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Social [1] and Criminal factions open black markets (and commodity markets if there wasn't one already)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!
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.Anarchy(or perhaps Criminal? I need to check) factions close Search and Rescue and Material Traders, but open Interstellar Factors.
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.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.
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.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.
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.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.
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.What about compromised nav beacons - what causes those to appear and disappear?
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.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?
Very true, and there are some gems in the answers.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"
Not global, just local to that system.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?
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)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
Fixed - now tagged in the Index as 'New player questions' and 'Questions from a new player'.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.