A Guide to Minor Factions and the Background Sim

I was able to proof that i was wrong. I have to apologize at everyone who i have stated to be wrong. Sorry people, i was wrong and i was able to proof it :(
The results are clear. During a war/civil war, nothing except bountyhunting works to raise a factions influence in the other systems than the war system
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Wow... Thanks a lot. That explains some of our experiences.

That is a terrible result. And yes, I think you shuld make a bugreport for this.


Best regards,
ansi4713
 
For your information, because I am not the type who scientifically analyzes it all.

Last week I made a mistake due to the increased influence by missions post 3.0 : Started pending a takeover conflict in Gunab, while expansion from Loponnaruai was just pending.
As such on day 2 of the expansion, the Gunab election kicked in (today).
Much to my surprise I just found our faction present in Ross 545, so we have expanded from Loponnaruai in 2 days.
 
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For your information, because I am not the type who scientifically analyzes it all.

Last week I made a mistake due to the increased influence by missions post 3.0 : Started pending a takeover conflict in Gunab, while expansion from Loponnaruai was just pending.
As such on day 2 of the expansion, the Gunab election kicked in (today).
Much to my surprise I just found our faction present in Ross 545, so we have expanded from Loponnaruai in 2 days.

Yes, conflicts will end an active expansion
The technique is regularly used by bgs players to speed up expansions
You can bring it down to just one day active if you time things right but will completely cancel expansion if you time it wrong and conflict starts on same day as expansion
 
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We're about to enter another war, I'll collect some data on handing in bonds to other systems when that kicks off.

Unless it has changed in 3.0 they will increase your influence in the system where you are at war. I retested that just a few weeks ago.
 
Not any more Pat. The expansion cancelling bug was fixed in 2.4, all it does now is leave your expansion pending until after the conflict.
Ohh nice! Hated when that happened, bug reported it back in the day but support kept telling me it was working as intended!
I always questioned why it did not go into recovery if this was the case but best i got was expansion was only active for a microsecond so faction didn't have time to do anything, pretty much an RP response
 
I figure this question isn't worth its own thread:

Cooldown for civil war really zero?

So if I am on tick 3 of a cw that WILL officialy end on the next tick, I could work THIS tick to put one of the cw factions into another pending cw, so they go 'cw-none(for one tick)-cw pending'? Really? Or do I have to wait for the 'none' tick to do that?
 
For smuggling missions, does the smuggling aspect have any negative effect or is it negated since you aren't using the black market?
 
I figure this question isn't worth its own thread:

Cooldown for civil war really zero?

So if I am on tick 3 of a cw that WILL officialy end on the next tick, I could work THIS tick to put one of the cw factions into another pending cw, so they go 'cw-none(for one tick)-cw pending'? Really? Or do I have to wait for the 'none' tick to do that?

Cooldowns for war / civil war is 1 day, for elections it is 2 days. So assuming you have a winning margin on active day 4 the war will be on cooldown the following day and the next conflict can pend the day after that. Or in other words you can push for another conflict the day after you win a war. (2 days after you win an election).
 
For smuggling missions, does the smuggling aspect have any negative effect or is it negated since you aren't using the black market?
A conventional cargo mission tends to be, at the destination, +INF, +REP, and some sort of state effect.

A smuggling mission seems to be state effect only at the destination - doesn't increase INF but doesn't decrease it either, and occasionally may have a different state effect to the normal ones). They do have better INF for the source faction, too.

(I haven't yet had time to test that much smuggling since 3.0 - this is based on drug smuggling versus drug trade)
 
For smuggling missions, does the smuggling aspect have any negative effect or is it negated since you aren't using the black market?

You shouldn't get any black market effects on inf or states but the mission itself should have an impact. The consequences of the mission should be listed on the mission success screen so it might be worth to check that.
 
You shouldn't get any black market effects on inf or states but the mission itself should have an impact. The consequences of the mission should be listed on the mission success screen so it might be worth to check that.

I know the effects of a mission are listed on the mission board. What I'm asking is many times Fdev have messed up and not separated the mission and the actions the mission does. Also smuggling has been riddled with issues since it was put in the game. When it was first released it actually helped the stations controller to smuggle.

So my question is not about missions as a whole but rather if fdev had the foresight this time around to separate the smuggling from the mission, since you don't actually sell on the market.
 
a bit too much to read, so I ask a short question:

Can a pending state be cancelled? (currently we have boom, civil war and unrest are pending)
 
Can a pending state be cancelled? (currently we have boom, civil war and unrest are pending)
Not exactly, but some can be effectively avoided if you have a higher priority state.

States have priorities:
Lowest: Boom, Bust
Low: Outbreak, Famine, Civil Unrest, Lockdown
High: Expansion, Retreat, Investment
Highest: War, Civil War, Election

If you can get two states of different priorities to go active on the same day, the states appear to be checked from lowest to highest, so the higher priority state removes the lower one milliseconds after it goes active, and it disappears from the Pending list and you don't get the effects. It looks and acts like it was cancelled, in this case.

If the higher priority state goes active first, then the lower priority state will hang around in Pending until the higher priority is finished.

If the lower priority state goes active first, then when the higher priority state goes active, it will overrule it. This can lead to lower priority states disappearing quicker than their documented minimum length.

So, in your case, the civil war is unavoidable as it is a highest priority state. When it goes live, depending on the exact timings, it may take the boom and/or the unrest with it. It's also possible - if you're currently in state None - that the Civil Unrest will cancel the pending Boom, and then itself be overruled by the civil war in a day or two.
 
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