If influence doesn't move for one faction you should send in a bug report immediately. It's a show stopper and won't move again until the server team kicks the minor faction around a bit. Furthermore... at least that's my impression... all influence generated for the minor faction during the stuck time is lost. We did quite some missions once for a faction and it stuck and all was lost in the void.
Yep. And then find another system. File another bug report. And another. And so on, for all 3000 (guesswork) populated systems. Seriously, I've seen so many bugs, not as many as yourself, likely, but still: Different controlling factions in system view, galaxy view and in the right hand panel (wth?!); single faction with two identical states at the same time; and many more. FD has to get their database system straight, reporting countless individual invalid entries is futile. I could understand the occasional line of text missing or wrong classification of the government type, but when bugs are at such deep level and in such quantities that they greet me every single day, there should really be a database overhaul.
Unless..
Recently, I've been thinking that minor entities are not meant to be influenced (or should I say: be overly-rigid by design), but rather exist within the framework of normal player activity and change accordingly, creating unique situations half-randomly, so to speak. That kind of theme-park approach would not require a sound-working BGS system, a half-baked one placed inside the black box will do. Events would still occur..
By the way, I was thinking about the only solid link between BGS and PP i spotted, which is supposed to be population change. I recall early talks about standard of living, wealth, security and such included as inner wheels, driving political/economic systems to change through mission system and "actions". But we were never given tools to affect population, I take it?
Michael Brookes said:Boom – 1504 – Boom states start when there are increases in wealth and standard of living. While active it increases the wealth of the system and benefits of trade missions completed for the minor faction.
Civil War – 1,010 – Triggered by changes in influence between competing minor factions, or when a single minor faction reaches a high enough influence level. Decreases standard of living and security while active. Creates conflict zones and only combat missions or actions provide any benefit to the minor faction.
Outbreak – 11 – Triggered by low level standard of living and development level. Decreases standard of living while active. Medicine trade missions are more effective, combat missions and actions provide no benefit to the minor faction.
Lockdowns – 61 – Triggered by low security and development level for system. Increases security level while active and loses wealth for the same period. Bounty hunting for the minor faction has greater impact.
Expansion – 173 – Triggered when influence is high enough. Decreases wealth while active and increases development level at the same time. Minor faction is added to the minor faction list of a nearby system.
Civil Unrest – 127 – Triggered on decreases of security and standard of living. While active it continues to lower security and standard of living for the system. All combat missions and actions for the minor faction are more effective.
War – 2 – Triggered by and invading minor faction reaching a high enough influence level. Decreases standard of living, wealth and security for the system while active. Influence changes only apply to the involved parties and are only applied from combat missions or actions.
In case anyone is interested the number is the number of systems with those states in as of Friday