Actions Quick Reference

What each action affects — a cheat sheet for BGS operatives.

Actions & Effects

Each action affects one or more BGS dimensions. Up = positive for the controlling faction, Down = negative.

ActionEconomicSecurityInfluenceConflict / Other
Trade (legal, profitable)Up-UpElection
Trade foodUp-UpElection
Trade medicinesUp-UpElection. Outbreak down
Trade weaponsUpUpUpElection. Pirate attack down
SmuggleDown-DownElection. Pirate attack up
Smuggle foodDown-DownElection
Smuggle medicinesDown-DownElection. Outbreak down
Smuggle weaponsDownDownDownElection
Redeem bounties-UpUpWar / Civil War. Pirate attack down
Redeem combat bonds-Up-War / Civil War. Pirate attack / Outbreak up
Sell exploration dataUp-UpElection. Outbreak down
Search & Rescue-UpUpElection
Violent crimes / murder-DownDownWar / Civil War
MissionsVariesVariesVariesVaries by mission type
Not comprehensive. For the full list of known action-to-effect mappings, see the Colonia Census mission database.

Ethos / Social Groups

A faction's ethos determines black market availability and conflict types.

CriminalsAutocratsCorporationsSocial
Black marketsOpenClosedClosedOpen
Illegal missionsManyAverageAverageAverage
Same-ethos conflictWarElectionElectionElection

Reducing Influence

Murder (Clean Kills)

The most impactful negative action. Find clean (non-wanted) ships or NPCs of the target faction and destroy them.

Unprofitable Trade

Selling goods at a loss to a station controlled by the target faction reduces their economic slider and influence.

Smuggling

Selling illegal or stolen goods at a black market reduces the station owner's economic slider and influence. Exception: anarchies benefit from stolen goods (boosts their economy slider).

Failing Missions

Deliberately failing missions hurts the issuing faction. This is generally less effective than other methods.


Reputation Tips

Exobiology is portable reputation

Exobiology data has no BGS influence effect but restores reputation extremely fast. Drop 60-90 mCr of exobiology data at a controlling faction's station for instant allied status.

Recovering from hostile:
  1. Go to a hazardous resource site in a system they control. Earn 5-10 mCr of combat bounties.
  2. Hand the bounties in at a station in a system where they're present but don't control. This gets you out of hostile.
  3. Go to their station with Vista Genomics. Drop 60-90 mCr of exobiology data. Instant allied.

Fleet Carrier Rules

ActionBGS EffectNotes
Sell to carrier marketNone
Buy from carrier marketDiminishedSome reputation and economy slider effect
Transfer via carrier hold, sell at stationFullRetains original buy price
Transfer stolen goods via carrier, sell at black marketFullWorks for smuggling too
Fill mission from carrier suppliesFullInfluence from mission completion, not trade
Sell mined goods at stationNoneNo trade influence, no economy slider. Use as mission commodity instead

Daily Tick

Every day, the BGS processes a "tick" in three phases:

  1. Conflict resolution — CZ wins tallied, day winners decided, concluded conflicts pay out
  2. State resolution — states introduced or concluded. Expansion tax applied. Retreats processed.
  3. Influence distribution — all accumulated influence from player actions is applied

The tick spreads through the galaxy at various times. Hand in all trade, exploration data, and missions before the tick for them to count on that day.

There is also a weekly server maintenance tick (Thursdays) which handles colonization asset incorporation and other server-level changes.


Action effects derived from The Complete BGS Guide 2025 v3.0 by Cmdr Purrfect (CC BY-NC-SA 4.0) and the Colonia Census.