Currently my assumption is that the system state inherits the state of the controlling faction. Is this correct? And, if so, is it always the case or are there exceptions?
Thanks.
It's worth noting, "System State" is nothing more than that representation on the galaxy map. There's no such thing as a "system state" that has tangible BGS effects (with exception of the Thargoid ones)On the galaxy map? Yes, that's the state of the controlling faction.
If the controlling faction has multiple states, only one is shown on the galaxy map; I don't recall what the priority order is.
Nice, thanks.On the galaxy map? Yes, that's the state of the controlling faction.
Do you know how this multiple state condition is defined?If the controlling faction has multiple states, only one is shown on the galaxy map; I don't recall what the priority order is.
Thanks for confirming. That was my assumption from looking at the way it's defined in the journal but I wasn't sure.It's worth noting, "System State" is nothing more than that representation on the galaxy map. There's no such thing as a "system state" that has tangible BGS effects (with exception of the Thargoid ones)
Nevermind. I may have found that answer to my question above. It appears that some factions have a list of "active states" in addition to the faction state.If the controlling faction has multiple states, only one is shown on the galaxy map; I don't recall what the priority order is.
Yes, that's the one. FactionState is mostly irrelevant nowadays and I think just kept around to stop - by now - really old code breaking. ActiveStates is the one you want.Nevermind. I may have found that answer to my question above. It appears that some factions have a list of "active states" in addition to the faction state.
I just analyzed some data and there are still cases where FactionState is defined and ActiveStates is not defined. I think I'll just use the FactionState as a fallback in case there are no active states. If for no other reason than there being nothing else available to use in that case.Yes, that's the one. FactionState is mostly irrelevant nowadays and I think just kept around to stop - by now - really old code breaking. ActiveStates is the one you want.
FactionState dates from the pre-3.3 BGS (almost six years ago, now) where a faction could only have one state at once and it applied to every system it was present in.I just analyzed some data and there are still cases where FactionState is defined and ActiveStates is not defined
I threw in some examples below. These are pulled from an EDDN feed yesterday.FactionState dates from the pre-3.3 BGS (almost six years ago, now) where a faction could only have one state at once and it applied to every system it was present in.
If a faction has FactionState but not ActiveStates, have a look at what the situation really is in-game before concluding anything: I would expect state None in the system the journal entry was from, with the state mentioned in FactionState (plus maybe others too) in some other system the faction is present in.
{
"Allegiance": "Independent",
"FactionState": "Boom",
"Government": "Cooperative",
"Happiness": "$Faction_HappinessBand1;",
"Influence": 0.161,
"Name": "Operation Ida"
}
{
"Allegiance": "Independent",
"FactionState": "Boom",
"Government": "Cooperative",
"Happiness": "",
"Influence": 0.217962,
"Name": "Colonia Co-operative",
"PendingStates": [
{
"State": "CivilLiberty",
"Trend": 0
}
],
"RecoveringStates": [
{
"State": "Expansion",
"Trend": 0
}
]
}
{
"Allegiance": "Federation",
"FactionState": "Outbreak",
"Government": "Corporate",
"Happiness": "$Faction_HappinessBand2;",
"Influence": 0.197593,
"Name": "Exphiay Blue Transport Corp",
"RecoveringStates": [
{
"State": "InfrastructureFailure",
"Trend": 0
}
]
}
Yes, that's probably the right way to do it. We haven't had an update to the published Journal specification - https://hosting.zaonce.net/community/journal/v34/Journal_Manual_v34.pdf - for over two years, so it's all just checking the Journal vs the game to figure out what things do nowadays.I suppose I can just ignore FactionState altogether and only look at ActiveStates? If ActiveStates isn't there then I just assume it's a "None" state
Great, that clears things up for me. Thank you Ian.Yes, that's probably the right way to do it. We haven't had an update to the published Journal specification - https://hosting.zaonce.net/community/journal/v34/Journal_Manual_v34.pdf - for over two years, so it's all just checking the Journal vs the game to figure out what things do nowadays.
Checking in-game, Operation IDA have no states in Asterope but are in Boom in several other systems.