[Mod Request] - Peacetime Economy

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

JDCollie
Posts: 218
Joined: Sun, 18. Dec 11, 12:34
x3tc

[Mod Request] - Peacetime Economy

Post by JDCollie »

As many have noticed, the current game economy has a serious issue: it cannot function without war.

Given that the game seems to have trouble facilitating said warfare, the economy stagnates fairly quickly, with goods piling up in stations until there is no money to be made. (Nooooo, my profitssssss!) Obviously the long term goal here is to fix the war systems in the, but in the short term, something else is needed; a peacetime economy.

Proposal
  • Create a station in each colonized system that purchases all non-combat products at average price. (This excludes goods like turrets, for example, but includes the components needed to make those turrets)
  • These stations act like the docks in X3, in that they have no products, and can consume an infinite number of goods, providing a desperately needed resource sink.
Note: This isn't my own idea, I stole most of it from marcopennekamp's post over on reddit.
Someone please make a transaction history mod. Please. (I'm begging you.)
ArcherSam
Posts: 14
Joined: Sat, 1. Dec 18, 08:49
x4

Re: [Mod Request] - Peacetime Economy

Post by ArcherSam »

A massive increase in pirate spawning and also allowing Xenon to spawn in would help. It'd make flying around more fun, would give more missions to do, and would cause enough damage to drive the economy because things would actually have to be repaired/rebuilt/etc.
User avatar
Perahoky
Posts: 501
Joined: Fri, 22. Aug 08, 16:04
x4

Re: [Mod Request] - Peacetime Economy

Post by Perahoky »

Thats the same dead ends issues we had in X3.

If something is produced, it must be consumed.
And war is the only consumption here, otherwise everything runs full.

I think the equipment docks should consume resources if they are at full storage.
So nobody will see/feel it.

other ideas for a dead and in the economy besides war?
JDCollie wrote: Tue, 4. Dec 18, 18:40 As many have noticed, the current game economy has a serious issue: it cannot function without war.
sounds like reality :(
ArcherSam wrote: Tue, 4. Dec 18, 22:32 A massive increase in pirate spawning and also allowing Xenon to spawn in would help. It'd make flying around more fun, would give more missions to do, and would cause enough damage to drive the economy because things would actually have to be repaired/rebuilt/etc.
But that has another issue - it must grow/change with the full available economy by the player e.g.
But didn't egosoft say that the conomy is able to grow?
"Hope is the last force i have"
"This is how liberty dies, with thounderous applause"
***Modified***
aerojet029
Posts: 82
Joined: Tue, 20. Aug 13, 14:36
x4

Re: [Mod Request] - Peacetime Economy

Post by aerojet029 »

what about station garbage generating and recycling system (Ie separate production chain)? salvaging those husk from the wrecks, hell make a whole AI faction out of it.. I think would be interesting to make the game feel more alive. while also putting back into the economy if you increase war to help rebuild the new ships they will need
MutantDwarf
Posts: 716
Joined: Tue, 20. Jun 06, 02:29
x4

Re: [Mod Request] - Peacetime Economy

Post by MutantDwarf »

Repairing things should also consume resources, and repairs should be necessary after a certain period of time.

As for how to actually implement all this stuff... not really sure, but I'd recommend something that actually impacts the game world if it's missing and has limits rather than a simple infinite consumer.
Langy the Mutant Dwarf
Assailer
Posts: 478
Joined: Sun, 25. May 14, 17:45
x4

Re: [Mod Request] - Peacetime Economy

Post by Assailer »

I think maintenance is a good resource sink. Stations running under 50% maintenance would have a significant drop in output, and at 0% maintenance would operate at 25% rate.

Stopping production at 0% would be a mistake.
atrayas
Posts: 19
Joined: Thu, 24. Mar 16, 11:35
x4

Re: [Mod Request] - Peacetime Economy

Post by atrayas »

Hey! I'm the guy from reddit with the original "peace economy" post. Cool that it's being discussed here, too.

I just want to add: I didn't only suggest consumer goods to fix the broken economy. I think Egosoft is capable of doing that. I just think that consumer goods are missing from the game and adding them would improve the depth and flavor of empire building. It would also give us something to do during more peaceful times, since the economy would stand on more than one leg. It's not intended to be a quick bandaid fix.

If anyone is interested in modding this with me, please hit me up. I don't have infinite amounts of time and am not experienced with X modding (though I am a programmer), so I'm not keen on doing this alone. It would be fun to get back into modding, though. :mrgreen:
aerojet029
Posts: 82
Joined: Tue, 20. Aug 13, 14:36
x4

Re: [Mod Request] - Peacetime Economy

Post by aerojet029 »

atrayas wrote: Wed, 5. Dec 18, 17:40 Hey! I'm the guy from reddit with the original "peace economy" post. Cool that it's being discussed here, too.

I just want to add: I didn't only suggest consumer goods to fix the broken economy. I think Egosoft is capable of doing that. I just think that consumer goods are missing from the game and adding them would improve the depth and flavor of empire building. It would also give us something to do during more peaceful times, since the economy would stand on more than one leg. It's not intended to be a quick bandaid fix.

If anyone is interested in modding this with me, please hit me up. I don't have infinite amounts of time and am not experienced with X modding (though I am a programmer), so I'm not keen on doing this alone. It would be fun to get back into modding, though. :mrgreen:
I don't have much experience in modding, but would like to help in anyway I think I could too. I think there is a lot this game could gain from a little bit of community TLC

Return to “X4: Foundations - Scripts and Modding”