Wars & Elections
How conflicts work, how to win them, and what determines war vs election.
War or Election?
When two factions cross each other's influence level, a conflict starts. The type depends on their ethos (social group):
| Criminals | Autocrats | Corporations | Social | |
|---|---|---|---|---|
| Criminals | War | War | War | War |
| Autocrats | War | Election | War | War |
| Corporations | War | War | Election | War |
| Social | War | War | War | Election |
Elections happen between factions of the same ethos (except Criminals/anarchies, who always go to war). Civil wars happen when both factions share the same home system.
Wars & Civil Wars
How to win a day
Each day is decided by the side that wins the most Combat Zones (CZs). Combat bonds are only a tie-breaker if both sides win the same number of CZs.
Space vs Ground CZs
| Space CZs | Ground CZs | |
|---|---|---|
| Impact | ~4x more impactful | Lower impact per win |
| Side objectives | Win condition + 2-3 objectives | Win condition only |
| Bonds earned | Lower per CZ | Higher per CZ |
| Best for | Winning the war | Fun, asset transfer |
Strategy
- Uncontested war: Even a single Low CZ win per day can win the war if nobody else fights
- Contested war: Switch to spamming Low Space CZs. Get as many people as possible. Teams of 4 clear far more than 4x what solo players can
- Pick up "Kill X enemy ships" missions during the war for extra combat influence and credits
- Side objectives speed up individual CZs but don't outweigh the raw count of Low CZ wins
- Combat bounties and bonds contribute to security influence but do not determine the day winner
Odyssey settlements in war
Settlements are real assets. Fight for the faction you want to own them, once or twice per day per settlement. If fighting for the opposing side to transfer assets, compensate with more space CZs for your own side.
Elections
How to win a day
Each day is decided by the side that completes the most non-combat election missions.
Dangerous election missions
These missions may not count if you end up in combat or earn a bounty/fine:
- Liberate diplomatic bag — DO NOT fire weapons
- Liberate political prisoners — DO NOT fire weapons
- Poll data retrieval — DO NOT fire weapons
Tie-breakers
If both sides complete the same number of election missions, these activities break the tie:
- High-demand, profitable trade (if you own a station)
- Exploration data (if your station has Universal Cartographics)
- Economic missions: donations, source & return, passenger, trade delivery
- Smuggling (if your station has a black market)
After the election
- Winner: gets the asset at risk + ~1.5% influence boost
- Loser: loses asset at risk + ~1.5% influence drop
- Inconclusive: both keep their assets, minimal influence change, likely re-election
- All trade, exploration, and economic work on the last day still gets tallied — you can lose the election but end up with more influence than the winner
Conflict mechanics derived from The Complete BGS Guide 2025 v3.0 by Cmdr Purrfect (CC BY-NC-SA 4.0).