2015-05-12

collated Bugs and Trivia sections to Notes (single section); cut See Also section (use wiki tags)

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Revision as of 20:23, May 12, 2015

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{{Ambox|border = yellow|type = There is still a lot to be documented about increasing or decreasing influence within a system and faction|info = If you want to contribute I'd suggest reading through some of the thread on the official Frontier Forums where they go into great depths and experiments on increasing influence for a system, see Lugh for Independence threads and Mercs of Mikkun}}'''Influence''' is a way for [[Factions]] to have control over a system. There can be up to 5 factions sharing the influence within a system.{{Cite}} The first row in the system's faction list is the controlling faction for a system and always controls the controlling station, which usually the biggest in the system. It is possible for players to increase influence of different parties.

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{{Ambox|border = yellow|type = There is still a lot to be documented about increasing or decreasing influence within a system and faction|info = If you want to contribute I'd suggest reading through some of the thread on the official Frontier Forums where they go into great depths and experiments on increasing influence for a system, see Lugh for Independence threads and Mercs of Mikkun}}[[{{PAGENAME}}]] is a way for [[factions]] to have or gain control over a system. There can be up to five factions sharing the influence within a system.{{Cite}} The first row in the system's faction list is the controlling faction for a system and always controls the controlling station, which is usually the biggest in the system. It is possible for players to increase influence of different parties.

==Factions==

==Factions==

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A minor faction can only be in one active state at a time, but it can have several pending states.<ref>Michael Brookes,https://forums.frontier.co.uk/showthread.php?t=97577&page=36&p=1641690#post1641690</ref><ref name="MB_multiple_states">Michael Brookes, https://forums.frontier.co.uk/showthread.php?t=97577&page=48&p=1708279#post1708279</ref> A system can have one or more active states due to the system containing one or more minor factions each having their own state.<ref name="MB_multiple_states" /> A pending state that has "critical" status will be the next state unless there is a rapid change in player activity.<ref>Michael Brookes, https://forums.frontier.co.uk/showthread.php?t=97577&page=42&p=1691321#post1691321</ref>

A minor faction can only be in one active state at a time, but it can have several pending states.<ref>Michael Brookes,https://forums.frontier.co.uk/showthread.php?t=97577&page=36&p=1641690#post1641690</ref><ref name="MB_multiple_states">Michael Brookes, https://forums.frontier.co.uk/showthread.php?t=97577&page=48&p=1708279#post1708279</ref> A system can have one or more active states due to the system containing one or more minor factions each having their own state.<ref name="MB_multiple_states" /> A pending state that has "critical" status will be the next state unless there is a rapid change in player activity.<ref>Michael Brookes, https://forums.frontier.co.uk/showthread.php?t=97577&page=42&p=1691321#post1691321</ref>



=== '''Boom''' ===

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=== Boom ===

Boom states start when there are increases in wealth and standard of living. While active it increases the wealth of the system and benefits of trade missions completed for the minor faction.<ref name="MB_talks_states">Michael Brookes, https://forums.frontier.co.uk/showthread.php?t=97577&p=1691696&viewfull=1#post1691696</ref>

Boom states start when there are increases in wealth and standard of living. While active it increases the wealth of the system and benefits of trade missions completed for the minor faction.<ref name="MB_talks_states">Michael Brookes, https://forums.frontier.co.uk/showthread.php?t=97577&p=1691696&viewfull=1#post1691696</ref>

Generally a boom state will continue for 3 weeks or until its accrued "boom value" is spent.<ref>Michael Brookes, https://forums.frontier.co.uk/showthread.php?t=97577&page=35&p=1640171#post1640171</ref>

Generally a boom state will continue for 3 weeks or until its accrued "boom value" is spent.<ref>Michael Brookes, https://forums.frontier.co.uk/showthread.php?t=97577&page=35&p=1640171#post1640171</ref>



=== '''Outbreak''' ===

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=== Outbreak ===

Triggered by low level standard of living and development level. Decreases standard of living while active. Medicine trade missions are more effective, combat missions and actions provide no benefit to the minor faction.<ref name="MB_talks_states" />

Triggered by low level standard of living and development level. Decreases standard of living while active. Medicine trade missions are more effective, combat missions and actions provide no benefit to the minor faction.<ref name="MB_talks_states" />



=== '''Lockdowns''' ===

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=== Lockdowns ===

Are triggered by low security and development level for system. Increases security level while active and loses wealth for the same period. Bounty hunting for the minor faction has a greater impact.<ref name="MB_talks_states" />

Are triggered by low security and development level for system. Increases security level while active and loses wealth for the same period. Bounty hunting for the minor faction has a greater impact.<ref name="MB_talks_states" />

[[System_Signal_Sources#Checkpoint|Checkpoints]] are only spawned when the controlling minor faction is in a lockdown state.<ref>Michael Brookes, https://forums.frontier.co.uk/showthread.php?t=97577&page=40&p=1664775#post1664775</ref>

[[System_Signal_Sources#Checkpoint|Checkpoints]] are only spawned when the controlling minor faction is in a lockdown state.<ref>Michael Brookes, https://forums.frontier.co.uk/showthread.php?t=97577&page=40&p=1664775#post1664775</ref>



=== '''Civil Unrest''' ===

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=== Civil Unrest ===

Is triggered on decreases of security and standard of living. While active it continues to lower security and standard of living for the system. All combat missions and actions for the minor faction are more effective.<ref name="MB_talks_states" />

Is triggered on decreases of security and standard of living. While active it continues to lower security and standard of living for the system. All combat missions and actions for the minor faction are more effective.<ref name="MB_talks_states" />

Creating civil unrest can be done by importing prohibited items to a station.{{cite}}

Creating civil unrest can be done by importing prohibited items to a station.{{cite}}



=== '''War''' ===

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=== War ===

War is triggered by an invading minor faction reaching a high enough influence level. Decreases standard of living, wealth and security for the system while active. Influence changes only apply to the involved parties and are only applied from combat missions or actions.<ref name="MB_talks_states" />

War is triggered by an invading minor faction reaching a high enough influence level. Decreases standard of living, wealth and security for the system while active. Influence changes only apply to the involved parties and are only applied from combat missions or actions.<ref name="MB_talks_states" />



=== '''Civil War''' ===

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=== Civil War ===

The only known way to change a system's controlling faction.

The only known way to change a system's controlling faction.

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The factions involved are currently deciding which should become the dominant power. This state may occur when a minor faction that is not the controlling power's influence raises to near the level of the controlling faction's influence. There is not much more information on this state.

The factions involved are currently deciding which should become the dominant power. This state may occur when a minor faction that is not the controlling power's influence raises to near the level of the controlling faction's influence. There is not much more information on this state.



=== '''Expansion''' ===

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=== Expansion ===

When a minor faction's influence reaches a high enough level they will enter a state of expansion. This state will decrease wealth while active and increase development level at the same time. The minor faction who obtained the expansion state will be added to the minor faction list of a nearby system.<ref name="MB_talks_states" />

When a minor faction's influence reaches a high enough level they will enter a state of expansion. This state will decrease wealth while active and increase development level at the same time. The minor faction who obtained the expansion state will be added to the minor faction list of a nearby system.<ref name="MB_talks_states" />

While the expansion state is active missions will begin to appear in a nearby system to allow the expanding faction to build their influence in the new system.{{cite}}

While the expansion state is active missions will begin to appear in a nearby system to allow the expanding faction to build their influence in the new system.{{cite}}



== Bugs ==

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== Notes ==



Here are the current known bugs that has to do with influence and system factions in some way.

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* [[The War for Lugh]] movement has flipped [[Lugh]] from a [[Federation]]-owned system to an Independent one.



* (v1.2.07) The 5% and 70% influence rules are non-existent.<ref>[https://forums.frontier.co.uk/showthread.php?t=143590 Bug Report - Minor faction power change not initiating]</ref>

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* Bug: The 5% and 70% influence rules are non-existent (v1.2.07).<ref>[https://forums.frontier.co.uk/showthread.php?t=143590 Bug Report - Minor faction power change not initiating]</ref>





==Trivia==



* [[The War for Lugh]] movement has flipped [[Lugh]] from [[Federation]] owned system to an Independent one.





==See Also==



* [[Factions]] - Information about the major and minor factions, ranks and reputation.



* [[Events]] - A list of events that are ongoing or has happened within the universe

==References==

==References==

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