Looking for tips on what's next

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Normandy v3
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Joined: Thu, 12. Apr 12, 12:55
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Looking for tips on what's next

Post by Normandy v3 » Wed, 9. Jun 21, 09:05

Hi everyone,

I'm pretty new to X4, currently in my first save (split patriarchy start) at +/- 30 hrs played. My ultimate goal is to own a raptor full off fighters 50/50 anti fighter/anti capital.

I currently have:
- +/- 24mil credits in my pocket.
- Am personally flying a Dragon with Tau mk2
- 1-3 auto miners setup in every faction's space
- Nividium miners set up in all space that also has a trading station that buys nividium
- A 3x Smart chip + 5x microchip self sufficient factory
- A 5x Hull parts self sufficient factory
- My PHQ has 6 solar panels selling energy cells for 10 credits each for an ok'ish passive income

My question is: Where do i go from here?

Do i keep building stations to fill the faction's needs and earn money on the side? Do i invest into a small fleet for boarding SCA?
There's just so much to do and i'm kinda lost on what would be a logical next step to keep earning more credits quicker. I also don't have the beefiest pc so building 100 extra miners would most likely just kill my rig :|

Thanks everyone!

alexthespaniard
Posts: 69
Joined: Mon, 13. Jan 20, 16:39

Re: Looking for tips on what's next

Post by alexthespaniard » Wed, 9. Jun 21, 10:49

I recomend...
1- Advanced satelites buy 85000/90000cr - Sell 125000/135000 cr with s ship you can win 2M/3M cr biger ship biger Profit.
2 Go for L abandonded Destroyer
3- Have 2 miners for sector except if there is more regions there. In 4.0 much better gas miners 80000 cr against 20000/30000 cr
4 - Build Energy Cells Station and raw material so you don't need to invenst more money than the transporters and the own station.
5- Assault L Ships from enemy Factions Or Pirate L Destroyer you can win 15/30M cr (remember to buy the police licence).
6 - A bit tedius but crystal Mining.

I hope it helps!

Ragnos28
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Joined: Wed, 4. Mar 20, 00:28
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Re: Looking for tips on what's next

Post by Ragnos28 » Wed, 9. Jun 21, 10:52

Hi,

Given your ultimate goal, you should aim towards a wharf (for the Raptor fighter escort).

Now, for money making. I need to mention that what I will recomand is based on personal experience.
1. try to stear your factories towards the production of the most valuable commodities: claytronics and advanced electronics. Hull parts factory is fine given the fact that hull parts are esential for any construction project.
However, your main income will not come from factories (at least mine is not)
2. complete all the research at PHQ for stealing blueprints and after, steal all the blueprints you need
3. mining...all the mining I do is to feed my factories and shipyard. Given the stupidity of station managers that keep sending miners to mine for ore (that have full containers) and not mine for silicon (with containers always empty) and the fact that, the before mention managers, insist in sending miners 10 sectors away even tho the resources required and resource probes are in the same sector as the factory... I rely heavily on an army of L sector miners that I babysit to deliver silicon to my factoryes (shipyard, mostly). Some ppl use mining stations (small station with just containers, landing pads, L miners asign to mine and M miners asign to sell), that are a solid concept. Personally, I don't use them because in my current playthrough I want to have a very slim property list, but they seem to be efficient in supplying stations with minerals.
3. boarding SCA can be profitable. I did very little boarding in my game (capture Behemoth's and Phoenix's with Syn, lol), but others are very successful with that activity.
4. now..let's move to the most profitable thing in the game: fleet delivery missions. My start is terran cadet, so my bread and butter for serious money making are fleet delivery for the terrans vs xenon missions. Stick to the minimal specs required by the mission (ex. L turett required = 1 L turett deliver). Save the mission configurations for later use. I don't know for split, but for terrans, for an investment of 50-55kk I get 100-110 kk reward).
Atm, my shipyard is complete, with all constructions modules, yeat I still take fleet delivery missions, because, for one, they are still the most profitable activity in the game and second, I try to keep the Xenon alive for as long as posible, delivering weak fleets have a small impact on the Xenon...on the other hand, anihilate Xenon station missions, that pay 30kk, have a great impact on the Xenon (in order to complete such a mission, I had to destory 1 I + 7 K's + M/s ships escorts, basicly clearing the whole sector).
5. wharf and shipyards earnings took a giant nerf in 4.0. To combat that, manual ship sales are the way to go, buy BP for M ships, equip them with expensive weapons (messon for terrans, for ex), manually sell them to factions = profits.

The are "my two cents" :)

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grapedog
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Re: Looking for tips on what's next

Post by grapedog » Wed, 9. Jun 21, 12:33

Do you like fighting, or do you like empire management.

If you like empire management, I would start building out your factories. Hull Parts, Engines Parts.... all the actual ship building parts. They sell well to everyone because everyone always needs em. Typically each playthrough when I pick my starting faction, I also pick my friends and enemies, and I located 2-3 sectors that will be my hubs... where I'll build the majority of my stations. I don't have to own my hub sectors, but it is good to have them picked out. Once I've got the basics in my sketched out, I start building basic level stuff. Usually my first stations are Raw Resource Trading Posts, then Tier 1 goods stations(stations that take in raw resources and output only tier 1 goods). In my mind, i'm feeding the NPC war machines... keeping their factories working, and ships coming out, the engine of war running hot. Then I start with tier 2, then tier 3....

If you like combat, I'd start with making M ships bail, while also getting a SPL Cobra, loading it up with Marines, and capping enemy faction freighters and miners, and SCA destroyers. The miners and freighters you can put right to work, and the destroyers you can keep or sell as you see fit.

Aside from owning a fully loaded raptor, what other goals do you have? Are there certain factions you want gone? Or to succeed? You also kind of have to have in mind what your win conditions are... eliminating all ARG or SPL from the map.

Normandy v3
Posts: 23
Joined: Thu, 12. Apr 12, 12:55
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Re: Looking for tips on what's next

Post by Normandy v3 » Wed, 9. Jun 21, 13:29

grapedog wrote:
Wed, 9. Jun 21, 12:33
Do you like fighting, or do you like empire management.

If you like empire management, I would start building out your factories. Hull Parts, Engines Parts.... all the actual ship building parts. They sell well to everyone because everyone always needs em. Typically each playthrough when I pick my starting faction, I also pick my friends and enemies, and I located 2-3 sectors that will be my hubs... where I'll build the majority of my stations. I don't have to own my hub sectors, but it is good to have them picked out. Once I've got the basics in my sketched out, I start building basic level stuff. Usually my first stations are Raw Resource Trading Posts, then Tier 1 goods stations(stations that take in raw resources and output only tier 1 goods). In my mind, i'm feeding the NPC war machines... keeping their factories working, and ships coming out, the engine of war running hot. Then I start with tier 2, then tier 3....

If you like combat, I'd start with making M ships bail, while also getting a SPL Cobra, loading it up with Marines, and capping enemy faction freighters and miners, and SCA destroyers. The miners and freighters you can put right to work, and the destroyers you can keep or sell as you see fit.

Aside from owning a fully loaded raptor, what other goals do you have? Are there certain factions you want gone? Or to succeed? You also kind of have to have in mind what your win conditions are... eliminating all ARG or SPL from the map.
I'm interested in both to be fair. Although i must admit that next to shooting a few Xenon S & M ships i have not yet done much combat.

My real end game goals would be to drive the Xenon back to a few sectors & own some self sufficient wharfs/shipyards :) Am also interested in looking into setting up Court of Curbs but that might prove difficult as incidentally before deciding on that i placed my current biggest factories in ZYA space :D
I was hesitant to start building everywhere and focused on Split space cause i didn't want them whiped out by a mixture of Xenon and ARG till i could get some blueprints off of them.

Your idea on multiple hubs seems logical. Currently as i wrote above i have some stations in Family Nhuut closeby to the raw materials. I'll have to investigate what other regions might be interesting to settle in. I know every save has a different economy etc but are there any systems that generally always seem to provide the best location to start building in?

EDIT: Looking at the map + a max of 5 jumps range Silent Witness seems like a decent place to build, although i'm unsure if it suffices on the raw materials' side of things.

Fishille
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Re: Looking for tips on what's next

Post by Fishille » Wed, 9. Jun 21, 15:01

Get rid of the Nividium production and storage. It is an absolute waste. Once trade station hit their quota you will have tons of worthless Nividium.

The easiest way I find to rack up tons of credits actively on top of the passive income industry, is to take on fleet assembly missions, they will require a small investment but will at yield more then double in profit and can be completed in as quick as 10-15 minutes(time may vary depending on situation). These are part of trade guild missions. Requires a minimum standing of 20 with faction.
Critical point of fleet assembly position, only deliver exactly what the mission asks for, if it doesn’t list a shield module, don’t put a shield module. I usually do Argon as I can easily get a huge supply going, make sure you have collector ships to harvest Basic Weapon Chambers and have basic weapon mods researched. 20 million invested becomes 50-52 million. Terran missions are even more lucrative but have a much higher initial investment and take longer due to much longer distance for delivery.

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Nort The Fragrent
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Joined: Fri, 5. Jan 18, 21:00
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Re: Looking for tips on what's next

Post by Nort The Fragrent » Wed, 9. Jun 21, 19:55

Thats the rub !

This game is up to you as to your next move !

Make a choice, run with it.
If it go’s south, never mind !

Plan ahead, you will prevail.

enjoy.
:)

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Botschafter Von Den Glück
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Joined: Thu, 28. Sep 17, 11:32
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Re: Looking for tips on what's next

Post by Botschafter Von Den Glück » Wed, 9. Jun 21, 22:34

its far better if you do it without help, and the 'llong way',

because any of our help does not help further because not the how it is done is important which is exactly the point of X: do it YOUR way.

then you have the best experience.
help is enough on the internet, but it only can spoil, never improve, because X cannot be played with already knowing everything because you fall asleep if its not interesting because you know the chose.

you also can invent your own strategy, the most interestng part.
(YOUR combination of things. not play after a bluepring receipe how to win.
and every day and every time its a new constellation, never the same river you jump in. works even on computers.
because computer has to deal with life circumstances like you.

its dependend on you. the pilot. that ... is X, and what its story wants to tell you
Botschafter von den Glücksplaneten: Zu 100% Doktor. Die vertrauen mir!

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