A Guide to Minor Factions and the Background Sim

i have asked that question in the first bgs livestream - whether there is a cap per player.

the answer was no, there is no cap on a per player base.

i assume there are all kind of softcaps in place. and there is a soft- or hardcap in positive influence gains down to population sizes.

Interesting.

Well, if there is a soft-cap limit, there still is a technical limit to which you end up spinning your wheels an absurd amount to which it still is better to have more people help you than attempt to do the work yourself I would think.

A kind of diminishing returns kind of thought. So yeah, you could counter 30 marks against your work, but you need to do something like 50 or 100 to do it kind of issue.
 
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It's a bit of an evolving beast, but if anyone with 'the knowledge' wants to put together a document of some description outlining how it all works Id be glad to help out.
 
Interesting note so far; it appears as if Passengers like Combat Bounties does not affect a faction's influence during a state of Election.

Trade seems to work, and normal Missions, but I am uncertain if Cartography data is counting.
 
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Just to also add when player factions became a thing, some of us who were working NPC factions since the beginning were allowed adopt our pet factions. We are a player faction with an NPC name!
Now I'm confused. Just what did that get you exactly?

The only differences between player and non-player factions that I know of is that player factions get to choose the name, type and starting system of the faction. from then on it's the same as any other faction. So noone can either allow or deny anyone from adopting any faction, just as you have no control over other players who may choose to adopt a faction you think is yours.
 
Now I'm confused. Just what did that get you exactly?

The only differences between player and non-player factions that I know of is that player factions get to choose the name, type and starting system of the faction. from then on it's the same as any other faction. So noone can either allow or deny anyone from adopting any faction, just as you have no control over other players who may choose to adopt a faction you think is yours.

No, the difference is that they have an official sanction from FD. They are registered as a PMF so no one else can "adopt" that faction.
 
Now I'm confused. Just what did that get you exactly?

The only differences between player and non-player factions that I know of is that player factions get to choose the name, type and starting system of the faction. from then on it's the same as any other faction. So noone can either allow or deny anyone from adopting any faction, just as you have no control over other players who may choose to adopt a faction you think is yours.

principally right, not full true. an adopted faction (which isn't possible anymore) gets a group contact (out of game), and no player faction will be inserted into a system with a player faction in it - which also applies to adopted factions. generally, as it is no longer possible to adopt factions, it isn't of much interest ;-)
 
Now I'm confused. Just what did that get you exactly?

The only differences between player and non-player factions that I know of is that player factions get to choose the name, type and starting system of the faction. from then on it's the same as any other faction. So noone can either allow or deny anyone from adopting any faction, just as you have no control over other players who may choose to adopt a faction you think is yours.

It was one of thr factions we had been working for ages before pmfs were a thing. We didn't want to lose our work and start again, plus we had built up a certain amount of lore around it already.
 
There is a subtle difference.

Player Minor Factions do have a restriction system in pace, prevent them from expanding into specific systems in the game, be they some kind of lore or importance to it.

AFIK a great example is Sol. There is no, has never been and I would guess never will be a player faction in that system.
 
an adopted faction (which isn't possible anymore) gets a group contact (out of game), and no player faction will be inserted into a system with a player faction in it
OK. This is quite an important point.

I also hope that FD apply some consideration when placing CGs into systems that are the home system for player factions.

There are a few NPC factions that I've "adopted", but it's purely roleplaying. And the fact that I, and others, have spent so much effort already on their behalf. I expect that most players who post in this thread feel the same about a few NPC factions.
 
There is a subtle difference.

Player Minor Factions do have a restriction system in pace, prevent them from expanding into specific systems in the game, be they some kind of lore or importance to it.

AFIK a great example is Sol. There is no, has never been and I would guess never will be a player faction in that system.


I dont recall FD ever saying this, but of course I could be wrong! PMFs are not inserted into certain lore important systems, but I have seen them expand into permit locked systems.
 
Player Minor Factions do have a restriction system in pace, prevent them from expanding into specific systems in the game, be they some kind of lore or importance to it.

I wish that this was expanded. Permit systems in particular shouldn't be easy to expand into. But Phekda, Terra Mater, Sirius and Van Maanen's Star all have player groups in them. rare goods systems are another that shouldn't be easy for player groups to expand into.
 
I dont recall FD ever saying this, but of course I could be wrong! PMFs are not inserted into certain lore important systems, but I have seen them expand into permit locked systems.

Yep and also some other important systems of note, but some systems around that have been listed that PMFs can't be inserted into don't have any.

Sol sticks out to me because there are quite a few PMFs nearby that should, but never have expanded into the system.

I take it more as implied than stated, much like the rest of the BGS black box.
 
There was a fairly recent patch note that mentioned preventing player factions from expanding into systems they can't access. I assume that's for systems such as Mingfu that have no way of getting the permit. A couple of NPC factions have expanded there so far.
 
There was a fairly recent patch note that mentioned preventing player factions from expanding into systems they can't access. I assume that's for systems such as Mingfu that have no way of getting the permit. A couple of NPC factions have expanded there so far.

another exampel is founders world. as control of that system is locked, the last player faction expending into it was a bit frustrated.
 
Since a MF will effect itself in all systems they are in with the state they are in, I assume that when delivering food for example, that effects the state bucket also in all systems they are in?
 
Was told I could find BGS experts here by goemon on this thread https://forums.frontier.co.uk/showthread.php/347822-Civil-Unrest-vs-Lockdown


We have an in game faction that is currently number 2 in system. We are trying to go to civil war with the controlling faction (CF) to take the system over.

The CF has all stations. There are RES sites in system. We are the only player backed faction in system.

We have been running missions, smuggling and killing security ships to bring the CFs influence closer to ours to spark civil war.

The CF is now pending: civil unrest and lockdown.

Since we don't own any stations and non of the other non controlling factions don't either. My guess is that civil unrest is what we want cause otherwise we can't bring our faction up.

How do we control which of the pending states goes into effect, as all the info I can find, refer to original post above) tells me smuggling and murder increase both?

Open to lockdown being ok, but if I'm not mistaken since the CF has all stations we'll be at a standstill and can't control the negative points draining from CF by performing positive actions to direct those points to our faction.
 
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Was told I could find BGS experts here by goemon on this thread https://forums.frontier.co.uk/showthread.php/347822-Civil-Unrest-vs-Lockdown


We have an in game faction that is currently number 2 in system. We are trying to go to civil war with the controlling faction (CF) to take the system over.

The CF has all stations. There are RES sites in system. We are the only player backed faction in system.

We have been running missions, smuggling and killing security ships to bring the CFs influence closer to ours to spark civil war.

The CF is now pending: civil unrest and lockdown.

Since we don't own any stations and non of the other non controlling factions don't either. My guess is that civil unrest is what we want cause otherwise we can't bring our faction up.

How do we control which of the pending states goes into effect, as all the info I can find, refer to original post above) tells me smuggling and murder increase both?

Open to lockdown being ok, but if I'm not mistaken since the CF has all stations we'll be at a standstill and can't control the negative points draining from CF by performing positive actions to direct those points to our faction.

questions:

- how much traffic has that system? (traffic report)

- how much bounty redeems? (bounty hunter report) how many of those are from your group?

- how many factions are aligned to a superpower, and is your group aligned to a superpower, too?

- does the CF has a station with a black market?

- is the CF present in other systems?
 
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