Forcing a minor faction into retreat

I want to establish my faction in a system where it has no presence. To this end i have forced one faction, via civil war, below the 2.5% mark. I have to keep it there for a while. Some say 5 days other 7 and yet others say 2 weeks - opnions on this please. Aside from that what actions of mine ensure they stay below 2.5%? They are currrently in boom.
 
I want to establish my faction in a system where it has no presence. To this end i have forced one faction, via civil war, below the 2.5% mark. I have to keep it there for a while. Some say 5 days other 7 and yet others say 2 weeks - opnions on this please. Aside from that what actions of mine ensure they stay below 2.5%? They are currrently in boom.
The fact that you incited a Civil war suggests that your target faction is native to the system and cannot be ejected.
 
Dunno if they own a starport anywhere. But the smuggling idea sounds promising. So does that mean that i can reduce their influence in the system where i'm targeting them by introducing negative influence on their presence elsewhere where they have an asset?
 
Dunno if they own a starport anywhere. But the smuggling idea sounds promising. So does that mean that i can reduce their influence in the system where i'm targeting them by introducing negative influence on their presence elsewhere where they have an asset?

No only in the system you want them to retreat from, i tend to just back everyone else in the system apart from the faction i want to retreat
 
Actions to change influence only apply to the system where the activity takes place.

If you want to kick faction Fred out of system A the activity has to take place in system A.

Creating a civil war in Fred's home system of B prevents most activity in system A from counting for Fred. Fred's influence dropped in A during a war in B because the other factions in A had positive activity and "stole" influence from Fred.

Smuggling has to be done in a station Fred owns in system A to keep the influence down.

The easiest way to keep Fred's influence down in A is to keep the other factions influence up. Do missions for them, sell goods to their stations, sell them exploration data and turn in bounties for them. If you pick up bounties for Fred, collect them in system B.
 
I echo the point, civil wars only happen for native MFs so they can't be retreated. Did you mean War?

A good (slightly longer!) way to force a retreat is allow the target MF to win a starport/outpost (assuming the system has more than one) and if the station has a black market then that can be used to hold the MF's head under water. And once retreated, any assets (i.e. stations) pass across to the strongest MF in the system.

Regarding boosting other factions, I often aim for the leading MF to be between 55-65% and the second place 25-35%, so the totals range 80-100% (the latter impossible unless a two-MF system) and this should force any other MFs to single digits (and may avoid any of the smaller MFs getting into Conflicts of their own). To me this is a more stable approach to system management, rather than having other factions all jostling in the 10-40% range and triggering conflicts willy nilly.
 
Civil war could be between two factions that both expanded there from the same system or could also be in a one of the systems populated when horizons launched, they used factions from nearest system.
Civil wars do happen outside home systems if both faction originate from the same system
would double check to make sure you're not wasting your time
 
A faction may be native to several systems, such as Sirius Corp. Sirius Corp's home system is Sirius, yet they are native to Sothis for example. They would have a civil war with Federation Unite in Sothis, and can not be retreated due to being native to the system
 
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