Jane Turner
Volunteer Moderator
the coup triggered at 59.9%. Showed at 59.9% in the 1st minute of the tick - still at 59.9 12 hours after the tick, and the coup triggered
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Just curious if the tables in this link are still current or if FD issued updates, especially the first table, when further states were added. Some actions seem to be missing, either through game improvements (adding passengers) or missing generally (no row for completing missions, or for killing 'wanteds', turning in bonds).
I do realise that FD may not want to lay it all out on a plate, but just curious if there are later versions.
https://forums.frontier.co.uk/showthread.php?t=221826&p=3382653#post3382653
the coup triggered at 59.9%. Showed at 59.9% in the 1st minute of the tick - still at 59.9 12 hours after the tick, and the coup triggered
Hey guys, I have a question about Expansion states.
When the state is active, does it require active participation to be successful or is it just a case of waiting for it to go through?
Could I, theoretically, take a longish passenger mission and come back without needing to look after the faction when these states are active and come back to a succesful expansion?
Hey guys, I have a question about Expansion states.
When the state is active, does it require active participation to be successful or is it just a case of waiting for it to go through?
Could I, theoretically, take a longish passenger mission and come back without needing to look after the faction when these states are active and come back to a succesful expansion?
The sale of certain goods do have an impact on the state effect for the market's controlling faction.
Selling foodstuffs will reduce famine, and I think selling excessive wastes will increase it.
I have not done too much on influencing famine, but I have instigated civil unrest by selling battle weapons on black markets.
Because of that, i am unsure if regular sales of wastes will cause famine, or if you need to make use of black markets to cause it. Perhaps it needs to be a negative influence effect (loss making sales or BMs) to cause those states.
Anarchy systems (ie, smuggling rise the influence up instead of rise it down
Like Schlack says, the system expanded FROM will see its influence reduce during the effort to expand. That might be ok for you (to drop it back to a level where it won't quickly expand again), or you may wish to keep working the BGS to maintain the influence at an acceptable level.
SIDE QUESTION - Expansion in from another system seems to be blocking a MF in a system I'm interested in from matching influence and triggering a War. I'm guessing Expansion state isn't like Boom (with the latter getting closed down when a War/Civil War starts through influence matching).
I've recently been taking a closer interest in the published States effect of various mission types. A "Deliver Biowaste" mission (typically INTO an Agriculture system, but not necessarily to the controlling faction) shows the mission giver gets "risk of Outbreak is down", whereas the recipient of the biowaste gets "risk of Outbreak is up". Just because it's published on the mission delivery screen doesn't necessarily make it so, though! Every other "Deliver [This]" mission seems to result both parties getting "chances of an Economic Boom is up".
No idea if regular trading of Biowaste has a similar effect (on Outbreak state). I always assumed it was a helpful import into an Agricultural system, given I often see it in high demand.
um not quite sure I understand. pending or active expansion should not prevent pending conflict. The cause is, almost definately, that one of the factions is in pending/active/recovering conflict in a different system. Check the local news tab for faction status.
Follow-up question. Is there any negative Influence consequence of taking but not completing a mission and letting the time run out? I know it will create negative Reputation, but I've also assumed it will create negative Influence for the mission-giving MF. Thanks in advance for any answers. That useful list only showed 'positive' completed mission effects.
There once was the ability to take a mission and instantly disband it, causing negative % to the controlling MF at the Station where you did this. They removed that a while ago.
Also, if you look closely, even your mentioned positive completed missions can be negative to the destination MF. Check for the red exclamation mark.
Hello guys I have a question about Maia.
So in the galmap it states that the controlling faction is the ant hill mob with 13.5 % current state is "none"
The next minor faction is the Pleiades Ressource Enterprise with 34% State is also "none"
my question is .. how is the Ant Hill mob still in controll? Pretty much all the mayor bases are also STILL in the Mobs hands. Am I just stupid and missing something?