A Guide to Minor Factions and the Background Sim

For me, the Pending State can be "extended" if a conflict holds it up by starting on the 1st or second day pending. It can be cut short if it starts after the 4th pending day.

I have witnessed expansions last 1 day, then end early into the new system because of a conflict. Or a pending expansion held back for 11 days before it starts.

I concur. I should have been more specific. My bad. I've seen an expansion fail when a conflict and expansion went active on the same day. I've also seen an expansion complete when both went active on the same day. I think it has to do with when the tick resolves the states. If one resolves before the other on multiple passes, it might take precedence. Or maybe not. It's fairly clear that the tick takes multiple passes to resolve the states/influence though.
 
How do I stop a faction from expanding or what things can I do to negatively impact them? I have a new faction in my system that is doing very well and ruining what I am trying to do with my faction.

Thanks!

It would seem that they have already expanded into your system. Getting them out is hard.
You need to get them below 2.5% and hold them there for 5 days.

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Bounties & War
I had a war in a system with 23 population on day 3. Up till that point:
Faction A) (controlling) 35.6, 35.5, 35.3 War
Faction B) (My faction) 45.7, 45.7, 45.6 War
Faction C) 18.7, 18.9, 19.1 Boom
I harvested 9 Bounties (104519Cr) from another system where my faction is in control and cashed them in at the system my faction is at war in.
Faction A) 32.5
Faction B) 49.8
Faction C) 17.7
I was the only ship in the last 24 hours
 
Its funny, almost sad... unless I am mistaken the mission issue is more pronounced with Player faction, NPC groups still appear to function fine.

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Trade still operated fine, but I could swear Catrography data is also somewhat wonky...
 
10k high supply bought, 10k high demand brought in - 122k population size, boom state - rise of 2.8% (those figures are over previous day which showed a drop via ambient traffic in boom)
14.7M explo data on a 2.2M population system in boom - +5.8

our view is that effects of missions from ambient traffic are reduced, as are effects of our own mission running - all rises can be attributed to bounties, explo data and trade.
 
It would seem that they have already expanded into your system. Getting them out is hard.
You need to get them below 2.5% and hold them there for 5 days.

- - - Updated - - -

Bounties & War
I had a war in a system with 23 population on day 3. Up till that point:
Faction A) (controlling) 35.6, 35.5, 35.3 War
Faction B) (My faction) 45.7, 45.7, 45.6 War
Faction C) 18.7, 18.9, 19.1 Boom
I harvested 9 Bounties (104519Cr) from another system where my faction is in control and cashed them in at the system my faction is at war in.
Faction A) 32.5
Faction B) 49.8
Faction C) 17.7
I was the only ship in the last 24 hours

CMDR o7

It seems the bounties do make a difference, even when in War. But when we put that into relation to the population density, then in Systems with several hundred thousands (let alone millions or billions) the amount of bounties to be turned in would be insane (transaction wise speaking) to make a noticeable difference.

Also, small Systems at the edge of the current bubble do behave differently then the established ones within. For example I still have to see the Security Level change in one of our Systems during a armed conflict of any sort, whereas more far out this seems to be quite common.

The BGS is never the same depending where one goes.
 
Report from the IGER faction
they have a 16k population system and did 21 missions. jumped from 7% to 21% influence.

Report from Epsilon Indi - in a war state
No CZ's
No Checkpoints
No War missions
 
It would seem that they have already expanded into your system. Getting them out is hard.
You need to get them below 2.5% and hold them there for 5 days.

Thanks. I should have been more clearer. They are indeed already in the system and gaining more influence than my faction. How do I stop them from gaining influence? Anyway to kick them out?
 
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I am afraid you are mistaken. Same problem pushing npc factions.

Indeed. Tried to push the NPC faction continously we've been working on since 1st day after the BGS rollback. Lost another 1.6% yesterday on them.

By tomorrow our MF will be in a War state in another System. We'll continue pushing the NPC MF regardless. If they still don't gain substantially then, things are really off the hook.
 
Thanks. I should have been more clearer. They are indeed already in the system and gaining more influence than my faction. How do I stop them from gaining influence? Anyway to kick them out?

The easiest way is to get them into a war with another faction. Get their influence levels the same, while neither is in a conflict in another system, and the war will go pending. If you win the war decisively, the other faction could drop enough to go into Retreat. There is a risk though. If enough other players are supporting the enemy faction, the war could backfire and they will gain the influence.
 
Indeed. Tried to push the NPC faction continously we've been working on since 1st day after the BGS rollback. Lost another 1.6% yesterday on them.

By tomorrow our MF will be in a War state in another System. We'll continue pushing the NPC MF regardless. If they still don't gain substantially then, things are really off the hook.

I feel your pain. I gave up on BGS until they fix it. BGS keeps me here long term. I just hope they fix it and don't leave it as is. Worked hard for the systems and stations we control. Now all our influences droping and pending unnecessary wars.
 
What the first line says. :p

What action has what effect (up/down) on influence or state.

For example:
You trade/sell to a station:
1. It increases the controlling factions (the faction that controls the asset you trade to!) influence.
2. Adds to the Boom state.
3. Lowers Bust state.

Smuggling has indeed had weird effects in 2.3, try different commodties.

Now in 2.3, if we simply sell weapons(missionless) to a station, does this add to the controlling MF's unrest bucket? Or is it that negative buckets are only filled with related missions
 
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Ok this is crazy now. Tick 1 of war:

----------------------------Today's update: 20th April------------------------------

**Stats:**
**49.5%** at home in Alpha Centauri (-6.3%)
**42.6%** in George Pantazis (6.4%)
**43.6%** in LHS 340 (-5.1%)
**43.1%** in LP 245-10 (-5.7%)
**11.4%** in Luhman 16 (-1.5%)
**50.8%** in PSPF-LF 2 (-3.9%)
**47.9%** in Trepin (+1.3%)
**40.0%** in WISE 0855-0714 (-5.5%)
**32.6%** in Wolf 25 (-7.2%)
**38.2%** in Wolf 359 (-3.7%)
**17.9%** in Epsilon Indi (-0.8%)
**47.8%** in Van Maanen’s Star (4.3%)
**9.0%** in Sirius (+0.5%)
**13.4%** in Wolf 124 (-1.8%)
**7.2%** in Epsilon Eridani (-1.1%)
**10.5%** in Kokary (-1.6%)
**4.4%** in Kappa-1 ceti (-0.8%)
**0.0%** in Colonia (Place Holder)

• Global Faction State: **None**
• Global Pending States: ** Civil unrest, Outbreak**
• System Specific States: ** War** Epsilon Indi (0.7% Gap)
• System Specific Pending States: **None**

These drops are 'not right'. We understand the investment cost of 1 percent but the big drops are plain wrong.

3 more ticks of that and we are in deep dog doo. This is despite heavy bounty hunting in our systems PLUS a big team in war last night.

Mission boards are still loaded with non war missions.

What will happen is 24hr after this war, we will get another.... then another....then another. Even if we win.
 
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Ok this is crazy now. Tick 1 of war:

----------------------------Today's update: 20th April------------------------------

**Stats:**
**49.5%** at home in Alpha Centauri (-6.3%)
**42.6%** in George Pantazis (6.4%)
**43.6%** in LHS 340 (-5.1%)
**43.1%** in LP 245-10 (-5.7%)
**11.4%** in Luhman 16 (-1.5%)
**50.8%** in PSPF-LF 2 (-3.9%)
**47.9%** in Trepin (+1.3%)
**40.0%** in WISE 0855-0714 (-5.5%)
**32.6%** in Wolf 25 (-7.2%)
**38.2%** in Wolf 359 (-3.7%)
**17.9%** in Epsilon Indi (-0.8%)
**47.8%** in Van Maanen’s Star (4.3%)
**9.0%** in Sirius (+0.5%)
**13.4%** in Wolf 124 (-1.8%)
**7.2%** in Epsilon Eridani (-1.1%)
**10.5%** in Kokary (-1.6%)
**4.4%** in Kappa-1 ceti (-0.8%)
**0.0%** in Colonia (Place Holder)

• Global Faction State: **None**
• Global Pending States: ** Civil unrest, Outbreak**
• System Specific States: ** War** Epsilon Indi (0.7% Gap)
• System Specific Pending States: **None**

These drops are 'not right'. We understand the investment cost of 1 percent but the big drops are plain wrong.

3 more ticks of that and we are in deep dog doo. This is despite heavy bounty hunting in our systems PLUS a big team in war last night.

Mission boards are still loaded with non war missions.

What will happen is 24hr after this war, we will get another.... then another....then another. Even if we win.

uuh. that's really ugly.

may i ask, what you think (with all your experience with those systems) is creating those losses? do you have an idea what is wrong?
 
well - when you're in war, only combat missions, bonds and bounties have an effect.
In 2.3 they seem to have a REDUCED effect. Previously, the volume of ships destroyed from a certain faction counted against that faction, even pirates.

I would suspect with the nerf that affected cashing in on cop ships to plummet influence, we're left with the effect of bounty vouchers and bonds only.
As the other factions don't have their mission rewards etc affected, I would suspect that ambient traffic is helping them - with 7 factions in a system, a 1% rise for 6 of them equates to a 6% drop for the owner - who can't effectively prevent it.

The thing is, the figures above represent systems we are actively working in - i'd hate to see what it was like if we took the foot off the pedal!

Oh - and an absence of any war related missions in ANY board doesn't help. We're having to brute force any gains at the moment.
 
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I thought they patched first day conflicts after expansion?

My faction has a pending election on the first day of arrival into a new system.
 
well - when you're in war, only combat missions, bonds and bounties have an effect.
In 2.3 they seem to have a REDUCED effect. Previously, the volume of ships destroyed from a certain faction counted against that faction, even pirates.

I would suspect with the nerf that affected cashing in on cop ships to plummet influence, we're left with the effect of bounty vouchers and bonds only.
As the other factions don't have their mission rewards etc affected, I would suspect that ambient traffic is helping them - with 7 factions in a system, a 1% rise for 6 of them equates to a 6% drop for the owner - who can't effectively prevent it.

The thing is, the figures above represent systems we are actively working in - i'd hate to see what it was like if we took the foot off the pedal!

Oh - and an absence of any war related missions in ANY board doesn't help. We're having to brute force any gains at the moment.

In fact, this really looks like how the war drop effect was when it was first introduced. -30% all across the board. It was then reworked to be at least resistible, and now we are back to square one again.
 
Previously, the volume of ships destroyed from a certain faction counted against that faction, even pirates.

I would suspect with the nerf that affected cashing in on cop ships to plummet influence, we're left with the effect of bounty vouchers and bonds only.
As the other factions don't have their mission rewards etc affected, I would suspect that ambient traffic is helping them - with 7 factions in a system, a 1% rise for 6 of them equates to a 6% drop for the owner - who can't effectively prevent it.

plus, superpower bounties gain influence for alligned factions, not for the truckers... if the BGS counts each federal bounty as one transaction for all federal alligned minor factions in your system.

In fact, this really looks like how the war drop effect was when it was first introduced. -30% all across the board. It was then reworked to be at least resistible, and now we are back to square one again.

that would be another possibility. that they re-introduced the cost of war. like they re-itroduced 1-T-trading some patch back and re-patched it out. anybody still remembers how that mechanic around wars was?
 
plus, superpower bounties gain influence for alligned factions, not for the truckers... if the BGS counts each federal bounty as one transaction for all federal alligned minor factions in your system.



that would be another possibility. that they re-introduced the cost of war. like they re-itroduced 1-T-trading some patch back and re-patched it out. anybody still remembers how that mechanic around wars was?

the powers thing is a bit of a pain as many of our systems have 4 fed factions in them.... almost makes me want to choose an allegiance to a non fed power just to stick it to them.
 
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