Expansion & Retreat
How factions grow into new systems and how they get pushed out.
Expansion
Trigger
A faction that holds >75% influence in a system for at least one tick will enter pending expansion. Once pending, expansion cannot be stopped.
Timeline
| Phase | Duration | Notes |
|---|---|---|
| Pending | 3 days | Source system chosen on day 1 (shown in station news) |
| Active | 5-10 days | Cannot be stopped. Target is announced. |
| Cooldown | 2 days | Other states (e.g. Boom) can still run during cooldown |
| Expansion tax | Instant | -15% influence in source system on completion |
The Expansion Cube
Expansion targets are found within a cube centered on the source system:
| Range | Cube edge | Max diagonal distance |
|---|---|---|
| Normal | 20 ly | ~34 ly (20 × √3) |
| Extended (after 1 fail) | 30 ly | ~52 ly (30 × √3) |
Most expansions land within 20 ly. Use Inara's "Expansion targets" tab to see candidates.
Rules of Expansion (priority order)
- System the faction has never been to, with fewer than 7 factions
- System with exactly 7 factions — triggers an invasion war against the lowest non-native faction
- System the faction was previously retreated from, with fewer than 7 factions
- Expansion fails — next attempt gets extended range (even from a different system)
- Second fail — that system is permanently blocked from expansion by any faction
If multiple systems qualify at the same priority, the system with the lowest-influence target tends to be picked. Permit-locked systems (Sol, Shinrarta Dezhra, etc.) generally cannot be expanded into.
Multiple systems above 75%
If two or more systems are above 75%, the game chooses the expansion source on the first day of pending. It reportedly favors the "happiest" system, but in practice the choice appears somewhat random. To control which system you expand from, keep only one system above 75%.
Expansion diplomacy
- Before expanding, check if the target system has an active PMF. Search the Squadron hub, Inara, or ask on the ED BGS Discord.
- Honor the "first there owns the system" golden rule. You'll be a guest.
- If a Commander hasn't logged on in 6+ months and you can't reach squadron leadership, the PMF is likely defunct.
Retreat
Trigger
A faction whose influence drops below 2.5% for one day enters retreat. Once triggered, retreat is locked in.
Timeline
| Phase | Duration | Notes |
|---|---|---|
| Pending | 1 day | Retreat is locked in, cannot be reversed |
| Active | 6 days | -2% influence per tick |
| Critical day | Day 5 → 6 | Only this transition matters for the outcome |
| Cooldown | 1 day |
Forcing a retreat
- Murder (clean kills) is the most effective method
- Violent combat missions against the faction
- Smuggling and negative trade
- Boost all other factions to steal influence from the target
Preventing a retreat
- Drop combat bounties, do profitable trade, drop exploration data
- Run trade and combat missions for the faction
- Focus effort on day 4-6 — earlier days matter less
Colonization
Colonization lets you create a new system for your faction, but with limitations:
- Must be within 15 ly of an existing system you control
- Your faction starts at 100% but with no BGS sliders until the first asset is completed
- First asset gets incorporated during the weekly server tick, then normal BGS kicks in
- You cannot spread other factions to the new system until at least one asset exists
- To backfill: other factions must be >75% in a system within 20 ly and in control
- You can expand multiple factions in at once if multiple qualifying systems exist nearby
- To deny a specific faction: fill the system with 7 factions total
Expansion and retreat mechanics derived from The Complete BGS Guide 2025 v3.0 by Cmdr Purrfect (CC BY-NC-SA 4.0).