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

Status
Thread Closed: Not open for further replies.
Hi,

i was wondering of any other system has seen a raise or decrease in population? Is this function even in game?

Sorry to ask, but i felt like to raise this question.

Thanks for your time.
 
I think whole background sim system is bugged - not only missions.
Here are some facts on my experiment:

System: LU PAH (Independent, Prison Colony goverment)

Only one station controlled by "LU PAH Prison Colony" faction with 57.2% influence in the system.

1. I did around 100 mission for them - nothing changes. (ok missions are bugged)
2. I provided around 100k credit worth exploration data for them - nothing changes. (exploration data should have minor impact on the system, as devs promised)
3. I did fight near Nav Beacon and killed wanted ships for around 200k credits and pick up bounties price at the station - nothing changes (bounty killing should have minor impact on the system, as devs promised)
4. Now im trading with the station providing 120 tons of needed supplies per run (did like 5 runs already), and bying supplies from them - nothing changes (trading should have minor impact on the system, as devs promised)

After days of trying - influence is still at 57.2% and no other effects (boom, lockdown, civil wars, expanding status)

Only one strange thing i have notice happens (bug for 100%):
When i relog to the game and i go to SYSTEM STATUS and i click details (space bar) on my supported Lu Pah Prison Colony faction, I see BOOM critical pending status...
...BUT when i scroll down and click details for another faction in the system and i go back to my supported faction and click details again - BOOM critical pending status is gone.

Happens all the time - and afcorse nothing ever change in the system EVER.
So, nothing seems to works now for minor faction in the low population systems, even when you work for the factions that dominate in the system.

What else can i do to trigger some changes?
Does the mission, confirmed bugs, blocks every other ways to trigger changes in the system?

Regards
 
Last edited:

Michael Brookes

Game Director
Apologies as I am still confused by this. What exactly are "game resources"? Does the commodity market change its list of commodities to reflect the new nature of the system economy? Do prices, supply or demand change?

Game resources are the data that the game uses, so the initial state of the galaxy in this case.

A station's economy cannot change through the simulation. Economic states like boom can affect prices, but won't change the economy type as that is set by the composition of the system (or by manual override).

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 factioon.

Michael

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?
 
Last edited:
Game resources are the data that the game uses, so the initial state of the galaxy in this case.

A station's economy cannot change through the simulation. Economic states like boom can affect prices, but won't change the economy type as that is set by the composition of the system (or by manual override).

Michael

Were any of these changes made yesterday? That is when one of our stations change economy type - specifically, when it gained a new economy type on top of the old one.

Additionally, the commodity market does not match the new economy type - it's the still as it always was. Is there a way I can privately send this information to someone to be looked at? It sounds like it is definitely broken then, either in that it wasn't supposed to change or it was supposed to update the commodity market when it did because someone changed some behind the scenes resources. I can provide the system and station - your words have convinced me it's 100% buggy behaviour, although I still don't know whether it's that the economies name contains too much information or its market contains too little.

A new question:
Can population change through the simulation, and does population factor into demand for goods and amount produced?
 
Last edited:
I know the reputation system is supposed to be a black box, fine adds mystery to the game.

But judging by the amount of comments in this post, does the "Digital Manual" not need some more detail? As it's fine if your reading this form and find this exact post, but if your not into using forums then I am sure there are people who feel amiss.
 
Were any of these changes made yesterday? That is when one of our stations change economy type - specifically, when it gained a new economy type on top of the old one.

Additionally, the commodity market does not match the new economy type - it's the still as it always was. Is there a way I can privately send this information to someone to be looked at? It sounds like it is definitely broken then, either in that it wasn't supposed to change or it was supposed to update the commodity market when it did because someone changed some behind the scenes resources. I can provide the system and station - your words have convinced me it's 100% buggy behaviour, although I still don't know whether it's that the economies name contains too much information or its market contains too little.

A new question:
Can population change through the simulation, and does population factor into demand for goods and amount produced?

https://support.elitedangerous.com/kb/

plus your population question has already been raised :)

Hi,

i was wondering of any other system has seen a raise or decrease in population? Is this function even in game?

Sorry to ask, but i felt like to raise this question.

Thanks for your time.
 
Last edited:
Game resources are the data that the game uses, so the initial state of the galaxy in this case.

A station's economy cannot change through the simulation. Economic states like boom can affect prices, but won't change the economy type as that is set by the composition of the system (or by manual override).

Would it be possible for successful economies to gradually evolve and add secondary economies? Extraction -> Refinery -> Industrial -> High Tech? Or Extraction -> Terraforming -> Agri, Extraction -> Terraforming -> Tourism? For the real toilets, Uninhabited -> Extraction, Penal Colony.
 
https://support.elitedangerous.com/kb/

plus your population question has already been raised :)

We all know the first one isn't ever actually going to be looked at (I've got 11 tickets in there already, I'll file more when I get a response to any of them), and if it's been raised but not answered it's worth asking again. ;)

- - - - - Additional Content Posted / Auto Merge - - - - -

Also, the response I received on the "commodity market belongs to the system faction not the station faction" thing doesn't match my experience, and someone just conveniently posted a thread illustrating the problem.

https://forums.frontier.co.uk/showthread.php?t=98298
As you can see, the station itself is an Empire station:
OLmr6Lr.jpg


Yet it's market belongs to the type of the system faction, NOT the station faction:
9sjPVtO.jpg
 

Attachments

  • 9sjPVtO.jpg
    9sjPVtO.jpg
    226.2 KB · Views: 1,015
I've seen a lot of systems with only one faction out of four or more showing a state of civil war. I can't remember which ones specifically but if I knew it was a bug I would have filed tickets for them when I noticed. I thought it was just that one faction having a bout of infighting or something.

If you're refering to my post about Dain, it wasn't one faction out of 4 in a state of civil war, it was a system with ONLY one faction present. The faction was at 100%, no competing faction was present, and it was in state of civil war.

I've raised a ticket for them.
 
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!
 

Michael Brookes

Game Director
Also, the response I received on the "commodity market belongs to the system faction not the station faction" thing doesn't match my experience, and someone just conveniently posted a thread illustrating the problem.

https://forums.frontier.co.uk/showthread.php?t=98298
As you can see, the station itself is an Empire station:

Yet it's market belongs to the type of the system faction, NOT the station faction:

The station is owned by the minor faction which controls it. The issue here is that the market description string (to the top of the panel) is wrong. This is a known issue.

Michael
 

Michael Brookes

Game Director
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
 
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 factioon.

Michael

Thanks a lot for this information! It's greatly appreciated!
 
The station is owned by the minor faction which controls it. The issue here is that the market description string (to the top of the panel) is wrong. This is a known issue.

Michael

Okay! Do note that it's wrong on system screen as well. This is what had me confused. Nice to know it's known.
 
Economic boom = trade of the faction is either going up or down
Econmic bust = is the opposite of boom
famine= if they have enough food to feed the population down = good up= bad

outbreak= disease ....

and i think it can be a bit random ... could be the faction you deliver it 2 ... who knows thats why i did the spreadsheet to find out on the long run


so best scenrio towards the enemy faction boom down/bust up/famine up/outbreak up

civil unrest up / lockdown i am not sure to be honest ...

This is just generic "good/bad" thing.

The only specific thing I noticed so far is that economic boom causes "seeking luxuries" traders to show up. Supposedly it also does something to market prices, but I haven't noticed an obvious difference.
Regarding the rest of them, I have no clue...I mean, I understand that "economic bust" = "people become poor", but what does it mean for players? Prices go up? Prices go down? Change of supply/demand in specific commodities? Higher chance of civil war? More pirates in the system? Inquiring minds want to know! ;)
 

Michael Brookes

Game Director
Would it be possible for successful economies to gradually evolve and add secondary economies? Extraction -> Refinery -> Industrial -> High Tech? Or Extraction -> Terraforming -> Agri, Extraction -> Terraforming -> Tourism? For the real toilets, Uninhabited -> Extraction, Penal Colony.

Probably not as economy types are determined by what is in the system - although there's the possibility of terraforming being finished so the world would change it's economy.

Michael
 
Sorry if this has already been covered, I couldn't find a related post. So system economy type cannot change spontaneously, but does population or wealth change by missions/trading at the moment? For example, could a Poor and Tiny Population system gradually become a Wealthy and Large Population system over time with enough activity? (and vice-versa)
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom