Background Simulation: Difference between revisions

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