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| The dynamic universe will be experienced in multiplayer and single-player modes, though single-player play will also be possible in an entirely offline mode where the universe does not develop at all. | | The dynamic universe will be experienced in multiplayer and single-player modes, though single-player play will also be possible in an entirely offline mode where the universe does not develop at all. |
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| Background Simulation descriptions (as hinted by GalNet news):
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| <strong>Expansion</strong>:
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| Expansion occurs when a minor faction reaches a sufficient influence
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| rating and there is a populated system within striking distance. The act
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| <nowiki> </nowiki>of expansion is a costly one and the wealth and development rating
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| suffers during the period of expansion.
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| <strong>Civil war</strong>:
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| Civil wars take place between minor factions in the same system over
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| ownership of major assets like starports. During civil wars only combat
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| missions and activities help bring the conflict to a resolution.
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| Security, development level and standard of living indicators all drop
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| for the duration of the civil war.
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| <strong>War</strong>:
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| Wars occur when a minor faction invades another star system. For the
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| duration of the conflict standard of living, wealth and security are all
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| <nowiki> </nowiki>severely impacted. Combat missions and activates determines who wins
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| the war. If no winner emerges then the war will end in a ceasefire.
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| <strong>Elections</strong>:
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| Elections occur when two minor factions are of a similar political
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| structure resolve a conflict over ownership and influence within a
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| system.
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| '''Famine''': Famines cause a massive drop in the standard of living for the systems
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| inhabitants. Food trade and related contracts are essential to alleviate
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| <nowiki> </nowiki>the suffering of the populace. Due to the state of emergency combat
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| missions and activities provide no effect on influence.
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| <strong>Outbreak</strong>:
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| Like famines, outbreaks cause a major disruption to the inhabitants’
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| standard of living. Resupply of medicines and related trade contracts
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| are needed to end the outbreak. Due to the state of emergency combat
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| missions and activities provide no effect on influence.
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| <strong>Lockdown</strong>:
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| Lockdowns increase the security rating for a system but also have a
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| negative effect on the system’s wealth. Increased bounty hunting
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| activity can reduce the lockdown period.
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| <strong>Civil unrest</strong>:
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| Civil unrest is caused by illegal activity within the system as well
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| completing contracts from more nefarious sources. The wealth rating and
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| standard of living will suffer when a system contains civil unrest.
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| Combat missions and activities can be utilised to end civil unrest.
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| <strong>Boom</strong>:
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| When in boom the wealth of the system is increased for the duration and
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| all trade missions have doubled effects on influence. It can also
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| positively increase the minor faction’s influence. Boom can be entered
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| by consistent trade profits and completed trade contracts. Booms tend to
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| <nowiki> </nowiki>last until they run out or some other indicator takes precedence, such
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| as famine.
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| <strong>Bust</strong>:
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| The wealth of a system diminishes while in bust and the minor faction’s
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| influence is also lessened. The effect of trade contracts and actions do
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| <nowiki> </nowiki>not contribute to boom while a bust is active. A bust generally has to
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| run its course before ending.
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