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.
Markets & prices bend to states. A faction in Boom or Investment pays more and demands more; Bust, Famine and Outbreak suppress supply and prices. The trade route that's lucrative today exists because some faction's economy slider is high.
Mission boards are state-driven. Famine floods the board with food source-and-return jobs; outbreak with medicine runs; war with combat missions. Your reputation decides how many and how well-paid.
Security & danger. The security slider sets how many authority ships patrol, how fast they answer crimes, and whether you'll be interdicted for cargo scans. Low-security systems mean more pirates but also interstellar factors for clearing bounties.
What spawns. Signal sources (USS) inherit the state of the faction that generates them — including the high-grade emissions you farm for engineering materials. The faction's state literally controls which materials drop.
Shipyard & outfitting stock depends on the controlling faction's economy and tech level.
Who governs. The flags, laws, permitted goods and even the allegiance of the systems around your home base are an emergent result of BGS activity — yours and everyone else's.
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
Activity
Positive lever
Negative lever
Trade
Profitable trade within demand
Trading at a loss; selling far beyond demand
Exploration / black market
Selling exploration data
Selling on black markets; smuggling
Combat
Bounty vouchers; winning your faction's wars
Murder; winning wars for the opposing faction
Missions
Completing missions
Failing missions; taking missions against a faction
Scenarios
Completing installation/megaship scenarios
Failing 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.
Lever
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 profit
10 MCr
20 MCr
30 MCr
Mission influence
15 INF
25 INF
50 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.
In wars, only combat counts — win the most combat zones each day; tie-breakers are combat bonds, bounties and combat missions. Trade, exploration and economic missions do nothing.
In elections, only economic activity counts — non-combat election missions, trade, exploration data, donations, even smuggling (to drop the rival). Combat does nothing; do not fire weapons on certain election missions or they won't count.
CZ efficiency:low space CZs are the most win-condition per hour — roughly a high CZ ≈ 1.6 low CZs, and space CZs ≈ 4× ground CZs of the same tier. If a war is contested, switch to spamming low space CZs as a team.
Spoils: the winner takes the asset-at-risk and ~1.5% influence; last-day tie-breaker work can swing it further — you can lose the war yet finish above the winner.
Odyssey settlements transfer to whoever fought there most, regardless of who wins the war — a powerful tool for moving settlement ownership around.
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.
Range: a 20 ly cube (≈34 ly corner-to-corner), or 30 ly (≈52 ly) on an extended-range expansion. A failed normal expansion grants extended range next time; a failed extended expansion permanently blocks that system from ever expanding.
Target rules: the algorithm prefers systems the faction has never visited with <7 factions; then 7-faction systems with a valid non-native target (an invasion war); then previously-retreated systems.
Directing it: if multiple systems are above 75%, the highest-influence one is usually chosen — so keep only your intended source above 75% to control where you expand, and boost a "dud" system above a rival's source to misdirect their expansion.
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.
Day
Phase
What to do
1
Pending
Mark the calendar; line up missions with multi-day timers
2–5
Active 1–4
Keep below (or above) 2.5%; bank data, bounties, trade
6
Active 5 — THE IMPORTANT DAY
Give it everything: hand in all banked effort / pile on negatives
7
Active 6 — be above/below 2.5%
Your standing on this day decides the outcome
8
Result
Faction 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.
State
Group
What it does
Get in / get out
Investment
Economy
"Boom 2.0" — even higher demand & prices, happiness up
In: thought to follow excessive bonds/bounties. Out: bounties + machinery trade + restore missions
Outbreak
Event
Standard of living down; medicine demand up
Out: outbreak donation/data missions & medicine trade (bounties don't help)
Blight / Drought
Event
Crop/water crises that can worsen into famine
Out: trade agronomic treatment (blight) or water & emergency supplies (drought)
Pirate / Terrorist Attack
Event
More interdictions & risk; weapon/medicine demand spikes
Out: clear hostile USS, drop bounties, security missions
Public Holiday
Event
Random; influence & standard of living up for its duration
In: keep the faction happy. Out: economic negatives
None
Default
Neutral — no modifiers, but required to farm certain HGE material types
Nudge 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
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