Great! The information provided above on how to mitigate these states, which are mostly negative, is welcome. But can we also get information on what (in)actions contribute to their triggering? For example, does the Drought state become more likely the longer that a faction sees a lack of water traded to its controlled asset markets? Can we, and how do, we trigger Public Holidays? Are Natural Disasters a randomly triggered state?Background Simulation
- Added new Faction States:
- Factions having trouble with water supplies can now sometimes suffer a Drought, causing an economic downturn. This can be countered by importing water and other emergency supplies.
- Infrastructure Failure disrupts a faction's operations and reduces both security and economic standards. The increased demands on infrastructure elsewhere in the star system may lead to similar failures for other factions. Food and machinery deliveries can speed up repairs.
- Terrorism. Terrorists can target prosperous factions, resulting in a significant security and influence cost. This can be countered by legally selling weapons to the authorities and assisting with bounty hunting efforts, or by the faction entering a Lockdown state.
- Natural Disasters have a significant economic and security cost for a faction. A natural disaster puts extra strain on the star system's infrastructure, increasing the chance of drought or infrastructure failure for other factions in that system.
- Public Holidays increase a Faction's influence and standard of living for their duration, however that comes at small economic and security cost.
I'm interested in these new states but just confused about what kind of influence and control players have over them. It was nice to see the 'black box' of the BGS opened in past updates, but without more information, I'm worried these changes will see the 'box' close up again.