Elite Dangerous features a complex background system, referred to in short as 'BGS'.
This simulation drives a dynamic system of ever changing power and influence, as minor factions spread throughout the galaxy engage in a variety of struggles.
These events can be affected by the actions of player commanders both intentionally and inadvertently, via the mission system as well as other activities; though players on different platforms may not directly play with each other these effects span the same shared galaxy, star systems and factions.
Players can choose to actively support a chosen faction, helping to win their battles, defend territory and expand the faction's operations into nearby star systems. This strategic play can turn a small faction into an interstellar operation, through the efforts of skilled commanders, whether you fly solo or as a united group.
To learn more about about the BGS and how you can affect it; please select from the list below:
How are Star Systems affected by the BGS?
Pirate activity, for example, will lower the security level in the system and prompt its government to issue missions to counter the pirate threat - in extreme circumstances this might prompt a visit from a capital ship.
Trading on the other hand, can affect the standard of living and wealth of the population, as well as prices which can depend on temporary gluts and shortages.
How does Influence work?
This influence level is increased, or reduced, by player activity such as missions, trading and bounty hunting.
Whichever minor faction controls the primary star port for the system, will be considered the controlling faction for the system. This controlling faction will determine the laws for the jurisdiction of that port. This is commonly dictated by the superpower allegiance of the minor faction, and its government type.
The current relationship between minor factions and powers, allow powers to influence certain aspects such as laws and markets within their dominion and grant state and influence bonuses to allied minor factions. Conversely, minor factions that are diametrically opposed to a power make that system more costly to control.
There is a cap on the amount a faction can change in influence per day, which is determined by the size of the population (the bigger, the more effective), the faction state, the amount of player activity that day, and any power influence on that system.
Influence is calculated via a daily tick.
What are Faction States and how do I affect them?
The following actions have different strength effects on economic states:
|All activities contribute
|Triggered by a failed expansion and significantly increases development level for a short time and actions contribute to a longer range expansion next attempt.
|Only combat missions and actions contribute.
|Only combat missions and actions contribute.
|Combat actions and missions do not contribute.
|Trade contributions double in this state.
|Trade double reduction of boom but no influence.
|Collecting bounties has double the effect and system security lowers.
|Combat actions and missions do not contribute but food has double the effect.
|Combat actions and missions do not contribute but Medicine has double the effect.
|Activities have no effect for the duration and many station services are shut down.
|Triggered when a faction falls below 2.5% and owns no assets in any system other than their home. If the situation is not changed quickly they will leave the system.
Asset Ownership and Conflict States
Assets are elements such as ground ports/bases and space stations/outposts. These assets allow the owner faction to be affected by player actions outlined previously. One asset in every system will be the controlling asset whose owner will therefore control the system; setting the local laws and bounties.
Ownership of an asset can change at the conclusion of one of the following states:
- War (if a faction is invading from another star system)
- Civil War
To trigger a conflict state, the two factions must either be at roughly equal influence or a non-controlling faction must get over 60% influence in a system to trigger a conflict with the system controller. No conflicts can happen below 7% influence.
These conflict states take priority over economic states and will block or end them early. Conflicts cannot end before their minimum duration. Conflicts that reach their maximum duration are considered to end in a ceasefire, and no assets change owners. A faction can only take part in a single conflict, no matter how many systems they are present in.
Wars conclude when the gap in influence reaches 5%.
Civil wars and elections can conclude when the gap is 3%. They will remain active if there is significant action on the losing side up to the full duration of the state.
At the conclusion of a conflict state, the most valuable asset owned by the losing faction is transferred to the winning faction. This is always the asset which controls the system if the system controller loses the conflict.
What conflict state occurs depends on the type of factions involved:
It is also possible to skip a conflict state and have a "coup". This only occurs if a faction rises with excessively increased influence to dominate the system, and the rival faction controlling the system drops to a very low influence with no positive player activity. This event can lead to the changing of the controlling asset's ownership instantly.
We'd like to take a moment to thank our incredible community of players for their efforts in creating the original article the above summary has been drawn from. You can view the original article and additional details here.
If you have any questions regarding the Background Simulation or believe you are having any issues with the BGS; please contact our support team by clicking the button below.