HIP 10716 - Why are the Nobles of HIP 10716 still in charge?

While I'm here grinding for Empire rank a question occured to me: Given that everyone is doing missions for the empire factions in HIP 10716, how come the ruling faction, Nobles of HIP 10716, are still in charge? They have 1% influence, and although my understanding of the background sim is almost non-existant, shouldn't someone else have taken over?
 
Factions with very low levels of influence (<5%, iirc) can't start a conflict. Civil wars start when the influence of two factions is brought close and maintained there, or when another faction reaches (again, iirc - the trigger has been changed) >65% influence.

If the Nobles of HIP 10716 are at 1%, they're pretty much untouchable by the influence parity mechanic. If there is a faction in the system that is over 70% or so, I'd suggest that the push past the percentage that triggers a conflict was too fast, and that therefore the influence would need to be pushed down and raised again to trigger it. Given that it's a grinding system, I doubt very much that it will happen - it will require co-ordination, and interference in the form of rank-grinders not interested in the political shape of the system will likely nullify anything that isn't really large-scale.
 
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Maybe I read that wrong - but basically the BGS is broken then? A faction with 1% influence is able to rule a system just because the remaining fractions are not evenly matched enough for a war to break out - I find it hard to believe that this is working as intended? But again, the BGS is not something I have looked into before, so I may have misunderstood :)

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Maybe I read that wrong - but basically the BGS is broken then? A faction with 1% influence is able to rule a system just because the remaining fractions are not evenly matched enough for a war to break out - I find it hard to believe that this is working as intended? But again, the BGS is not something I have looked into before, so I may have misunderstood :)

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No, in this case none of the Imp factions are powerful enough to take over. If two of them would combine into one faction they'd have enough influence to take over, but independently none of them do. In other words: because the imperials are too busy grinding a tiny independent faction can regain control amidst three much stronger but in-fighting Imp factions. :)
 
I wouldn't call it broken; it's clearly intended by design to work that way.

Some in the past have complained that it's "counterintuitive" or "immersion-breaking;" I say it's the way it is and work with what you've got. Push Wu Guinagi Crimson creative Corp. to 65% influence and take the system - the gap is so huge that you don't even need to participate in the war for the Imperial faction to win it.
 
Seems strange that there isn't some lower limit set for a faction to remain in power, but if it is by design then fair enough, it is a game after all :) Is 65% the required influence needed to initiate a take-over then?
 
Seems strange that there isn't some lower limit set for a faction to remain in power, but if it is by design then fair enough, it is a game after all :) Is 65% the required influence needed to initiate a take-over then?
I believe it is, although I may be wrong - the trigger has moved before, and I've been somewhat out of the BGS game for a while.

This threadnaught has the best information, and is a good Q&A stop for you!
 
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