Currently updated as of patch 1.06
I wanted to collate all the comments devs have made about system influence and factions in Elite. This is a work in progress. Feel free to add links in the comments if you find them and I'll work them in. If you already have some of this and wish to merge this content with yours, feel free - I may have missed your posting.
Thanks to the community members who have added to this and to the devs - particularly Mr. Brooks - for being willing to talk about it.
[I'm working on the formatting - thoughts about how to format better are welcome]
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INFLUENCE - FLIPPING SYSTEMS [and stations]
1. Influence is per system not per station [This also means doing missions for a faction in system B will not raise its influence in system A]
2. Influence is gained through missions, bounty hunting and trade.
3. Currently there are times when a faction with very little influence can't generate missions. The devs will balance this.
4. Influence can cause civil wars which can flip stations.
5. A Civil war is a state that occurs between 2 factions in a particular system. It can result in flipping a station. If the controlling station is flipped the system flips.
6. Systems have controlling stations and if these are flipped control of the system flips.
7. To capture a controlling station you need to capture the lesser ones first.
8. Capturing the minor station can result in increased trade which also increases influence.
9. The controlling station is usually the largest station in the system.
10. We cant cause colonising of new systems yet.
11. At the moment taking over a system peacefully is planned but with no E.T.A.
12. The market of the station is owned by a minor faction that owns the station.
13. Booms can change the market BUT NOT whether or not it's agriculturally/high tech focussed etc.
14. System population has some affect but not as direct as first thought.
15. We really do make a difference but there are some bugs.
16. As of patch 1.06 several bugs have been fixed. (We hope.) Read below for news of patch 1.06
FUTURE CLARITY
1. Frontier have said they may make things clearer.
2. Future colonization choices haven't been decided yet but will likely be affected by player activity
BUGS
1. If you believe a system is buggy, ticket it WITH evidence.
2. What is useful evidence?
Step 1: What actions you have taken
Step 2: What result you are expecting to see
Step 3: What result (If any actually occurred)
KNOWN BUGS
1. Minor factions in multiple systems can sometimes lead to influence in the wrong system [Resolved in patch 1.06 see below]
2. Sometimes influence system changes can stall. [Resolved in patch 1.06 see below.]
3. Sometimes a faction in a system goes into civil war with its self.
4. Sometimes there is no way to help minor factions who currently have little to no influence in a system. This will be dealt with after the other two major bugs. [ I believe it is possible to attack system authority ships etc. which may result in loss of influence for the main faction and consequentially a potential increase for some of the minor. - Haven't located a quote to confirm this though.]
I wanted to collate all the comments devs have made about system influence and factions in Elite. This is a work in progress. Feel free to add links in the comments if you find them and I'll work them in. If you already have some of this and wish to merge this content with yours, feel free - I may have missed your posting.
Thanks to the community members who have added to this and to the devs - particularly Mr. Brooks - for being willing to talk about it.
[I'm working on the formatting - thoughts about how to format better are welcome]
---------
INFLUENCE - FLIPPING SYSTEMS [and stations]
1. Influence is per system not per station [This also means doing missions for a faction in system B will not raise its influence in system A]
Originally Posted by donpost
Thank you for the reply - it was very helpful
.
EDIT: Final question from me (I promise!): If a minor faction is in system A AND system B, will doing missions/trading with their stations in system A affect their influence in system B? i.e. is influence global?
No - influence is per system.
Michael
2. Influence is gained through missions, bounty hunting and trade.
Originally Posted by talshiarr
Thanks for your time and explanations, Michael, there's a lot of us that appreciate it. Here's my final question (I promise!). If the system has just one station like my test area and two factions reside on it, will doing missions and bounty hunting for the minor faction eventually raise its influence to the point that the station can enter civil war and flip? I want to kick these criminals out!
That should be the case.
Michael
3. Currently there are times when a faction with very little influence can't generate missions. The devs will balance this.
We'll balance it so missions can be generated for factions without influence, or low influence. This means heroic comebacks could be possible.
Michael
4. Influence can cause civil wars which can flip stations.
Influence is tracked for the system. Stations are assets owned by the minor factions which changes hands if there is a civil war.
Michael
It's all driven by influence, so completing missions for the minor faction and trading with them will increase their influence.
Michael
5. A Civil war is a state that occurs between 2 factions in a particular system. It can result in flipping a station. If the controlling station is flipped the system flips.
Originally Posted by Hamerstein
I think civil war for star systems in ED is internal in the sense that it's an intra-system conflict, not an intra-faction conflict. It's a little misleading as Rearden is quite correct in the normal sense - it's self against self, but the term serves providing you know the parameters that the term is used for in ED - which isn't really clear.
This is correct - civil war refers to a conflict between minor factions in the same system. It is how a minor faction takes over a system.
Michael
Originally Posted by GlyphGryph
I have a feeling I won't get many answers here, but it's worth a try...
Can you share whether or not Civil War system-level or station-level? Do factions have wars to become the system faction only, or can they also have wars to take over stations? Or is it the first, but as a side effect it can lead to the second?
It's weird seeing a station owned by a faction but offer absolutely no missions from them ever, with even the "official station personnel" working for different factions.
Is civil war the only way of changing system and station ownership?
It happens per station and when it occurs for the controlling station then system ownership changes.
Currently civil war is the only way to change ownership.
Michael
Influence is per system - not per station. When certain threshholds are crossed then two minor factions can enter civil war and a change in station may occur if the losing faction owned a station.
Whichever faction owns the controlling station is deemed the controlling faction for the system.
Trading does aid the influence of a faction owning the station that trading takes place in.
Successful missions increase the influence of the issuing faction.
Michael
6. Systems have controlling stations and if these are flipped control of the system flips.
Stations don't hold shares. It's held on a per system basis. As influence moves relative to another faction then it could trigger an event, one of which being civil war. If the civil war is with a faction owning the station and they lose then ownership of the station is transferred to the winning faction.
If the station happens to be the controlling station for the system, then the winning faction becomes (or remains) the controlling faction for the system.
Michael
7. To capture a controlling station you need to capture the lesser ones first.
Originally Posted by _Flin_
WHOW! What info!
THANKS THANKS THANKS!
So to switch a system we have to take over the controlling station.
Not quite, you need win a civil war against the faction that owns the controlling station. You'd need to capture their lesser holdings first.
Michael
8. Capturing the minor station can result in increased trade which also increases influence.
Originally Posted by Enride![]()
Michael, thanks for taking the time and shed some light onto what is going on behind the scenes. I think many who read this will, just as I, become more confident in the "work" we put into our digital careers to pay off eventually!
It also have me very excited for the future.
One question.
You say "controlling station". Does this mean that every system has one station that sets the ownership of the entire system?
So fighting for the other stations is fruitless in order to change the ownership?
Yes and no. They're not pointless because ownership of a station that has a market means it can gain influence through trading which can be a big boost.
Michael
9. The controlling station is usually the largest station in the system.
...They can but there is a cooldown period after a civil war...
Originally Posted by Zephyriel
I didn't know systems had a controlling station. How do we identify it among other stations in the same system?
It's usually the biggest one owned by the controlling faction of the system.
Michael
I don't think systems can flip on their own, it most likely it require developer input. You can't expect the game to allow flipping of allegiance after a week of players running missions. Civil wars take time, I'd say come back in a few months when FD has approved the flip and written the necessary GalNet lore for it.
They can - however looking into Lugh it looks like there has been a civil war which meant that ownership of one of the stations changed. There's now a cooldown period after the civil war - however I'm not sure that civil war will trigger again for controlling station so it won't happen in this case. We'll investigate to see if that is the case and fix it if it is.
Michael
10. We cant cause colonising of new systems yet.
That's not in game yet. For the expansion of humanity in space we want a bit more control for now.
Michael
Yes and there's no eta for doing this automatically. It's likely that we wouldn't want to completely automate that because it makes physical changes to star systems, but we'll see.
Michael
11. At the moment taking over a system peacefully is planned but with no E.T.A.
Originally Posted by Vasious
Any plans for it to be possible for a peaceful takeover?
Yes - I don't have a time frame for that though.
Michael
12. The market of the station is owned by a minor faction that owns the station.
The market is owned by the minor faction that owns the station.
Michael
13. Booms can change the market BUT NOT whether or not it's agriculturally/high tech focussed etc.
Booms can change the market, but not the station or the market type. Stations are a physical part of the star system that isn't changed by the background sim. More likely there were resource changes that made them change, I know I've change a few.
Michael
14. System population has some affect but not as direct as first thought.
Originally Posted by talshiarr
Michael, does the population of the system play any role in how easy or difficult it is to change the influence of one faction vs. another? I'm testing in one with 2000 people that is balanced 55/45 between two of them with almost no other traffic but us and nothing has changed yet after dozens of mission completions for the minority side only.
(Sorry to ride your thread's coattails, Walt, I'm dying of curiosity at this point).
Not directly, but it is factored in some of the numbers that are used directly by the simulation.
Michael
15. We really do make a difference but there are some bugs.
...most of the system changes are handled automatically. Thanks to guys putting all this effort we've found a few issues that prevent this in some cases, but the only manual changes we've done are for a few of the stories.
Michael
16. As of patch 1.06 several bugs have been fixed. (We hope.) Read below for news of patch 1.06
Originally Posted by CMDRKNac
Is safe to say that changes in queue are saved and efforts not wasted so we can continue efforts despite bugs? The influence update got us from 55/21 to this (including civil war critical, which wasn't there before):
They are in the queue, but I don't know what the fix will be so I can't guarantee their safety but we'll obviously do our damnedest to preserve it.
Michael
FUTURE CLARITY
1. Frontier have said they may make things clearer.
Originally Posted by IceSerpent
Hi Michael,
While I certainly agree that internal processes should be a black box, I think players need to know what results they should expect from their actions. I.e. what different states a star system can be in, how those states differ from each other from a player perspective, and what exactly needs to be done by a player in order to change those states. Otherwise we're blindly doing stuff knowing neither what the consequences of our actions are, not whether we want those consequences or not.
Just my $0.02
Agreed, some of that feedback is in place but maybe it isn't clear enough. With the two bugs we've discovered the feedback would be correct, but the changes wouldn't have been applied.
Michael
2. Future colonization choices haven't been decided yet but will likely be affected by player activity
1. That hasn't been determined yet, but off the top of my head we'd look at the activity on the borders and see where expansion would make sense based on that activity. It would also play into players getting involved to help make the expansion happen.
2. New stations are not added automatically.
3. Stations cannot change themselves automatically.
Michael
BUGS
1. If you believe a system is buggy, ticket it WITH evidence.
I've said before in a similar thread that we won't provide details on how the mechanisms work. However if you amass information to demonstrate how you believe it isn't working correctly then we can take a look. I believe some people have already raised a tickets so we'll investigate these.
Michael
2. What is useful evidence?
Step 1: What actions you have taken
Step 2: What result you are expecting to see
Step 3: What result (If any actually occurred)
Until we process the information we've received we don't know, but any additional information is useful at this stage.
The processes the system uses should be a black box as far as players are concerned. The useful feedback here is that players are doing X, with the expectations of Y. The problem might be a bug, or how we feedback for player actions or some other issue.
Michael
KNOWN BUGS
1. Minor factions in multiple systems can sometimes lead to influence in the wrong system [Resolved in patch 1.06 see below]
2. Sometimes influence system changes can stall. [Resolved in patch 1.06 see below.]
- Improvements to space station news generated from background simulation events
- No longer treat commodities as prohibited in the system map or on trade route data for space stations that have temporarily declared them legal
- Fix a bug that sometimes prevented a starsystem's government type and major faction allegiance changing
- System change queues no longer stall
- Fixed issue with influence from a faction from a different system not being applied to the correct system
- Added a safety net so that permits awarded on faction ranks (Imperial and Federal) will be forcibly added at the rank above if the player hasn't been able to access the mission for whatever reason
3. Sometimes a faction in a system goes into civil war with its self.
Originally Posted by DaveC
Errrm, I have a bit of a problem with this.
Dain (anarchy with population 1117) currently has a 100% faction in a state of Civil War.
It's been in Civil War for a few weeks.
Surely if Civil War is between factions there should be another faction showing up in the system?
Should Civil War only involve a single faction, or is this a bug?
I guess it might just be due to being an Anarchy or something.
Sounds like a bug.
Michael
4. Sometimes there is no way to help minor factions who currently have little to no influence in a system. This will be dealt with after the other two major bugs. [ I believe it is possible to attack system authority ships etc. which may result in loss of influence for the main faction and consequentially a potential increase for some of the minor. - Haven't located a quote to confirm this though.]
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