BGS Guide

The Elite: Dangerous Background Simulation or BGS is a mechanism designed to allow players to support an in game faction through various means, allowing them to “control” stations, systems or entire areas of space through a series of interactions with the game.

secrets and mysteries

As a guideline, we do not talk about the BGS outside the BGS. Talk about missions and plans on discord should stay in the bgs rooms. If you sync to inara or edsm please set your sharing of mission or flight log to “Squadron only”, to avoid outsiders spying on our activities. Maybe also consider who you “friend” in game or on your gaming platform, and what outsider “friends” could have revealed by snooping there. This is of course, completely optional, but we do know other factions target us because of our size and the more we can do to minimise this risk the easier it will be to achieve our objectives.

Commonly used phrases

Below you’ll find a number of common phrases and abbreviations used throughout this guide.

  • Faction
    An in game, NPC Minor Faction. Will be used generically to refer to both NPC and players factions in this guide.
  • PMF
    Player Minor Faction, identical to Factions in every way, with the exception of having been inserted into the game at the request of a player group. As a rule, The Fatherhood does not interfere with other PMF’s unless specifically asked to do so by that PMF or in self defense.
  • Influence
    The proportion of influence over a given system that a faction has.
  • INF+
    A unit of measurement,  missions provide a reward choice, each with their own benefits. Some rewards will have an Inf benefit to the issuing faction, this can vary from “INF+” to “INF+++++”.
  • Native
    Refers to a faction or PMF in their home system.
  • Non-native
    Refers to a faction’s presence in a system that is not their home system.
  • Expansion 
    Mechanism that allows a faction or PMF to gain new territory in another system.
  • The Cube
    A cube in space with sides measuring 40ly, with a given system in the centre.
  • Retreat
    Mechanism by which a non-native faction can be ejected from a system.
  • Asset
    An object “controlled” by a faction, assets can range from Starports to Outposts, ground stations and even non dockable objects like installations. Note: non dockable megaships in a system are controlled by the system’s controlling faction.
  • War
    Mechanism to determine the ownership of an asset using combat oriented gameplay.
  • Civil War
    As above, but can only be fought between native factions.
  • Election
    Mechanism to determine the ownership of an asset using peaceful gameplay.
  • Conflict
    A generic term referring to either war, civil war or election.
  • Tick
    Time of the day that the Frontier servers make the varying calculations and changes to the BGS.

System Influence

Each system has a finite amount of influence that is distributed amongst the various factions present in the system and displayed as a percentage of the total. At no point can the sum of all faction influences in a system exceed or drop below 100%. If this is ever observed in a system, then there has likely been a problem with the calculations and changes will be made to correct it in the following day’s tick.

Once a day all actions carried out by players are calculated and applied to the BGS on the “tick”. If there have been no player actions, and there are no conflicts present in the system, then a subtle rubber-banding effect comes into play pulling higher influence factions down and lifting lower influence factions up. Where player actions have taken place, this effect still takes place but is much less noticeable. However, there are some exceptions that can have the opposite effect and cause unexpected wild influence changes. This has been the case since the implementation of a “diminishing returns curve” by Frontier, designed to give greater weight to “normal” player actions.

This has resulted in The Fatherhood introducing a cap on player contributions of 15 INF+’s per faction, per day in each system. So far, this cap has been successful in stopping unintended consequences from taking place.

We closely monitor all of our systems to avoid reaching certain thresholds which can trigger an unwanted expansion or retreat.

As a general rule, we aim to keep The Fatherhood‘s influence below 65% and all non-natives above 10% influence.

Positive actions

These are the various actions a CMDR can take to positively affect a faction’s influence in a system:

  • Run missions for that faction, taking high INF+ rewards until reaching the cap of 15 INF+’s.
  • Hand in bounty vouchers to a station controlled by the issuing faction.
  • Hand in exploration data in a station controlled by that faction.
  • Complete profitable trade in a station owned by that faction.

Negative actions

This is a list of actions a CMDR can take to reduce a faction’s influence in a system. As far as we can tell there is no cap for negative actions.

  • Black Market
    Trading (profitable or not) with a black market, where available, will reduce the influence of the faction controlling that station.
  • Running Missions
    Missions for a rival faction in the same system. As there is a finite amount of influence available, any positive action for a faction will have an adverse effect on all other factions in that system. Note: adverse effects are not distributed evenly, higher factions lose influence faster than lower factions. Factions in conflict are locked and cannot change for the duration of a conflict.
  • Murder
    Destroying a faction’s ships will reduce their influence, along with increasing your notoriety.
  • Harassment
    Shooting a faction’s clean ships until incurring a bounty for assault.
  • VIP Passenger Failure
    Shooting innocent NPCs or smuggling narcotics not for you? Well, bring your Beluga to the party! Load it up with VIP passengers (specifically those who specify they do not like hull damage) and then go rub your Beluga along the station exterior until the VIPs get scared and fail the mission. Crude, but effective.