How Influence Works
The core mechanics behind faction influence in the Background Simulation.
The 4 Influence Buckets
Every BGS action falls into one of four buckets. Each bucket contributes independently to a faction's influence. The buckets, ranked by impact per effort:
| Bucket | Slider | Impact | Source activities |
|---|---|---|---|
| Combat bounties | Security | Highest | Bounty hunting, resource sites, nav beacons, KWS |
| Exploration data | Economic | High | Universal Cartographics, Roads to Riches |
| Trade profits | Economic | High | High-demand trade loops, station-to-station |
| Missions | Varies | Moderate | Any mission with INF reward (max 5 Horizons, 4 Odyssey) |
Exploration data has no counter. Unlike trade or combat, there is no negative action that can undo exploration data. It's the only "pure positive" bucket.
Diminishing Returns
Each bucket follows a logarithmic curve. Your first contributions have the largest effect, and each additional contribution in the same bucket gives less and less. The curves taper off quickly.
The approximate formulas (credit: Cmdr Taipandot):
| Bucket | Formula |
|---|---|
| Bounties | 1.33 × log2(bounty / 450,000) |
| Exploration | 0.5 × log2(value / 1,000,000) |
| Trade | 0.5 × log2(value / 100,000) |
| Missions | 0.5 × log2(mission_influence) |
These formulas give relative influence points, not direct percentage changes. The actual influence change also depends on population size (see below).
Population Scaling
Larger systems require more effort to shift the same amount of influence. The relationship is roughly:
Effect = max(0.025, (1 - log(Population) / 10.875)) × Effort
A 1 billion population system needs about 6x more effort than a 1,000 population system to achieve the same influence change.
What this means in practice:
- Small systems (<1M pop) are easy to move — a single operative can make a visible difference
- Medium systems (1M-25M) need consistent daily work from a few people
- Large systems (>25M) require coordinated team effort
- The maximum achievable daily influence shift is lower in large systems regardless of effort
Recommended Daily Contribution
Suggested effort per operative, per system, per day to get good results without burnout. Going beyond these amounts gives diminishing returns.
| Bucket | Small (<1M) Uncontested | Medium (1-25M) | Large (>25M) Contested |
|---|---|---|---|
| Combat bounties | 10 mCr | 20 mCr | 30 mCr |
| Exploration data | 5 mCr | 10 mCr | 15 mCr |
| Trade profits | 10 mCr | 20 mCr | 30 mCr |
| Missions INF | 15 INF | 25 INF | 50 INF |
These are guidelines, not hard limits. If you're in a contested system, you may need more. If uncontested, even less can maintain control.
Push & Pull (Yin-Yang Model)
Since influence adds to 100%, there are two ways to help your faction:
- Push (positive): Boost your faction with bounties, trade, exploration, missions
- Pull (negative): Reduce a competitor with murder, smuggling, unprofitable trade, failed missions
Doing both is significantly more effective than doing only positives. A good rule of thumb: pick one beneficiary faction and one victim faction per system.
Low influence factions steal disproportionately
Pushing a faction below ~10% influence has an outsized effect on the controlling faction. If you want to reduce a dominant faction, boosting several small factions a little each can be more effective than direct negative actions against the big faction. This is a useful force multiplier.
Defending high influence is harder
A faction at 60%+ influence is harder to push higher. Your defensive effort needs to be larger than an attacker's effort because they benefit from the low-influence boost effect. When defending, keep competitors low rather than just pushing yourself higher.
Influence mechanics derived from The Complete BGS Guide 2025 v3.0 by Cmdr Purrfect (CC BY-NC-SA 4.0), with testing by Cmdrs Cluster Fox and Taipandot.