XCG has one purpose: Add a consumer goods industry to the economy of X4 and see it through from raw material production until final consumption by station workers. It has two advantages:
- The economy will become more diverse, deep and ultimately more fun to play with.
- The economy will become less reliant on war, smoothing out the dependence of X4's simulation on perpetual war.
Core Principles:
- Integration with the Existing Economy: We don’t want to create another segregated branch of production. Instead, we connect our own wares and production chains to wares existing in the base game. The goal is to build on top of the existing economy, strengthening the demand for lower tier wares. Despite this, we will also add our own raw and refined materials where it makes more sense. For example, we have plans to add two refined materials that are produced from silicon and ore, respectively.
- Needs: Station inhabitants (called consumers) have specific implied needs which the player or AI can cater to with their products. They need consumer wares such as computers, clothing and furniture.
- Habitat Consumption: We simulate consumption by extending existing habitats with additional required wares. For the sake of simplicity, we add only two additional wares to habitats: Consumer Goods and Luxury Goods. These two can be thought of as bundled consumer products. They are consumed like food and medical supplies.
- Warehouses: Warehouses buy consumer products and package them into the Consumer Goods and Luxury Goods wares. Consumer Goods include Furniture, Clothing and Hygiene Supplies, among other products. Luxury Goods include Jewelry and Computers, among other products. The packaged goods are sold by the warehouse and will be traded by NPC traders or you, the player.
- Production Modules: We add full production modules for all new raw, refined, intermediate and final wares. We will use models already existing in the game, but are open to modelling if it’s possible.