Community Event / Creation Slough Bells Ringing TWITCH STREAM with Cdr Angel Rose

Browsing the other testing threads (particularly Michael's replies in the Mikuun event) I've gathered the following:

- You can flip a station by forcing a civil war.
- To increase a factions influence, you do missions for that faction, or trade with a faction's station. So we'd have to avoid trading with the station we want to attempt to kick out of the system.
- If the faction we choose to support does end up expanding elsewhere (this seems to be a combination of influence levels, and a dev examining what makes sense for expansion). Then doing missions in the home system does not affect the expansion in the new system - you have to do missions that originate from the new system.
- - Again, increase influence enough in the expansion system and boom, civil war, and if the faction wins the civil war I believe that causes a station to change ownership.

Does anyone else know more? (maybe from those that have joined the experiments, I haven't as yet!)
 
There is a long old thread here
https://forums.frontier.co.uk/showthread.php?t=97577

where Michael Brookes details the current state of the background simulation, some of its principles, and how players can interact with it.
There are stopper bugs right now, but given that he spent practically the whole day giving out tips it seems reasonable to speculate that it's high priority and will be running more smoothly soon.

A tl;dr summary of things that appear relevant to Slough:

Civil war happens between minor factions in the same system - it is the only way to take control of a system.
Civil war happens per station - it is the only way for stations to change hands.
There is a cooldown period following a civil war.
Civil war is initiated and contested through changes in system influence, the only means of doing this that were mentioned being trading with factions at their stations and completion of missions for them. Conflict zones are generated if the civil war includes the controlling faction.
Influence numbers track per system, not per station
Winning a civil war may lead to the capture of a station. If the losing faction controls a station before a civil war over that particular station, the winning faction controls it afterwards.
Winning a civil war may lead to the system authority faction changing, if the controlling station in the system changes hands.
The station market is owned by the faction that controls the station, which helps them to maintain influence through trade.
System influence changes are handled automatically. Several bugs have held things up.
Outposts upgrading into stations automatically has not been implemented.
Booms can change market prices but not station or market type. Station and market type don't change, except by terraforming at some future date.
Population size (edit-) does (-edit) affect the difficulty of changing influence.
Market/Economy types are determined by the physical composition of the system (planet types, mining areas etc) which don't change, except for terraforming.

Make of that what you will, but it suggests that you could, for instance, kick the Feds out of their station with directed influence farming, but it's not clear if they could be utterly and permanently crushed out of existence in the system, as all right thinking people would wish.

Experience in Lugh also suggests that it is helpful to have morale boosting slogans in a minority language. Gaelic is already taken, so I suggest Portugese.

Hope that's useful.
 
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Well it looks like they are working on the two bugs that were causing problems to other groups, so this looks like it is now a possibility.
I suppose the next thing to do is to decide who we want in power. Perhaps a poll would be the best way of deciding. There are the 4 groups in the system to choose from, 3 of which are independent and 1 Federation. I'm not sure of the feasibility of somehow getting Imperial or Alliance involved, but I think it would be near impossible.
Personally I find Jet Transport Incorporated a bit bland and corporate.
The other 3 at least have Vesper-M4 in the title, so if we ever managed to expand into other systems we would take the name with us
The Revolutionary Vesper-M4 Liberals would take Slough into the Federation.
The Nationals of Vesper-M4 are a dictatorship so don't really sound like a barrel of laughs and possibly introduce a larger list of illegal goods which is bad for traders.
My personal favourite would be the Vesper-M4 Cartel as hopefully they would remove the restrictions on the current list of illegal goods which would draw traders to the to buy and sell cargo deemed illegal in the surrounding Federation systems
Of course the Cartel may encourage more freebooters and pirates in the system, but then again, it's an opportunity to form our own system security force ;)
 
Jet Transport Incorporated (main faction, controlling Slough Orbital)
Affiliation - Independent
Type - Corporation
Influence - 55.5%
An independent business organisation that has incorporated with it's respective home government

Revolutionary Vesper-M4 Liberals (controlling Rothfuss Holdings)
Affiliation - Federation
Type - Political
Influence - 20.9%
Members of this group are actively engaged in the promotion of a democratically approved political agenda.

Vesper-M4 Cartel
Affiliation - Independent
Type - Unfettered
Influence - 14%
This group is known to have a disdain for any laws outside of it's own attempts to govern it's members behaviour.

Nationals of Vesper-M4
Affiliation - Independent
Type - Dictator
Influence - 8%
An organisation that engages in authoritarian activities in order to establish and maintain absolute control over it's chosen field of interest.

Based on this, a reachable phase 1 of the glorious revolution might be to get Cartel or Nationals to challenge for control of Rothfuss Holdings. If it has a commodities market (idk without looking), that would offer a platform for further expansion through trade + missions, and prevent the Fed faction from making an easy comeback since they lose the ability to regain influence by trading. Federal loyalist players could be a problem, maybe, but they have other problems too.

Without an adjacent Alliance system, it would be all but impossible to inject an Alliance faction in the short run, regrettably.
As for the freedom to kiss the Emperor's sickly feet (carefully chosen noun), and the freedom to chain up debtors, well that's one kind of freedom I suppose.:D
 
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Goose4291

Banned
Based on this, a reachable phase 1 of the glorious revolution might be to get Cartel or Nationals to challenge for control of Rothfuss Holdings. If it has a commodities market (idk without looking), that would offer a platform for further expansion through trade + missions, and prevent the Fed faction from making an easy comeback since they lose the ability to regain influence by trading. Federal loyalist players could be a problem, maybe, but they have other problems too.

Without an adjacent Alliance system, it would be all but impossible to inject an Alliance faction in the short run, regrettably.
As for the freedom to kiss the Emperor's sickly feet (carefully chosen noun), and the freedom to chain up debtors, well that's one kind of freedom I suppose.:D
........
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;)
 
In the other ED group that I'm part of, my home station is called Tranquillity. I mean, how cool is landing at Tranquillity Base? ;)
 
Quick question that must seem a bit dumb...

When choosing missions, is there a simple way to tell which faction doing a mission will help? Or is it the faction who control the station offering the mission?
 
I did it! "Eagle has landed at Tranquillity Base". :D

Oh and we have our favoured faction in that system up to 85% influence!
 
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