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.
- Redo terran economy (make it way more complex and fun to build up)
- Redo energy generation (adds new sources to produce energy cells, adds new solar power plants and make them race specific)
- Add large versions of production modules for many modules
- Better economy balance (in my opinion)
- Other economy related things
- Everything is AI compatible
- Compatibility with mods/dlcs
- Known problems/bugs
https://steamcommunity.com/sharedfiles/ ... 2446450765
1. Terran economy
Vanilla Terran Economy:
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).
Terran fusion reactor
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.
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.
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
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.
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
Other races stuff: