Mongrel Field Manual

BGS Field Manual

Understand the simulation first: influence, conflicts, government compatibility, states, assets, expansion, retreat, and the general strategies that connect them. Current Mongrel operations stay private in Mission Control.

New Commander

Ask four questions first.

Which system? Which faction? What exact result do we want? What action actually moves that result? Those four answers prevent most accidental BGS damage.

Operator Standard

Every order needs a stop condition.

“Support the faction” is not an operational plan. Good orders specify the beneficiary, the lever, an approximate workload, what to avoid, and when to stop.

Quick Reference

The Numbers and Rules You Actually Reach For

These are the high-frequency facts worth having on one screen. Follow the linked reference entries when you need the edge cases.

Do not memorize thresholds without context. Conflict eligibility, assets, states, faction history, background traffic, and community-observed mechanics can all change what happens next.

Start Here — Influence

Influence Is a 100% Shared Pool

Influence is the foundation of most BGS planning. Before deciding what activity to run, understand where the percentage has to come from and where it will go.

Core rule: all active faction influence in a system adds to roughly 100%. If one unlocked faction gains share, one or more other unlocked factions must lose share. You are not adding influence from outside the system — you are redistributing the pie.

Raise Faction A

Do positive work for A. Its gain is paid for by losses across the other influence-unlocked factions. The exact distribution depends on activity on every faction, population, state locks, and diminishing returns.

Lower Faction A

A common mistake is to work only one rival. Supporting several other unlocked factions pulls share away from A from several directions. Direct negative actions against A can be added when the operation calls for them.

One Winner + One Victim

When you want a very specific transfer, concentrate positive effort on one beneficiary and negative effort on one victim. This is often easier to interpret after the tick than scattering every action everywhere.

Conflict Locks Change the Pool

Factions in War, Civil War, or Election have their influence frozen for the duration. They are effectively removed from ordinary influence redistribution until the conflict resolves, which can be used strategically.

Why “just support one other faction” can disappoint

Example: A is the target to lowerA 55% · B 20% · C 12% · D 8% · E 5%. If you only boost B, B rises but C/D/E can also lose some share. A may fall, but not as efficiently as when several unlocked non-A factions receive useful positive work.
Example: spread the pullIf the objective is simply “A down,” modest support to B, C, D, and E gives the system more places to redistribute influence away from A. Low-influence factions can produce outsized movement against a high controller.
Example: precision transferIf the objective is “B up and A down,” choose B as the beneficiary and A as the victim. Use positives for B plus selected negatives for A, then measure the next tick before adding more.
Example: frozen factionsIf C and D are locked together in conflict, their influence does not participate normally. Work on B can leapfrog past them while A/B/E absorb the movable share.
Mission INF is not system influence %. A mission showing INF +++++ gives a relative influence reward weight. It does not mean +5 percentage points.

Positive levers outside conflicts

ActivityPrimary useWho receives the benefitOperational caution
MissionsTargeted influence support; mission type can also move economy/security.The issuing faction, with some missions also applying negative pressure to a target faction.Read issuer, target, destination, and reward. One mission can help one faction while hurting another.
Bounty vouchersInfluence + security support.The faction that issued the bounty when redeemed in a way that gives local BGS credit.Bounty vouchers are not Combat Bonds. Do not substitute bounty hunting for CZ work in a War order.
Profitable tradeInfluence + economic support.The faction that owns the market/asset.Profit and market ownership matter. Tonnage alone is a poor BGS measure.
Exploration dataInfluence + economic support.The faction owning the receiving asset.Check ownership before spending stored data.
Negative actionsReduce a chosen victim’s influence/security/economy depending on the lever.Pressure is applied to the target; released influence is redistributed through the system.Crime/notoriety and unwanted state movement can create new problems. Use deliberately.
Veteran notes — population, diminishing returns, and opposition

Population changes how resistant a system feels, and repeated activity in the same bucket gives diminishing returns. Opposition and random traffic are added on top. The efficient pattern is usually a mix of relevant levers, followed by a tick and recalibration — not endlessly repeating one activity.

General Strategies

Shape the Board Before You Grind

The strongest BGS play is often deciding which factions are allowed to move before deciding how many missions to run. These are reusable strategies, not prescriptions for every system.

01

Broad Pull-Down

To reduce a high faction, support several other unlocked factions instead of pouring everything into one rival. This gives the system several destinations for the released influence.

02

Winner + Victim

For a controlled transfer, select one faction to rise and one to fall. Mix positives for the winner with negatives for the victim, then use the tick result to tune the next day.

03

Conflict Lock & Leapfrog

Bring two middling factions together and let their conflict freeze their influence. A lower faction can then be boosted past the locked pair without fighting each of them on the way up.

04

Lock More of the Board

Multiple independent conflicts can reduce the number of factions participating in normal influence movement. This can make a retreat push, takeover, or precision adjustment much easier to control.

05

Maintenance Band

Do not always chase maximum influence. Hold a controller inside a planned band so you preserve control while avoiding unwanted Expansion or needless crossovers.

06

Pre-Stage Asset Transfers

Before forcing equality, identify government ethos, asset at risk, post-conflict order, and where you want both factions afterward. Winning the wrong conflict can create another week of cleanup.

07

Retreat Preparation

When removing a non-native faction, first make the system easier to control: lock middling factions where practical, choose which faction(s) will absorb share, then drive the target below the threshold.

08

Use the Tick as Feedback

If the result is smaller, larger, or opposite to expectation, do not simply double yesterday’s workload. Check traffic, states, ownership, conflict locks, and activity attribution first.

Conflict lock strategy is powerful but temporary. A locked faction can become movable again as soon as its conflict ends, so plan the leapfrog or retreat window around the remaining conflict days.

Members Only

Operational Benchmarks & Playbooks

The public Field Manual teaches BGS mechanics and general strategy. Quantified daily workloads, Retreat/Expansion operating recipes, and Mongrel-specific tasking live behind Discord authentication in Mission Control.

Squadron Operations

Need the “what should I do today?” answer?

Members get quick-reference workload benchmarks for mission INF, trade profit, bounty vouchers, exploration data, plus step-by-step playbooks for raising/lowering factions, conflict days, Expansion control, and Retreat operations.

Open Member Playbook →

Starter Guide

Turn the Strategy into a Daily Workflow

Once you understand influence and choose a strategy, use this loop to turn it into repeatable daily orders.

01

Read the System

Check every faction, not just your own.

  • Influence and controller.
  • Asset ownership.
  • Active + pending states.
  • Conflicts and faction count.
02

Define the Result

“Help our faction” is too vague.

  • Raise or lower influence?
  • Trigger or avoid conflict?
  • Push economy/security?
  • Take or protect an asset?
03

Choose the Lever

Pick the activity that moves the intended dimension.

  • Missions / INF.
  • Trade / exploration.
  • Bounties / security.
  • Conflict-specific actions.
04

Set the Limit

Specify a workload and a stop condition before you start. Near thresholds, small corrections are safer than heroic overwork.

05

Let the Tick Resolve

Record what was done, then compare the post-tick result. Data sites may lag until a CMDR visits and uploads fresh journals.

06

Recalibrate

Use the result to tune tomorrow’s orders. BGS is a control problem, not a fixed “X missions = Y%” recipe.

Conflicts

Best of Seven — Not “Grind Until the Bar Moves”

War, Civil War, and Election use separate daily conflict scoring. Ordinary displayed influence is not the scoreboard you are trying to win.

FormatBest of 7 daily results
Maximum7 days
Early endingWhen the loser cannot force a draw
Score updateAt the BGS tick

How the early-ending math works

After the tickDays remainingCan the trailer force a draw?Result
4 wins – 0 wins3No. Best possible comeback is 4–3.Ends after Day 4.
2 wins – 0 wins, 4 ties1No. Best possible comeback is 2–1.Can end after Day 6.
2 wins – 2 wins, 2 ties1Yes.Day 7 still matters.
3 wins – 3 wins1Yes.Day 7 decides unless it ties.
A huge victory does not buy extra days. Frontier removed bonus-day wins. The value of overwhelming a day is insurance against hidden opposition, not multiple points on the series score.

What actually counts

ConflictPrimary practical leverUseful supporting inputsDo not rely on
WarWin Conflict Zone objectives; redeem Combat Bonds.Combat missions and other war-valid combat objectives.Bounty vouchers are not Combat Bonds. Some community research reports bounties as a secondary/tiebreak input, but they are not reliable enough to use as the primary Mongrel war lever. Do not replace CZ work with bounty hunting.
Civil WarSame scoring family as War: win CZ objectives; redeem Combat Bonds.Combat missions and other war-valid combat objectives.Assuming “Civil” means non-combat, or confusing ordinary bounty vouchers with war Combat Bonds.
ElectionComplete valid non-combat election missions.Trade/smuggling, exploration data, search & rescue, economic missions, non-combat scenarios.CZs, bonds, and bounty grinding as the main election lever.
War voucher distinction: Combat Bonds come from fighting for a side in Conflict Zones. Bounty Vouchers come from killing wanted ships. They are different transaction types. For squad war orders, treat CZ wins/objectives and Combat Bonds as the dependable war tools; bounty hunting remains primarily an influence/security lever outside that role.

Before the Conflict

Identify both governments/ethos groups, the asset at risk, whether system control is at stake, and whether you actually want this opponent.

During the Conflict

Track the completed daily score after each tick. You cannot see the opponent’s live work, so current-day “safety” is always an estimate.

After the Conflict

Verify the asset transfer, new influence separation, recovery/cooldown, and whether another crossover is now possible.

Government Compatibility

Predict War vs Election Before You Force the Tie

The BGS uses government ethos groups. Two different visible governments can still belong to the same ethos and therefore hold an Election.

EthosCommon government typesSame-ethos conflict
CriminalAnarchyWar — Anarchy does not use Election.
AutocraticDictatorship · Feudal · Patronage · Prison Colony · some TheocracyElection
CorporateCorporateElection
SocialCommunism · Confederacy · Cooperative · Democracy · some TheocracyElection

Ethos conflict matrix

CriminalAutocraticCorporateSocial
CriminalWarWarWarWar
AutocraticWarElectionWarWar
CorporateWarWarElectionWar
SocialWarWarWarElection
Corporate + DictatorshipCorporate vs Autocratic → War.
Democracy + CooperativeSocial vs Social → Election.
Dictatorship + FeudalAutocratic vs Autocratic → Election.
Anarchy + CorporateCriminal/Anarchy → War.
Civil War exception: if two factions share the same home system and their pairing would otherwise be a War, the conflict is a Civil War. Scoring is still combat-based.
Veteran note — Theocracy and legacy factions

Some Frontier-created or older factions can have hidden/multiple ethos behavior that does not line up neatly with the visible government label. Theocracy is the classic caution. If a campaign depends on the exact conflict type, check the faction’s observed history instead of assuming the table is infallible.

Control & Assets

Know What You Are Actually Fighting Over

System control, station ownership, and settlement ownership are related, but they are not the same thing.

ConceptMeaningWhy it matters
System controllerThe faction holding the controlling asset / top political position for the system.Determines the system’s controlling faction and many system-level conditions.
Asset ownerThe faction that owns a particular station, outpost, installation, or settlement.Trade, data, missions, and services at that asset feed that owner—not automatically the system controller.
Asset at riskThe asset staked for transfer in a conflict.A normal conflict does not automatically transfer every asset owned by the losing faction.
Control conflictA conflict where the controlling asset/control position is at stake.Winning can change the system controller.
Pre-conflict checklist: identify the opponent, conflict type, asset at risk, whether control is at stake, and what the post-conflict influence order will probably look like.

Expansion & Retreat

Thresholds Need Safety Margins

The top and bottom of the influence range can change where a faction exists. Treat the observed thresholds as strategic boundaries, not targets to sit directly on.

MechanicObserved threshold / rulePractical applicationCommon mistake
ExpansionRoughly 75% influence in an eligible origin system.If wanted, map the neighborhood first. If unwanted, hold below the trigger with margin.Crossing 75% and only afterward asking where the faction might expand.
Pending ExpansionCurrent community guidance treats it as committed once pending.Shift from “prevent” to “prepare/manage destination.”Assuming one negative tick can cancel it after pending.
RetreatBelow roughly 2.5% for a non-native faction.Save with a decisive buffer; remove by preventing accidental support.Aiming exactly for 2.5% or waiting until the last apparent day.
Native factionCannot normally Retreat from its home system.Use another strategic method if the faction is native.Trying to remove a native faction with Retreat.
Faction capSeven factions in a normal system.Full systems change expansion targeting and invasion possibilities.Planning an expansion as though every nearby system has an open slot.

Retreat operator timeline

PhaseWhat mattersPractical order
TriggerNon-native faction drops below ~2.5%; Retreat must also be eligible to start.Verify faction count and native status before committing the operation.
Pending / early activeKeep the target controlled and prevent random positive support.Support the other unlocked factions; prepare stronger negative actions if the target starts recovering.
Late active / critical checkCommunity research places the decisive influence check at the start of the final active processing day.If forcing Retreat, make sure the target is comfortably below 2.5% before that check. If saving it, be comfortably above 2.5%.
ResolutionIf the removal condition is met, the faction leaves and its influence is redistributed; assets pass according to BGS rules.Immediately review the new influence order because the redistribution can create new crossovers or thresholds.
Faction-count rule: current community observation is that a new Retreat will not start when only three factions are present. Multiple factions already in Retreat can resolve together and produce fewer than three afterward, so timing matters.
Veteran notes — expansion targeting

Expansion targeting is a neighborhood problem, not a destination selector. Distance, open slots, faction counts, existing/previous faction presence, active states, and invasion eligibility can all matter. Because Frontier has not published a complete targeting formula, the Reference Database marks the detailed targeting model as community-observed.

Faction States

Read Cause, Effect, and Response Together

A state label is useful only if you know what it means operationally. Multiple compatible states can be active at the same time.

StateWhat it tells youTypical response / leverOperator note
BoomPositive economic pressure.Profitable trade and economic activity support the direction.Can persist while economic pressure remains favorable.
BustNegative economic pressure.Profitable/high-demand trade, exploration data, economic missions.Influence strength and economy health are separate.
Civil LibertyPositive security pressure.Bounties and security-positive combat activity.Useful when you want strong security without sacrificing economic goals.
Civil UnrestNegative security pressure.Bounties, pirate/terrorist clearing, security-positive missions.Crime used to lower INF can worsen security at the same time.
LockdownSevere negative security condition.Security restoration / bounty work.Can disrupt services you may need operationally.
FamineFood crisis.Food/relief missions and deliveries.Use state-specific relief work rather than generic grinding.
OutbreakHealth crisis.Medical/relief missions and deliveries.Trigger details are less certain than recovery direction.
Pirate AttackHeightened piracy.Clear pirates, redeem bounties, security-positive activity.Can change markets, interdiction environment, and mission mix.
Special eventsDrought, Blight, Infrastructure Failure, Natural Disaster, Terrorism, Public Holiday.Use event-specific missions/commodities where available.Many triggers/durations are imperfectly documented; treat them as living-reference topics.
Duration caution: conflict timing is well enough understood for exact day-by-day planning. Many non-conflict state duration tables are community-maintained and have changed across BGS eras. Use them as ranges, then read pending/active/recovery state every tick.

Practical Method

From Situation Report to a Good Order

The public method is simple: define the result, choose the correct BGS lever, set a measurable stopping point, and use the next tick as feedback. Squadron-specific quantities and current objectives remain private.

1Snapshot

Record current influence, control, assets, active/pending states, conflict score, and faction count.

2Objective

Describe the desired post-tick condition precisely instead of saying only “support the faction.”

3Levers

Choose activities that affect the intended dimension: influence, economy, security, or conflict score.

4Quantity

Use a measurable workload rather than an open-ended grind. Diminishing returns make endless repetition inefficient.

5Stop condition

Stop before overshooting a target band, threshold, or conflict objective.

6Post-tick review

Compare the result to the input and recalibrate. BGS is a control problem, not a fixed “X actions = Y%” formula.

Member operations are deliberately separate from this public manual. Current priorities, quantified tasking, and Mongrel-specific playbooks are available only through authenticated Mission Control.
Living manual

BGS is partly documented by Frontier and partly reverse-engineered by long-running community testing. This manual treats Frontier-published conflict behavior as firm, labels community-observed thresholds and targeting rules, and avoids presenting uncertain trigger formulas as fact. We expect to refine this guide as the squad encounters edge cases and as Frontier changes the simulation.