Jane Turner
Volunteer Moderator
Collected Wisdom of the BGS community on the War and Civil War state
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- Who: Wars can be triggered between factions long as they are from different >>Social Groups<< or are anarchies. Otherwise elections are triggered.
- War or Civil War: A war occurs between factions from different home systems and Civil Wars occur between factions from the same home system, regardless of where the conflict occurs.
- How to trigger?: There are two ways to trigger a conflict. (i) Equalisation: If the influence of two factions are the same and above 7%. There is no need to finesse the influence levels to get an exact match. If the influence of the two factions would have crossed, they "catch" at the cross-over point. There are now examples of catches being missed in low population systems with low influence factions - i.e. a faction is skipped. (ii) Coups: If a faction is not in control of a system, a coup war is triggered if they reach greater than 60% and either faction is not in cooldown.
- Timings Following the "catch" or reaching the coup level, war or civil war will show as a pending state in the system that the conflict has triggered. It will not show as a pending state in other systems controlled by either faction apart from in the faction summaries or squadron overviews. Wars are pending for 1 day before they become active. Combat Zones will appear in the system usually close to a planet, though not always in the most obvious places. You can detect them with the FSS or by visiting and scanning the nav beacon. CZ's are detectable from 1000Ls away. Wars run for 7 days and you compete to dominate for each day. The war will end once victory is inevitable. Wars can retrigger the tick after they finish. but if the gain ot loss at the end of a war causes the influence to cross another faction, a new war will not trigger immeidately.
- How to win To win a war and any assets associated with it, you need to win by at least one day [
by two clear days], in which case you will gain 4% influence. [Currently some variations again 2/3/19]If you only win by one day you will gain 2%[?] and no asset. To dominate a day you need to do one more war action than the opposition. War actions include bond drops, bounty drops, combat mission [assainations, ground attacks, massacre etc] and completing war objectives and scenarios. It is likely that murder still has an effect but this has not been tested as yet. - Asset Transfer The highest value asset owned by the losing faction will be transferred to the winning faction. The highest value asset is predictable, but there are rare exceptions. Spaceports are rated higher than surface ports, surface ports with landing pads are rated higher than other installations, Large pad spaceports are rated higher than outposts, outposts with facilities are rated ahead of those without. It appears that a hidden value (population) may be the deciding factor between large space stations. Indirectly this can be assessed by the volume of biowaste/hydrogen fuel in the Commodity Market. Also, the age of the installation seems to play a part.
- Capital Ships Conflicts involving a Federation or Empire faction may involve captial ships. They are only found in High-Intensity Zones.
- Influence: When a war is active or pending, influence is locked for the duration of the war. At completion there will be 8, 4 or 0 difference in influence between the warring factions depending on days won. There is currently some variation in these numbers and it is not yet clear if this is intended or not.
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As ever if there is anything to add/remove/improve - please shout!
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