What do we know about expansions so far

This is of course to anyone who willing to share what they know about how expansions work after the update.

From my personal experience so far I have seen that the length of expansion can vary, I'm not sure what factors change but I've seen expansions happen between 7-10 days so far.

It is of course still 75 percent and up, In all my working expansions it stays pending for 5 days.

I know selling exploration data increased your starting influence in the system that you expand into, I have tried this and I haven't actually seen it make any different, although it was quite early on so maybe there were still bugs.

Does anyone else have any information they would like to add?
 
I would put the varying durations down to the old state lock bug.
AFAIK its the full duration of 3.2
Choice of system is same as 3.2

Most of the other 3.2 functionality has just vanished, and not yet replaced by anything:
Investment Range Increase
Not re-expanding to a retreated system
Not expanding from a previously failed expansion system
etc
 

Jane Turner

Volunteer Moderator
Absolutely no change from 3.2 in terms of from where and to where.

Not seen an expansion tax - so expansion spamming is occuring

We didn't see any advantage in data in during expansion - but then again data has been very unpredictable in 3.3
 
Last edited:
Just to add - a few days ago I had a 41.12Ly expansion so the extra range is still there.
I cannot say if the source system had a failed expansion before that triggered a double-range expansion but that was my end-result which I take as a positive.
 
Range Increase after failed expansion seems to still be there, just not tied to the Investment state at all.
I thought you just got a bigger range without needing Investment, but hey-ho, it will all get trashed/swept under the carpet again when they bring in Happyness
 
Can confirm same as 3.2 in so far as the +75% in a single system trigger goes. We have not been able to discern any effects of influence on the rest of the BGS (influence or activity effect modifiers) due to bug and, erm, balancing issues.
 
Last edited:
Range Increase after failed expansion seems to still be there, just not tied to the Investment state at all.

I've a fresh pending expansion from a system where the nearest open system is over 34Ly away, so will keep an eye on this one. I'd expect it to fail, then go pending/active a 2nd time and suceed but could be a long while before that happens...I'll put my best people onto monitoring this :)
 
Thanks for all the posts, does anyone know when they're going to change expansions is it's based on happiness instead? I've got quite a lot of things that I want to test.
 
Thanks for all the posts, does anyone know when they're going to change expansions is it's based on happiness instead? I've got quite a lot of things that I want to test.


Join the club. Was mentioned in a.livestream and no news since. I suspect bgs needs to be sorted first so not soon.
 
It was the 1 thing in the BGS revision that I was looking forward to. In theory, no more Whack-A-Mole running about reducing your own factions Influence.
If we could be bothered, we still have the Whack-A-Mole, with the added tedium of running about doing boring minimum effort in all the conflicts.
The only saving grace is that Expansion now takes AGES, so there is slightly less Whack-A-Mole tedium, but the fun is also less frequent.
 
Last edited:
I've a fresh pending expansion from a system where the nearest open system is over 34Ly away, so will keep an eye on this one. I'd expect it to fail, then go pending/active a 2nd time and suceed but could be a long while before that happens...I'll put my best people onto monitoring this :)

This is exactly what happened to us. Failed, went active 2nd time, expanded 27ly.

So I can confirm this works.
 
Back
Top Bottom