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Background Simulation

From Elite Dangerous Wiki

Elite: Dangerous will involve a dynamic background simulation, reflecting the evolution of the known galaxy in response to players' behaviour.

Star systems will, as in previous Elite games, differ in their forms of government, local laws, and economies. However,  both regular player activity - for instance, trading or piracy - and also special missions will affect how these develop over time. Pirate activity, for instance, 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 will affect the standard of living and wealth of the population, as well as prices which depend on temporary gluts and shortages.

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):

Expansion: Expansion occurs when a minor faction reaches a sufficient influence rating and there is a populated system within striking distance. The act of expansion is a costly one and the wealth and development rating suffers during the period of expansion.

Civil war: 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.

War: Wars occur when a minor faction invades another star system. For the duration of the conflict standard of living, wealth and security are all severely impacted. Combat missions and activates determines who wins the war. If no winner emerges then the war will end in a ceasefire.

Elections: Elections occur when two minor factions are of a similar political structure resolve a conflict over ownership and influence within a system.

Outbreak: 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.

Lockdown: 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.

Civil unrest: 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.

Boom: 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 last until they run out or some other indicator takes precedence, such as famine.

Bust: 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 not contribute to boom while a bust is active. A bust generally has to run its course before ending.