Background Simulation: Difference between revisions

The game uses the word "election" in singular
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| '''Elections'''
| '''Election'''
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| Influence is frozen. Completing more combat missions and actions than the opposing faction for four cumulative days over a seven-day period will result in a large increase in influence at the end of the war and a large decrease in influence for the opposing faction. Can only apply to native factions.
| Influence is frozen. Completing more combat missions and actions than the opposing faction for four cumulative days over a seven-day period will result in a large increase in influence at the end of the war and a large decrease in influence for the opposing faction. Can only apply to native factions.
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| '''Elections'''
| '''Election'''
| Influence is frozen. Completing more non-combat missions and actions than the opposing faction for four cumulative days over a seven-day period will result in a large increase in influence at the end of the elections and a large decrease in influence for the opposing faction. Can only apply to non-anarchy factions of the same government category (social, autocratic, or corporate) as the opposing faction.
| Influence is frozen. Completing more non-combat missions and actions than the opposing faction for four cumulative days over a seven-day period will result in a large increase in influence at the end of the election and a large decrease in influence for the opposing faction. Can only apply to non-anarchy factions of the same government category (social, autocratic, or corporate) as the opposing faction.
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| '''Boom'''
| '''Boom'''
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Assets are ground ports/bases and space stations/outposts. These assets allow the owner faction to be affected by player actions as described above. One asset in every system is the controlling asset whose owner controls the system, setting the local laws and bounties.  
Assets are ground ports/bases and space stations/outposts. These assets allow the owner faction to be affected by player actions as described above. One asset in every system is the controlling asset whose owner controls the system, setting the local laws and bounties.  


Ownership of an asset can change at the conclusion of one of the following states:
The 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)
* War (If a faction is invading from another star system)
* Civil War
* Civil War
* Elections
* Election
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 the system influence to trigger a conflict with the system controller. No conflicts can happen below 7% influence.
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 the system influence 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.
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.


The state of a war or elections is decided on a daily basis, with the faction completing the most relevant missions (and/or winning the most Conflict Zone battles in the case of a war or civil war) winning the day. The conflict state concludes after seven days, at which point the winning faction (the faction which won the most days) gains a significant increase to influence, the losing faction gains a significant decrease to influence, and 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.
The state of a war or an election is decided on a daily basis, with the faction completing the most relevant missions (and/or winning the most Conflict Zone battles in the case of a war or civil war) winning the day. The conflict state concludes after seven days, at which point the winning faction (the faction which won the most days) gains a significant increase to influence, the losing faction gains a significant decrease to influence, and 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. The minor factions are grouped in three categories by goverment type. The factions in a category do not wage wars against the factions in the same category. Instead, they hold elections. The categories are:
What conflict state occurs depends on the type of factions involved. The minor factions are grouped in three categories by goverment type. The factions in a category do not wage wars against the factions in the same category. Instead, they hold elections. The categories are: