X4: Foundations

X4: Foundations

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AI Economy Buff 8.0
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2.946 MB
27 May, 2024 @ 6:03pm
26 Sep @ 3:13am
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AI Economy Buff 8.0

In 1 collection by Treybor
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Description
I highly recommend turning this off and most other mods for playing timelines scenarios as these will likely disrupt the intended "challenge" scenarios presented as they are all handcrafted situations and carefully calculated.

Updated - 8.0 and introduced new job helper script, factions will only use the closest shipyard/wharf for the jobs location. Xenon will no longer order ships for Scale Plate Pact from Emperor's Pride and make them travel there. This is a deadair script added with his permission.

Do not use DeadAir Ware/Eco with this since it does similar things, Deadair helped collaborate on some things here but these just represent different visions of the economy. So pick one. Same thing goes for other economy mods, you need to be careful and check the files and see what's being overwritten. The other DeadAir mods do work with this as far as we can see.

*Images are all AI built (Except Shipyard) using the new stationgen script modifications in this mod with 20 Production Modules, TER/TEL Habs were doubled in workforce limit but cost twice as much in resources to make stations more attractive

Gives AI Empires a boost in economy and completely revamps vanilla jobs/vanilla god

Intended for those looking for a more active involvement by the AI economies(IE: Your using mods that raise the number of military ships and don't want to be the hero)

Best on a new game to get AI stations stacked.

What does this do?

Job Helper Script - Factions will only order from the closest wharf/shipyard for where the job is to be filled, no more long treks across the gate network. Does not effect player wharf/shipyard and they will still have a chance to build at them despite distance. Big Buff for Xenon clusters. Script is thanks to Deadair and added to this mod with his blessing.

Adds a Split trade Station to family Zhin(This improves pathfinding for the split, otherwise they try to cross tharka's cascade to trade at the HAT trade station and get blown up, causing a massive degradation of their economy)

Adds a Free Families Trade Station at Thuruk's Demise to get their traders to not route through Matrix #9 to trade with the teladi

Adds a Pirate Base for the SCA in Nopileos's Fortune III to keep trading illegal wares since I rarely see them rebuild stations when they are destroyed, also added pirate bases in the new "pirate corridor"

Earth now has a wharf/shipyard for TER

Path to Profit and Ianamus Zura now have Wharf/Shipyard combos for MIN and TEL

Buffs starting economic position for empires on a new game with some more spawned modules(Hullparts being the largest)

AI can stack more production modules onto stations, Hullparts being the most extreme at 20 per station, this means LESS Stations but MORE Production (This massively improves performance and best on a new game)

All jobs can use higher end loadouts or lower end(It's randomized now)

AI should be slightly better at resolving production issues via production scripts

Removes Hullparts from Station Module Construction and moves the cost too Claytronics.

Race specific Trade Wares are available at that races trade station, each race will trade in one unique intermediary good as well to stimulate trade(ie: plasma conductors are available at split stations and silicon wafers are available at Teladi stations), also refined gasses such as graphene were added to the trade station pool

Integrated Station Shuffle, More AI economy ships, Jobs Shuffle, larger stations mod and Remove Player Centric Builders

Production module tweaks, Medical supplies/Hullparts Input/Output doubled and construction cost doubled, production time/output increased for any timer under 5 minutes to match 5 minutes, a few other time increases matched with corresponding output increase

Reworked some station gen in finalizestations md to produce better looking stations with alot of modules(Thank you Deadair)

Doubled Habitat Capacities of TEL/TER due to station gen making extremely ugly stations from the bad Habitats. Doubled material cost on TER/TEL Habitats as consequence as well

All wares have a 20% increased MAX price to help the AI and you find better trade deals

Slightly increased workforce inputs of food/medical

Reduced Mass Traffic (there is still some mass traffic, criminals unaffected, but mass traffic really provides nothing and I'd rather have the extra FPS where I can get it)

Reduced cost of Xenon S miner/trader ships by 30% to ensure they have a healthy economy instead of throwing away ships. Also moved the I production(previously 20 minutes) closer to K production(5 minutes) time wise. H production time also decreased. This is to prevent Xenon falling too far behind from a better economy of the commonwealth.

Black Markets accept more base illegal goods then vanilla, so you can take more per trip.

Crystal Timers gone. What you do with your time making money is up to you and shouldn't be gated by arbitrary timers.

Better economic thresholds in scripts, such as when a faction detects an economic problem it will construct 10 production modules as opposed to 2 to try and meet the demand. A variety of other tweaks to economic AI scripts.

Modding

Anyone with the know how is more then welcome to modify this as they see fit to fit their experience, obviously I will try to reach a balanced state as best I can but I am also only one person and have enough mods to be working on right now. If you want to learn then feel free to open up this file and start fiddling around with things, the Egosoft discord in the modding section is also full of helpful people including myself when I stop in.

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I love modding this game, mods will always be free and I will always be trying to push more content but if you want to show some appreciation then consider buying me a coffee to help keep me awake on some of this coding
Ko-Fi[ko-fi.com]
Popular Discussions View All (2)
5
9 Jul @ 4:37pm
7.0 Feedback
Treybor
0
20 Jun, 2024 @ 7:41am
Performance and what to look for?
Treybor
179 Comments
AzoorFox 3 Oct @ 7:24pm 
Thank you for your response. I did try fidlying with Project Lasso for a better CPU managment but I didn't notice any real difference, pretty much just placebo.

I'm using a 7800X3D with a 3060TI, and by reducing a few settings it did help a bit, specially close to asteroid belts, but if I pause the game my fps skyrocket to max immediatly, so definetly a CPU problem.
Treybor  [author] 3 Oct @ 4:54pm 
@AzoorFox I'll take a look at the added connector modules though since they did add some new ones, potentially those could be used to reduce the total number of them but that will take several days of testing, so I wouldn't expect anything soon
Treybor  [author] 3 Oct @ 4:51pm 
@AzoorFox I think turning down shadows helped me with that but Holy Vision/Second Contact are always going to be an issue

Theres not really much I can do other then reducing the number of allowed modules to vanilla levels, and with the better ai scripts they will just build even more stations which will increase the background processing to even higher levels since having less numbers of stations is better then a lot of little ones on the processing

The "extra" connectors need to be there just bc the AI will just build stations completely detatched from the main station floating around if they aren't included, so we could reduce the level there by just accepting ugly stations

i typically get like 40-50 fps in those sectors even with stations/traders around, having a large battle around is when I see sub 20 fps and I have a pretty "average" build for this point in the gaming industry - 2070 Super/ I9 9900K Mods I use are in the "My Mod list" at the top here that I use
AzoorFox 3 Oct @ 4:14pm 
I'm having the same problems as Sleaker, good FPS in certain systems but it completely drops in places like Holy Vision, Hatikvah's Choice and Second Contact. I'm definitely sure this is not normal. The game tanks in a few places inside those sectors, mostly where the stations are (close to the highway and gates).

I do note that I'm using KUDA AI, so that might get a bet skewed. But I'm playing on a new game, and my FPS is already at 20~30 in those sectors, making it completely unplayable.
Bozz 💀 3 Oct @ 1:46am 
would be nice to have a little diversity for exemple hatvikla should have a small wharf and shipyard doesn't make sense they have them that huge xD but other than that for now this mod does fantastic job
Joan Rony 19 Sep @ 9:25am 
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Treybor  [author] 16 Sep @ 7:07am 
@Sleaker Just did an update with some number reductions but there shouldn't be that many stations as 20 modules go to one station to conserve space and processing
Treybor  [author] 16 Sep @ 12:52am 
@Sleaker do you have any other economy mods? I'll be doing another balance pass, i typically am always testing alongside my extra sectors mod so I might just need to cut the numbers down for vanilla purposes but I also mightve swung too high in general, the only system that ever gives me performance issues is typically second contact
Sleaker 15 Sep @ 7:32pm 
Just started a fresh game, with this enabled, vs not enabled to test some performance, and it seems like this is spawning a massive amount of additional stations along the ring network with an absurd amount of connective structures attached. This seems to just tank the performance instantly from a fresh start. ~70fps just chilling going around ring, to dips around ~15. I'm not sure if there was something with 8.0 that also impacts this, but FPS is also fine if I'm just in a sector where there are no objects, so background processing is absolutely fine, it just seems like there's too much stuff being spawned in for sectors that are already heavy.
Jaeger 12 Sep @ 12:37pm 
thanks so much. this mod is essential for me.