Thanks. I just

*love*talking with geniuses. The rest of the world must seem so dim to them.You are using an out of date browser. It may not display this or other websites correctly.

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- Thread starter Jane Turner
- Start date

Thanks. I just *love* talking with geniuses. The rest of the world must seem so dim to them.

BH is 2 and 4 in Civil Unrest, Trade is 2 in Boom, data is 1, missions are what they say on the tin. Remember if there is any other activity there is a heap of benefit in going past 10.

The value of a transaction was posted by Frontier in Jan 2016 - (linked above in sticky) there have been some changes - notable Murder, fines and explo data nerfed (as far as we can tell proviso)

Wish I knew about the 10 transactions cap per tick earlier. Why isn't this cap highlighted to all players somewhere?

Is there a similar cap for winning CZs or combat bonds earned per tick?

I don't think it actually exists. There seems to be a maximum influence gained per tic but the number of transactions to make a difference varies wildly based on population and the actions of other players. In low population systems you may hit the influence gained/lost cap fairly quickly but in high population systems you'll still have to work really hard to make meaningful differences. I'm not a genius, now, and don't know the math. That's just a summation based on my observations and the feedback I've received from my player groups.Wish I knew about the 10 transactions cap per tick earlier.

Wish I knew about the 10 transactions cap per tick earlier. Why isn't this cap highlighted to all players somewhere?

It only applies if there'sthe number of transactions to make a difference varies wildly based on population andthe actions of other players.

Once any action for any other faction occurs, the cap goes from 10 to infinite (though with diminishing returns once you have the majority of all transactions) so if you're contested in the system it's basically irrelevant, and if you're not contested in the system, most BGS groups are too small in terms of controlled space to need to optimise their work that precisely.

It's not highlighted to all players for much the same reason the supercruise speed-mass relation isn't highlighted to all players: the number of players who would actually get some use out of knowing it and can solve the equations fast enough to be useful is minimal (and those who do can find it themselves)

what would be the formula? it's a basic lineair : -AX+ B, i got the A ...but what would be the B? ..something in the direction of (10-log (population))*3 + ?

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Using the math that I have gotten from here and Turner directly, I am seeing some evidence that the cap has been changed to closer to 5+ INF. My squadron has perfectly flat systems unless we are active. so with the current math I am not seeing the expected gains, but when i change to a cap of just 5 the numbers match. with less than a .05% difference. Has anyone else seen this?

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What's the "36" stand for?[Influence + (36-log(population, 2))] / [100 + (36-log(population, 2)] * 100

the number "36"What's the "36" stand for?

it's the theoretical max influence change for a 0 population system, found by testing i presume.

Best fit to the observations.the number "36"

it's the theoretical max influence change for a 0 population system, found by testing i presume.

There appears to be a small error - but its good enough to work with