Influence during a war

I was wondering if someone could explain why the influence of the faction that I'm working with, has dropped? (Highlighted Faction)

Image of factions influence.png


The faction has been at war with Fire Fade Exchange for a few days now, and I've been online every day to fight in CF for my faction. The influence between them were the same yesterday. I'm now wondering what the outcome will be? Will my faction win the war and take take the other faction's assets? Will the faction be able to climb further?
 
Infrastructure failure. Makes the affected faction lose 1% a day, despite any conflicts.

Influence is meaningless in wars anyway. Click that and you'll get a breakdown of how the war is going.

EDIT: That's what this bad boy means:
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To augment what Jmanis said above: whether you win the war or not is now independent of the influence. In other words, their infrastructure failure can cause their influence to collapse so far that, after a long war, the FFPP might still end up behind the FFX in influence once the war finishes - so they win the war, but end up being behind in influence and so be forced to go to war again in order to overtake FFX and seize control of the system - which is, I assume, your goal.

Ideally, you want to try to avoid going to war while in Infrastructure Failure - which can be kind of hard to do, given that IF causes your influence to fall and you'll often end up crashing through and going to war with the next faction down in the list. But if you can get the war to finish early (over in 4 days), your team should still come out ahead.
 
What causes infrastructure failure? Or any other negative state such as famine or outbreak? It occurs to me that forcing an outbreak state would be useful for mat gethering purposes, specifically those pesky pharmaceutical isolators.

I'm assuming its general neglect of a faction. Can these states be avoided by generally supporting a faction (doing missions etc) or is there something more specific that needs to be done?

On the flipside, does supporting a faction always result in a boom eventually or is there something more focussed that can be done which would result in another positive state such as public holiday (i'm assuming that's positive, sounds good to me).

Apologies for hijacking the thread a bit
 
What causes infrastructure failure? Or any other negative state such as famine or outbreak? It occurs to me that forcing an outbreak state would be useful for mat gethering purposes, specifically those pesky pharmaceutical isolators.

I'm assuming its general neglect of a faction. Can these states be avoided by generally supporting a faction (doing missions etc) or is there something more specific that needs to be done?

On the flipside, does supporting a faction always result in a boom eventually or is there something more focussed that can be done which would result in another positive state such as public holiday (i'm assuming that's positive, sounds good to me).

Some of these are better known than others.

Famine: this is the lowest economic state. In theory it can be caused directly by players by attacking a faction's economy - in practice this is almost impossible due to the lack of effective targetable negative economic actions. Instead it is generally caused as a side effect of various negative event states (especially Blight or Natural Disaster) which drain the economy while active.

Outbreak: according to Frontier, this is caused by combat bonds being redeemed (presumably the side that lost the ships). More obviously in Agricultural economies, the missions to bring in biowaste cargo also strongly cause this.

Infrastructure Failure: exact causes of this are unclear, but a faction which is being deliberately attacked will often enter Infrastructure Failure, so murder is likely a component. Infrastructure Failure can also be triggered by other factions in the system being in Infrastructure Failure or Natural Disaster states.

Public Holiday: exact causes are again unclear but to seem in general to be associated with the same sort of positive actions which give Boom and Civil Liberty states. It's certainly possible to have one without the other as the exact patterns of activity differ. Public Holiday state has a passive influence boost associated with it, but does slightly drain economy and security while active.

Pirate Attack: documented by Frontier as caused by trade and smuggling in the system (except weapons trade, which counters it). Very likely also caused by some missions.

Drought, Blight, Terrorist Attack, Natural Disaster: exact causes are unknown. Some pattern of negative activity similar to but perhaps differently balanced to Infrastructure Failure seems most likely. Drought can also occur if another faction in the system is in Natural Disaster state.

With the exception of Famine, all of the above states are what I call "Event" states. They have a long recovery period and a long hidden pending period, and only one Event can be in the state block at any time - this makes it hard to reliably cause a specific one, as when the recovery period for the previous Event ends, depending on what happens in the system there may be multiple Events eligible to happen next, but only one will be picked. This makes it very hard to figure out what specifically causes them, though I expect some groups are looking into it.

In general, Public Holiday and Pirate Attack seem to happen to factions experiencing generally positive activity, and Infrastructure Failure to factions experiencing generally negative activity. The other states are less clear and may require (or be encouraged) by combinations of negative and positive activity. All of them require some level of player activity in the system (yes, even "Natural" Disaster - presumably the justification being that it's not so much the existence of a natural disaster but some other player-induced condition preventing the faction adequately responding to it)
 
Some of these are better known than others.

Famine: this is the lowest economic state. In theory it can be caused directly by players by attacking a faction's economy - in practice this is almost impossible due to the lack of effective targetable negative economic actions. Instead it is generally caused as a side effect of various negative event states (especially Blight or Natural Disaster) which drain the economy while active.

Outbreak: according to Frontier, this is caused by combat bonds being redeemed (presumably the side that lost the ships). More obviously in Agricultural economies, the missions to bring in biowaste cargo also strongly cause this.

Infrastructure Failure: exact causes of this are unclear, but a faction which is being deliberately attacked will often enter Infrastructure Failure, so murder is likely a component. Infrastructure Failure can also be triggered by other factions in the system being in Infrastructure Failure or Natural Disaster states.

Public Holiday: exact causes are again unclear but to seem in general to be associated with the same sort of positive actions which give Boom and Civil Liberty states. It's certainly possible to have one without the other as the exact patterns of activity differ. Public Holiday state has a passive influence boost associated with it, but does slightly drain economy and security while active.

Pirate Attack: documented by Frontier as caused by trade and smuggling in the system (except weapons trade, which counters it). Very likely also caused by some missions.

Drought, Blight, Terrorist Attack, Natural Disaster: exact causes are unknown. Some pattern of negative activity similar to but perhaps differently balanced to Infrastructure Failure seems most likely. Drought can also occur if another faction in the system is in Natural Disaster state.

With the exception of Famine, all of the above states are what I call "Event" states. They have a long recovery period and a long hidden pending period, and only one Event can be in the state block at any time - this makes it hard to reliably cause a specific one, as when the recovery period for the previous Event ends, depending on what happens in the system there may be multiple Events eligible to happen next, but only one will be picked. This makes it very hard to figure out what specifically causes them, though I expect some groups are looking into it.

In general, Public Holiday and Pirate Attack seem to happen to factions experiencing generally positive activity, and Infrastructure Failure to factions experiencing generally negative activity. The other states are less clear and may require (or be encouraged) by combinations of negative and positive activity. All of them require some level of player activity in the system (yes, even "Natural" Disaster - presumably the justification being that it's not so much the existence of a natural disaster but some other player-induced condition preventing the faction adequately responding to it)
On an aside, I seem to recall in the Beta FD mentioning that Natural Disaster and Infrastructure Failure can increase the chances of other negative states.

For the record... "causing" a Natural Disaster feels like a complete misnomer :D
 
On an aside, I seem to recall in the Beta FD mentioning that Natural Disaster and Infrastructure Failure can increase the chances of other negative states.
Yes - IF can be caused by other IFs in the same system, and Drought and IF can be caused by Natural Disaster in the same system.

The consequence is often that once one non-controlling faction in a system ends up in IF, it spreads around the others over the next month, then loops back on to the original. The controller - receiving far more positive transactions - is often able to avoid it and get a better event.

The IF effects also of course drag down security and economy for the non-controlling factions, and you end up with systems looking like https://cdb.sotl.org.uk/systems/8 or https://cdb.sotl.org.uk/systems/2
 
Infrastructure failure. Makes the affected faction lose 1% a day, despite any conflicts.

Influence is meaningless in wars anyway. Click that and you'll get a breakdown of how the war is going.

EDIT: That's what this bad boy means: View attachment 182261


Thanks for the reply. Unfortunately, the infrastructure failure started in the middle of the war. Ah well, that's how it is.
 
It's not unfortunate, really. It doesn't affect the outcome of the war, so it's not a disadvantage. Outside of these somewhat random event states, influence is locked during a war, and if you win it you'll end up with more than them anyways
 
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