Unusual Results - Infrastructure Failure

So, recently, my squad has been getting some very weird results when trying to raise and lower influence in a system.

We have been doing missions for faction A, and accepting the 'Influence' (+++++) Rewards. There are 5 or more of us doing this, and we do several missions each - each day. Our mission types vary, and we are careful not to select any mission where the overall outcome, or faction being delivered to, will negatively affect Faction A.

The result of this each day caries, but never results in a substantial gain with the next tick. +1-2 or -Even. In some cases, we have lost Influence.

Secondly, we decided to raise the Influence of a competing Faction, Faction B, to trigger a war for a small outpost once we could get the influences of A & B close enough. This time we nuked Faction A by using Faction A's black market, which worked, but Faction B suffered an Infrastructure Failure, while ALSO remaining in a Boom state.

We have also NOT completed ANY missions for the duration of several ticks, and tried delivering goods that are in demand for the Faction A/B stations, and had negative affects to both Influence and Economy. 10,000t of goods per day, split 2500t.x4


For 4 days we did nothing at all, and the Influence of Faction A jumped 4-6 points with the next tick, while B saw no change, and other minor factions losing the sum of the gain by Faction A.

I have not been able to find any reliable documentation on exactly what actions add to and /or subtract from triggering faction states, that was written post 2015-2018. Does anyone have a link to an updated guide that can provide insight into exactly what we are doing out here?

Here is a link to a guide I found online - VERY old when considering the number of patches/expansions since it was composed, and most of everything else ive read, seems to follow along the same line of thought.

https://siriusinc.enjin.com/home/m/35379595/viewthread/29164127-background-simulator-tldr# <-- Note the disclaimer (THIS GUIDE WILL BECOME MOSTLY OBSOLETE IN 3.3)

GK - O7

*Edit: There may be player traffic through the system in Solo play, but we have not encountered any other CMDRs in open play. The changes in Faction States do not correspond to another group being present.

- For 4 days we did nothing at all, and the Influence of Faction A jumped 4-6 points with the next tick.
 
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You can check the "traffic report" article on the local station news to have a real idea about traffic, just because you don't see them in open, they can be in other platforms or other game modes. Seeing the uphill battle you have even with several commanders working for your faction, it does look to be very consistent opposing effort.
 
I have not been able to find any reliable documentation on exactly what actions add to and /or subtract from triggering faction states
For the pre-3.6 states, a Frontier livestream contained this table, which is probably still accurate for what it covers
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The new 3.6 states (Infrastructure Failure, Blight, Drought, Terrorism, Natural Disaster, Public Holiday) do not have any Frontier-confirmed causes, and no-one has been able to put together a convincing theory for exactly what does cause them ... beyond "good actions cause Public Holiday, bad actions cause the others" I don't have a clear idea.

All of the new 3.6 states have direct negative effects on at least some of Influence, Economic State and Security State - a Blight can knock a faction down from Investment into Famine incredibly quickly, while Infrastructure Failure drains all three at a moderate rate, and Public Holidays drain Economy and Security but actually slightly boost Influence.
 
I considered accepting missions to transport/import/mine water and then abort them in the hope to trigger a drought and get some cheap Tritium.
Or excessive Biowaste missions/trade into a specific system to get a Blight maybe...
But I didn't really get around to put it to a test...
 
I considered accepting missions to transport/import/mine water and then abort them in the hope to trigger a drought and get some cheap Tritium.
Or excessive Biowaste missions/trade into a specific system to get a Blight maybe...
But I didn't really get around to put it to a test...
We have tried delivering biowaste to stations before, with no effect. thousands of tons, over several days.
 
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