X4: Foundations
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Darca1213

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DARCA1213

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About this mod

Allows factions to build (~25%) more critical station modules like hull parts, weapon components etc. No longer will factions take hours to fill simple orders while still not making shipyards always full..

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Introduction: 
Did you know the game gives the God realm faction a single shield component module for its entire faction? Or that the Teladi are allocated 40 hull part modules while other factions can have 20 as they struggle to build even small fighters? It is no wonder when you put an order in a shipyard things can take hours to be built. This mod adds some balance to these problems while leaving room for the player to still make money, not overfeeding the factions, and not trying to modify to much. 

Description:
The game is very good at letting the player fill the gaps in the economy, but sometimes these gaps can lead to factions being overran, being crippled, and sometimes leading to a slow stagnant universe.
This mod fixes most of the problems with the in game economy for all factions (DLC factions included but not required) by updating the "god" file that dictates how many of each module a faction will build. Only certain wares were modified so there will be a very minimal performance hit, if any, for the added stations and modules. Generally only about 15 modules were added to the ten station wares overall, as some factions were already healthier than others for a specific ware. I am all about making focused intelligent mods instead of giving equal numbers to everyone without thinking:

Commonwealth factions: Teladi did not get a increase for hull parts or Claytronics because they have 2x as many by default compared to every other faction. The following modules were increased for each faction. Shield components typically has only 2 modules for a faction and advanced electronics 2 also. Now each will have 4 modules at least e.g. Other modules were increased by 20% like hull parts. The universe factions will still be hungry and you will still see shipyards that are low on resources, but you should not see shipyards that are constantly out of resources. ;)

Advanced electronics
Antimatter cells
Advanced composites
Antimatter converters
Claytronics
Hull parts
Engine parts
Shield Components 
Weapon Components
Turret Components

Terran factions: Terrans incorporate more modules per station so their numbers do not go up much in the screenshot above. They will make more silicon carbide now especially as it was in short supply based on their default ratios.

Computronic substrate
Metallic micro lattice
Silicon carbide

TLDR; This mod makes your game better by giving factions more of the wares they run out of without overdoing it.

Mod info:
- Works great with the More traders mod.
- New game recommended, you might see more stations being built or modules added to existing stations but it will be over many hours of time.
- Balanced for use in vanilla games and for mods that add more ships/stations to the universe.
- Not compatible with mods that change vanilla god/station numbers directly or there will be a conflict.
- DLC races are included but you do not need the DLC'S to play this mod.
- Xenon are hardcoded it seems after the nerf a while back, I will have to dig D E E P to find a way to get their numbers higher. However, they are powerful enough when using my other mod for larger fleets if you want more Xenon pressure in your game or this mod to really have a challenge with fighting for.
- This mod is compatible with current save games. 4.x or higher. Will update the mod when Tides of Avarice comes out also but it should not break.
- Install at X4 root directory where ever it is installed, place unpacked mod in the extensions folder. If one is not present simply make one. See screenshot.
- Uninstall at any time.
- Mod screenshot with the faction data is here: https://steamcommuni.../?id=2503857262 It's really good.

Enjoy!