Where Frontiers stand is on their employees manipulating the BGS ???
Jmanis already gave the correct answer to this one, but to reiterate it:
1) Frontier reserve the right to set up a necessary BGS situation for the plot or the interests of the wider lore. This has been going on since the start of the plot in the 1.0 release, and has historically included such things as:
- placing factions in systems they could not ordinarily have reached
- removing factions from systems without an organic Retreat state or invasion conflict
- setting particular states on factions (either as a one-off or persistently)
- setting two factions into conflict with each other
- attacking a system with Thargoids
- setting economic production or consumption or price in a system to atypical levels
- setting outfitting or shipyard content in a system to atypical levels
- adding new stations to a system with a particular ownership
- moving stations between systems
- locking one or more assets in a system to their present owners
- preventing organic expansions into a system
- preventing all conflicts within a system
- preventing all BGS movement of influence or state within a system at all
- changing the home system of a faction
- changing the allegiance of a faction
- changing the government type of a faction
- changing the reserve status level of a system
- changing the security level of a system
- changing the economy of a station
- changing the type of a station
- adding or removing permit locks on a system
- damaging a station
- probably a bunch of others I've forgotten
If they weren't able to and "allowed" to do this virtually none of the plot events since 1.0 would have been possible.
2) More subtly, Frontier are also of course through Galnet and game mechanics able to influence players to take actions with particular BGS effects. Sometimes this is intentional, sometimes it is not.
A result of this is that certain BGS actions become impossible not because there is an outright bar on them but because anyone attempting to do them would need to fight against the uncoordinated but powerful efforts of thousands of other players moving the BGS the opposite way.
3) Frontier employees are also allowed to play the game in their own time and this will have the usual BGS effects for whatever actions they take, but that's going to be insignificant compared with the above, and they'd have no special advantage in that context over any other player opposing you (and probably rather many disadvantages as they'd be
4) Equally, in many cases, Frontier will sit back and see how BGS situations develop, and use those player-led developments as input to the next stage of the plot. Examples relevant to recent plot lines include:
- the support for Marlinist colonies
- the support for Nova Imperium / Nova Paresa
- the lack of support in general for factions defecting from Federal to Independent allegiance
- the Alliance takeover of the Witch Head nebula
- the ejection of Sirius subsidiaries from the Colonia nebula
- (possibly) the corporatisation/Mahonisation of the Alliance during its post-1.0 expansions
- the relocation of Aegis to Sol following criminal attacks on its original home of Socho
In this specific case the manipulations are:
- Sirius has been inserted into the Leesti System
- Sirius has been granted a megaship with locked ownership in the Leesti System
- Sirius has been granted protection from Retreat in the Leesti System
You will not be able to carry out BGS actions which affect those points.
The manipulations are not:
- which Odyssey assets they lose or gain through the normal BGS operation of the War / Civil War states.
You will - if you understand how the BGS works and have sufficient strength - be able to keep any Odyssey asset you like out of their hands.
It may still be possible to affect the storyline by keeping Sirius pinned down at low influence in their Alliance systems, too, though there are other factors at work