A Guide to Minor Factions and the Background Sim

- yes, 7 or less minor factions. i have heard that you might trigger a invasion war if all systems are full, but i haven't seen one in the bubble.

- the expansion range is a strange thing. @dommarra made a good cause arguing that the algorythm works in cubes instead of a bubble, as it is easier to pull systems from a database that way, and it works along differences of coordinates. anyway, longest direct expansion i have seen without investment is 29,36 ly distance ... i still can't get my head around it, as we jumped several possible systems closer by. might have been a bug, too.

- the maximum range after investment is between 45 ly and 55 ly, as factions don't expand from robigo to almagest (55 ly distance), but expand between maia and HIP 19072 (45 ly) after investment.

Useful to know, thank you. The one I want to go to next (if I choose to expand again) has 7 MFs so I might play the long game and go there first and force some other MF to retreat and create room for a new entrant, and then give a go at expansion (aiming for it) because at 8.8Ly it is the closest of all populated systems - 'my' MF has expanded into the #2 and #3 by distance already.
 
that you might trigger a invasion war if all systems are full, but i haven't seen one in the bubble.

Afaik that only applied to the previous iteration of expansion mechanics - and it happened all the time. Haven't seen one since 2.1 anywhere, though some soon-after-expansion wars might make you think so.
Now it should just keep cycling Investment after finding all systems in range are full, until it finds one that isn't.

Edit: I make no claim to have a clue what happens in Colonia's BGS quagmire.
 
Last edited:
Is it the act of killing another ship that counts towards BGS influence, or only when any related bounty / bond is then cashed in? Or do both trigger Inf effects?

I suspect both might, given that not all kills have a bounty, e.g. shooting local cops to reduce the controlling minor faction's Inf.

If I kill but never cash in the bounty (in that same system), does it still count?

If I kill in a different system, but bring the bounty into 'this' system and cash in for the same MF, does it count in the system the bounty is paid into?
 
Is it the act of killing another ship that counts towards BGS influence, or only when any related bounty / bond is then cashed in? Or do both trigger Inf effects?

I suspect both might, given that not all kills have a bounty, e.g. shooting local cops to reduce the controlling minor faction's Inf.

If I kill but never cash in the bounty (in that same system), does it still count?

If I kill in a different system, but bring the bounty into 'this' system and cash in for the same MF, does it count in the system the bounty is paid into?

Cashing counts. Inf effect in cashed system
 
Is it the act of killing another ship that counts towards BGS influence, or only when any related bounty / bond is then cashed in? Or do both trigger Inf effects?

I suspect both might, given that not all kills have a bounty, e.g. shooting local cops to reduce the controlling minor faction's Inf.

If I kill but never cash in the bounty (in that same system), does it still count?

If I kill in a different system, but bring the bounty into 'this' system and cash in for the same MF, does it count in the system the bounty is paid into?

- kill and bounty redeem count seperately (with a single bounty redeem counting multitudes more than a single kill)

- a bounty redeem always counts in the system redeemed, (if not redeemed via interstellar factor, in which case it has no influence effect)

- a ship kill always counts in the system it happens.
 

raeat

Banned
About what get taken when you win a War/Civil War:

The CPC won a Civil War (maintained the 3.5% spread) and we got a ground base you can't even land at. The two Outposts (the only orbitals) and the system control remained in the possession of the losing controlling faction leaving them in control when we should have seized it. Apparently that sometimes happens, and the BGS dev claimed it was working as intended. Unless the intention was that we lose a civil war we actually won, I'm not seeing working as intended at all.

I currently have a 2 month outstanding ticket about that.
 
About what get taken when you win a War/Civil War:

The CPC won a Civil War (maintained the 3.5% spread) and we got a ground base you can't even land at. The two Outposts (the only orbitals) and the system control remained in the possession of the losing controlling faction leaving them in control when we should have seized it. Apparently that sometimes happens, and the BGS dev claimed it was working as intended. Unless the intention was that we lose a civil war we actually won, I'm not seeing working as intended at all.

I currently have a 2 month outstanding ticket about that.

Indeed, was reading that...exchange.
When Union of HIP won the war they gained control of the available settlement with the lowest population that was controlled by HIP 17819 Empire Consulate.

Union of HIP won: Barnes' Folly Hip 17819 1, it has a population of 1,977 and is a POI. The next lowest population settlement is Shumil's Inheritance Hip 17819 2 which is also a POI with a population of 2,018.

After this is the Outposts Jackson Terminal and Gaensler Survey that have 11,678 and 18,977 population.

That's rather counter to what we see every day, and if I'm not mistaken counter to what was explained (Empire Consulate has been the controller for some time). I'll have to go find that darned source. At some point I'm going to have to start keeping livestream minutes for this junk.
 
Last edited:
Our fraction has the representations in the A and B systems. War goes in system A. In system B state is none. Whether performance of noncombat missions in system B will influence percent in system B?
 
Our fractionfaction has the representations in the A and B systems. War goes in system A. In system B state is none. Whether performance of noncombat missions in system B will influence percent in system B?
No.
You can help your faction in system B by cashing in bounties specific to your faction. You can earn these by killing wanted ships in any system owned by your faction, but you turn them in in the system where you want to help your faction. Your faction doesn't need to control the system or station where you cash the bounties in.
Note: bounties, not combat bonds.
 
https://forums.frontier.co.uk/showt...tacking-Fix!?p=5836684&viewfull=1#post5836684

See quote from Adam Waite

"I don't particularly want to derail this thread with BGS talk but the way I have suggested actually has a less of an impact on the background sim than the way it is now. Consider in my example the player only murders 6 ships from a faction rather than 12. That's half of the normal influence loss from these actions. It also spreads the positive impact of the mission across several impacts rather than one, something that can be just as bad for the targeted faction, but is more interesting on a system level.

In regards to your comments on missions not providing influence, this should not be true. I'm not saying you are wrong, however, if you are indeed correct there is an issue with the system rather than a designed nullification of certain missions providing influence. This remains to be true during conflict states. "

I made a point about the ineffectiveness of missions during wartime and requested a further clarification further down the thread (not forthcoming). My understanding of this is that Missions should count during wartime, at least the combat types - but that is not 100% clear either. Adam suggests that this is an issue with the system.

Does anyone have any recent testing data on missions during wartime, both in the war system and in other systems, that could be used for a bug report. I don't have anything recent and would prefer to provide some data.
 

_trent_

Volunteer Moderator
We frequently get no massacre missions at all, but every now and again we get a lot. It seems to be either one or the other.

I can't say that I have noticed any difference in the amount of influence gained/lost on the days that we get a glut of missions. I am not saying that massacre missions have zero effect, but our experience is that the combat bonds that has the biggest effect on raising influence, and killing enemy ships that has the biggest effect on their influence losses.
 
We frequently get no massacre missions at all, but every now and again we get a lot. It seems to be either one or the other.

I can't say that I have noticed any difference in the amount of influence gained/lost on the days that we get a glut of missions. I am not saying that massacre missions have zero effect, but our experience is that the combat bonds that has the biggest effect on raising influence, and killing enemy ships that has the biggest effect on their influence losses.

Our previous testing has shown 0 inf effect. I believe that has been everyone's experience. And its not just massacre missions in the war system that would appear to be at issue here. Combat type missions in non war systems should work to support the wartime faction - if I'm reading Adam's response correctly. Otherwise its just bounties which is very limiting and unbalanced.
 
No.
You can help your faction in system B by cashing in bounties specific to your faction. You can earn these by killing wanted ships in any system owned by your faction, but you turn them in in the system where you want to help your faction. Your faction doesn't need to control the system or station where you cash the bounties in.
Note: bounties, not combat bonds.
Bounty Hunting exerts impact on system b?
 
If to take a mission on murder with two pluses ++ whether then it will be considered during war?

see above:

https://forums.frontier.co.uk/showt...tacking-Fix!?p=5836684&viewfull=1#post5836684

See quote from Adam Waite

"I don't particularly want to derail this thread with BGS talk but the way I have suggested actually has a less of an impact on the background sim than the way it is now. Consider in my example the player only murders 6 ships from a faction rather than 12. That's half of the normal influence loss from these actions. It also spreads the positive impact of the mission across several impacts rather than one, something that can be just as bad for the targeted faction, but is more interesting on a system level.

In regards to your comments on missions not providing influence, this should not be true. I'm not saying you are wrong, however, if you are indeed correct there is an issue with the system rather than a designed nullification of certain missions providing influence. This remains to be true during conflict states. "

I made a point about the ineffectiveness of missions during wartime and requested a further clarification further down the thread (not forthcoming). My understanding of this is that Missions should count during wartime, at least the combat types - but that is not 100% clear either. Adam suggests that this is an issue with the system.

Does anyone have any recent testing data on missions during wartime, both in the war system and in other systems, that could be used for a bug report. I don't have anything recent and would prefer to provide some data.

our experience says no, while this dev post claims otherwise.

i wouldn't count on any missions during war.
 
see above:



our experience says no, while this dev post claims otherwise.

i wouldn't count on any missions during war.
Our fraction controls two systems A and B. If war in system A. That NO MISSIONS in system B will not affect influence percent in system B. In it we will fall until war terminates. For maintenance of percent it is necessary to force down the piracy ships in the hazres in any of these two systems and to hand over awards in system B. Did I get it right?
 

_trent_

Volunteer Moderator
Our fraction controls two systems A and B. If war in system A. That NO MISSIONS in system B will not affect influence percent in system B. In it we will fall until war terminates. For maintenance of percent it is necessary to force down the piracy ships in the hazres in any of these two systems and to hand over awards in system B. Did I get it right?

Handing in bounties for your faction will help your faction in the system you cash them in at. If you do enough you'll not just stop the drop, you'll raise your faction in that system.

It doesn't matter how you get the bounties (you can shoot wanted ships in systems you control or you can use a KWS in systems you are in but don't control.) The important thing is where you hand them in. That is the system you'll get the benefits. A quick tip: Pulling wanted ships out of supercruise, or dropping into some types of USS points is often quicker for farming a few quick bounties than going out to RES sites.

From our experience, handing in lots of small transactions is better than handing in one or two large ones. Handing in 10 transactions of 100k each has been more effective than handing in 5M in a single transaction.
 
https://forums.frontier.co.uk/showt...tacking-Fix!?p=5836684&viewfull=1#post5836684

See quote from Adam Waite

"I don't particularly want to derail this thread with BGS talk but the way I have suggested actually has a less of an impact on the background sim than the way it is now. Consider in my example the player only murders 6 ships from a faction rather than 12. That's half of the normal influence loss from these actions. It also spreads the positive impact of the mission across several impacts rather than one, something that can be just as bad for the targeted faction, but is more interesting on a system level.

In regards to your comments on missions not providing influence, this should not be true. I'm not saying you are wrong, however, if you are indeed correct there is an issue with the system rather than a designed nullification of certain missions providing influence. This remains to be true during conflict states. "

I made a point about the ineffectiveness of missions during wartime and requested a further clarification further down the thread (not forthcoming). My understanding of this is that Missions should count during wartime, at least the combat types - but that is not 100% clear either. Adam suggests that this is an issue with the system.

Does anyone have any recent testing data on missions during wartime, both in the war system and in other systems, that could be used for a bug report. I don't have anything recent and would prefer to provide some data.

I have some, and a current conflict - but I have been getting some more ambient traffic as of late, so my results aren't quite pure.

However I am confident the effect of missions being blocked during conflicts is remaining true. The last few I worked on the only significant influence shifts was from bounty hunting activities, not missions themselves.
 
Back
Top Bottom