Mercs of Mikunn results after 3 weeks of effort - Also a request for documentation, in game and out

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Retrieving minerals or food sent the Influance down. Rare artwork or other illegal goods brought influance up.
 
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Retreating minerals or food sent the Influance down. Rare artwork or other illegal goods brought influance up.


I wonder if the effect of the illegal goods was due to lowering the Influence of the controlling faction. If we can get a big enough change in the Influence, I can crunch the numbers to see if there's a disproportional loss from either Purple or Noblement.

If doing illegal runs brings down Purple, and increases the other factions, that would point to the Missions hurting Purple more than helping Dukes.

If the other factions besides Dukes loose the same proportion, that points to Dukes gaining Influence, and not simply lowering one of the the others'.
 
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I did a few fetch missions and their results were ok. Couple was to Forest and couple was to . Time of handing over was around 20:00 game time.
 
Is it true that Civil War is only triggered when two factions are within a certain inlufance threshold of each other? It's not just a greater than, less than situation.

I.E. If the Dukes have passed HR Commodies by too great a margin they will not go into Civil War with each other unless we actively work against the Dukes to bring their infulance back within that threshold?

We triggered the civil war in Naitis by raising the opposing faction aftet an expansion event from 5% to 8.5%. This triggered civil war. Didnt help though, because then we encountered the "Naitis-Bug" with tze combat bonds not doing anything without a station (at least thats our theory, which is on the priority list and being looked into.
 
We triggered the civil war in Naitis by raising the opposing faction aftet an expansion event from 5% to 8.5%. This triggered civil war. Didnt help though, because then we encountered the "Naitis-Bug" with tze combat bonds not doing anything without a station (at least thats our theory, which is on the priority list and being looked into.

So your faction expanded into Naitis at something other than 9.1%? Or did it drop down to 5%?
 
So your faction expanded into Naitis at something other than 9.1%? Or did it drop down to 5%?

Our faction expanded into Naitis with 8%. We then raised the influence of a minor faction with a station, that we wanted to capture, from about 5% to the same level.

Sorry _Flin_ for the ninja answer :)
 
Our faction expanded into Naitis with 8%. We then raised the influence of a minor faction with a station, that we wanted to capture, from about 5% to the same level.

Sorry _Flin_ for the ninja answer :)

Would you happen to know the %Influence of each the two factions when you expanded, when you peaked / troughed, and when Civil War Critical went into Pending?


Also, did both factions get Civil War Critical Pending at the same time?
 
Would you happen to know the %Influence of each the two factions when you expanded, when you peaked / troughed, and when Civil War Critical went into Pending?

Also, did both factions get Civil War Critical Pending at the same time?

Our faction had 8.9% when it entered the system, the nearest enemy faction was at 5.9%. We then raised the influence of the enemy faction. Both factions had 6.7% when the 'Civil War Critical' pending state appeared. At the same time for both factions. We ceased any further actions and a few days later we had a civil war.
 
Our faction had 8.9% when it entered the system, the nearest enemy faction was at 5.9%. We then raised the influence of the enemy faction. Both factions had 6.7% when the 'Civil War Critical' pending state appeared. At the same time for both factions. We ceased any further actions and a few days later we had a civil war.

Good info. Thanks. How did you raise the enemy faction Influence? Missions or trade? Both?
 
No - it looks like there was an issue with the Dukes going into civil war, but not against anyone - so it immediately failed and you're in cooldown for civil war.

Michael

We still need a feedback on this.

When the Dukes went into civil war with nobody, did the backround system used the Mikunn system as a basis for the civil war?

It looks like it didn`t take into account that they are in the HR 7327 system.

There is no chance we will ever find out if an expanded faction can actually overtake a station. If other states (boom, expansion, etc) block this process.

Now HR is close to a civil war but not with the dukes. Its just Dynamic vs Law Party, as the Dukes are in BOOM.
 
It may not just be expanded factions, but any faction that doesn't own a station. It might be worthwhile in the testing to run missions for a Sukua faction that doesn't have a station, such as Gold Syndicate.
 
We've got Civil War in HR 7327 between Dynamic Commodities and Law Party. According to the way it's suppose to work, in order to influence who wins, we need to cash in combat bonds from conflict zone battles (choose faction first on right panel).

I vaguely remember a bug mentioned that Combat Bonds aren't helping. I couldn't find anything in the bug report forum, besides references to being unable to even cash them in.
 
We've got Civil War in HR 7327 between Dynamic Commodities and Law Party. According to the way it's suppose to work, in order to influence who wins, we need to cash in combat bonds from conflict zone battles (choose faction first on right panel).

I vaguely remember a bug mentioned that Combat Bonds aren't helping. I couldn't find anything in the bug report forum, besides references to being unable to even cash them in.

It's possible that combat bonds are working as intended but their effect is miniscule. I've just begun monitoring influence changes in Ngaiawang and Falisci (the combat community event) over the last 2 days and influence has moved there for the factions involved in the civil war. 1.5% influence gain may be somewhere in the region of 200m credits of bonds, I'd need more observations and testing to confirm this.
 
We've got Civil War in HR 7327 between Dynamic Commodities and Law Party. According to the way it's suppose to work, in order to influence who wins, we need to cash in combat bonds from conflict zone battles (choose faction first on right panel).

I vaguely remember a bug mentioned that Combat Bonds aren't helping. I couldn't find anything in the bug report forum, besides references to being unable to even cash them in.

Well, I bet we find out if theres a bug or not real soon.
 
Well, I bet we find out if theres a bug or not real soon.

Looks like Combat Bonds don't increase the issuer's Influence. We did get a drop in the target's (DC) Influence, but aren't sure if that's due to Combat Bonds or just generally destroying their ships. As typical, DC's loss was everyone else's gain. The remaining factions got the same proportional increase we've seen previous when attacking DC ships.

Again, combat bonds don't increase the issuer's Influence. Is this a bug? Is this by design? Not really sure.

I want to see what happens tomorrow before submitting a possible bug report.
 
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