A Guide to Minor Factions and the Background Sim

The question about state changes, whether something has changed or whether a bug has been introduced, has been asked on the bgs live stream thread. Prior to 2.2 the active to pending transition occurred rarely. It has happened to most of us since in certain circumstances as yet not fully understood. Endicite's suggestion warrants further examination in that regard.
 

Jane Turner

Volunteer Moderator
Thinking about it, I think it happened recently to us, election straight into a war. Jane, you might want to look through the SO discord BGS thread, or ask LF. I can't check just now because my PC is in pieces.

Its more than possible that we haven't experienced this because we are 100% in the habit of timing our wars to avoid the issue - we have used it defensively several times though
 
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Quick question on retreat?
My faction just successfully expanded and are now reporting retreat from a system where we are the 2nd most influential faction with 9%.
What can trigger this state? I thought you needed to be below 2.5%
 
Quick question on retreat?
My faction just successfully expanded and are now reporting retreat from a system where we are the 2nd most influential faction with 9%.
What can trigger this state? I thought you needed to be below 2.5%

You only need to dip below 2.5 for 1 tick for it to go pending. Did that happen about 2/3 days ago in said system?
 
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Have you checked all the systems your faction is in? Maybe the pending retreat is from a different system?

Checked all the ones I know. Maybe we expanded somewhere without me noticing.
But the Galnet system status says we are retreating from system XXXX. If its another system then there is clearly a bug (very possible).
 
hope you experts can answer this ,,

if we as a faction are present in a system , but do not own a asset
dose our bounties & combat bonds from a system we do control and have assets.
help gain influence in the system we do not own a asset
if it does help is the amount split between us and the station owner we hand in at.
 
hope you experts can answer this ,,

if we as a faction are present in a system , but do not own a asset
dose our bounties & combat bonds from a system we do control and have assets.
help gain influence in the system we do not own a asset
if it does help is the amount split between us and the station owner we hand in at.

If I understand correctly... yes bounties and bonds specific for your faction will help your faction, even if you do not own any assets.
 
hope you experts can answer this ,,

if we as a faction are present in a system , but do not own a asset
dose our bounties & combat bonds from a system we do control and have assets.
help gain influence in the system we do not own a asset
if it does help is the amount split between us and the station owner we hand in at.

Bounties from another system generally will help.
Combat bonds will not help at all. They are effective only in system where your faction is in war\civil war.
 
I uh...hardly know what to say to this.
I can't begin to number the situations where we've had conflicts go pending with another active (not pending). In 2.0-2.1 only the faction not currently in conflict would show the pending state. Now they seem to show it fine for both sides. All the many conflicts that happened with only one or two days in between had a pending state that began during active conflict.
I don't have a serious issue with this (i.e. surpassing factions while in conflict triggering another conflict) really. It happens so much I assumed everyone else was on the same page and, to some extent, that it was intended.

The current 'chain war' issue, with two factions in a conflict going back and forth and then pending one another again, is another matter and a very annoying one.


I'd love to know what those are, because it appears to happen every time there's not a blocking state in play (i.e. an existing conflict/cooldown for the third party).

I'll keep an eye out for some evidence if you need it...but we see this all the time. So much so that when I'm teaching new members I've gone with simply "active conflicts don't block pending" for ages now and don't bother to note when it happens. SNAFU, in other words.

Edit: this strikes me as easy enough to test, though some searching for the right circumstances might be in order. Two factions in conflict, with a third that can be surpassed by one of them in the course of the fight. I'd expect a conflict to begin pending immediately between "surpasser & surpassee". I'd be very surprised if this didn't happen without clear state interference, given experience.

Here's the bug report explaining how a faction enters another conflict while a conflict is already active.
It will only happen on the "day of additional conflict" when the conflict is actually finished, i.e. control of an asset changes (or conflict expires but that's impossible to know with certainty).

https://forums.frontier.co.uk/showt...e-and-pending-conflicts?p=5006100#post5006100
 
Sure? I remember someone applying bonds with an effect...

Haven't tested this in a while, they certainly did at one point. It is however an inefficient means of BGS work - bounties are easier to collect than CZ bonds. One note of caution. Faction bounties help the faction, superpower bounties help the station owner, irrespective of allegiance (unless this has changed recently).
 
Sure? I remember someone applying bonds with an effect...

Not 100% because I've tested it only one time. System population is 5,9M, medium security, anarchy faction ruling, no traffic, my faction is in war in another system, expansion recovering.
"{ "timestamp":"2017-01-08T21:30:31Z", "event":"RedeemVoucher", "Type":"CombatBond", "Amount":1235040 }" no change in influence.

Next day bounties redeemed:
"{ "timestamp":"2017-01-09T23:04:06Z", "event":"RedeemVoucher", "Type":"bounty", "Amount":1964828 }" +8% influence.

But like Schlack said, bonds are ineffective anyway compared to bounties.
 
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Haven't tested this in a while, they certainly did at one point. It is however an inefficient means of BGS work - bounties are easier to collect than CZ bonds. One note of caution. Faction bounties help the faction, superpower bounties help the station owner, irrespective of allegiance (unless this has changed recently).

Even during war time? - esp in systems that are not the ones in war?
 
here is a nice write up of the livestream - i hope you jump over and give the original thread some rep!

Vid

Focus is on the BGS, with a splash of networking / instancing.

Some hints at future or new content in bold

Timestamps are vaguely accurate. Dive in if you want detail ;)




7m - There are dozens of thousands of factions in the game.

9m - Q: Assets are liabilities. Planetary settlements open up more points of attack against a faction without being of any apparent benefit. Are there any plans to balance this?
A: Being a bigger faction comes with downsides.

10m - Q: Is there an automatic BGS mechanism that can trigger famine/outbreak without human cmdr intervention. e.g. a hidden food supply "bucket" that empties over time triggering a famine unless food is imported or relevant missions undertaken?
A: Yes there is a very minor push. Player action dwarfs it.

11m - Q: Are player managed factions treated differently by the BGS? We have seen reports of inserted PMFs entering into the wrong kind of conflict for their government type.
A: Government types don't affect conflicts, it's based on hidden parameters. Player factions are absolutely no different to other types.

12m - Q: Given there are multiple factions that are about to expand. How does the system figure out which faction expands first (and maybe goes into a target system of another faction, which then have to search for another target system)? Or to think big: What's the algorithm of the tick? :) + Q: Can you give us an indication of how the BGS chooses which system a faction will expand from where more than one system is above the expansion threshold.
A: The BGS goes through each active faction in turn, and then each star system, first come first served. There is an order, but it's 'not predictable'.

13m50s - Q: How are countdowns and cooldowns of states supposed to work, especially (but not only) if other states are about to get triggered or already ongoing? We saw some possible changes or uncertainties in how things work here.
A: (This updates old Q&A info). When a faction is eligible for a state it pops into a queue and shows up in the game as pending. Many different states will be eligible and go up against each other. Some have more weight than others in a priority system. Expansion will over-rule a Boom and make it end early etc. A faction with a few million people plunged into war for survival will also go to war rather than pursue a Boom etc. One downside is states queueing up for attention. Trying to make that and recent history available for you to see in game is an ongoing process. Local news stories try to do this but could be more detailed. No promises, let alone a Sandro caveat, but... 'that's under active consideration'.

18m15s - Q: What hidden values to factions have?
A: Faction type (criminal, authoritarian, social or a corporation). Determines the conflict type. On its way, pretty much only place its used. Many other buckets (boom, bust etc). Hidden numbs change so fast they'd be out of date. Also hard to correlate the numbers with the states. Hidden for a reason.

20m45s - Q: Out of curiosity, how much data is generated by each tick of the galaxy each day?
A: Daily log is about one gig uncompressed, and that's just for the faction sim. Exploration is easily the biggest dataset. Everyone's missions statuses. Rep with factions. Data servers may extend from large to extremely large in future.

21m15s - Q: Why the daily tick in the first place? Is it because of the amount of data needed to be shifted?
A: Yes. Also the daily tick helps keep things in sync, and keeps level playing field. Thought to be the smallest design they could get away with striking a balance between dynamic galaxy and comprehensible galaxy (No point having a battle that last half an hour if you're flying half way across the galaxy)

22m30s - Q: When the tick happens each day, which areas are updated first? In my area of space the BGS is not updated fully until an hour after the official time. Is the galaxy BGS updated in sectors, randomly, or by pattern?
A: There's no official time. Don't try and predict the tick!

23m20s - Q: Tick resets market?
A: Market tick is on a different schedule and runs every 5 to 10 mins or so.

24m15s - Q: Will there be an effort to make the background simulation more visible and audible from out of your spaceship's cockpit? Having the look and audio of stations and settlements change depending on system states, for example.
A: Nothing to announce today, but planet bases already change decals if faction changes. (since Horizons launch). Nothing more to announce at the moment. (Felt like there might be some plans though)

---I get lazy from this point ;)---

25m - Star systems have default security settings, but can be changed by player activity

26m - Cannot retreat if less than 4 minor factions

26m - There are planetary bases in deep space, doesn't think all have been discovered yet

27m - (Systems should only have factions if there are populations - NB PP display bug with galaxy map - requires client update so will have to wait for update for a fix)

29m - Stats on Superpowers and changes: Roughly same, with slight Alliance increase - 3rd of star systems no longer owned by original Faction

31m - Can factions leach influence from each other since 2.2: Kind of. Factions in conflict now go up and down in equal and opposite reactions, for example. [graphs]. Bit trickier with assassinations etc (?), so other faction may take a hit so that the whole system influence share adds up to 100%

36m - Multiple conflicts and consecutive - bug. Got squashed today.

37m - Conflicts still appearing to be active after it ends. Takes time for message to spread across the system (plus background sim needs some downtime, and does the clean up the next day).

38m - Why some conflicts stop after 4 days with no clear winner. Short answer = no clear winner. States generally don't run to their full duration (28 days).

39m - Trading in single units to exaggerate affect on faction owner / BGS. They have short and long-term ideas to fix. Soon[SUP]TM[/SUP]

40m - Long-running macro users will be getting a message from support team soon.

41m - How does BGS affect trade markets: Boom = more profit / supply available. Famine = less food etc, higher demand for food over weapons etc. Rare goods that unlock engineers no longer affected by this. (IE reduced production during war etc).

42m - Differentiating security systems: IE low sec = higher profit. They agree. He says it's been in game since 2.1

43m - Black market displayed as service? It used to be hidden (especially as they disappear and reappear depending on ownership of system etc). QoL

45m - AI traders always leave at least 25% of supplied goods on denoted trade route. If nothing there when you arrive players have snagged the rest.

50m - Lower value goods help starting Cmdrs

51m45s: - Networking / instancing: Tech explanation for gameplay freeze during transitions: Yes. It's a loading screen. Some time waiting on server consistency. Not due to instancing

53m - Instancing: 'Dynamic instancing demo' from 2 yrs ago. It's like some boxes making love. On graph paper. (He had a prettier one but he lost it).

57m: The work on networking with Fuel Rats etc. Another hotfix went in this morning (previous ones came in Dec hotfix, and with the latest patch) + diagnostic tool added with 2.2.03. Press Ctrl+L (he thinks) and it'll send a server diagnostic.

1h8m - Only send missions that are as relevant as possible. Streamlined mission data so high ping users don't get huge delay.
 
Even during war time? - esp in systems that are not the ones in war?

Sorry Matzov, which point were you addressing?

Bounties are effective in wartime in any faction's system - its a combat action.

Regarding systems not at war, you have to remember that the states are not system states, they are faction states in effect across all systems that the faction is present in. The war is physically located in one system, but the influence modifiers of the war state effects the faction in all systems.

As regards efficiency, it is far easier to get bounties than it is bonds, although CZs present a far a more interesting challenge for a nights gaming!

As I said we haven't tested the effects of combat bonds cashed in other systems recently - so I cant really comment on whether there has been any change recently.
 
Sorry Matzov, which point were you addressing?

Bounties are effective in wartime in any faction's system - its a combat action.

Regarding systems not at war, you have to remember that the states are not system states, they are faction states in effect across all systems that the faction is present in. The war is physically located in one system, but the influence modifiers of the war state effects the faction in all systems.

As regards efficiency, it is far easier to get bounties than it is bonds, although CZs present a far a more interesting challenge for a nights gaming!

As I said we haven't tested the effects of combat bonds cashed in other systems recently - so I cant really comment on whether there has been any change recently.

Yeah, I was meaning dropping bonds from war in other systems during war time. But you are saying bounties still work during war time in the non-war systems - and I agree, they are vastly easier to get.
 
Elementical said:
Here's the bug report explaining how a faction enters another conflict while a conflict is already active.

Thanks. Apparently fixed now says Dav, so that's settled.

Conflict pending/active/cooldown should block pending conflict. Case closed.
 
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