Economic / security : system-wide?
Per faction, per system.
So unlike 2 years ago where, if a faction was in Boom, they were in Boom everywhere they were present, now that specific faction is only in Boom in that specific system. It's much better this way (noting you can now have multiple states active at a time now too, for a single system)
Proper (political) state : faction-wide ? If not, please explain how do the other systems behave in a conflict state
Not entirely sure what you mean here. A single faction has one government type, and you can now be in multiple conflicts, in multiple systems (but only one conflict in a given system), as opposed to 2 years ago when you could only be in one conflict at a time across the entire faction.
Expansion trigger : system-based ? influence level 80% ?
Same as old, 75% is the trigger threshold, and expansion uses that system for calculating where the next expansion goes to, subject to (bunch of rules)
-ve's : not functioning ?
Function, just impossibly difficult to do now, though it seems the very new states such as Blight, Infrastructure Failure etc. are successfully generating these states as a result of being untreated.
The core issue is that negative states now oppose the positive states; where you could be pending Boom
and Bust at the same time previously, that's impossible in the current system as they're opposed ends of the slider. As a result, you need to target a high concentration of negative actions against a faction to achieve the effect, as there's also a natural decay back to neutral once you hit one of the states on the slider.
Key issue here is it's incredibly easy to target positive effects (just go to a mission board and grab a mission for that faction) but incredibly difficult to target negative effects (need to go to a mission board and hope that a random mission, from a random faction, targets the correct random faction in the correct, random target system, with the correct, random negative effect).
The only targetable negative security action is Murderhoboing, and the only targetable negative economic actions are black market sales (outta luck if your target bans them) and selling goods for a loss on the market (if your target owns a market)
Wars : what actions do (really) count ? (bounties ?)
- Bonds
- Bounties
- Resolving CZs (currently bugged)
- Completing scenarios
- Missions (FD claims "combat themed missions" affect war[1], some claim "Wartime" missions only affect[2], observations and experience tell me it's not limited to just those two things [3]
- Murderhoboing (maybe? Someone might verify that as I don't use it very often)
[1] This would be Assassination, Massacre, Destroy Powerplants, Destroy Skimmers, Destroy Megaship Turrets
[2] This would be Assassination, Massacre, Surface Installation, Courier, Delivery, with specific "wartime" flavouring e.g
[3] Last time I tried to measure this, I reliably had boom-time missions working for war, go figure