Noob Questions and Confusion

I'm guessing that station services (like whether or not a station has a shipyard or black market) has nothing to do with the BGS. I'd love to be wrong about this, however!
Social [1] and Criminal factions open black markets (and commodity markets if there wasn't one already)
Corporate and Authoritarian factions close them (and the commodity market if it didn't normally have one)
The goods which are considered "always illegal" vary a bit with government type as well.

Anarchy(or perhaps Criminal? I need to check) factions close Search and Rescue and Material Traders, but open Interstellar Factors.

The factions controlling stations and their BGS states can also affect the overall security level of a system, which may open Interstellar Factors (a lot of the systems near me are security Medium, so no IF, but if Investment is active security falls slightly, goes over the line into Low, and a temporary IF appears)

Outfitting selections appear to be somewhat related to the government type controlling the station but the details of this are not well understood. Positive economy states seem to improve outfitting selections generally.

The Lockdown BGS state can temporarily disable some station services.



[1] Social, Criminal, Corporate and Authoritarian are the faction "ethos", which also determines "war or election". You can determine the ethos of a faction by looking at the local news article for it where it thanks its supporters ... though for 99%+ of factions you can also make an accurate guess from its government type.
 
Anarchy(or perhaps Criminal? I need to check) factions close Search and Rescue and Material Traders, but open Interstellar Factors.
It`s anarchy. We have a station where the Material Trader is disabled (red). I don`t understand the logic behind closing the trader. I would love for FD to change that and give us back our trader.

Also there is no system security around anarchy stations and no scans. Great for smuggling.
 
It`s anarchy. We have a station where the Material Trader is disabled (red). I don`t understand the logic behind closing the trader. I would love for FD to change that and give us back our trader.
The problem is that almost all anarchies are also Criminal, and almost all Criminal factions are anarchies, so it's very hard to tell which things are "because they're anarchies" and which are "because they're Criminal" - your faction is almost certainly both.
 
The problem is that almost all anarchies are also Criminal, and almost all Criminal factions are anarchies, so it's very hard to tell which things are "because they're anarchies" and which are "because they're Criminal" - your faction is almost certainly both.
I'm not sure what you mean by "criminal". The government type is obviously "Anarchy" and they offer more illegal missions then other gov types.
 
I'm not sure what you mean by "criminal". The government type is obviously "Anarchy" and they offer more illegal missions then other gov types.
Criminal is an "ethos". The ethos is a mostly hidden property of a faction, though you can tell from the "thanks its supporters" message in local news nowadays rather than having to infer it from more subtle clues.

There are four ethos types, each of which are generally associated with particular government types:
- Social (communist, confederacy, democracy, cooperative, some theocracies)
- Corporate (corporations)
- Authoritarian (dictatorship, patronage, feudal, prison colony, some theocracies)
- Criminal (anarchy)

...but it's only a general association. Some hand-placed factions are exceptions to the rule. For example, the "Macrath Science and Research" faction is a Feudal government, which would normally be Authoritarian, but it's actually a Criminal faction.

The superpowers are also associated with particular ethoses - the Federation is Social+Corporate, while the Empire is Authoritarian+Corporate - which makes elections rather than wars more likely between factions of the same superpower.

The difficulty comes in that almost all Anarchy factions are Criminal, and almost all Criminal factions are Anarchy. So we know that Anarchies do certain things, but it's hard to pick out which of those things are "Anarchy behaviour" and which of those things are "Criminal behaviour".

By looking at the behaviour of the atypical factions - the Criminal Feudals, the Authoritarian Cooperatives, the Corporate Democracies, etc. - it has relatively recently been possible to start telling the difference. I'm out in Colonia, where about a quarter of the factions are atypical, so the distinction is more important here than in the bubble where in your entire BGS career you might never meet one - it's only with Colonia that we realised that there was a separate "ethos" which wasn't just a grouping of government types.

Anyway, so far:
...because the government type is Anarchy:
- no law enforcement or bounties
- legalises Slaves and many other normally-illegal goods
- "Chief", etc. as NPC mission-giver titles
- neutral Powerplay trigger effect for everyone

...because the ethos type is Criminal:
- offers lots of illegal missions
- fights wars with Social, Corporate or Authoritarian ethos factions
- opens black markets
- provides "mission target" opposition for legal missions
- targeted by "massacre pirate" missions from other factions

...not known whether it's "because Anarchy" or "because Criminal"
- closes Search and Rescue
- closes Material Trader
- gets positive BGS effects from black markets
- fights wars with Criminal ethos factions
 
Thank you for the great write up. Never knew there was a faction property called "ethos". It makes perfect sense though.

On a side note. You do get bounties from Anarchies. Every time I get interdicted by pirates and kill them in a system we control, I get awarded a bounty for my anarchy faction. Those won`t show up while scanning the ship and I obviously don't carry a KWS around on my armed traders.
 
What about compromised nav beacons - what causes those to appear and disappear?

Another different question - once a faction retreats from a system, is that system placed on a temporary black list so that faction isn't trying to move back in a week later?
 
What about compromised nav beacons - what causes those to appear and disappear?
It seems to be part of the procedural generation. There was a major change in their location in the 3.0 release, presumably because something in the underlying structure changed. They seem to be more common the lower the security, but it's not a simple threshold.

Another different question - once a faction retreats from a system, is that system placed on a temporary black list so that faction isn't trying to move back in a week later?
It's a discouragement rather than a block. Systems which haven't previously been retreated from are preferred, but if the faction is in all of those in range already, it'll go to the previously retreated ones.

Depending on how dense the inhabited systems are and how full of factions they are, this can mean anything from "it'll never go there again" to "it'll be back next week" in practice.
 
This thread should be stickied and relabeled "all the questions you've wanted to ask, with all the answers you never thought you'd needed"
Very true, and there are some gems in the answers.
But I haven't been able to tag it for the forum index simply because it does cover so much ground.
 
Been a long while since i have done any BGS (2 yrs). Are Conflicts still Global (as in only one can be active, any others remain pending in other systems until that one is cleared) and can activities still be done to push through the 5% winning margin before the conflict goes from pending to active?
 
Been a long while since i have done any BGS (2 yrs). Are Conflicts still Global (as in only one can be active, any others remain pending in other systems until that one is cleared) and can activities still be done to push through the 5% winning margin before the conflict goes from pending to active?
Not global, just local to that system.

Influence is locked for the warring factions in that system and doesn't decide the winner. Rather its a best of 7 ticks competition where your contributions reset each tick.

Tldr you can't pre-load, and must actively contribute each day to secure victory.

Edit: you can get by with winning one day in an idle war and waiting out the other six ... but if you win five days and the enemy cannot win from that point, you can end the war early
 
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So if you have a faction in Conflict in one system, that same faction cannot go in to Conflict in another system however it will remain pending until the active Conflict is resolved. Correct? this is what I meant about Conflict being 'Global', as in although the Conflict isn't Global, the effect is it prevents another conflict at the same time for that same faction.
Unlike Boom, which isn't Global in that you can have multiple Boom in multiple systems but not necessarily all the factions systems it is present in.

Sorry if i didn't make that clearer earlier, and hoping it's clearer now lol
 
So if you have a faction in Conflict in one system, that same faction cannot go in to Conflict in another system however it will remain pending until the active Conflict is resolved. Correct? this is what I meant about Conflict being 'Global', as in although the Conflict isn't Global, the effect is it prevents another conflict at the same time for that same faction.
Unlike Boom, which isn't Global in that you can have multiple Boom in multiple systems but not necessarily all the factions systems it is present in.

Sorry if i didn't make that clearer earlier, and hoping it's clearer now lol
You can have as many different active conflicts as you have systems. They don't block each other at all. (Which is why Invasion-style expansions are way more common nowadays)

Another change is that since March conflicts require there to be something at stake - if two factions with no assets cross influence, there's no conflict. This has significantly reduced the number of non-control conflicts which take place.
 
How does PowerPlay overlap the BGS? Specifically, if an opposing power controls my system and I start toasting ships belonging to that power, does that do anything to change the BGS? I notice I get PP bounties but no notoriety increase, so IIRC this is different that killing 'innocent' ships.
 
So the above mentioned conflict started following the tick while still in Election elsewhere, but day one says 'Close defeat'! yet the CZ's didn't appear till the tick went through.
Do you start at a loss and have to make up that deficit, if you own no asset and are attacking?
 
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