So it is indeed still there, just tweaked a bit to require purchase and sale.
In the end I perhaps have a bit of a mixed opinion on it. I don't mind the whole expansion machine idea - it presents a unique problem that even my current faction deals with frequently because of a seemingly popular trade route and makes it engaging - but I don't like the idea of it being used as an easy swing mechanic.
It should show the effect of many pilots doing something but it shouldn't be something one pilot can do alone.
The whole reason this thread exists is to get peoples atention and get FD to FIX this problem, i dont think anybody here likes the fact that the BGS has such idiotic mechanics.
This has been in the game since 2.0 as far as i am aware of wich is already almost a year now, but i suspect it has been there since the game launched.
Yes they tweaked and tried to change some details hoping players would think it got fixed, but the truth is that
any influence changes for minor factions always have been
transaction based, it is in the foundation of the BGS.
Since 2.1 faction States (Boom, Bust, etc) have a much higher impact on how much certain activities affect the influence, combine that with the removal of influence cap that was present between 2.0 and 2.1 and the results are devastating using the methods mentioned here.
What i mean with that is,
Boom= positive trade counts double, Negative and Black market count half.
Bust = positve trade counts half , Negative and Black market count double.
And remember, Negative and Black market Cause Bust really quickly.
Also during War or Civil war the only thing that affects the influence are the Number of combat bonds handed in, regardless of Cr. Value, meaning 10 combat bonds of 1000cr have 10x the effect as 1 combat bond worth 1mill cr.
Now this would be easy to fix imo, as stated in the OP, if the transaction server would register lets say 1 transaction of 600t to the maket as 600 transactions and the same