War and Civil War: BGS Guide - Best Current Thinking

Huh. I was under the impression that running positive actions for your faction (as well as negative actions for the opposing factions) "bank" the resultant points and cause a bigger INF gap after the war ends.
AFAIk the gap is always 8% (without interference +4% for the winner, -4% for the loser). There may be state related exceptions (+/-2% for certain states) but in normal circumstances pushing factions around doesn't change that 8% gap, only the absolute increase or decrease of each faction. I've seen wars end where both factions went down but the 8% gap was maintained. This last effect may be what you are thinking of.
 
AFAIk the gap is always 8% (without interference +4% for the winner, -4% for the loser). There may be state related exceptions (+/-2% for certain states) but in normal circumstances pushing factions around doesn't change that 8% gap, only the absolute increase or decrease of each faction. I've seen wars end where both factions went down but the 8% gap was maintained. This last effect may be what you are thinking of.
Nice one mate, thanks for that.
 
Huh. I was under the impression that running positive actions for your faction (as well as negative actions for the opposing factions) "bank" the resultant points and cause a bigger INF gap after the war ends.
additionally to what @Riverside said, since some year states are resolved first, and actions after conflict has ended but influence is not yet calculated can count towards new influence levels. even actions on the last tick of conflict can affect influence levels after conflict is resolved. exampel: election ends, influence is not calculated, bounties are handed in for the winning faction: the 8% gap will be larger than 8% etc.
 
Huh. I was under the impression that running positive actions for your faction (as well as negative actions for the opposing factions) "bank" the resultant points and cause a bigger INF gap after the war ends.
@Riverside and @goemon have it covered... but yeah, you still can't front- load a conflict like the old influence based conflicts.

Since odyssey (noting my comment is march '21) i know there's been some shenanigans around the end of a conflict and the whole Odd/Horizons tick stuff which means you can get what appears to be different influence effects, but the reality is it's got nothing to do with actions taken during / before a conflict
 
Horizons and Odyssey don't have separate ticks that are combined FYI. When Odyssey launched it borked the tick into looking like two ticks because the influence tick which is second drifted far away from the state tick which is first. During Horizons both ticks happened so close together it seemed as one.
 
Horizons and Odyssey don't have separate ticks that are combined FYI. When Odyssey launched it borked the tick into looking like two ticks because the influence tick which is second drifted far away from the state tick which is first. During Horizons both ticks happened so close together it seemed as one.
Maybe they do, maybe they don't.
It IS possible, on occasion, to detect 2 separate inf changes during a tick.
While we really don't actually know how the tick is working since the fork, it's a reasonable explanation for what can be observed.
 
It IS possible, on occasion, to detect 2 separate inf changes during a tick.
While we really don't actually know how the tick is working since the fork, it's a reasonable explanation for what can be observed.
Is that including inf changes which do not result from a state?
 
Maybe they do, maybe they don't.
It IS possible, on occasion, to detect 2 separate inf changes during a tick.
While we really don't actually know how the tick is working since the fork, it's a reasonable explanation for what can be observed.
Most times the two influence changes are caused by state related influence penalties/bonuses but you are right that rarely the BGS has a stroke and makes influence changes randomly again after the influence tick. For the few months after Odyssey launched it happened at an uncommon rate but lately it usually doesn't happen at least in my PMF systems.
 
So my question to the war BGS gods would be what has more effect? Winning conflict zones or handing in bonds? I'm assuming so many bonds ie: 1 million for example is equal to a combat zone win. Assuming something like LOW conflicts are worth one + and high are worth more say ++ or ++++ and then so many bonds are worth +

I've Googled and searched forums and this exact answer isn't broken down. Could it be more beneficial to just farm a specific conflict zone supercruise out back in and do that all day then hand in the bonds later on or do the number of transactions help too? Assuming my statement doesn't include Odyssey as speaking to people on discords they seem to think the most effective way now is the find a ground base next door to a ground battle and just farm that way.

Ground conflict zones are too easy that I would suggest space ones might not be optimal now.

Other question the massacre missions are worth + right? I understand that war actions contribute etc be interested to know the details because I can only see Reputation changes for winning losing battles however scenarios seem to clearly state an influence gain.
 
So Conflict Zone wins by far out weigh combat bonds and missions for Wars & Civil Wars. Basically combat bonds are only there to break ties. So you want to focus CZ wins over everything else. High space CZs are of course worth the most BUT Mediums are better when you're solo since you can complete them much faster than Highs. Lows are just meh.

Now Space CZs are better to do versus ground CZs. It takes 10-15 minutes to do a ground CZ. Space CZs are 5-10 minutes to do. Like I can normally solo 7-9 Medium space CZs in a hour while I can only do 4-5 Medium ground CZs in a hour. Also Space CZs have Objectives to complete which count towards war victory and you can also do Massacre missions in space CZs to further fluff your victory. Ground CZs are only good for credit grinding since the Highs just give obscene amounts of credits for the bonds or if you're in it for BGS since winning at the settlements each day can take the settlements from factions.
 
So my question to the war BGS gods would be what has more effect? Winning conflict zones or handing in bonds? I'm assuming so many bonds ie: 1 million for example is equal to a combat zone win. Assuming something like LOW conflicts are worth one + and high are worth more say ++ or ++++ and then so many bonds are worth +

I've Googled and searched forums and this exact answer isn't broken down. Could it be more beneficial to just farm a specific conflict zone supercruise out back in and do that all day then hand in the bonds later on or do the number of transactions help too? Assuming my statement doesn't include Odyssey as speaking to people on discords they seem to think the most effective way now is the find a ground base next door to a ground battle and just farm that way.

Ground conflict zones are too easy that I would suggest space ones might not be optimal now.

Other question the massacre missions are worth + right? I understand that war actions contribute etc be interested to know the details because I can only see Reputation changes for winning losing battles however scenarios seem to clearly state an influence gain.
most of it is unknown and untested. reason is very simple: you have to trigger a war in a no traffic system, and than you have 7 days to weigh actions against each other. some things are even very hard to test at all, like weighing of objectives.
  • 3 LCZ > 2 MCZ > 1 HCZ for space is shared somewhere in this thread.
  • devs have repeatedly said that fighting in conflictzones is the most effective way.
  • most conclude that mission + have no effect, mainly as journal does not give +++++ during conflict, but just notes a single +. so number of missions.
  • a bond redeem can win a day.
  • a scenario (black box, repair) can win a day.

how much a scenario, an objective, a kill in a cz, a bounty redeem weighs compared to each other or to a LCZ win is unknown. generally i wouldn't fret about it, as if you are loosing a day, you just do more CZ each tick. my own method looks like that:
  • win a single LCZ
  • if day 1 is a win, redeem bonds
  • if day 1 isn't won: 3 LCZ + Bond redeem + Massacre Mission
  • if day 2 isn't won: 3 HCZ + Bond redeem + Massacre Mission
  • if day 3 isn't won: panic mode, do as much as i can manage.
 
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I’ve just won a war in a low traffic system. While I certainly didn’t test the situation the result came my way purely through doing one low CZ every day and turning in the bonds on return. I stayed until each battle was won and then left (it’s all I have time for at the moment.) My bonds were very low, I don’t think I topped 1M - possibly, if memory serves, 600K credits at the top end. As I said, not properly tested…I expected to lose as I wasn’t able to play more than a few minutes each day.

I won 4-1 (although the information still says 3-1 despite system info saying I’m victorious and have taken control of the main station, which hasn’t passed over yet) and believe that the day I lost was due to a Cmdr coming in system and fighting in a CZ (probably Med or High, possibly multiple CZs but maybe just one - I don’t know if there’s a way you could tell?)

Traffic reports suggest very little traffic, a Krait and an Anaconda on the day I lost, the other days DBXs and Anacondas - I assume purely passing traffic. Inara suggest 0-5 ships per day.

If the system is really quiet enough it clearly takes very little effort to win, but can be easily overturned by someone competing against you.
 
Thanks for the info guys do we know if theres any diminishing returns ie one player submits a lot but rewards start to decrease?
 
Thanks for the info guys do we know if theres any diminishing returns ie one player submits a lot but rewards start to decrease?
If there are diminishing returns, then it'll almost certainly be per-activity rather than per-player.

I suspect, based on what was said when they were trying to calm things down immediately after the big 3.3 rewrite, that there isn't for conflict actions. That is entirely a guess - I don't know of any tests being done on it, and making a test sensitive enough to actually catch diminishing returns would be extremely tricky.

(The need for there to be is not present in the same way as it is for general influence movement, where it's essential to stop the controlling station advantage being ridiculously powerful in any moderate-traffic system)
 
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