The Elite: Dangerous Background Simulation, Factions, and Powers Guide

Elite: Dangerous is a vast and complex universe. There are over 400 billion star systems and thousands of factions. This guide will walk you through Super Powers, Power Play, Factions and more!

Super Powers

The Elite: Dangerous Universe has 3 Super Powers:

Elite: Dangerous Federation Logo

Federation

Based out of the Sol system, a democracy.

Elite: Dangerous Empire Logo

Empire

Based out of the Achenar system, a monarchy.

Elite: Dangerous Alliance Logo

Alliance

Based out of the Alioth system, a group of independent systems working together.

Power Play Powers

Powers are the next level below Super Powers but they are above/larger than Factions. Belonging to a power has its advantages and each is different. Below you’ll find the list of all the Power Play Powers broken down by Super Power affiliation.

Click on each power leaders name to see more info about their power and rewards.

Federation Powers

Zachary Hudson

Headquarters: Nanomam

Allegiance: Federation

Preparation Ethos: Combat

Expansion Ethos: Combat

Control Ethos: Combat

Special Weapon: Pacifier Frag-Cannon (frag cannon); Lower damage, longer range, tighter spread

Felicia Winters

Headquarters: Nanomam

Allegiance: Federation

Preparation Ethos: Social

Expansion Ethos: Finance

Control Ethos: Finance

Special Weapon: Pulse Disruptor (medium laser); Causes module malfunction

Empire Powers

A Lavigny-Duval

Headquarters: Kamadhenu

Allegiance: Empire

Preparation Ethos: Social

Expansion Ethos: Combat

Control Ethos: Combat

Special Weapon: Imperial Hammer (railgun); Multi-shot railgun

Aisling Duval

Headquarters: Cubeo

Allegiance: Empire

Preparation Ethos: Social

Expansion Ethos: Combat

Control Ethos: Social

Special Weapon: Prismatic Shield Generator; Stronger shields

Denton Patreus

Headquarters: Eotienses

Allegiance: Empire

Preparation Ethos: Finance

Expansion Ethos: Combat

Control Ethos: Combat

Special Weapon: Advanced Accelerator (plasma accelerator); A specialist plasma weapon

Zemina Torval

Headquarters: Synteini

Allegiance: Empire

Preparation Ethos: Finance

Expansion Ethos: Finance

Control Ethos: Covert

Special Weapon: Mining Lance (mining laser); A mining laser capable of inflicting combat damage

Alliance Powers

Edmund Mahon

Headquarters: Gateway

Allegiance: Alliance

Preparation Ethos: Finance

Expansion Ethos: Finance

Control Ethos: Finance

Special Weapon: Retribution (small laser); Inflicts enhanced heat damage

Independent Powers

Archon Delaine

Headquarters: Harma

Allegiance: Independent

Preparation Ethos: Combat

Expansion Ethos: Combat

Control Ethos: Social

Special Weapon: Cytoscrambler (burst laser); Highly effective against shields, weak against hull)

Li Yong-Rui

Headquarters: Lembava

Allegiance: Independent

Preparation Ethos: Social

Expansion Ethos: Finance

Control Ethos: Finance

Special Weapon: Pack-hound Rack (missile launcher [seeker]); Launches a salvo of “drunk” seeker missiles

Pranav Antal

Headquarters: Polevnic

Allegiance: Independent

Preparation Ethos: Social

Expansion Ethos: Social

Control Ethos: Covert

Special Weapon: Enforcer Cannon; Reduced fire rate, higher damage

Yuri Grom

Headquarters: Euryale

Allegiance: Independent

Preparation Ethos: Covert

Expansion Ethos: Combat

Control Ethos: Covert

Special Weapon: Containment Missle (dumbfire missile); temporarily disrupt and reboots the target vessel’s frame shift drive.

Factions

There are thousands of Factions in Elite: Dangerous. They all function basically the same. You as a CMDR can sway power of the Factions by performing missions from the Bulletin Board inside stations and by performing actions in system, like bounty hunting and trading.

Faction Government Types

A faction’s government determines how the faction and its population operate in their space. When a faction controls a system or station, it dictates that assets government.


4 Faction Government Categories

These 4 government categories dictate when a conflict between 2 factions is a war/civil war or an election.

War

Means they go to war/civil war with this government category.

Election

Means they go to election with this government category.

Anarchy

Anarchists

Anarchists just don’t give a fuck. They do what they want when they want. All conflicts are war.

War

Anarchists

War

Autocrats

War

Corporations

War

Democrats

Government Types Under Anarchist

Anarchy

Autocrats

Autocrats

Autocrats believe they deserve complete obedience from their subjects and enemies alike.

War

Anarchists

Election

Autocrats

War

Corporations

War

Democrats

Government Types Under Autocrats

Dictatorship
Feudal
Patronage
Theocracy

Corporations Elite Dangerous

Corporations

Corporations believe in the rule of money. If they can make a profit off it, it’s fine by them.

War

Anarchists

War

Autocrats

Election

Corporations

War

Democrats

Government Types Under Corporations

Corporation

Democrats

Democrats

Democrats believe in a system of government by elected representatives.

War

Anarchists

War

Autocrats

War

Corporations

Election

Democrats

Government Types Under Democrats

Communism
Confederacy
Cooperative
Democracy

Faction/System States

States are situations a system/faction is put in by the actions going on in the system. These states affect the statistics of a system. The mission system also uses the state to determine the mission types given. Also, influences the types of ships that spawn in a system and whether or not conflict zones will be present.

States have 3 stages: Pending, Active and Cooldown.

Boom Elite Dangerous

Boom

  • Increases wealth level of a system.
  • Boosts trade (better commodity market).
  • Increases effect of trade on influence.

Symbol means the action will help extend the state.

Symbol means the action will reduce the duration of the state.

Trading

Selling Exploration Data

Smuggling

Bust Elite Dangerous

Bust

  • Decreases wealth level of a system.
  • Lowers trade (worse commodity market).
  • Decreases effect of trade on influence.

Symbol means the action will help extend the state.

Symbol means the action will reduce the duration of the state.

Smuggling

Trading

Selling Exploration Data

Lockdown Faction State Elite: Dangerous

Lockdown

  • Increases the security level of a system.
  • Decreases wealth level of a system.
  • Mission boards owned by the faction will not have missions.

Symbol means the action will help extend the state.

Symbol means the action will reduce the duration of the state.

Murder

Other Crime

Redeeming Bounties

Civil Unrest Elite Dangerous

Civil Unrest

  • Decreases the security level of a system.
  • Decreases standard of living.
  • Amplifies the effect of combat for your faction in that system.

Symbol means the action will help extend the state.

Symbol means the action will reduce the duration of the state.

Smuggling and Trade of Weapons

Murder

Other Crime

Redeeming Bounties

Redeeming Combat Bonds

Famine Faction State Elite Dangerous

Famine

  • Decreases standard of living.
  • Amplifies the effect of trading food on influence.

Symbol means the action will help extend the state.

Symbol means the action will reduce the duration of the state.

Trading Food

Smuggling Food

Selling Exploration Data

Outbreak Faction State Elite Dangerous

Outbreak

  • Decreases standard of living.
  • Amplifies the effect of trading medicine on your influence.

Symbol means the action will help extend the state.

Symbol means the action will reduce the duration of the state.

Trading Medicine

Smuggling Medicine

Selling Exploration Data

Expansion Faction State Elite: Dangerous

Expansion

  • Expansion is how a faction colonizes another system.
  • Search radius is 20ly.
  • Decreases a factions wealth, development and influence to move those resources to the new system.

 

Selling Exploration data has more of an effect.

Selling Exploration Data

Investment Elite Dangerous

Investment

  • Investment occurs if expansion fails to find a system within 20ly.
  • Extends search radius to 40ly.
  • Decreases a factions wealth, development and influence to move those resources to the new system.

 

Selling Exploration data has more of an effect.

Selling Exploration Data

War Elite Dangerous

War/Civil War

  • War occurs when 2 factions of different government types or anarchy are equal in influence. At least 1 must be non-native.
  • Civil War occurs when 2 factions of different government types or anarchy are equal in influence. Both must be native.
  • Only combat actions count during either state. More specifically combat bonds earned in a conflict zone.

Duration is not based on actions in system. Rather the conflict will continue until there is a winner or time runs out.

Election Faction State Elite Dangerous

Election

  • Election occurs when 2 factions of the same government type except Anarchy are equal in influence.
  • There are no conflict zones during elections.
  • Combat actions have no effect during an election.

Duration is not based on actions in system. Rather the conflict will continue until there is a winner or time runs out.

Retreat Elite Dangerous

Retreat

  • Retreat occurs when a non-native faction falls below 2.5% influence
  • The faction will have 5 days to get above 5% influence or they will retreat back to their home system.

Duration is not based on actions in system. Rather the retreat will continue for its 5 day duration and at the end of the 5 days if the faction has gone above 5% the retreat will cancel. If it has not gone above 5% in the 5 days the faction will retreat.

Faction State Duration Table

 I kept the duration of the faction states separate so it’s easier to manage multiple states after one another.

Countdown is how long a state will be pending. Cooldown is how long before the state can happen again.

State Countdown Min Length Max Length Cooldown
Boom 2 3 28 3
Bust 2 3 28 3
Civil Unrest 1 3 7 3
Lockdown 1 3 14 1
Famine 3 3 28 25
Outbreak 4 3 28 7
Election 3 3+1* 5 2
Civil War 3 3+1* 28 1
War 3 3+1* 28 1
Expansion 5 3 6 2
Investment 0 5 5 1
Retreat 1 5 5 1

*Election, Civil War, and War have an extra day at the end of the conflict if assets change hands.

Influence

Influence is a 100% zero-sum spread between all factions in a system. i.e. if there are 2 factions in a system both can’t have 60% influence because that would equal 120%. Influence is what you raise with your faction in a system to control that system and then expand into nearby systems.

Contrary to popular belief influence does not decay over time. It can only be earned and lost.

Reputation

Reputation is how much a Super Power or Faction trusts you. It does not affect the system, but instead, affects what missions are available for you from that faction on the mission board.

Having a good reputation with a faction not only gives you more missions but also better-paying missions.

Reputation vs Influence

Reputation is your standing with a faction. Influence is that factions standing in the system.

Sources

Many sources were used in the gathering of the data in this document. We used a combination of multiple sources and controlled tests to verify the data, but due to the nature of Elite: Dangerous, updates may render some data incorrect. We will update this document and any relevant data as it becomes available.

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