For those interested in how the factions and stations work to control a system, and how that can be changed by the players, the devs had a busy day posting on the forums. The summary is here:
Mercs of Mikunn results after 3 weeks of effort - Also a request for documentation, in game and out - Page 13
Bugs:
- there are two known bugs with the background simulation where the queue of changes is stalled for systems, and some changes to faction influence are being applied in the wrong systems.
Control:
- In order to control a system, the controlling station must be controlled by your faction. Control is taken through civil war with the current controlling faction, which can be triggered by change in influence
- The controlling station is usually the largest one
- You need to capture any smaller stations of the faction first before getting the controlling station
- Civil wars are local to stations, and not system wide, and have a cool down period (so you can't trigger a second one immediately after the first)
Influence:
- Successful missions increase the influence of issuing factions
- Trading makes a big boost to the influence for the faction that owns the station. There's a display bug where the market description may be wrong (so it may not look like the faction owns the market, but it does).
- Missions and trading influence only carries influence in one system for the faction (so if it has spread to other systems the faction's influence in those systems is unaffected)
- Population size effects the change of influence, just not directly
Misc:
- Economy types of stations aren't changed by the background simulation as they're tied to the planet type, with the possible exception of terraforming [Terraforming economies are out on the fringes of human space].
- Stations cannot be added by the background simulation automatically (so colonisation is controlled by the developers, until further notice)