X4: Foundations

X4: Foundations

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X4 Economy Overhaul
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343.030 MB
4 Apr, 2021 @ 8:59am
24 Apr, 2023 @ 2:29pm
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X4 Economy Overhaul

Description
WARNING: This mod is NOT Saveggame compatible and it is highly recommended to start a new game. With Terran DLC it is mandatory to start a new game

Table of Content
  1. Redo terran economy (make it way more complex and fun to build up)
  2. Redo energy generation (adds new sources to produce energy cells, adds new solar power plants and make them race specific)
  3. Add large versions of production modules for many modules
  4. Better economy balance (in my opinion)
  5. Other economy related things
  6. Everything is AI compatible
  7. Compatibility with mods/dlcs
  8. Known problems/bugs

Patreon support:
If you like my work and if you want to support me, you can now become my patreon :) https://www.patreon.com/user?u=52126891&fan_landing=true

1. Terran economy

Vanilla Terran Economy:
https://i.imgur.com/4xTZ1Bf.png

Terran Economy Overhaul Economy:
https://i.imgur.com/CMZQ6Ha.png

The terrans have a special building that can extract Hydrogen. Its only ingredient is a vast amount of energy cells. The building has a negative margin, so it is not ment to be used instead of mining but more as a way to create hydrogen in areas where no hydrogen mining is possible.

I wrote a program that recalculates each terran module/ship to use the correct amount of the new materials. This even fixes the margin problem with the terran modules which is too low in the dlc resulting in way too low profit if you sell a ship to the AI. All races in vanilla have 400% module margins except terran modules which are around 150% (add the 0.3 ship sale factor and make your math to see that this is broken and can make you losses). Now also terrans have a margin of 400% for their modules.

2. Energy generation
In vanilla you only have solar collector modules (just 2 types: one for terrans and one for all other races). This mod adds 4 more solar collector modules of different sizes (the vanilla solar collector is a large one). Paranid and Teladi use 2 different round solar collector modules while Argons and Split use 3 different kind of solar collector modules. Terrans use their own single type.
Energy production out of solar collectors becomes slightly less productive.
Additionally to solar collectos all races have a new building for energy generation. Terrans as the most advanced race use fusion reactors which consumes fusion batteries to produce a huge amount of energy cells per cycle. Argons, Paranids and Teladi use methane power plants to generate energy cells out of methane.
(I am thinking of lowering the solar power on mercury system because in my actual playtrough, it is simply too good)


3. Large production modules
Many wares can now be produced in large production modules. These modules produce 10 times the amount of wares and need 2 times the duration for a cycle, resulting in 5 times the amount of produced wares per cycle of a small module. These modules also take 10 times the amount of components, so the margins are still the same for a large building. There are some exceptions like large missile and drone modules which produce only 2 times the amount of a small one.

Benefits:
The price for a large building is 450% of a small one. Additionally, the workforce needed to run a large building is 400% so it is more efficient to run large buildings but just to a small degree. Blueprints are of course also more expensive. It is faster to build a large over 5 small modules.

4. Better ecomomy balance
I checked each material and adjusted many production chains (prices and material amounts). Some buildings had too low margins for their complexity while others were too good. Refineries now all have a margin of around 0%, while the more complex a material is, the higher the margin. Some station module prices were also changed.
I also tried to even the income per hour a bit more. For example missile components had an income per hour of 10.000 credits only which is even at start nothing.
Mercury system got a solar power nerf from 680% to 325% (I also suggest to play with the Starbright mod).

5. Other economy related things
Container storage modules in vanilla are pretty broken in my opinion. A small version stores 25.000 units while a large one can store 1.000.000 units. That is 40!! times the capacity of a small one for not even twice the build cost. Small container storages now hold 100.000 capacity and medium can store 250.000 units. For the terran dlc, Egosoft changed the storage numbers for terran storages, so nothing to fix here.
Additionally this mod changes the workforce capacities for habitation modules. They are a bit more different than in vanilla giving each race their own values. I also increased terran habitats capacities. A small one stores now 200 instead of 100 and a large module 650 instead of 500.


5. AI compatibility
Each building will be used and produced by the AI. The large module versions have a chance of 20% to be taken. I am right now playing as a terran and so far, the AI is doing pretty well. Even after making their economy way more complex, their eco is still way simpler than the economy of the other races resulting in a better economy overall.

6. Compatibility
I think you can run this mod with or without any other dlc or mod, but I designed it with both dlc's in the background.

For VRO there exists a patch mod her (still requires the base mod)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2446480259


7. Problems/Bugs
There is just one cosmetic issue with the new modules and that is that I havent added any waypoints for the masstraffic. This means that the new structures wont have vehicles fly around them. But this is just cosmetic and because you always have to build docks and habitats, there will be enough traffic to do missions and stuff like that. Maybe later I will add mass traffic waypoints too.
Not all modules can mount turrets - this is inteded.
Popular Discussions View All (2)
12
7 Apr, 2023 @ 5:40am
Temp Fix for Terran scrap
MickeyTJR
0
23 Apr, 2021 @ 12:21am
Update Chinese Translation
TiomTang
219 Comments
War...war never changes 3 Oct, 2024 @ 8:24am 
mod production modules aren't 10x basic production; they're around 2.5 or so and they cost almost the same as 10x normal production modules. Probably because it isn't updated to newest version
Quecks 15 Jul, 2024 @ 3:09am 
Is there any meaning to the colors in the flow charts?
arithon 11 Jul, 2024 @ 2:47pm 
Could you at some point fix two/three translation bugs in the german translation?
https://i.imgur.com/6CqTIOr.png
The terran Nanoparticles should be called "Nanopartikel", not "Nanpartikel" (station as well as wares).

https://imgur.com/a/0Nspl4j
This factory should be called "Produktion", not "Production".
RichardLuo 26 Jun, 2024 @ 9:25am 
is this mod compatible with 7.0?
kullen 27 Mar, 2024 @ 1:26pm 
Came here to praise this mod for what it do and complain about the hitboxes, love the mod regardless
Saeb 28 Dec, 2023 @ 11:06am 
Did he fix the issues with hitboxes?
Mr.Hishprung 29 Aug, 2023 @ 4:57am 
For the love of the goddess please fix the building collision of the modules. Some modules that are very slim and small need to be miles away from other because otherwise they collide
Royal Shrimp 16 Jun, 2023 @ 8:28am 
How can I shorten the construction time? Is there a way?
OhStaniel! 15 Jun, 2023 @ 11:00pm 
Love your stuff, tho.
OhStaniel! 15 Jun, 2023 @ 10:59pm 
Can't seem to get close enough to any of your modules in 6.0 to steal blueprints. Some collision issues, to say the least.