X4: Foundations

X4: Foundations

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Deep Space Terraformer Fleet Spawn
   
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26 Dec, 2024 @ 12:57pm
4 Jan @ 10:30pm
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Deep Space Terraformer Fleet Spawn

In 1 collection by EBI
EBIMODS
34 items
Description
-MOD FEATURES

This mod adds a medium-sized economic support fleet of terraformer fleets (H, B, F) that spawn in the Xenon sector.

These fleets are intentionally not built in shipyards.

A simple, minimal patch gives the H and B classes the ability to mine and be energy transports, supplying materials to the Xenon shipyards, in addition to their usual combat activities.

Also adds an L docking module to the Xenon faction, allowing the H class to dock at Xenon stations.

Naturally, fleets do not spawn in sectors of factions other than Xenon (unlike the irritating Khaak).

This mod does not replace the vanilla Xenon main fleet of I and K classes, nor does it add an extremely large invasion fleet at all.

Instead, it is intended to prevent the collapse of the economy due to the depletion of materials at the Xenon shipyards, which is the cause of Xenon's easy annihilation by other factions, and the extreme decline in the SE-class population that causes this, and to prolong the life of the universe.

-MOD purpose

The economy of vanilla Xenon is supported only by the medium-sized SE-class, but this economy is weak to support the entire Xenon, which is at war with the entire universe, to put it mildly. And this cannot be solved at all by simply increasing the number of SE-class. It will only increase the number of SE-class destroyed and put a huge burden on the Xenon shipyards.

In vanilla Xenon is hostile to all factions, and Xenon territories are scattered all over the place, so the SE-class encounters its opponents every time it mines or transports, and its numbers decrease.
If the number of SE-class decreases, the shipyards will no longer operate, and the number of SE-class will decrease further, creating a vicious cycle.
This eventually causes the entire Xenon faction to fail, and Xenon, exhausting its main fleet of I- and K-classes and unable to replenish them, is overrun by factions with fewer opponents and stronger economies, such as Argon and Teladi.

The economic support fleet of H- and B-classes does not burden the shipyards and is always mining and transporting, so Xenon at least does not suffer from a shortage of forces or lose without fighting.
If it is to perish, it will be when its fully-fledged Xenon main fleet is destroyed in a head-on fleet battle.

Just to be clear, I loved the X4 universe, which is "alive" through economic activity.
Well, as long as the universe is alive, it may die someday.
But in my opinion, its lifespan is too short. The X4 universe is fragile.
It's fun for the first few hours, but within a few days it becomes weak and the universe dies and becomes unplayable unless the player takes care of it.
Even if you start a new game again, the factions will be destroyed as usual due to the lifespan of the economy, and before you know it, only the Teladi, which has no enemies, will remain alive and well in the universe.

There is no effective and fundamental solution for players to prevent this in the game.

The basis of this MOD's approach is the stability of the universe by fleet spawning that does not depend on the economy, so it may be nonsense that destroys the characteristics of economic simulation games.

Personally, I have no interest in the play style of players rushing to run the economy of the entire universe and secretly controlling space nations to prevent the death of the universe, or going to war with the Teladi for the reason that "I don't have any particular grudge against them, but they are disrupting the balance of the universe," so I thought it would be nice to have the option to prevent the universe from dying even if it means turning the universe into a cyborg state with modifications.

Personally, I like traveling the universe freely with a small number of small and medium-sized fleets like a bounty hunter in Star Wars, and participating in fleet battles and dogfights with Xenons and the like, so to be honest, a "universe that once had a living economy but is now dead" is boring.
36 Comments
Deep Fried 14 Jan @ 10:04pm 
mod is great but im pretty sure xenon build additional H's, there is probably well over 150-200+ H's in my game. I love how the xenon are now an inevitability instead of a minor annoyance
Boshty 14 Jan @ 2:55pm 
part 2

plus xenon have been scaled up to insane, but it doesnt matter, because everyone is an easily provoked madman even they arn't managing to just take over because everyone else is such a powerhouse too.

and theres mods on so if one faction ever gets super weak and failing, it gets massive economy buffs and even fleet reinforcements to get back into the fight and retake some territory.

ive got roaming fleets and the pirate factions are all buffed out the ass too. scale plate is an absolute menace right now. they even smashed a xenon force to bits before continuing to wreck a teladi system.

i cant wait to see what absolute madness adding your mod to my clusterfuck is going to cause..... but... FOR SCIENCE!!!! "Teladi voice in the back: and profits" *activates mod*
Boshty 14 Jan @ 2:55pm 
part 1:

only the Teladi have no enemies.... my god i forgot all about vanilla behaviours. I've been playing with like 30 to 40% of the mod workshop installed for so long i forgot what a normal game is like.

currently argon, taladi, scale plate are in a 3 way deathbattle and the boron are simultaneously deep up xenon's arse and kicking the terrans home system in its teeth.

ive got every 'jobs' mod installed along with all economy buff mods lmao. ive got station modules build in 1 min each, and all factions have a desire to build 1 more station than normal, plus they all start with an extra shipyard each.

plus xenon have been scaled up to insane, but it doesnt matter, because everyone is an easily provoked madman even they arn't managing to just take over because everyone else is such a powerhouse too.
Ram 12 Jan @ 7:00am 
@EBI
God.cfg is actually god.xml found in /libraries/god.xml. But, Snork is wrong. God is for stations. Jobs.xml in the same directory is for fleets, which I assume you are already using.
technonine 11 Jan @ 3:30pm 
Can confirm, can drop this mod in the middle of a savegame. Its great fun having more H to shoot. The spawning really boosts the health of the xenon economy, but it does kinda feel like pest extermination at some point. :)
Wisp 7 Jan @ 9:07am 
Is this save-game compatible? As in can I use this in an already-ongoing game or nah?
Regal Rabbit 6 Jan @ 1:40pm 
I started a fresh save with this mod, it spices things up a bit I think I like it. The Xenon seem more active and less likely to collapse later on. I'll chime in a few days if something unexpected happens.

Thanks mate!
nnn3323 4 Jan @ 11:42pm 
Hi, interesting mod, it would be nice to limit the life time of spawning ships and set their existence time for example one hour, so as not to disturb the game balance and not to flood the xenon sectors with an excessive number of combat ships, but if this is not possible, then reduce the number of combat ships and dilute them with ordinary mining-transport ships
EBI  [author] 4 Jan @ 6:47pm 
@Black Heaven
Thank you.
If necessary, you can also combine this with your favorite Xenon buffs!
As Snork mentioned, this is more of an economic boost mod, and the combat buffs to Xenon are minimal...
I hope your universe is well.
EBI  [author] 4 Jan @ 6:40pm 
@Snork
And the exact answer to the question is that I didn't know about god.cfg in the first place, and even now that I know about it, I feel it's impossible.
If you don't mind, could you please tell me the location and path of god.cfg? I haven't found it yet.
Thank you for your comment.