[Mod] X4 Economy Overhaul

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Max Bain
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[Mod] X4 Economy Overhaul

Post by Max Bain » Wed, 31. Mar 21, 14:17

Economy Overhaul (not yet released)

This is my next big mod project to make X4 even better and more diverse. I think the main aspect of the game, the economy that lies behind everything, could need some more love, especially with the new Terran dlc. I was super disappointed that Terrans only have 3 materials to produce for all of their modules and ships (I still love the new dlc and think it is the best so far). So I decided to create a mod that not only changes this, but also improves many other aspects of the game economy. All new modules have unique models/icons and of course values (models and animations were ported over from XRebirth - I fixed and changed them to work with X4 - Terran stuff got a white painting).
If nothing bad happens in the next days, I plan to release the mod this weekend.

IMPORTANT BEFORE YOU PLAY:
This mod requires a fresh start, otherwise the new materials that are needed to build the new terran modules are not in the game and cant be produced.


Main goals
  1. Redo terran economy (make it way more complex and fun to build up)
  2. Redo energy generation (adds new sources to produce energy cells, adds new solar power plants and make them race specific)
  3. Add large versions of production modules for many modules
  4. Better economy balance (in my opinion)
  5. Other economy related things
  6. Everything is AI compatible
  7. Compatibility with mods/dlcs
  8. Known problems/bugs
Download
Steam download:
https://steamcommunity.com/sharedfiles/ ... 2446450765

1. Terran economy

Vanilla Terran Economy:
Spoiler
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Terran Economy Overhaul Economy:
Spoiler
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The terrans have a special building that can extract Hydrogen. Its only ingredient is a vast amount of energy cells. The building has a negative margin, so it is not ment to be used instead of mining but more as a way to create hydrogen in areas where no hydrogen mining is possible.

All terran wares have been recalculated to use the new materials. For each type there is a specific ratio of the new materials. The margin of all terran wares is about 400% like it is for all vanilla races.

All Terran trade stations have now dynamic prices like all other trade stations.

2. Energy generation
In vanilla you only have solar collector modules (just 2 types: one for terrans and one for all other races). This mod adds 4 more solar collector modules of different sizes (the vanilla solar collector for example is a large one). Paranid and Teladi use 2 different round solar collector modules while Argons and Split use 3 different kind of solar collector modules. Terrans use their own single type.
Energy production out of solar collectors becomes slightly less productive.
Additionally to solar collectos all races have a new building for energy generation. Terrans as the most advanced race use fusion reactors which consumes fusion batteries to produce a huge amount of energy cells per cycle. Argons, Paranids, Teladi and Split use methane power plants to generate energy cells out of methane.
Solar power in mercury has been lowered from 680% to 325% (I suggest to play with the Starbright mod which gives each secotr individual solar power).
Spoiler
Show
Some new solar collector modules
Image
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Methane powerplant
Image

Terran fusion reactor
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3. Large production modules
Many wares can now be produced in large production modules. These modules produce 10 times the amount of wares and need 2 times the duration for a cycle, resulting in 5 times the amount of produced wares per cycle of a small module. These modules also take 10 times the amount of components, so the margins are still the same for a large building. There are some exceptions like large missile and drone modules which have different production values.

Benefits:
The construction price for a large building is 450%, the build time 400% of a small one. Additionally, the workforce needed to run a large building is 400% so it is more efficient to run large buildings but just to a small degree. Blueprints are of course also more expensive.

4. Better ecomomy balance
I checked many materials and adjusted many production chains (prices and material amounts). Some buildings had too low margins for their complexity while others were too good. Refineries now all have a margin of around 0%, while the more complex a material is, the higher the margin. Some station module prices were also changed.
I also tried to even the income per hour a bit more. For example missile components had an income per hour of 10.000 credits only which is even at start nothing.
Mercury system got a solar power nerf from 680% to 325% (I also suggest to play with the Starbright mod).

5. Other economy related things
Container storage modules in vanilla are pretty broken in my opinion. A small version stores 25.000 units while a large one can store 1.000.000 units. That is 40!! times the capacity of a small one for not even twice the build cost. Small container storages now hold 100.000 capacity and medium can store 250.000 units. For the terran dlc, Egosoft changed the storage numbers for terran storages, so nothing to fix here.
Additionally this mod changes the workforce capacities for habitation modules. They are a bit more different than in vanilla giving each race their own values. I also increased terran habitats capacities. A small one stores now 200 instead of 100 and a large module 650 instead of 500.

5. AI compatibility
Each building will be used and produced by the AI. The large module versions have a chance of 20% to be taken. I am right now playing as a terran and so far (over 60 in game hours), the AI is doing pretty well. Even after making their economy way more complex, their eco is still way simpler than the economy of the other races resulting in a better economy overall.

6. Compatibility
I think you can run this mod with or without any other dlc or mod, but I designed it with both dlc's in the background.

For VRO there exists a patch mod her (still requires the base mod linked at the top)
https://steamcommunity.com/sharedfiles/ ... 2446480259

7. Problems/Bugs
There is just one cosmetic issue with the new modules and that is that I havent added any waypoints for the masstraffic. This means that the new structures wont have vehicles fly around them. But this is just cosmetic and because you always have to build docks and habitats, there will be enough traffic to do missions and stuff like that. Maybe later I will add mass traffic waypoints too.
Not all modules can mount turrets - this is inteded.

Patreon Support
Just in case you wanna support me on patreon: :) https://www.patreon.com/user?u=52126891 ... nding=true

Some more Screenshots of some of the new modules
Spoiler
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Terran stuff:
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Other races stuff:

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Last edited by Max Bain on Tue, 6. Apr 21, 17:39, edited 18 times in total.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Max Bain
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Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod preview] X4 Economy Overhaul

Post by Max Bain » Wed, 31. Mar 21, 14:17

*reserved*
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

shovelmonkey
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Joined: Wed, 29. Feb 12, 18:34
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Re: [Mod preview] X4 Economy Overhaul

Post by shovelmonkey » Wed, 31. Mar 21, 18:09

Looking forward to this! I to was disappointed with the Terran economy. I understand why Egosoft went that way, but personally I like your ideas better. :thumb_up:

Mycu
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Re: [Mod preview] X4 Economy Overhaul

Post by Mycu » Wed, 31. Mar 21, 20:59

This one made me excited when I saw few pictures and outlines on your patreon page.
Now with all those details it shines even more. I love variety that this mod offers.

New Terran modules looks nice on those screenshots and seems fitting very well.
What gives me mixed feelings is the solar collector module shown here: https://i.imgur.com/WuQY605.jpg. IMO it doesn't match the vanilla station modules, dunno if because of these plain colors or just not matching model.
As for methane powerplant: https://i.imgur.com/b6VPWWy.jpg, although the model looks ok, this blue color scheme makes it not matching.

I really hope that this mod gets audience it deserves, because more audience means more feedback and more feedback lets such overhauls grow.
Thanks for creating and sharing.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Max Bain
Posts: 1391
Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod preview] X4 Economy Overhaul

Post by Max Bain » Wed, 31. Mar 21, 22:33

Thank you for your feedback!
Mycu wrote:
Wed, 31. Mar 21, 20:59
...
While you mention it, I at least agree to the solar panel texture. When I first saw them in game they looked very well. So I have to check them out in game again. Maybe I can do something about it to make them look more in style to the other buildings.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Max Bain
Posts: 1391
Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod preview] X4 Economy Overhaul

Post by Max Bain » Thu, 1. Apr 21, 11:25

Mycu wrote:
Wed, 31. Mar 21, 20:59
What gives me mixed feelings is the solar collector module shown here: https://i.imgur.com/WuQY605.jpg. IMO it doesn't match the vanilla station modules, dunno if because of these plain colors or just not matching model.
As for methane powerplant: https://i.imgur.com/b6VPWWy.jpg, although the model looks ok, this blue color scheme makes it not matching.
Thanks to your feedback, I changed the textures on both buildings (in fact 3) to improve the style to be more in line with the other buildings. I made them darker and added a bit of dirt like some vanilla modules have.
I updated the images on the first post.

For comparison, here are the old images:
old:
Spoiler
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Image
Image
new:
Spoiler
Show
Image
Image
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Mycu
Posts: 273
Joined: Fri, 28. Sep 12, 08:30
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Re: [Mod preview] X4 Economy Overhaul

Post by Mycu » Thu, 1. Apr 21, 17:51

Oh, great! Improvements are very noticeable and those modules fit much better now.
Thank you.

Got a two questions - aprox. how long lasted your longest test run with the new economy?
And can this mod conflict with starbright mod (https://www.nexusmods.com/x4foundations/mods/618)?
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Mycu
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Joined: Fri, 28. Sep 12, 08:30
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Re: [Mod preview] X4 Economy Overhaul

Post by Mycu » Thu, 1. Apr 21, 19:19

And one more side thing - changes that makes me happy (other than economic ones, which I'll have to try first) are those logic related such as balancing of containers capacity to build cost ratios.
This mod could also introduce in a future update some XXL containers for terraforming purposes.
Haven't got myself into terraforming yet but seeing Bend's son and others (https://i.imgur.com/ucSyOG6.png) spamming HQ with dozens of large containers made me think this game needs something to address that.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Max Bain
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Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod preview] X4 Economy Overhaul

Post by Max Bain » Thu, 1. Apr 21, 20:36

Mycu wrote:
Thu, 1. Apr 21, 17:51
Got a two questions - aprox. how long lasted your longest test run with the new economy?
And can this mod conflict with starbright mod (https://www.nexusmods.com/x4foundations/mods/618)?
My playtime so far is above 60 in game hours.
And I play with the Starbright mod already. I also play with all other of my mods (including Expanded Sector size x2) and VRO as well as DeadAirs Dynamic War mod.

So far everything runs as expected. I play as terran cadet and terrans seem to be pretty strong. But I also see hordes of Xenon running against defense stations in the outer regions. So Xenon are a threat too. Antigone have some trubble but so far they lost no sector (but I guess thats just a matter of time).
Sure, sometimes you have to wait for some materials, but still, terran economy is much more stable than the economy of the other races (simply because they have still more than twice the materials and if just one component is lacking, you might need to wait a long time for something). This will always be the case in X4 and is part of the game. I also have now 5 stations producing all terran materials and an equipment dock. Making a good amount of money.
I dont say that the economy balance is final or near perfect, but it plays already pretty well and I am enjoying my game a lot! In fact I wanted to just test my mod but now I will continue playing :D.
Mycu wrote:
Thu, 1. Apr 21, 19:19
This mod could also introduce in a future update some XXL containers for terraforming purposes.
I havent reached terraforming yet, so I can not comment on that. This might be possible in the future, but it takes time. I am a bit rotating between my XR Ship Pack mod, my Weapon Pack and this one, so one at a time please ;).
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Mycu
Posts: 273
Joined: Fri, 28. Sep 12, 08:30
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Re: [Mod preview] X4 Economy Overhaul

Post by Mycu » Fri, 2. Apr 21, 15:52

Max Bain wrote:
Thu, 1. Apr 21, 20:36
My playtime so far is above 60 in game hours.
And I play with the Starbright mod already. I also play with all other of my mods (including Expanded Sector size x2) and VRO as well as DeadAirs Dynamic War mod.

So far everything runs as expected. I play as terran cadet and terrans seem to be pretty strong. But I also see hordes of Xenon running against defense stations in the outer regions. So Xenon are a threat too. Antigone have some trubble but so far they lost no sector (but I guess thats just a matter of time).
Sure, sometimes you have to wait for some materials, but still, terran economy is much more stable than the economy of the other races (simply because they have still more than twice the materials and if just one component is lacking, you might need to wait a long time for something). This will always be the case in X4 and is part of the game. I also have now 5 stations producing all terran materials and an equipment dock. Making a good amount of money.
I dont say that the economy balance is final or near perfect, but it plays already pretty well and I am enjoying my game a lot! In fact I wanted to just test my mod but now I will continue playing :D.
Sounds encouraging.
I suspect that you have more freedom than Ego to make balance changes during mod development and you are not so limited by the possible changes impact on ongoing games - which is good.
Max Bain wrote:
Thu, 1. Apr 21, 20:36
I havent reached terraforming yet, so I can not comment on that. This might be possible in the future, but it takes time. I am a bit rotating between my XR Ship Pack mod, my Weapon Pack and this one, so one at a time please ;).
That wasn't a feature request - rather a loose thought. :)
Respect for skills and finding time to develop those great mods.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Max Bain
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Re: [Mod preview] X4 Economy Overhaul

Post by Max Bain » Tue, 6. Apr 21, 17:38

I finally was able to upload the mod (I will wait several days before I uload it to Nexus as well).

I made some additional changes:
  • Terran now use drone components as well (I think drone components are very difficult to produce for all other races so I think terrans should have at least something similar (but still simpler).
    Lowered solar power of mercury to 325% (from 680%)
    All terran trade stations have now dynamic pricing instead of buying and selling for the average price only
These changes were not tested in detail (I only tested in game if they work and let the time run for about 10 in gamehours to see if something broke).

All on your own risk.
This mod makes it a lot harder but also more fun to play as Terran (it is still way simpler than to play with another race).

If you use Terran DLC it is mandatory to make a fresh start!
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Mycu
Posts: 273
Joined: Fri, 28. Sep 12, 08:30
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Re: [Mod] X4 Economy Overhaul

Post by Mycu » Tue, 6. Apr 21, 23:08

Ok, so made a tour around the galaxy to see new X4:Rebirth modules ;)

I must admit that effect is really good, the vast majority of stations I watched have new modules fitting very well.
I'll throw here some initial, mostly visual feedback.
  1. One problem is split station modules:
    https://i.imgur.com/B7pLaBT.png
    https://i.imgur.com/cfy76y5.png
    https://i.imgur.com/AUTJRR6.png
    https://i.imgur.com/OuGRrPv.png
    Argon, Terran, Teladi - even Paranid ones look consistent with new modules, but not Split because of their unique styling. Sometimes it looks strange.
    I must point out, however that pictures above are worst cases.
    -
  2. As for the other modules - my main gripe comes from color intensiveness. Some are being too saturated for X4 color scheme.
    X4's colors are definitely more bland, more washed out. Especially the orange color it too strong and differs from orange used in X4, which is noticeable.
    -
  3. Another thing that caught my attention is color of small containers Teladi likes to use (hope those are not vanilla containers ;) )
    https://i.imgur.com/V4FcCaN.png
    https://i.imgur.com/j5UnUgg.png
    https://i.imgur.com/VJcYQL4.png
    Dunno if possible or not too much work, but couldn't it have less red surfaces and more "greyish-metalish"?
    -
  4. IMO Methane Powerplant and Plasma Conductor Production modules have too many blue surfaces. Same as in previous point - it makes them stand out too much.
    -
  5. One module I don't like is the Turret Component Production module - it has four bottom mount points.
    And IMO it almost always look disaligned because it's on top of other centered modules attached in one corner.
    -
  6. In encyclopedia there are doubled entries for missile and drone components:
    https://i.imgur.com/rc5Xium.png
    https://i.imgur.com/ackfw9D.png
    -
  7. Solar plates that were modified while ago now look and fit very, very well:
    https://i.imgur.com/SNdNTof.jpg
    https://i.imgur.com/gDd7COg.png
    https://i.imgur.com/5YBoIpz.png
    -
  8. Little sidenote: I'm not sure if it's because of this mod or some recent patches but I've noticed stations to be more vertical. It's a good thing.
Thanks.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Max Bain
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Re: [Mod] X4 Economy Overhaul

Post by Max Bain » Wed, 7. Apr 21, 10:03

Mycu wrote:
Tue, 6. Apr 21, 23:08
...
Thank you for your feedback!

1. + 3.
These points you are mentioning are not related to the mod and can not be changed without a ton of work. For example the first and second screenshot you show for the building not matching the split texture is a claytronic factory of the vanilla game (and this would be the same for most other production buildings). And if I would make my buildings match split style, they would not fit argon or teladi style anymore. The only way to make all these buildings match split style would be to create a copy of each building and changing its texture.
This is out of the scope of this mod because it simply is too much work for the benefit it would give and I havent heard a lot of people crying about this in vanilla game so far ;) (even for Egosoft it was too much work to make a split version).
I also dont want to change vanilla buildings (red texture on the storage module) because I am pretty sure that there are many ppl who would ask me to change it back. I for example have no problem with the red containers and I think they fit well (isnt it the same pattern for all containers that they are red?).

2. + 4. I am not sure if I can change the color intensiveness without repainting each model what I can not do (too much work). But I will see if I can tweak maybe the texture which might have an impact on color brightness or maybe for some extreme examples, I might improve the painting individually.

5. I will see if I can find a better snap position, but I can not simply just take the center because of clipping issues. So I need to check the model in detail if it is possible. But as you can see on your sec screenshot, even vanilla modules have this problem and it is not always possible to solve.

6. These double entries are for the terran missile and drone components. Maybe i can add "terran" to the entries so you can distinguish them.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Mycu
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Re: [Mod] X4 Economy Overhaul

Post by Mycu » Wed, 7. Apr 21, 11:13

You're absolutely right - those first screenshots have vanilla modules - haven't been much into Split sectors so confused it with mod.
The reasons you give are fair and (besides Split modules mismatch which I now blame Ego ;) ) rest is just minor things.

I think I'll use this mod for my new 4.0 playthrough, otherwise it would be difficult to test it and see how it develops.
Do you plan any fundamental changes in the next few days/two weeks (affecting world generation) that could justify holding off on starting new playthrough?
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Max Bain
Posts: 1391
Joined: Wed, 27. Jun 18, 19:05
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Re: [Mod] X4 Economy Overhaul

Post by Max Bain » Wed, 7. Apr 21, 11:43

Mycu wrote:
Wed, 7. Apr 21, 11:13
I think I'll use this mod for my new 4.0 playthrough, otherwise it would be difficult to test it and see how it develops.
Do you plan any fundamental changes in the next few days/two weeks (affecting world generation) that could justify holding off on starting new playthrough?
No, I dont plan any fundamental changes for the next time (maybe some cosmetic changes or balance tweaks). Thats why I took some days longer to publish it to have some more tests and to make the last changes like added drone components for terrans or the dynamic trade station prices.
Cosmetic changes like textures or colors should be changeable within a running game.

But as you know, so far I am the only tester who has played with it and even when I try to test as much as I can, I can not guarantee that I havent overseen something (I am pretty sure that I have :D).
Thats why I need feedback from more people who use it.

This mod is not designed as a very dynamic mod (like for example XR Ship Pack or Weapon Pack) and I hope that it does not need many changes because I am totally aware that I can not force people to restart a new game because of an update.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

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