This is an Odyssey BGS thing, right? Or can I cause an "Infrastructure Failure" by doing something in Legacy? It seems like a great way to hurt a faction if it costs a percent per day INF.
* all my BGS questions are for Legacy
The only differences I'm aware of so far between Legacy (as in "pre-U14") and Live are that in Live the Thargoid War can freeze the Political BGS in a system for a small number of weeks, or suspend it entirely if the Thargoids capture the system. So far as I know there are no other meaningful differences between the two rulesets
for now.
Infrastructure Failure is an "Event" state that was added way back in ED 3.6 (the others are Outbreak and Pirate Attack - which were added or converted to Event states in the major 3.3 rewrite - and Blight, Drought, Public Holiday, Terrorism and Natural Disaster which were added with Inf Failure in 3.6). The nature of event states makes them
very difficult to determine exactly what causes them or to deliberately obtain a particular one. In general:
- positive trade and bounty actions for a faction => Public Holiday
- positive trade actions for a faction without bounties => Pirate Attack
- biowaste delivery
missions to Agricultural settlements => Outbreak
- various combinations of negative actions (clean ship losses, black market trade, mission side effects, etc) => the other Event states, or maybe Outbreak or Pirate Attack again
- the more activity in general => more chance of an Event at all
Two of the Events also have "contagion" effects (no, not Outbreak...)
- Infrastructure Failures will increase the chance of other factions in the same system having Infrastructure Failures
- Natural Disasters will increase the chance of other factions in the same system having Infrastructure Failures or Droughts.
Usually the controlling faction will be getting enough transactions in any system busy enough to generate Event states on secondary factions to avoid contagion effects, but you can get a loop at particular levels and balances of system activity where the non-controlling factions end up passing around a "contagion" Infrastructure Failure between them.
Almost all Event states with the exception of Outbreak (no effect) and Public Holiday (minor positive effect) cost a small amount of influence each day ... in general, because the states are unpredictable, and have short durations and long cooldowns, it's usually masked by the effects of other transactions or passing traffic. -1 INF a day sounds a lot but in almost all systems you can move several times that yourself anyway.
Event states (except Outbreak) also tend to drain either or both of the economy and security state sliders at a
phenomenal rate. Stabilising the influence loss they cause is trivial in all but the highest-population systems. Stabilising those sliders is much harder: un-countered they can easily push a faction to Famine+Lockdown, which is where most of the negative economic and security states come from nowadays.