X4: Foundations
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emitbreaker

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emitbreaker

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About this mod

A mod to add secondary resources to all non-shipyard stations to increase its production efficiencies. Also, the mod will modify some traders and factory settings to try to resolve current stasis in economics mid- or late in game time.

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Change log on Version 0.3

I've tried to modify AI script as per Forum user's feedback, but can't do that thanks to my real life.  Instead, I've tuned few values for key wares that still makes issues on version 1.5 as below;

1.  Adding additional factories for Smartchip

Now quota for smart chip factories are changed from 2 to 8.

2.  Changes in pricing and production time & amount

1)  Smart Chip
 - Minimum Price:  176 -> 88
 - Maximum Price:  215 -> 303
 - Production Time:  600 -> 300
 - Production Amount:  80 -> 800

2)  Drone components
 - Minimum Price:  2261-> 1130
 - Maximum Price:  2764-> 3897
 - Production Time:  1200-> 600
 - Production Amount:  120-> 240

3)  Engine Parts
 - Minimum Price:  480-> 240
 - Maximum Price:  719-> 963
 - Production Time:  480-> 240
 - Production Amount:  600-> 1200

4)  Hull Parts
 - Minimum Price:  413-> 206
 - Maximum Price:  619-> 829
 - Production Time:  900-> 450
 - Production Amount:  220-> 440

5)  Shield Components
 - Minimum Price:  387-> 193
 - Maximum Price:  581-> 778
 - Production Time:  1200-> 300
 - Production Amount:  220-> 440

3.  Changes in Production Efficiency by Secondary Resources

Changed from 0.15 to 0.3

4.  Changes in Basket "construction_ship"

Now the traders also buy or sell Smart Chips

5.  Changes in Jobs for "construction_ship" 

- M Class traders:  Reduced from 30 to 10 per galaxy per faction, with cluster limitation of 2
- L Class traders:  Reduced from 10 to 5 per galaxy per faction

6.  Remove Nividium from Primary Resources

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Since 1.3 I have tried to solve inactiveness in economies after mid- or late game time.  As you may well know, current economy depends on Shipyard, or ship building activities too heavily , so if somehow the activity had broken - and unfortunately it often happens - entire economy also has broken.  As a part of the try and error, I have modified some libraries to bring more dynamicity into the economy as below;

1.  Adding secondary resources into all non-shipyards

One among Space Fuel, Space Weed or Maja dust is added to each station as a secondary resources which provides additional efficiencies to the production.

2.  Adding additional factories for shipbuilding into the galaxy

Quota for Engine Parts, Smartchips, Drone / Turret / Shield Components factories for each faction has been changed from 2 to 8.

3.  Adding new traders to each factions

Although the baskets has specific trader type called "construction_ship", there was no traders in the Jobs.  So, I have added key shipbuilding parts (hull / engine parts, drone / turret / shield components) to the basket and added 15 L-class traders and 30 M-class traders to each faction.

4.  Adding Nividium as a primary resource

As you may know, there is no items but Nividium Gems is using Nividium as a primary resources.  I added it to Smartchip and Superfluid Coolant as a primary resources.  I'm not sure whether this is a positive change or not as of now.


How to install:

Unzip the file into your extensions folder.  You can use it with your existing save files, but a clean start is recommended.

How to uninstall:

Simple delete above folder from your extensions folder.  It will not affect to the save file.