For ALL factions, or just the ones at war? There's a faction with just a tiny little INF that I'd like to raise up, and since I think just a couple of battles a day should win this war for me (assuming I'm unapposed), I'd like to run some missions for this other faction.
Just the ones at war... but you can't bleed influence like you used to be able to. So, if there's five factions, and four of them are at war, that fifth faction is stuck until a war ends.
Which leads to my next question. Once I wrestle control for the system from the faction I'm opposing, I want to run them completely out of Dodge. How do I trigger their retreat? I'm guessing there's more to it than INF... I'll do some research on it, but if anyone has a quick answer, that would be great.
https://forums.frontier.co.uk/threads/retreat-bgs-guide-best-current-thinking.424977/
I don't retreat factions, generally. Also note you can only retreat non-domestic factions. If the system is their home, then you're stuck with them.
One final question related to the previous - Is it possible for a faction to spread to multiple systems by pure, dumb luck, or does it take a focused, concerted effort? I ask because the controlling faction has a presence in multiple systems, but it's not a PMF and I haven't seen the telltale signs of purposeful BGS play, unless it happened some time ago and has since "eroded". I mean it's obvious that players have been active in the 'neighborhood', but that could be for other reasons like great trade opportunities that coincide with the faction I'm opposing, yes?
In other words, I hope I'm not waking a 'sleeping giant' by starting this war, LOL.
"Dumb Luck" isn't how I'd put it... but yes. Remember, the BGS is meant to be, above all else, that living, breathing galaxy effect. If players happen to just support that faction because "It seems like a good idea", they'll slowly drift up towards 75% and expand... and as noted in another thread, post-3.3 it's quite easy to stay in expansion for several "loops".
Way back before PMFs were even a thing, I picked my "home" based off the rich trade environment the region was host to; there's pretty much every economy type within a jump of my home system. My group initially supported an NPC faction into seven or eight systems which all formed natural, very profitable trade routes. Then PMFs became a thing, we got one introduced, and retook those systems followed by many more. The idea underpinning our faction was to exploit natural trade and other player activities (e.g bounty hunting) and benefit as much from passive income as possible. Within one jump, our holdings are Extraction, High Tech, Refinery, Industrial, Agricultural, Terraforming. Most other systems in the area are Extraction or just one additional economy, so within a 50-LY range it's a very lucrative pocket. Pre-3.3 mechanics weren't really conducive to this strategy with how wars worked though, but post 3.3 it's a bit eudamonic.
As a result, those key systems we control are constantly swinging between 70-80% influence, without much if any effort on our part, and multiple systems are in Boom/Civil Liberty from that passive activity. As a result, we're in Expansion every other week now... some have called that just luck, but it was definitely our intent from the outset, and it seems to be working.
As for "waking sleeping giants"... if you do, let it go, wait for the dust to settle. Problem with giants is they tend to only be able to focus on parts of their empire at any one time. Keep bugging them, even if you're losing, and they'll either find the effort excessive and give up on the system as a liability, or you can enjoy the schadenfreude that comes with knowing you're constantly making some big group bust their chops to keep your "thousand cuts" in check. We've punched above our weight on several occasions with this strategy.