IE: Democracy equalizes with Democracy, Patriarchy with Patriarchy, Corporate with Corporate, ect. Then the two will engage in elections which are the peaceful versions of wars. Same thing occurs depending on who wins or loses.

Civil Wars only happen when two factions of different goverments but spawned in the same system go to war.

Wars only happen when one faction expanded into another system and in the other system is considered an invader.

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Wait, on MyFaction says it has Boom on Pending states. does that mean it is impossible to trigger civil war until my faction went from None to Boom, and must wait till Boom ended?

No. Civil Wars will override Boom States. Not sure about elections but Wars will override all economic states.

During War, only combat actions will count influence level so fighting in a CZ is the best way.

Nothing changes during election so continuing as usual will affect influence letting you win the election the same way you win a war.
 
It seems sometimes influence behave little weird. as there have been after tick smaller influence than anticipated and it have been corrected little later in same day.
 
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I'm fairly certain that elections stop combat activities from affecting the BGS.


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Its still the BGS bible, if a little out of date.

https://forums.frontier.co.uk/showthread.php/221826-Dev-Update-(07-01-2016)
 
I have an election pending in one of my systems. But none of the factions are offering missions at all. Unfortunately there is no blackmarket in the controlling base, and the outpost my faction owns has no commodities market. So I'm bountyhunting in another of my systems to try and win before the election starts. Otherwise, there is only exploration left to help my faction.
 
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How is it possible that we have tryed like crazy to make expansion happen, expansion is active, but our influence just go down ? expansion success influ 75 % right ?

You don't need to be over 75% when the expansion ends, that requirement is to trigger expansion pending.

Once it is active, it costs apporx 3% influence per tick (the update of the influence %'s once a day) and lasts for 5 ticks. Hence if you do nothing to counter it, you'll lose %.

3.2% per day in all my tests and the active state can last for 5 or 6 days.

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How the HELL did you get a faction into a system to bring the total to EIGHT FACTIONS???

Because that's impressive since the hard limit is supposed to be seven.

If I've been following correctly, I think elliv's faction is a new PMF and so does not have to follow the rules of expansion when the devs insert them into a system.
 
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^ So how much influence must be then for expansion to succeed?
Its our fifth and last day of the expansion state today and last night our influence was 70% something..
 
How the HELL did you get a faction into a system to bring the total to EIGHT FACTIONS???

Because that's impressive since the hard limit is supposed to be seven.

I saw 10 once in 64 arietis. Throw that hard coded 7 idea out the window, the max expansion range for a faction is 50ly btw , the 30ly idea floating around can be tossed out the window to
 
^ So how much influence must be then for expansion to succeed?
Its our fifth and last day of the expansion state today and last night our influence was 70% something..

i have not seen an expansion failing because of influence. once it is pending, it always goes throuh if there is an adequate system to expand to.
 
i have not seen an expansion failing because of influence. once it is pending, it always goes throuh if there is an adequate system to expand to.

Thanks! Thats a relief, as we were already giving up on the expansion as we thought that we failed it due to not reaching the 75% mark. :D
 
I saw 10 once in 64 arietis. Throw that hard coded 7 idea out the window, the max expansion range for a faction is 50ly btw , the 30ly idea floating around can be tossed out the window to

I had eight factions too. There are specific exception to the 7 rule, one is when a displaced faction retreats home, and of course manual insertion trumps anything.
 
I saw 10 once in 64 arietis. Throw that hard coded 7 idea out the window, the max expansion range for a faction is 50ly btw , the 30ly idea floating around can be tossed out the window to

Yup, we have a system with 10 factions too. This is a legacy from when expanding factions would swap with the bottom faction from the target system and before the retreat mechanism was introduced. The 7 factions max is, I believe still valid, in that you wont expand into a system with 7 (or more).
 
Alright. Was operating off the basis that there could only be 7 factions as a hard limit through expansion rules.

Interesting to note though. Thanks for the updated observations.
 
But expansion CAN fail. You should get a state "investment" then. eddb.io lists 9 systems in state "investment" currently. When is state changing to this?

Ciao, Udo
 
But expansion CAN fail. You should get a state "investment" then. eddb.io lists 9 systems in state "investment" currently. When is state changing to this?

Ciao, Udo

That happens when there is no suitable system in range and investment increases the range for a subsequent expansion.
 
Is that sure that when expansion is active, it will happen, what ever you influence is ?
How about that there is this list that says min expansion active time is 3 days and max 5 days, is that then true anymore, and if it is what then affects the outcome ?
 
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Really sure that when expansion is active, it will happen, what ever you influence is ?

i have not seen any other exampel, and i have seen expansions happening below 50% influence.

maybe if you drop them to retreat level might stop it?

(actually i have not seen any pending state getting stopped beside overwritten)
 
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