From post: 188448, Topic: tid=12709, author=Vice wrote:...
Regional control is rated by the ship presence. So the key is to destroy enemy ships to reduce their presence and shift the control level. Station/city modules are not directly part of the 'mobile force presence' factor the territory control rating system is based on. So you don't have to worry about building or even destroying modules early in the game. You can focus on just taking ship-vs-ship contracts or open combat in systems that are disputed, but at least have allied stations you can dock at to accept contracts and/or resupply from.
Stations/cities do help with support for the force presence of a faction in a region. So they are an important part of the equation, something you'll likely want to work toward as you build your capabilities in the game and possibly want to expand your faction's control further into enemy territory. But until you reach that point, you can simply focus on taking out enemy ships one way or another.
So, if I'm reading you right, affecting territory control is most directly managed by blowing things up, with building things a supporting factor.
Sadly, given my lack of equipment/skill, right now combat contract = death. Actually, contract or no, combat = death. Honestly, I finally sold off all of my weapons for their pathetic cash value since even while armed, my combat options are basically 1) run away; 2) die. And building stations/cities for support isn't even an option, since there's not a build constructor to be found where I've been flying.
From post: 188446, Topic: tid=12709, author=Marvin wrote:
Try doing contracts. But, considering you affinity for rustbuckets, you might want to stick to non-combat contracts.
I have an affinity for rustbuckets much the same way a broke teenager getting their first car has an affinity for beaters. I literally cannot afford anything better, since the frame prices are obscene.