Allied Factions - Mutual Cooperation Agreement

Diplomatic and public relations of the Order of Mobius faction in Elite: Dangerous
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Re: Allied Factions - Mutual Cooperation Agreement

Postby Walter » Fri Oct 09, 2015 12:00 am

It's clear from some posts that not everybody has worked with the Backgound Sim before. If you haven't, don't worry as even those who have are constantly fighting it as there are many many Broken Bits that have been around for a Long Time and are still Not Fixed.
Some of what follows will be known by all, hopefully, some will be new. There is also no guidebook and a great deal of controversy about what really happens, so some of this may be wrong or at least contentious.
There's a TL:DR at the end for the impatient.

Here is A Beginner's Guide to the BGS

Each system has from one to six factions (although higher numbers have been spotted). There are one or two leading factions: the Top Dog and the Chief Influence (a title you won't see anywhere else). In Azrael they are currently one and the same. The Top Dog owns the best station and controls the system, but the Top Dog doesn't always have the most influence. For a number of reasons, influence can be distributed to the point where the Top Dog has just 1%, yet still be in control, while the Chief Influence has the most power.

There are six factions in Azrael, but Mobius members are asked to support only one, the current Top Dog: The Order of Mobius, Cooperative, Independent at 80.5% influence (tonight's figures).
The other factions are in competition:
Az. Empire Consulate, Patronage, Empire, 8.2%
Az. Patron's Principles, Patronage, Empire, 7.2%
Az. Crimson Galactic Ind, Corporate, Independent, 2.2%
Az. Mafia, Anarchy, Independent, 1%
Labour of Az., Democracy, Independent, 1%.

By definition, there are only 100 points of influence, although the sharp-witted will notice that here we have 100.1 thanks to rounding issues. You can find influence levels in the right-hand status panel of your HUD (where figures are rounded down) and in the System Map (where the figures are roundly fudged).

A faction gets to be Chief Influence by taking influence from the other factions.
Every time you successfully conclude a mission for a faction, that faction takes a proportion of influence - small, medium or large - from all the other factions (and you gain a small, medium or large amount of kudos with that faction depending on the mission).
If you take a mission and abandon it, the commissioning faction loses influence and the Chief Influence gains it.
Every time you kill a pirate ship in a RES the pirate's faction loses influence to the Chief Influence (and you lose a little kudos from them and gain a little with the Chief Influence).

There are two ways of getting to be Top Dog:
If two factions are on par with equal influence levels they could go to Civil War (if they are of opposite type(Corporate and Anarchy, for example), or Election if the are of the same type (Patronage and Patronage).
A faction gaining 70% of the influence without previously challenging for the system can also trigger a Civil War or Election.

As you know, you get a side to win a Civil War by picking a side in a CZ and killing ships of the opposition. When a ship is destroyed the killer faction takes some influence from the opposition but nobody else gains or loses. To win an election you take missions for your the faction you support. The loser of a Civil War or Election hands over their most valuable station to the winner (if they have one).

You can cash in your Bounty vouchers, Combat bonds and Exploration data at any station in the system, but make sure you choose the right one: the owner of the station takes a little influence from the other factions each time you make a transaction of this type.

As influence can be modified through actions in Solo, Open and Group, there are often changes in the daily tick (when all influences are updated) that are difficult to explain. Sometimes a Wing (or worse) will descend on a system and just take the profitable missions. Some missions are rumoured to have an extraordinary effect on influence and cause really wild swings in the fortunes of all factions - 60% overnight is not unknown, so the Chief Influence can change several times over a week.

Azrael is in a difficult position as it's being exploited by an Empire Power, which means that pledged players will be constantly popping in and out as they play their power games. This is just to remind you how insignificant you are as there is nothing you can do to defend aginst their depradations that doesn't work against you.

TL:DR - Don't do ANYTHING for any faction other that the one you wish to support: The Order of Mobius, of course.
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Re: Allied Factions - Mutual Cooperation Agreement

Postby Mouse » Fri Oct 09, 2015 3:50 am

Xebeth wrote:
Julissa Silver wrote:As a spokesperson for BCATS , I can happily agree that we won't be making efforts to undermine or obstruct any activities by the Order of Mobius. Our own ethos of spreading cooperation and our efforts to work as mediators and conciliators and as advocates for peace and equality sit quite neatly beside your own stated goals.


Thank you Vice-Deputy Sub-Assistant, the Order of Mobius looks forward to a long and baconful alliance.



That is the Baconatrix you were talking to ^,^

and As a Bacon Cat I sign my name as well

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Re: Allied Factions - Mutual Cooperation Agreement

Postby clivewil » Fri Oct 09, 2015 4:26 am

CMDRs clivewil and clivus will only undertake tasks that benefit - or at least, do not harm - the Order of Mobius. if i want to concentrate on anything else e.g. ranking with major factions, i'll do it far enough away to not influence things in Azrael

after a few carefully selected missions today, clivus is now friendly to the OoM :)
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Re: Allied Factions - Mutual Cooperation Agreement

Postby Xebeth » Fri Oct 09, 2015 9:50 am

Walter wrote:It's clear <snip>...
TL:DR - Don't do ANYTHING for any faction other that the one you wish to support: The Order of Mobius, of course.


Excellent summary of the machinations of the BGS :D
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Re: Allied Factions - Mutual Cooperation Agreement

Postby Walter » Fri Oct 09, 2015 6:42 pm

Xebeth wrote:
Walter wrote:It's clear <snip>...
TL:DR - Don't do ANYTHING for any faction other that the one you wish to support: The Order of Mobius, of course.


Excellent summary of the machinations of the BGS :D

Unfortunately, this single line isn't enough to make the best of all situations. It's as well to know that, during a Civil War, no missions taken for your faction - or any other action on its behalf - will have any effect on its influence rating. The only exception to this rule applies to missions to kill ships of the opposition faction in the CZ, which has the added bonus that you get paid twice for each ship destroyed.
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Re: Allied Factions - Mutual Cooperation Agreement

Postby Mouse » Fri Oct 09, 2015 7:09 pm

Walter wrote:
Xebeth wrote:
Walter wrote:It's clear <snip>...
TL:DR - Don't do ANYTHING for any faction other that the one you wish to support: The Order of Mobius, of course.


Excellent summary of the machinations of the BGS :D

Unfortunately, this single line isn't enough to make the best of all situations. It's as well to know that, during a Civil War, no missions taken for your faction - or any other action on its behalf - will have any effect on its influence rating. The only exception to this rule applies to missions to kill ships of the opposition faction in the CZ, which has the added bonus that you get paid twice for each ship destroyed.


What about Lockdown?
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Re: Allied Factions - Mutual Cooperation Agreement

Postby Walter » Fri Oct 09, 2015 8:44 pm

Mouse wrote:
Walter wrote:
Xebeth wrote:
Excellent summary of the machinations of the BGS :D

Unfortunately, this single line isn't enough to make the best of all situations. It's as well to know that, during a Civil War, no missions taken for your faction - or any other action on its behalf - will have any effect on its influence rating. The only exception to this rule applies to missions to kill ships of the opposition faction in the CZ, which has the added bonus that you get paid twice for each ship destroyed.


What about Lockdown?

This is the collective wisdom from a variety of sources:
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 greater impact.
Lockdowns have nothing to do with Civil War. No need to push to Lockdown to get Civil War.
Checkpoints appear, with Lakon Type 9 evidence collectors, and system authority (?). Only IF Lockdown is with the controlling faction.
The length of (ongoing?) Lockdown can be reduced by performing Bounty-Hunting. Unclear if bounty-hunting missions or just bounty-hunting freelance.

Most of this was generated during 1.2 so may be subject to adjustment. I've been involved in local politics since January and none of my systems have ever experienced it - may be just chance.

Should have made clear in the previous post that you can always aid your faction during a Civil War by killing opposition ships in a CZ.
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Re: Allied Factions - Mutual Cooperation Agreement

Postby Mouse » Fri Oct 09, 2015 8:53 pm

Walter wrote:
Mouse wrote:
Walter wrote:Unfortunately, this single line isn't enough to make the best of all situations. It's as well to know that, during a Civil War, no missions taken for your faction - or any other action on its behalf - will have any effect on its influence rating. The only exception to this rule applies to missions to kill ships of the opposition faction in the CZ, which has the added bonus that you get paid twice for each ship destroyed.


What about Lockdown?

This is the collective wisdom from a variety of sources:
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 greater impact.
Lockdowns have nothing to do with Civil War. No need to push to Lockdown to get Civil War.
Checkpoints appear, with Lakon Type 9 evidence collectors, and system authority (?). Only IF Lockdown is with the controlling faction.
The length of (ongoing?) Lockdown can be reduced by performing Bounty-Hunting. Unclear if bounty-hunting missions or just bounty-hunting freelance.

Most of this was generated during 1.2 so may be subject to adjustment. I've been involved in local politics since January and none of my systems have ever experienced it - may be just chance.

Should have made clear in the previous post that you can always aid your faction during a Civil War by killing opposition ships in a CZ.


Well the minor faction I am helping is in lockdown.. so.. guess I have to go look for pirates and such or go to cz's :(
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Re: Allied Factions - Mutual Cooperation Agreement

Postby Walter » Sat Oct 10, 2015 1:38 pm

Mouse wrote:Well the minor faction I am helping is in lockdown.. so.. guess I have to go look for pirates and such or go to cz's :(


Not CZs - they only exist during wars - you need a RES, which is a much easier prospect. Just make sure you don't target pirates of you favoured faction as that counts against you.
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Re: Allied Factions - Mutual Cooperation Agreement

Postby Mouse » Sat Oct 10, 2015 9:12 pm

Walter wrote:
Mouse wrote:Well the minor faction I am helping is in lockdown.. so.. guess I have to go look for pirates and such or go to cz's :(


Not CZs - they only exist during wars - you need a RES, which is a much easier prospect. Just make sure you don't target pirates of you favoured faction as that counts against you.



sadly no RES's in this system :(
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