Advice for flipping minor stations

So I've been trying to mess around with the BGS lately after I noticed that the dominant faction of my home system expanded to a nearby one.

I decided to help it take over and I succeeded, but it now appears that my faction is in control of the system and one of the stations but the remaining outpost and planetary base are in control of the former ruling faction and one of the other minor factions.

My question is, what do I need to do to flip those other stations? Perform missions for them to being their influence up to the level of my faction and provoke a civil war? Or drive my faction down to do the same thing?

I'd rather not sabotage my own faction just to game the influence system, it seems like a very counterintuitive thing to do especially from a RP perspective.

My faction is currently at around 55% influence and the other 4 are fairly closely packed ranging between 6-15% each.

Question 2 is would there have been a better way for me to flip the system initially such that I would have gained control of all 3 stations at once? Is that even possible?
 
You need to set the civil war condition between your faction, and the factions that control the other stations, and win those wars. I am not convinced you can take planetary bases yet. I'll leave that one to the experts. Read through this thread, it is the best information to date on the BGS: A Guide to Minor Factions and the Background Sim.

To contact Adle's Armada:
Adlesarmada.com
http://inara.cz/wing/336
adlesarmada.teamspeak3.com / 3352
 
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To take all the stations in a system you have expanded into, the most 'intuitive' thing to do would be to push the influence slowly until you have parity (within 5-10%) of the lowest-influence faction with a station. You let the war trigger, then win it. Repeat for the next faction with a station until you are facing off against the controlling faction.

It can be difficult, initially, to isolate the factions when they are all at similar influence levels. You will probably have to buff the target faction somewhat, as well as your own, so that they are clear ofthe other factions. This will also have the effect of dragging the leading faction down, which makes is easier to trigger the next conflict.

A key point to bear in mind is that when a faction loses a conflict, they always cede their most valuable asset to the victor. This means that flipping secondary stations isn't necessarily a defense against the system being turned. It will make it easier to maintain influence, and to increase influence through bounty-hunting and explo data drops should the faction lose the main station, but owning all the orbitals in a system is no protection against it being flipped.

Surface stations can be flipped - it was confirmed by the AEDC very soon after 2.0 went live.
 
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So I should be helping one of the other factions to equalize with my faction in order to provoke a civil war which I can then win like I did for gaining control of the system in the first place?

That seems really counterintuitive to me. I mean, what makes more sense would be for me to keep boosting my influence and dropping the minor factions' influence until they are forced to give up their station, no?

The way I'm reading it now is that I have to effectively play double agent and agitate the minor faction so that it thinks it is doing well, but meanwhile it's all part of my covert CIA op to eventually betray them. Not to mention my own faction has to suffer and reduce in power in order for this to happen.

Actually for a certain playstyle or strategy that sounds fun, but surely that shouldn't be the only way?
 
Be careful what you wish for.

If your adopted minor faction controls all the starports in a system, it will turn into an expansion monster and spread everywhere. With my group, we have several systems like this. I spend more time working against our faction to keep things under control than anything else.
 
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So I should be helping one of the other factions to equalize with my faction in order to provoke a civil war which I can then win like I did for gaining control of the system in the first place?

That seems really counterintuitive to me. I mean, what makes more sense would be for me to keep boosting my influence and dropping the minor factions' influence until they are forced to give up their station, no?

The way I'm reading it now is that I have to effectively play double agent and agitate the minor faction so that it thinks it is doing well, but meanwhile it's all part of my covert CIA op to eventually betray them. Not to mention my own faction has to suffer and reduce in power in order for this to happen.

Actually for a certain playstyle or strategy that sounds fun, but surely that shouldn't be the only way?
Remember that they're not your faction; you have decided to work for their benefit. You're therefore not a double-agent - you are manipulating the politics of the system to achieve your goals.
 
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Remember that they're not your faction; you have decided to work for their benefit. You're therefore not a double-agent - you are manipulating the politics of the system to achieve your goals.

You're right. I wish I could declare myself to them though, because, from a RP point of view they are my faction, and have been ever since I staggered into the system as a noob and decided "this is home".
 
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