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

PhaseDurationNotes
Pending3 daysSource system chosen on day 1 (shown in station news)
Active5-10 daysCannot be stopped. Target is announced.
Cooldown2 daysOther states (e.g. Boom) can still run during cooldown
Expansion taxInstant-15% influence in source system on completion

The Expansion Cube

Expansion targets are found within a cube centered on the source system:

RangeCube edgeMax diagonal distance
Normal20 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)

  1. System the faction has never been to, with fewer than 7 factions
  2. System with exactly 7 factions — triggers an invasion war against the lowest non-native faction
  3. System the faction was previously retreated from, with fewer than 7 factions
  4. Expansion fails — next attempt gets extended range (even from a different system)
  5. 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.

Permanent block risk: A third expansion attempt from a system that has failed twice will permanently prevent any faction from ever expanding from that system. Be careful with failed expansions.

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


Retreat

Trigger

A faction whose influence drops below 2.5% for one day enters retreat. Once triggered, retreat is locked in.

Timeline

PhaseDurationNotes
Pending1 dayRetreat is locked in, cannot be reversed
Active6 days-2% influence per tick
Critical dayDay 5 → 6Only this transition matters for the outcome
Cooldown1 day
The critical day: On the last day of retreat, if the faction is still below 2.5%, they leave the system. If you've pushed them above 2.5% by day 5 going into day 6, they survive. Push hard from day 4 onwards regardless of which side you're on.

Forcing a retreat

Preventing a retreat


Colonization

Colonization lets you create a new system for your faction, but with limitations:


Expansion and retreat mechanics derived from The Complete BGS Guide 2025 v3.0 by Cmdr Purrfect (CC BY-NC-SA 4.0).