Galaxy & Power Systems // Background Simulation

The BGS Strategic Dossier

Series Systems Updated 2026-06-25
Briefing

The BGS is a zero-sum tug-of-war running 24/7 whether you touch it or not.

Every populated system is shared by up to eight factions, and their influence always sums to exactly 100%. Anything positive you do for one faction is taken from the others; anything hostile you do drains the one you target. Once a day a "tick" tallies up everything every Commander did and redistributes the numbers. Cross 75% and a faction expands to a neighbour; drop a non-native faction below 2.5% and it eventually retreats out; collide two factions of similar influence and they go to war or to an election. You don't need an engineered ship or an Elite rank to play — you need to understand the levers. For the deep end, keep the sinc.science BGS Guide open alongside it; it is the most thorough, experiment-driven treatment of the subject in the community.

100%
Influence is zero-sum per system
8
Max factions in a system
2.5%
Retreat threshold (non-native)
75%
Expansion threshold
1/day
The tick — when it all resolves
01

How to read this manual

Legend

Sections are colour-coded by what they are about. A coloured left edge or section number tells you whether you are reading core concepts, positive actions, negative actions, or reference material. Thresholds and numbers throughout are the community's best current measurements — the BGS is deliberately undocumented by Frontier, so treat exact figures as well-tested estimates rather than published constants.

Section colour

Coreconcepts & the underlying engine
Positiveactions that boost a faction
Negativeactions that reduce a faction
Referencetables, tools, how-to-read

Two words people confuse

Influencea faction's share of a system, 0–100%, zero-sum against the other factions there.
Reputationyour personal standing with a faction (hostile→allied). It gates which missions you're offered, not the system.

Recurring terms

Tickthe daily resolution that applies everyone's actions.
Sliderthe economy & security bars that set a faction's state.
PMFplayer minor faction (a squadron's in-game faction).
CZconflict zone (ground or space) fought during wars.
02

What the BGS is

Core · Anatomy

The Background Simulation is the simulation layer that makes populated space feel alive. It decides which faction governs each system and station, what state each faction is in, how secure a system is, what its markets buy and sell and at what prices, what's in the shipyard and outfitting, and even how NPCs behave. Crucially, it is player-driven: left alone it only drifts a little each day, but Commanders' actions are what actually move it.

Systems & factions

The board

A populated system is the basic unit. It holds up to eight factions, each with an influence percentage, and those percentages always total 100%. Factions are either NPC factions or player minor factions (PMFs) — mechanically identical; a PMF is simply one a squadron has adopted and supports out-of-game.

Every faction has a home system where it is "native" and can never be fully retreated. The faction with the most influence is normally the controlling faction, and it owns the system's controlling asset (usually the largest spaceport nearest the main star). Unpopulated systems and detention centres don't take part in the BGS at all.

Influence

The score

Influence is how dominant a faction is within a system. Because it is zero-sum, the everyday goal of BGS play is to push your faction up and pull rivals down. A few hard thresholds matter: a non-native faction below 2.5% starts to retreat; a faction over 75% enters expansion; two factions converging in influence above the conflict threshold (~7%) lock into a war or election; and a non-controlling faction that climbs past 60% forces a coup.

Influence does not decay on its own — it is only ever earned or lost through actions. It also flows unevenly: a faction sitting at 5% gains far more, far faster, than one defending 60%, which is the single most important lever in advanced play.

Reputation

Your standing

Separate from influence, reputation is how much a faction trusts you. As you climb from neutral toward allied, you're offered more missions and better-paying ones. Falling to unfriendly or hostile cuts off missions and gets you shot at when you try to dock at that faction's ports.

There is also superpower reputation with the Federation, Empire and Alliance, earned by working for their aligned factions — this is what eventually unlocks rank-gated ships like the Federal Corvette and Imperial Cutter.

Pro move: exobiology data is "portable reputation." Selling 60–90 MCr of exobio at a faction's Vista Genomics instantly flips you to allied without changing the faction's influence — perfect for repairing rep after you've had to work against your own faction.

Assets — stations & more

What's on the line

Factions own assets: orbital stations, outposts, planetary ports, Odyssey settlements, installations and megaships. Only the controlling faction of a station collects influence from trade, cartographics and combat bonds there; non-controlling factions can only use missions and combat bounties as levers. You can tell who owns an installation or megaship by which faction's security ships defend it.

Assets are what conflicts fight over. Win a war or election and you take the loser's "asset at risk"; take the controlling asset and you take the whole system.

Sliders & states

The mood of a system

Each faction has two visible bars on the right-hand status panel. The economy slider runs from Famine ↔ Bust ↔ None ↔ Boom ↔ Investment; the security slider runs from Lockdown ↔ Civil Unrest ↔ None ↔ Civil Liberty. Your actions push these bars; their position sets the faction's state, which in turn changes markets, mission types, USS spawns and combat zones. Left alone, both sliders drift back toward centre.

On top of the sliders sit conflict states (war, civil war, election), the last global state (expansion), and random event states (famine, outbreak, infrastructure failure, pirate attack and so on). See Section States for the full table.

The tick

When it resolves

Once a day every system runs a tick that applies everything Commanders did since the last one. It rolls out across the galaxy at slightly different times per system and has three known phases: conflict resolution (awarding war/election days), state resolution (starting/ending states, applying taxes, processing retreats), and effort distribution (handing out everyone's influence). The rule of thumb: hand in your missions, bonds and data before you stop playing — don't try to time the tick.

Separately, a weekly server tick runs Thursdays at 07:00 UTC for maintenance, PowerPlay updates and restocking on-foot Pioneer Supplies. It has no effect on daily BGS influence.

03

How it touches everything you do

Core · Reach

You have been doing BGS since your first mission whether you meant to or not. The simulation quietly responds to almost every action you take in inhabited space, and in turn it shapes the conditions you fly in. The feedback loop is the whole point — Frontier designed the BGS to pull you through all four core game loops.

04

Why you should care

Core · Motivation

"Why do BGS? Why build Lego?" — because it's there, and it ties together everything else in the game. But there are concrete reasons it earns a place in your routine even if you never join a squadron war.

It's the lowest-floor, highest-ceiling system in the game

You can affect the BGS in a loaner Sidewinder, on foot in a starter suit, with zero engineering and no Elite rank. What separates effective players from ineffective ones is knowledge, not gear — which means the time you spend reading this pays off immediately. At the top end it scales into multi-hundred-system faction warfare run by a handful of coordinators.

It makes your other goals easier

Want reliable high-grade emission farming for engineering? You need the target faction in the right state — frequently the None state for certain HGE types. Want cheaper rebuys and safer trade routes near home? Keep your security slider healthy. BGS is the dial behind a lot of conveniences you already rely on.

It's the engine behind community and story

Squadrons, player factions, regional alliances, system flips and the political map of the bubble are all BGS. Joining a player group plugs you into mentors, shared goals and a reason to log in — and most factions are desperate for BGS operatives, so you rise fast.

It's now intertwined with PowerPlay 2.0

Since the 2024 Ascendancy update, many PowerPlay actions act directly on system controllers, and several Powers grant pledged Commanders BGS-relevant perks (influence, trade, combat-bond and exploration multipliers). Understanding BGS is now part of understanding PowerPlay — and ignoring it doesn't keep it from affecting your systems.

Golden rule

BGS can be all-consuming. It is not a second job. Do it because it's fun and because it advances something you care about; if you feel obligated or burned out, pull back. The mechanics reward steady, varied, modest effort far more than grinding.

05

The engine — ticks, buckets & levers

Core · Mechanics

To manipulate the BGS efficiently you have to understand three things: how effort is converted to influence (buckets and diminishing returns), the full menu of levers, and how system size changes the maths. Get these right and one player can hold a faction stable; get them wrong and you'll work twice as hard for half the result.

The bucket model & the yin-yang

The game internally fills "buckets" of activity. The community models them as four main buckets — combat, exploration, trade and missions — and the central lesson is that filling all four a little beats hammering one. Each bucket has steeply diminishing returns, so for the same play-time, spreading effort across buckets yields far more influence and state change than spamming a single activity.

The second principle is the yin-yang: influence is zero-sum, so the fastest way to move a system is to boost one faction and reduce another in concert, rather than only doing positives for your own. Influence flows most easily into low-influence factions — so reducing a 60% controller is often best done by nudging several sub-10% factions upward at the same time.

5 Levers

ActivityPositive leverNegative lever
TradeProfitable trade within demandTrading at a loss; selling far beyond demand
Exploration / black marketSelling exploration dataSelling on black markets; smuggling
CombatBounty vouchers; winning your faction's warsMurder; winning wars for the opposing faction
MissionsCompleting missionsFailing missions; taking missions against a faction
ScenariosCompleting installation/megaship scenariosFailing them, or completing them for the rival

Positive vs negative levers, by activity

Diminishing returns & population

Post-4.0, the old hard "soft caps" became smooth diminishing returns on each bucket — your first contribution lands hard, each subsequent identical action lands softer. Community modelling ranks raw impact-per-effort roughly as combat bounties > exploration data > trade > missions, but because each curve flattens fast, the optimal play is a little of each rather than a lot of one.

Effort also scales with system population: shifting the same influence in a billion-population system takes roughly six times the effort of a thousand-population system. Small systems move with a feather; large contested systems need a team. The two exceptions to diminishing returns are wars and elections — there you simply want to do as much as possible, because the winner is whoever does more.

LeverSmall <1M · uncontestedMedium 1–25MLarge >25M · contested
Combat bounties10 MCr20 MCr30 MCr
Exploration data5 MCr10 MCr15 MCr
Trade profit10 MCr20 MCr30 MCr
Mission influence15 INF25 INF50 INF

Figures from the sinc.science guide's community measurements. Each ship mission gives up to 5 influence; each on-foot Odyssey mission up to 4.

06

Positive actions — boosting a faction

Positive · The four buckets

These are the levers that raise a faction's influence and push its sliders up. Mix them — and match the bucket to the active state (trade and exploration count more in Boom; combat in Civil Liberty; only combat in wars; only economic activity in elections).

Missions

Cleanest influence

Missions give economic or security influence depending on type. Donation and group passenger missions are the cleanest positive lever — they add influence to your faction without handing any to a rival. Stack same-type, same-direction missions so you don't have to swap ships. Ship missions cap at 5 influence; on-foot at 4 (check the mission-giver in person for the 4-INF jobs; terminals only offer 3).

Watch out: illegal missions hurt the target faction — fine if you mean to, a mistake if you don't.

Combat — bounties & bonds

Fast & portable

Handing in bounty vouchers is the fastest single influence lever and feeds the security slider of the issuing faction. It's also portable: earn bounties in a system you control, then redeem them somewhere else to boost the same faction (or hand them in where the faction is absent to gain reputation only, with no influence). Fit a Kill Warrant Scanner to multiply payouts across factions and systems.

Earn at resource sites (up to hazardous), compromised nav beacons, weapon-fire/pirate USS, mission targets and installations.

Exploration

The uncounterable bucket

Selling exploration data gives economic influence — and it is the only bucket with no natural enemy: no rival can directly counter data you hand in. That makes it gold for stubborn, contested systems if you control a station. Earn the daily cap for one system in 30–40 minutes via Spansh Roads to Riches, or collect it relaxing on an expedition.

Remember: exobiology is not exploration data and has no BGS influence — but it's the fastest reputation repair in the game.

Trade

Demand is king

Trade is now bi-directional (buy or sell), gives economic influence to the station's controlling faction, and must be profitable and into demand to help. Read the three-bar signal: three green = high demand (best), no bars = medium, three red = weak, and zero demand actively hurts the controller. Only fill the demand — over-supplying flips green to red and backfires.

Beware the Bulk Sales Tax ("Cutter tax"): if demand is under ~4× your hold, your sell price is docked. Carry several high-profit goods rather than one, and prefer many small loads over one giant dump.

Carrier rule: selling to/from a carrier market has little or no BGS effect, but profitable, high-demand trade routed through carrier hold transfers does work and keeps the original buy price.

Mining

Indirect only

Selling mined commodities does not move trade influence or the economy slider — so mining isn't a BGS lever directly. Its value is as a money-maker and as a way to stock mission commodities (osmium, bromellite, samarium) on your carrier; using mined goods to complete source-and-return missions does count, because the influence comes from the mission, not the sale.

07

Negative actions — reducing a faction

Negative · The dark levers

Reducing a rival is the advanced toolkit — used to force a conflict, stymie an expansion, retreat a faction, or simply distract a busy enemy so they can't push you. The game documents these without judgement; some squadrons forbid them, so check your group's rules. The recurring theme: most negative actions cost reputation, which exobiology then cheaply repairs.

Murder ("clean killing")

Most powerful · most costly

Killing a target faction's clean ships and NPCs is the single most influence-negative action — but it generates large bounties and notoriety, and eventually summons Advanced Tactical Response (ATR), which will delete even an end-game ship. Odyssey settlements are the prime hunting ground: every ship in the instance belongs to the settlement's owner, and ATR doesn't appear there.

ATR thresholds: ~16 murders in low-security, ~8 medium, ~4 high — then high-wake out, repair, and return to reset the cycle. Never fly without rebuy.

Smuggling & black markets

Economy / security drain

Selling stolen or prohibited goods on a black market drains the controlling faction's economy slider (most goods) or security slider (illegal weapons) and lowers its influence — unless the controller is an anarchy, which it boosts. Source stolen goods cheaply by accepting bulk team-delivery missions and abandoning them (team missions avoid the fine). Run cold and use silent running to dodge scans for the roleplay.

Failing missions & negative trade

Quiet & low-risk

Letting missions expire drops the issuing faction's influence and your reputation — passenger missions can be failed a dozen at a time by filling a cheap shieldless ship and self-destructing. Trading at a loss into demand, or delivering illegal drugs/prohibited weapons, drives the economy (and with weapons, security) slider down. Taking missions against a faction is a clean negative with little personal cost.

Inducing negative states

Compounding pressure

Push the sliders far enough and you trip an undesirable state on the next tick — Bust, Civil Unrest, even daily influence-bleeding states like Infrastructure Failure. Useful, but it alerts the rival's coordinator. Don't overshoot security into Lockdown — Lockdown actually protects the controller by disabling most negative actions. If that happens, ease off security attacks and switch to economic pressure (failed donations, smuggling, loss-trading).

Reputation repair

Negative work tanks your standing. Fastest fix: bank some exobiology data ahead of time and sell 60–90 MCr of it at the faction's Vista Genomics — instant allied, with no influence handed back to them. Combat bounties also repair rep fast but boost the faction, so use them only where that's acceptable.

08

Conflicts, expansions & retreats

Negative · The big swings

These are the state-level mechanics that actually transfer assets and territory. They override the normal diminishing-returns model and are where systems are won and lost.

Wars, civil wars & elections

Two factions above the ~7% threshold colliding in influence lock into a conflict. Government ethos decides which kind: matching ethos (e.g. two Social/Democracy factions) → election; different ethos, or any anarchy → war. A civil war is a war between two factions sharing a home system — identical rules. Conflicts run 4–7 days, ending the moment one side wins 4 days; ties are possible.

A coup is a special case: any non-controlling faction that climbs past 60% forces a mandatory conflict with the controller. Useful as a fast (risky) way to seize a system.

Expansion

Hold a faction above 75% for a tick and it goes into expansion — the last remaining global state. Expansion runs 10–14 days, then the faction tries to seed into a nearby system and pays a ~15% influence "expansion tax" in the source system. You can only expand roughly once every two weeks, so make each one count.

Retreat

A non-native faction below 2.5% goes into retreat: 1 pending day, then up to 6 active days. The faction leaves only if it's still below 2.5% on the last day — so the decisive day is the fifth active day going into the sixth. If you know when it went pending, count forward; if not, you'll have to push hard every remaining day.

DayPhaseWhat to do
1PendingMark the calendar; line up missions with multi-day timers
2–5Active 1–4Keep below (or above) 2.5%; bank data, bounties, trade
6Active 5 — THE IMPORTANT DAYGive it everything: hand in all banked effort / pile on negatives
7Active 6 — be above/below 2.5%Your standing on this day decides the outcome
8ResultFaction stays or withdraws

Retreat timetable — "the important day"

09

System states — quick reference

Reference

States are grouped by where they come from: the economy slider, the security slider, conflict, the movement (influence) layer, and random event states. Match your actions to the active state — many states change which buckets even work.

StateGroupWhat it doesGet in / get out
InvestmentEconomy"Boom 2.0" — even higher demand & prices, happiness upIn: strong positive trade/missions/data. Out: negative economic actions
BoomEconomyHigher supply, demand & prices; trade & data count double-ishIn: high-demand trade loops, source-return, donations, data. Out: loss-trade, smuggling
BustEconomyFaction can't pay its bills; suppressed marketIn: smuggling & negative trade. Out: profitable high-demand trade, data, economic missions
FamineEconomyStandard of living drops — but spawns easy food missions & distribution centresIn: drive eco slider very low. Out: trade food, food source-return & donations
Civil LibertySecurityTop of security bar; combat bounties/bonds count moreIn: bounties, combat missions, bonds. Out: murders / combat missions vs the faction
Civil UnrestSecurityBelow None on security; more piracyIn: murders, violent crime, combat missions vs faction. Out: bounties, clear pirate USS
LockdownSecurityCloses the faction's stations; bleeds influence — but blocks most negativesIn: heavy negative security (illegal weapons, skimmer kills). Out: only dropping combat bounties
War / Civil WarConflictInfluence frozen; assets at stake; only combat countsIn: collide two different-ethos factions. Win: most CZs/day, then bonds & bounties
ElectionConflictInfluence frozen; only economic activity countsIn: collide two same-ethos factions. Win: most election missions/day, then trade & data
ExpansionMovementGlobal state; high demand & prices; seeds the faction into a neighbourIn: hold >75% for a tick. Out: reduce influence below 75% before it locks
RetreatMovementFaction may leave the system; small daily influence lossIn: hold non-native below 2.5%. Out: boost above 2.5% by the last day
Infrastructure FailureEventDaily security & influence hit; generates restore missionsIn: thought to follow excessive bonds/bounties. Out: bounties + machinery trade + restore missions
OutbreakEventStandard of living down; medicine demand upOut: outbreak donation/data missions & medicine trade (bounties don't help)
Blight / DroughtEventCrop/water crises that can worsen into famineOut: trade agronomic treatment (blight) or water & emergency supplies (drought)
Pirate / Terrorist AttackEventMore interdictions & risk; weapon/medicine demand spikesOut: clear hostile USS, drop bounties, security missions
Public HolidayEventRandom; influence & standard of living up for its durationIn: keep the faction happy. Out: economic negatives
NoneDefaultNeutral — no modifiers, but required to farm certain HGE material typesNudge sliders toward centre from either side

The states you'll actually meet, and how to move them. Conflicts last 4–7 days; expansion 10–14 (with a 2-day cooldown); retreat is 1 pending + 6 active. Exact durations are community measurements — see the sinc.science guide reference section for the full duration tables and the per-action effect chart.

10

What you get out of it

Positive · Payoffs

Beyond the satisfaction of moving the galaxy's politics, BGS pays out in concrete, stackable ways — many of which feed directly into goals you already have.

Credits — it funds itself and then some

Done right, BGS makes money. The same high-demand trade loops, bounty farming, exploration runs and especially expansion-state missions (industrial/refinery systems in expansion offer allied Commanders mineral source-return missions worth up to 50 MCr each, stackable in a team) that move influence also fill your wallet.

Material & HGE farming on demand

Because USS inherit faction state, controlling a faction's state lets you farm the high-grade emissions you want for engineering — including holding a faction in None for specific HGE types. For an engineering-focused fleet, BGS is the upstream tap that controls your material supply.

Territory & control

Win conflicts and you take stations, settlements and whole systems. Expand and you spread your faction across the bubble. Over time you can shape a personal sphere of influence — and with Colonization, literally seed new systems within 15 ly of ones you control.

Leaderboards, PowerPlay & community

The political leaderboard rewards faction standing; PowerPlay 2.0 layers up to a billion credits a week plus exclusive modules and care packages for top contributors; and the social payoff — squadrons, alliances, rivalries, diplomacy — is the part that keeps people logging in for years.

11

Sources

Figures on this page are verified against the sources below.

Note: this manual is built primarily on Cmdr Purrfect's Complete BGS Guide (sinc.science) — the definitive, experiment-driven 2025 reference — cross-checked against the Nova Force guide and live mechanics. Thresholds and durations are the community's best current measurements; the BGS is deliberately undocumented by Frontier.

sinc.science BGS GuideCmdr Purrfect's Complete BGS Guide v3.0 (2025) — the primary reference for influence buckets, conflict tactics, expansion/retreat timetables, and the full state effect chart.sinc.science/bgsguide.pdf
Nova Force BGS GuideCross-check on superpowers, Powers, and state basics.novaforce.com/guides/bgs
Colonia CensusEvidence-based state / mission / trade effect data (cdb.sotl.org.uk).cdb.sotl.org.uk
EliteBGSPer-faction influence history charts and pending / recovering state tracking.elitebgs.app
EDDNCommunity data network aggregating the live BGS data feeds all the trackers consume.github.com/EDCD/EDDN
FrontierOfficial explainer for how the Background Simulation works, including conflict triggers.customersupport.frontier.co.uk/.../What-is-the-Background-Simulation
InaraLive galaxy / minor-faction overview — system control, faction influence, and current states.inara.cz/elite/galaxy
Fandom WikiBackground Simulation overview — how player activity drives faction influence and system states.elite-dangerous.fandom.com/wiki/Background_Simulation
YouTube — Down to Earth AstronomyBGS guide on conquering a system: working faction influence, the 100% influence split, and pushing one faction past the others.youtube.com/watch?v=kgEnqR4sIqw