Trading and the BGS.

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Deleted member 110222

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Can the type of commodity you sell at a station have differing BGS impact between types, or is it just profit = point?
 
No, yes, no.

No as between types as it's transaction = point.

However, different types of product can have an effect on State, causing changes to the minor faction which in turn affects profit and availability and influence.
 

Deleted member 115407

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Goemon did some interesting BGS trading tests a long while back, though he did so prior to the 1T trading fix, I think.

You might be able to find them lying around.
 

Deleted member 110222

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No, yes, no.

No as between types as it's transaction = point.

However, different types of product can have an effect on State, causing changes to the minor faction which in turn affects profit and availability and influence.

So, for example, selling medicine to outbreak contributes to ending outbreak?
 
So, for example, selling medicine to outbreak contributes to ending outbreak?
By all accounts, yes, though I don't think anyone's actually ever proven(1) this in-game (it would be pretty hard to do). Same with Food and Famine, but they're the only known effects. You'll find claim that certain types of goods will cause particular states (such as drugs->bust, weapons->civil unrest) however, as a regular trader of these goods I can't vouch for that at all. Only other trade effects I've been able to personally verify are:

Boom->Trading anything for profit
Bust->Trading on a black market

Note though... *missions* to trade/smuggle goods can and do have very differing effects on BGS state. Missions to deliver Biowaste for example will increase the likelihood of Outbreak in all non-agriculture destinations. If you want to cause a specific state, missions are (generally) the better way to achieve it. So, if you wanted to end outbreak, you're better off just taking the missions from the affected faction to source medicines. Better profit, and verifiable state effect.

Goemon's Post: https://forums.frontier.co.uk/showthread.php/357715-BGS-Trading-for-Influence

(1) FD have stated, for example, that trading medicines helps end an outbreak, and I'm certain you won't find a shortage of people saying "I traded medicines, and Outbreak ended shortly after".... but you are unlikely to find anyone who can (accurately) claim "I didn't trade medicines to an outbreak faction, and it prolonged the outbreak substantially". Unless you do this (and yeah, it's pretty damn hard to do), you've just got the classic icecream engineering problem.
 
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Missions to deliver Biowaste for example will increase the likelihood of Outbreak in all non-agriculture destinations.
And in Agricultural ones.

(1) FD have stated, for example, that trading medicines helps end an outbreak, and I'm certain you won't find a shortage of people saying "I traded medicines, and Outbreak ended shortly after"....
Yes. The quickest way to do the experiment would be, I think:
1) Find a no-traffic Agricultural and stabilise it to have no superior states on its factions.
2) Bring in a lot of Biowaste missions from nearby systems until several factions go into Outbreak.
3) Deliver medicines

If the controlling faction of the station the medicines were traded to drops out of Outbreak much quicker than the non-controlling factions, and this is repeatable, theory proven.

Finding a suitable Agricultural for step 1 might be tricky, though - there certainly aren't any out here.
 
And in Agricultural ones.

Are you certain about that? I have a tourism station neighbouring an agricultural one, so I get lots of biowaste missions, it was a frequent way for me to get destination influence effects. They would never demonstrate an increase in Outbreak when the destination was agricultural economy (as it's a genuine(1) import for those economies), but for non-agricultural destinations, it would show an uptick for outbreak. I've consciously observed this about a month or two ago. Even then, I distinctly remember being surprised by this observation.

I'm not able to verify it right now, but will be happy to go and do it in about 2-3 hours.

(1) I say "genuine import" in that some missions occasionally get you to ship goods to places where they aren't in demand (e.g biowaste to non-agricultural stations). Most missions will be export->import stations though, and Tourism stations are great neighbours to Agricultural stations, as only export is literally biowaste. For it to still have the outbreak effect would be a major impact for agricultural economies.


See below
 
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Very sure - Colonia doesn't have much in the way of Outbreak states, but the bits which do are factions (especially non-controlling ones) in the Agricultural systems close enough to other systems to get inbound Biowaste missions.

Deriso - right next to the major tourist economy of Colonia itself - is particularly bad. Look at the state spectrum for its native faction https://cdb.sotl.org.uk/factions/51

The mission does say "+outbreak dest" when you hand it in, unless that's changed very recently. It would certainly make sense for it not to do that!

For it to still have the outbreak effect would be a major impact for agricultural economies.
It certainly has that!
 
Very sure - Colonia doesn't have much in the way of Outbreak states, but the bits which do are factions (especially non-controlling ones) in the Agricultural systems close enough to other systems to get inbound Biowaste missions.

Deriso - right next to the major tourist economy of Colonia itself - is particularly bad. Look at the state spectrum for its native faction https://cdb.sotl.org.uk/factions/51

The mission does say "+outbreak dest" when you hand it in, unless that's changed very recently. It would certainly make sense for it not to do that!

It certainly has that!

I stand corrected, just did my test and sure enough, outbreak, both for a "resident" and the station owner receiving in an agricultural economy. Would be nice to go back in time and work out what caused me to think that, coz it's been like that in my head for at least six months now.
 
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I stand corrected, just did my test and sure enough, outbreak, both for a "resident" and the station owner receiving in an agricultural economy. Would be nice to go back in time and work out what caused me to think that, coz it's been like that in my head for at least six months now.

I'm usually so focused on the INF movements from completing missions that I overlook the State changes, but they are there on most/all missions, and often in red font if it's a negative effect.
 
I'm usually so focused on the INF movements from completing missions that I overlook the State changes, but they are there on most/all missions, and often in red font if it's a negative effect.

So this is why I question myself, but also wonder if it was some weird, obscure bug because nobody really looks closely at the post-mission screen.

When I first realised that the Tourism economy would be a good source of biowaste deliveries for my faction on a return trip, I recall *explicitly checking* the screen, because I thought "Hmm, these missions would normally cause outbreak, so I'd better check they still do that before I do this in anger", and being surprised when "I saw" that it didn't. I say "I saw" because I clearly didn't see correctly, or there was some bug at the time.

Either way, no exceptions for agriculture :)
 
Yes. The quickest way to do the experiment would be, I think:
1) Find a no-traffic Agricultural and stabilise it to have no superior states on its factions.
2) Bring in a lot of Biowaste missions from nearby systems until several factions go into Outbreak.
3) Deliver medicines

If the controlling faction of the station the medicines were traded to drops out of Outbreak much quicker than the non-controlling factions, and this is repeatable, theory proven.

Finding a suitable Agricultural for step 1 might be tricky, though - there certainly aren't any out here.

"Agricultural" systems are almost always high-population systems (usually in the billions) because they've always got ELWs in them, and it's on ELWs that most of the galaxy's population lives. High-population attracts Powerplay and other traffic.

But I suspect the trickiest part of the above proposal is keeping said system "no-traffic" throughout the experiment. Because there are people who trawl the galaxy map looking for active Outbreaks, since shipping meds to Outbreaks is among the most lucrative "regular trading" you can do; grabbing medical supply missions while there only adds to the profits. I would imagine that a system with multiple factions in Outbreak would quickly get swamped with traders and any "random traffic" you might see would be there interfering in your experiment.
 
"Agricultural" systems are almost always high-population systems (usually in the billions) because they've always got ELWs in them
One of the interesting differences of Colonia is the extensive use of hydroponics and artificial habitats - of the five agricultural systems, the first one was around a traditional ELW, but then of the remaining four ... one is around a water world and the other three are orbiting iceballs (including one orbiting an atmosphere-less iceball around a brown-dwarf star, just to prove that we can...)

It's not that we don't have ELWs - there are four more just in the inhabited systems - but I would guess, especially since there's been talk of terraforming, that there's an intent to avoid disturbing existing ecosystems if possible.

But I suspect the trickiest part of the above proposal is keeping said system "no-traffic" throughout the experiment.
Agreed. Lockdowns might be an easier state to experiment with - quicker to induce, don't require any special system properties so any quiet system will do, certainly don't attract passing traffic much. See if bounty hunting really makes a statistically significant difference to clearing them once they've started. If it does, medicines probably do work for Outbreak.
 
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