[An in game image from Ephaphus.]
Published: 2025-03-21
Part 2 of 3
Nuts and Bolts
Reminder: the E:D construct of a "minor faction" is written here as just Faction or faction. A Faction is not a Power or Super Power. The topic is BGS, and BGS is disinterested in Powers and Super Powers. It is, however, driven by the actions of Commanders.
In the introductory article, a common example of advice given to new Commanders to assist them selling goods was mentioned: sell at a Boom market which is in a system of High security. This example was chosen to use the properties of game objects which one studies in BGS play. Once engaged in BGS play, the instruction becomes obvious because one has understood how Faction local government states in systems affect prices and security because one is constantly manipulating them.
In the example, one is tempted to describe the system in which the market is located at which one should sell, as in Boom. This is an error. It is not the system, but the government which is in Boom. That government is a local branch of a Faction which at the time has the most influence in the system. (It may be that this Faction does not exist in any other system, so "local branch" might be slightly misleading. It is, nonetheless, the clearest way to think about the mechanics.)
Because that Faction has the most influence in the system it forms/is the government. Only the assets owned by the Faction which are located in the system are in Boom(*). This quibble might look irrelevant. But, it instructs one how to understand the data, and how to use it.
(*): Data to support this claim is provided below as an Annex.
A system which is described as having High security implies that the government of its ruling Faction is not Anarchy (as anarchy has no 'security slider'). It also implies that the local Faction government's security level (slider) has been recently boosted. We get to Faction properties in detail below. For now, note there are three properties which are displayed on sliders': happiness, security and economy. Each has named regions on the ‘slider’.
Over time, a slider will revert to its center. For security, that is the Medium region. Because the system with which we are concerned has a High security level, combat bounties issued by a Faction in the system have been submitted in the system and/or legal trade in weapons has been sold at markets in the system. This understanding has been gained by studious Commanders and published in guides listed under References in the first article.
The properties of a local Faction government allow one to infer some player activity in the system.
[The above table is one of many from [TCG] republished in this guide. ]
The table characterises the affects of actions on the economy and security sliders of a local Faction's government. Importantly, it notes Mission(s) as but one line in the many actions which one can perform which affect a Faction government's economy, its security and the Faction's influence in a system.
The two object types at the core of BGS are Factions and Systems. To reach them we travel via Wings and Squadrons.
Wings
A Wing is a temporary construct; a small collection of players form a Wing for some activities. While in the Wing, Commanders share access to navigational data. They also share increased profits for selling mined materials or performing missions offered to Wings.
Wing missions are slightly harder than individual missions, but the increased profit is awarded to every Wing member when handed in. The profit increase from selling materials mined in a Wing is +15%.
If you ever find yourself marooned in space, out of fuel, in need of the Fuel Rats, on approach they will ask you to join a Wing so that they have access to your location data to help them find and so refuel you. They will offer a friendly discussion group chat on the utility of fuel scoops and KGBFOAM star classes.
Wings maximize the return on some shared activities. BGS play is more effective as a collective activity. Thus, Wings are a very useful construct for BGS play.
Squadrons
A Squadron is a long lasting, named entity which can be created by a Commander for the cost of 10 million Cr. Other Commanders can request to become members of a Squadron. A Squadron "has" nothing but its story and members. It can profess a Super Power allegience and government type preference. A Squadron can issue "missions" encouraging some activity. These are different from Faction and Power missions, having no concrete benefits.
A natural use of a Squadron is to engage in BGS play with a group. Like anything in E:D, you use it how you wish. A useful facility of a Squadron is that it can issue propaganda (or narrative). Squadron “missions” are a part of this.
For BGS play, a useful property of a Squadron is that it can declare its alliegences (coalition partners) with other Squadrons. This facilitates diplomacy between Squadrons which may also be involved in BGS play. This topic is covered more under "Feifdoms"; or, not starting "turf wars" with other BGS player groups.
One can look up Squadrons in Inara and examine their members, government preference and age and other metadata.
[A 2 person Squadron: YNFU “Your Friendly Neighborhood Union”]
A Squadron is not a Faction, though a Squadron may profess to aid one or more Factions.
Factions
Factions are the political units of the BGS political economy model.
A Faction has a system of origin. It cannot be driven out of (Retreated from) the system in which it originated (was created). It is, thus, eternal. It cannot be destroyed by player activity. Through Expansion a Faction can extend its political inflence to many, other, non-origin systems.
A Faction's government type choice will determine the type of government it forms in a system if it acheives influence dominance in a system.
A Faction in a system may own assets in the system which it has acquired through conflicts with other Factions present in the system. It may well lose those them in further conflicts.
A Faction does NOT HAVE MEMBERS. Even Player Requsted Minor Faction (PRMFs) do not have members. To repeat: they cannot be owned.
A small percentage (~ 2%) of Factions were created based on requests from players. They were created by FDev in one of three systems given in a wish-list by the requesting player(s). These Factions are abbreviated to PRMFs (Player Requested Minor Factions). Recall, the BGS makes no distinction between PRMFs or "regular" Factions.
Of the approximately 76 000 factions in E:D about 1500 are PRMFs, many, many of which are abandoned. These abandoned factions are being affected by the BGS' random inputs and going where BGS’ random winds and the actions of players behind non-abandoned PRMFs are blowing them. An abondoned PRMFs may be adopted. One shall ask.
Attempting to control the destiny of a player faction without asking if it is under someone's control is a hostile act. Diplomacy between player groups, normally gathered in a Squadron, is paramount. But, if one asks and there is no answer for an extended period, or one learns that the player faction has been abandoned, it is asking to be adopted.
Ask yourself why you want an abandoned PRMF rather than just adopting any of the far more numerous “regular” Factions which are not already supported by a Squadron? The only answer your author has found is the ability to modify the propaganda displayed on the Faction’s page. Why not just stick that on your Squadron page, which is where you want your squadron members to visit? The only reason your author can find to declare a link to a Faction is that its origin system marks a place in the Bubble which your Squadron considers “home”. This has very limited value. Why bother with it at all? The only answer seems to be diplomacy and even that is tenuous.
FDev don't seem to be creating player factions anymore, which is fair enough as they are eternal and hundreds of them are defunct.
Adopting abandoned PRMFs is further presented in Part 3.
Commander Driven Faction Group
Given the above understanding that "ownership" of a faction is impossible or irrelevant, the division between "player request" minor factions and non-player minor factions is purely whether one can edit the propaganda/metadata. Again, from the perspective of the BGS, there is no difference between them.
This guide uses the term "Commander Driven Faction Group" (CDFG) to denote a collection of commanders, possibly gathered in squadron(s), possibly having issued some propaganda, who are driving the destiny of a collection of Factions, usually confined to a one or more regions of the Bubble, for their own purposes. As is noted below under Systems, system Influence is a zero sum game. To promote one faction's Influence, other local Factions must lose the same amount. A CDFG both boosts the influence of some Factions and undermines others, according to desired outcomes.
We are in the world of covert and overt operations, and diplomacy and statecraft (or factioncraft). Declaring one's intentions is an action which is expected to return a benefit. The honesty of any declaration is also to be calculated against intended benefit.
A benefit of honest declarations is diplomatic relations with other nearby CDFGs (i.e avoiding "turf wars"). Obviously, a degree of trust on controlling the disemination of accurate (or poisonous) information is required within a CDFG. Each group will assess how it evaluates trust on information disclosure.
Faction Attributes
Each 'local' (populated system) government of a Faction has three changing attributes, represented on "sliders": happiness, economy and security.
But, lets start at the top, with the overview page for a Faction.
[The overview page for the Starlance Alpha (player) Faction, from Inara.]
The core metadata for the Starlance Alpha faction is shown:
Government: Corporate (likes to be involved in wars rather than elections)
Alliegence: Federation
Origin system: Turing
present in 45 systems, controlling (is the government of) 24 of them, etc..
Should Starlance Alpha have dominant influence in a system, its government type preference of Corporate becomes the government of the system.
Starlance Alpha is supposedly supported by a Squadron of the same name with 91 members and by 19 non-squadron (independent) commanders.
The “happiness”, “economy” and “security” ‘sliders’ with named regions can be seen. This page merges the Faction states of 24 local system governments into a single page. Similarly, the 3 sliders of all 45 local factions are merged. A more detailed examination is undertaken later under Drilling Down.
A Brief Foray into Conflicts
A Faction’s government type matters. It not only determines a local Faction's government type but also, when a faction is in conflict with another, due to influence overlap in a system, their combined preferences for government type determine how the conflict is resolved. Conflict is resolved via an Election or a War (or Civil War).
Engineering conflicts and controlling their outcome is one of the most important BGS play activities.
This table is from the CONFLICTS section of [TCG]. It collects the 12 different Faction government preferences into Ethos groups, which are used below to describe how a conflict between Factions in a system will be resolved.
[Conflict resolution method, also from [TCG].]
A quick observation: Wars come from conflicts between non-overlapping government ethoses, excepting Anarchists which alway war. Of the 12 government types, Corprations will war with 11 of them. If you want war, and there are no Anarchists nearby, push the Corporate Factions around. War is a (profitable) racket, to quote US MC Maj. Gen. Smedley Butler.
All conflicts are between two local Factions in a system. If the conflict is resolved via War, and that system is the origin system for both Factions, it is labeled a Civil-War. There is no difference between a War and Civil-War but the label.
Fiddling with Factions
The Squadron attribute is a single name for a Squadron which is supposed to be managing the fortunes of the Faction. The numbers provided are suggestive. Perhaps the Squadron is doing nothing. The actions of players who don't even know the Faction exists may outweigh those which are declared to support it!
Say a Commander returns from an trip in the black and dumps 600 mCr of cartographic data at a station in a system. That may have a huge impact on the faction controling the station. It may heavily influence the faction's economy in that system for the next BGS calculation. Random stuff happens.
Here, we meet another core understanding of BGS play. One nudges things around. It takes time and concerted action to achieve results. Random events occur, sometimes assisting and sometimes throwing a mighty spanner in the works. The galaxy is caprious and its inhabitants are unpredictable. FDev deserve credit for enabling and supporting this truth in thier modeling of the BGS policial economy.
Because Faction and System can be confused through a system's Factional government, Factions are revisited after Systems.
Systems
The second main object on which the BGS operates is the system.
A system is physically a gravity well with at least one star and at least one orbiting body which is populated. Unpopulated systems are uninvolved in BGS. Technically, prison colonies can also be disregarded from BGS even though they are populated. Each populated non-prison colony system is governed by the Faction with the most influence.
System and local Faction government is a one-to-one relationship at any point in time, though the governing Faction and thus government type changes over time according to influence changes. This one-to-one relationship and the use of system instead of local government to refer to the properties of a system led to some confusion for this Commander. This guide attempts to disabuse you of that confusion.
In retrospect, it is obvious. From what are “security”, an “economy” and “happiness” derived? They are products of the political faction governing the human constructed assets in the system, not the gravity well.
HIP 21165 was (may well still be) a system currently governed by the Inara Nexus Faction.
[Overview of HIP 21165. Note CONTROLLING FACTION in orange: Inara Nexus.]
Each system asset must be owned by a faction present in the system, though it is not necessary for every Faction present to own something. Asset ownership is changed through intra-system factional conflict. This, naturally, is one of the most studied aspects of the BGS black box. It is revisited to conclude this article.
Politically, a system has up to 8 factions present. These have an influence over the system which always totals 100%. Change in influence over time is the core of BGS play.
A reduction in the influence of one faction requires an equal total increase across some other factions, and vice versa. Or, "Negative" actions resulting in a loss of influence for one faction cause a "positive", an increase in influence, amongst a collection of others. The sum of influences of Factions in a system must always total to 100%.
Back to System Attributes
A system has a security level. A security level of None implies an Anarchy government, otherwise it is one of three states: Low, Medium or High. Increasing system security increases the fighting capacity and decreases the response time of the ruling Faction's system security services arrival to intervene to prevent ongoing illegal activity.
Irrespective of the security level, if one goes around murdering people one's Notoriety increases. At max level 10, an ATR (Advanced Tactical Response) group will turn up equipped with the equivalent of starport lasers. Attempting to fight an ATG is folly.
Managing Notoriety is an important skill for CDFG 'covert operators'. Accordingly, [TCG] has an extended section on Notoriety management. It is highly recommended to Commanders who enjoy this type of play. See CRIME AND PUNISHMENT, pages 56-57.
Clarifications on "System State"
Firstly, "state" is multivalued, i.e "states". Secondly, these transient states can be separated between those which apply to the gravity well (system) or the ruling Faction's government.
Props to CMDR NewkTV who used the term "Government State" for "system state" in "A Full BGS Guide to Elite: Dangerous". It was the key to unlocking this Commander's confusion.
"System State" origins
AX (Xeno) activity generates a sequence of imposed states: Alert, Invasion, Control, Recovery. These AX states are beyond the scope of this guide and relate to the status of Xeno activity. This is a gravity well 'system' state rather than one which relates to the ruling Faction and its local government. AX activity will, naturally, affect the local government, particularly it economy, security and happiness, but it does not derive from that government or BGS activity in the system.
Historically, a collection of "global" Faction states were used by BGS. The only remaining one is "Expansion". A Faction's global Expansion is triggered when one of its local governments exceeds an Influence of 75%. The global Expansion state provides the opportunity for the Faction to expand into neighbouring systems from any of its systems. The Faction Expansion 'state' could be seen as propogating from a single system in which it begins through the Faction to its presence in other systems.
Expansion is the only (remaining) global faction state. When seen by itself as the "system state" when examining a system, it is accurate to think "the local Faction government state is Normal, and the controlling faction is in Expansion".
The rest of the 'system' states, mentioned below, are all Faction local government states which only occur one at a time. The above 'AX' and 'Expansion' states may overlap with a government state. The default government state is 'None', that being 'normal'
Henceforth, the term 'government state' is used to refer to these non-AX and non-Expansion states which apply to a Faction's government in a single star system.
Government States
Many of the government states are rare. Study of BGS has yet to reveal the pre-conditions which trigger many of these rare states. Even if some idea has been gleened, a mechanism to reliably triggering them remains unknown. The black hand of the BGS Gods are at play. This is all well and good; a degree of unpredictability comports with the general capriciousness of the galaxy. Some knowledge of how to remove these states has been obtained.
For all governemnt states, the best advice for triggering or removing them is found in [TCG] under Active States.
The list of known government states which no longer appear (defunct/disused) are:
Cold war, Colonization [for now!], Historic event, Incursion, Infested, Revolution, Technological Leap and Trade war.
The government states which have triggers which are not yet entirely known are:
Drought, Natural Disaster, Blight, Outbreak [1] Pirate Attack [2] and Public Holiday [3].
Outbreak seems related to the delivery of biowaste, but insufficient missions are issued to generate it with any reliability. Other possible related causes are excessive bounties and war bonds.
Pirate Attack tends to occur when a system has Boom (which generates large amounts of trade activity, potentially attracting pirates) and a pirate USS (Unknown Source Signal) appears and remains uncleared for some duration.
Public Holiday seems to occur after extended periods of happiness. It's trigger seems to be other positive activity (high demand trade, delivery of combat bounties, sale of exploration data etc.).
The remaining government states are those which BGS player groups can contribute towards manifesting in a system:
None, Boom, Bust, Civil Liberty, Civil Unrest, Civil War [1], Elections [1], Infrastructure Failure, Investment, Lockdown, Retreat, Terrorist Attack, War [1].
1) These were mentioned in the Conflict Resolution and Government Ethos tables above. See CONFLICTS from [TCG] for how to “win” or “lose” (control the outcome of) conflicts.
Drilling Down
Beyond the challenge of acquiring a consistent conceptual and lexical understanding of BGS in E:D, is that of obtaining the data to work it. Above, we learned the Starlance Alpha Faction (StA) was present in 45 systems and ruled 24 of them. The graphic was the "overview" summary via Inara. Below, the Elite Dangerous Star Map (EDSM) tool is used to drill down into two of the systems which they governed.
These data are used to validate the conceptual framework offered to understand Government states and Factions.
[EDSM confirms most of the Starlance Alpha data, except "Player faction". Curious.]
[The Boveltibes system was ruled by StA during the writing of this guide.]
Boveltibes has been ruled by StA for the entire period of the influence graph, possessing more influence than any other Faction throughout. The economy and security sliders, with their named regions, are displayed. Happiness is provided just by the named region label of Happy.
The Boveltides StA government is in Boom, indicating lots of trade, with a pending status of (global) Expansion triggered somewhere amongst StA's 24 systems, possibly here.
Warra's StA government is very stable, not because of the strong influence, but because the economy and security sliders are close to their center. Almost nothing has been happening in Warra. It is Happy.
It also has a pending state of Expansion, which could not possibly have happened in this calm location. The global Expansion state has “propagated” into Warra's StA government from one or more of its sibling governments.
Government State Evolution
Having used EDSM for some drilling, we now turn to elite-bgs.app as another data source for understanding BGS. The following two images provide different views into the collection of local chapters (and governments in some cases) of the Starlance Alpha Faction.
[The Starlance Alpha faction via elite-bgs.app]
The elite-bgs.app tool focuses on government states and their transitions. Note the Active, Pending and Recovering columns for States (plural). As noted, states are actually singular for a government. The plurality derives from the potential global Expansion state and AX states.
The elite-bgs.app data is not ordered by default.
[Starlance Alpha, the STATES tab, via Inara.cz]
The Inara tool (as opposed to the System or Factions which use the name) presents the data ordered by star system name.
The Life of Government States
Each government state arrives, exists and passes. Recall, the sliders will gravitate to the center. No activity creates normalcy, the state “None”.
This data, again from [TCG], is separated into the sliders (the positive and negative extreme ends of Economy, Happiness and Security), the conflicts and the other event type states. For each, we learn if a warning is issued (days Pending), how long they may last without remedial action, and their "Cooldown" (period after occurrence during which recurrence is prohibited).
Influcence Manipulation
A BGS player group is likely to undermine (reduce influence) of factions in a system to spread the target factions' influence to others. These "negative" actions include smuggling banned goods, assassinations, delivering protesters and other trouble. In parallel, positive actions for the faction(s) which the BGS player group wishes to boost can be made. These include selling astronomical and exo-biology data, physical goods, killing pirates, assassinating deserters, donating money and more.
Influence manipulation is a targeted game of push and pull, or boosting and undermining. Indeed, study of the BGS has revealed that the most effective influence manipulation strategy involves boosting and undermining multiple factions, and doing that via both the economy and security sliders. CDFG co-ordinators will be requesting diverse actions to achieve influence results, because diverse actions produce the most "bang for the buck".
Missions: Reputation and Influence
In PP2, as mentioned, one earns access to technologies when ranking via Merits. One is gaining reputation with the Power. In BGS (or PP1) one also earns reputation with Factions, and potentially the allied Super Power, by completing missions for the Faction.
Missions are a core E:D game mechanic. Below, the BGS / Faction version of missions is considered for their role in managing the influence of Factions.
A Faction intends to benefit from a mission it issues by increasing its own, and/or decreasing another Faction's Influence. You are the independent contractor to achieve it, and will be compensated with a combination of credits and influence with the issuing Faction. Note that your reputation with the mission's target Faction may also suffer for some mission types.
Here, we see that missions have an issuing (source) Faction and a target Faction. If the target Faction is not obvious then consider the location. If the mission involves a specific settlement or market, the Factional owner of the facility is probably the influence target of the mission. If the location is more general, just a "star system", the target is likely the governing Faction in the system.
Increasing one's rank with a Faction unlocks more powerful missions, though one is likely to need more capable ships to achieve them efficiently. Generalizing, the more "powerful" missions improve the ratio of time spent to reward obtained at the cost of requiring more capable ships, usually equipped for specific purposes (trade, passenger transport, combat).
As previously mentioned, the Pilots Handbook describes in detail the mission types which Factions (or Powers) can issue. The Colonia Region System Database (CRSD) resource has compiled some (partially aging) data on missions types, listing all 69 of them. It provides a window into a Commander's reputation gain and the Factional influence shifting of different types of missions.
It also links mission type issuance with government states!
[A subset, composed of two pasted screens, of CRSD's research data on missions. Note the intentional break. Note also the column headings.]
For CDFG (Squadron) coordinators this data assists by correlating high influence modifying missions with system states. Recall, BGS play is all about influence manipulation to engineer conditions which are beneficial to or just enjoyable for Squadron members.
For general players, the data hints at where high reputation influence missions are available based on government states. These could be used to climb Power and Super-Power ranks.
[TCG] has two extended sections on boosting and undermining influence under its main topic heading of Manipulating The Background Simulation. Missions are but one way to manipulate influence, powerful in some circumstances and relatively weak in others.
Trade, Exploration and combat outside of missions are constant influence opportunities. Exploration is somewhat unique, being constantly powerful and never incurring penalites for reputation or notoriety.
Conflicts
A conflict between Factions in a star system is caused by their influence levels colliding as one rises and/or the other's falls. Framed in the James Bond version of E:D, a conflict is generated between Factions of neighbouring influence, by boosting the one below and undermining the one above, forcing them to cross.
Asset Control
Some of the fixed assets held by the factions in conflict may appear as the spoils of the conflict, enabling a Squadron to manipulate the change, or lack thereof, of ownership of the assets up for grabs by manipulating the outcome of the conflict.
Government Type Selection
When a conflict is between the government and its closest influence rival, if the rival has a different government preference, the type of government ruling a system can be changed.
If a Squadron wishes to control the outcome of a conflict [TCG] offers very specific advice, especially related to timing, of how to do this. See the CONFLICTS section.
Condition Manipulation
If one enjoys combat, wars are profitable. They can be engineered by colliding the influence of Factions of the appropriate government ethos type wherever one wishes. Recall the ease of abusing Aethists and Corporatists to generate wars.
This harks back to the complete irrelevance of "owning things". If all you want is a war, it doesn't matter who is fighting who. Create Havoc! Let slip the Dogs of War!
If all you want is an Anarchy government so that you can do things and not have to worry about the Pew Pews, just make one nearby. Why become entangled in the silly idea of owning it?
Summary
Factions are political entities which exist eternally in their system of origin. A Faction may expanded into other systems or retreated from them. A Faction's presence in a system is marked by some influence. Conflicts between factions in a system may result in the change of ownership of assets in the system and change of government type. Conflict resolution is via Elections or Wars. Players and groups can heavily influence conflict outcomes and thus shift control of system assets between local factions, and the type of government which rules in systems.
On top of the random inputs generated by the BGS, each Commander provides inputs to BGS whenever they complete a mission, sell anything or kill or destroy anything within systems considered by BGS.
Commanders cannot join factions, though they can join Squadrons which may profess to support one or more factions.
BGS play is tailoring actions which are inputs to the BGS to manipulate Faction influcence and asset ownership and governemnt states. Actions by a group, intelligently targeted towards achieving changes in faction influence levels and the economy, security and happiness sliders of a government in a system are the core of BGS play. Rewarding BGS play is best achieved by working in a group. These groups are often represented in E:D via Squadrons. Some collective actions, like missions and mining are often more rewardingly achieved by Commanders forming a Wing.
Both the targeted actions and collaboration can result from or be used to create narrative which adds to player engagement beyond material reward. To repeat from the introduction: if you want material reward, just do that. BGS play adds meaning and suggests roleplay, allowing a Commander to express all parts of their character, from angelic to diabolic, all the while achieving "profits".
If you join a group among the BGS play community, you are joining its battles with other CDFGs/Squadrons, using Factions as proxies.
It is hoped that the data tools introducted, guides referenced and conceptual descriptions provided in this guide will assist the reader in gaining more from their BGS experience.
Annex: A Local Faction Government is in Boom, not a System
The data of the prices in the two markets described below were gathered within seconds of one another from EDSM on 2024-12-29 at 12:40:00 PM AEDT (to the nearest 10 minutes).
These two markets were chosen to compare prices in a system in which the controling Faction was in Boom. The system was selected such that no other state than Boom was affecting any other faction in the system. This was harder to find than one might think. The selected system was Lan Wang.
It was controlled by Diamond Frogs (P) having 63.2% INF and owning Fung Orbital (FO at 792 Ls) with a Commodity Market. Also present are the Liberals of Lan Wang faction having 4.9% INF and owning the Teng-hui Ring Outpost (THRO at 914 Ls) which also has a market! These markets are at similar, close distances from the star, a condition chosen to balance them.
The Lan Wang government by Diamond Frogs is in Boom. Liberals of Lan Wang are Normal, as are all other local factions.
Commodity Prices for 4 commodities at the two markets in Lan Wang at the same time, including the galactic averages:
Analysis
The market facilities are close to the same distance from the star. The Orbital is owned by the controlling faction and is in Boom. It is much larger than the Liberal's Outpost.
Normalizing on Tritium, which is the only commodity in roughly equal demand, we see that the Orbital (FO) price at which one can sell is 7.1% above the galactic average. At the Outpost (THRO) it is less than 0.1% above the galactic average, or indistinguishable from it.
From this, one concludes that the state of Boom for the Diamond Frog government in Lan Wang is affecting its market at its Fung Orbital (+7%) but not affecting the market owned by its minor faction competitor, the Liberals of Lan Wang which is not in a state of Boom (or any other, it is "Normal").
For Gold, one can sell at a profit above the galactic average in both markets. FO gives 13.3% above, and THRO gives 5.0% above. Thus, FO’s is an absolute 8.3% above THRO's. This approximates the 7.1% above the galactic average sell price for Tritium.
The “Boom” is consistently affecting sell prices at the Government owned market, not the system.
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References
See:
[E:D] BGS and Power Play 2.0; YesXorNo; 2025-03-21
Copyleft: CC0