r/X4Foundations • u/Professional-Date378 • 4h ago
Was the Kukri forgotten about with the 9.0 cost rebalance?
Why does it cost so much more than a Gladius? It's not even a good fighter.
r/X4Foundations • u/Tomonor • 1d ago
In the latest episode of Inside Egosoft, Joey sits down with Michael and Ketraar to discuss their work on X4: Foundations’ economic simulation.
Michael has worked at Egosoft for 22 years across a wide range of responsibilities, but designing and programming X4: Foundation's simulated economy is one of his main focuses. Meanwhile, Ketraar handles many day-to-day support tasks, including conducting tests and taking measures to help balance the simulation.
Throughout the episode, they discuss the challenges and complexities of working on X4's economy, the sweeping consequences of relatively minor changes, and how a perfect balance isn't always ideal in the X Universe.
Below, you can read several highlights from this episode. To hear the rest of the conversation, tune in on your favorite streaming platform!
Leave a comment if there’s a topic or team member you’d like us to cover next.
🔗 Amazon Music | Pocketcasts | iHeart Radio | Spotify | Apple Podcasts
Michael: For me, it's the core that drives the game, that drives ware production, transportation, and consumption.That part is the economy for me. That is how all these puzzle pieces fit together: how wares have to go from one place to the other to actually be in the right place and be consumed there.
Ketraar: The way I often look at the economy in X4 is that if you take the human body, the economy is your nervous system, your blood vessel system, and all the things that make everything else work. It is basically the heart, the bones, the skeleton of the X games.
Ketraar: We are not actually trying to balance the economy. We try to create controlled chaos, so to speak. We want the economy to not be balanced.
And that is the biggest challenge: you want the economy to be interesting enough or imbalanced enough for players to have puzzles to solve and things to do. But not in a way that things spiral out of control, that systems collapse or suddenly you are not able to buy ships.
Michael: The opportunities for players lie in the unbalanced aspects. We do want regional problems – be that oversupply or resource starvation – but we also want to make sure that for a decent amount of time, the game can run without breaking down completely.
Michael: I would actually say what makes it especially challenging is the butterfly effect. I would argue that the entire premise of the economic side of the game is based on the butterfly effect. You have a small change and it can snowball into big economic situations.
That may be a change that we intend, or we've also encountered bugs where something small happens, and then suddenly you have an economic crisis at hand. Traffic jams can result in increased demand for a certain resource, and that results in even bigger traffic jams, because more traders are trying to fulfill that, and things like that.
So it can be quite difficult to predict how things go.
Michael: I think the biggest puzzle piece is actually the player, because every player can have a profound effect on the economy, and at least to some degree the economy tries to adapt. But eventually, our systems don't necessarily keep up with the power and the magnitude of changes that players can make.
Ketraar: Any decision you make – you start at a plot that opens a gate, for example, like the Boron plot – and bam! You made an influence on the economy. You shoot a trading ship that was delivering some energy cells. Bam! You influence the economy.
As we have mentioned before, you might not notice the ripple effects of that immediately, but two hours down the line, some station has not received a delivery of claytronics. I would say the minute you interact with the game, you are impacting the economy.
Michael: Once players have reached these absurd power levels, it's not us doing the balancing anymore. It's them.
We have seen so many impressive and crazy save games. People have just taken over every single sector and built mega stations in each one of them, and they run the universe. Nothing we do will really impact them anymore. They decide their own fate. They decide the universe's fate.
Ketraar: When the game starts, the economy has about 1,300 stations and about 10,000 ships, roughly. That's with all the DLCs on and stuff. If a player comes along and builds a station with 3,000 modules, that's the whole economy.
Michael: The biggest driver of our economy is basically destruction, because that's what makes sure we have demand. In hindsight, we would have liked to have more civilian end products, so to speak.
But this was already a big change from the previous games because, in X4, for the first time, we had everything built from scratch. We actually managed to close that loop.
You have to go from the low mining resources and everything required for the building, even of the most advanced station modules or battleships.
So, yes, it is very much a war-based economy, but we would like to look into ways of changing that at some point.
Ketraar: Due to the complexity and because we do non-player tests – we don't have the time to sit 150 hours playing the game every time to get to that point – we compare what we had to what we have, and then try to decide if it's going in the direction we want.
Michael: As Ketraar says, it's a lot of guesswork. We've been doing this for years or decades, so you get better at guessing. The guesses become more educated, but due to the inherent randomness of the events in the game, it's still always just a guess.
And there's no absolute “This is 100%. This one change has exactly this one effect.” It doesn't work like that.
Michael: To me, seeing how a process works and then finding ways to optimize it, that is just a very satisfying experience. It's just my internal optimizer running.
Ketraar: Sometimes, I play it to make the number go up, which is fun, but sometimes, I also just want to test systems. For example, “Let's just play the game and you are not allowed to produce anything,” or “you are not allowed to capture ships,” or whatever.
Because X4 gives you all these possibilities, in the end, it's just: “How do I solve this problem?”
Sometimes the game gives you enough problems, but you can also give yourself some problems to solve, and it's very satisfying if you manage to solve that problem.
Ketraar: Sometimes when I am around in the forums and have discussions with people, one thing I keep telling people is that there is no correct way to play. Anyone that tells you how to play an X game is wrong. You decide for yourself.
You can obviously take inspiration from other people – how to get rules or guardrails, as you say – but I can't stress this enough: nothing we are saying here is law.
We say “preference,” and everyone that plays an X game should play them however they want.
r/X4Foundations • u/Tomonor • 1d ago
To celebrate 25 years since the first XCON, we're sending a very special collectible package to three lucky winners!
Prizes:
Join our Discord, find the sweepstakes in the #announcements channel and press the party popper 🎉 reaction emoji to participate!
r/X4Foundations • u/Professional-Date378 • 4h ago
Why does it cost so much more than a Gladius? It's not even a good fighter.
r/X4Foundations • u/Kahamanex • 10h ago
So I just picked up a Sapporo and I’m pretty happy with it. Then I looked into restocking the missiles and my brain started to hurt.
From what I can tell, I can’t just fly it over to an NPC shipyard and say “fill ‘er up.” I also can’t take it back to a Terran yard for more missiles, which feels wrong, because the Sapporo is made in Jap... no, sorry, I mean Terran. Old habits.
So as far as I can figure, the only way to keep this thing shooting is to own a large shipyard myself. That means either dropping around 240m on the large ship production blueprint, or about 30m on an auxiliary ship. All that just so my one destroyer can fire its missiles more than once. I bought a ship and apparently signed up for a logistics business.
Am I missing something obvious? Is there a cheaper trick?
r/X4Foundations • u/Artiartiarti90 • 11h ago
Needless to say, trying to make a round shape of this size has left my brains in shambles.
The location of the docks is temporary for now, until the rest of the station layout is a bit more definitive. I'm planning to add basic refining and food production next.
r/X4Foundations • u/Veanusdream • 20h ago
Hey everyone,
I just pushed a new update to my interactive X4 map. Some of you may know my Trade Finder, which used to be a separate tool. I’ve now built it into the map itself, so you can load your save and see right on the map which trades are possible.
There are two modes:
https://veanturverse.com/guides/x4-universe-map.html?lens=trade&ref
As always, I’d love to hear your feedback. A lot of what’s on the map came from your comments on my earlier posts.
What I’m working on next is a fleet finder. It shows which ships you have, where they are and how they’re equipped. Honestly, I find the game not very transparent there either.
After that I’d like to build a tool or a map feature that shows how well your trade and mining ships are performing. So I’d like to know: which stats would actually help you there? If you have ideas, I’m all ears.
fly safe 07
r/X4Foundations • u/Critical_Orbit • 6h ago
Precise Plot Placer adds a row to Manage Plots while you are creating a new plot. Pick any existing plot, a jump gate, or a transorbital accelerator, then place a 20 km cube on it instead of guessing the center with the cursor. Existing plots include your own and every other faction's plots.
Questions and Support: Discord
How to use
Crate a new Plot snapped to a gate
Crate a new Plot snapped to an existing Plot(player or Faction)
Move an existing Player Plot (includes already build ones)
Moving a Station to a different sector is not supported. Use Safe Cheat Panel instead
Requirements
Available on Nexusmods(now) and Steam (as soon UI Ext got updated)
Also try my other mod Galaxy Trader
r/X4Foundations • u/RegisterInfinite6598 • 18h ago
I am relatively new and doing a split centered run. For the split I like more bullet weapons than beam/laser weapons (theme wise). I've tried the neutron gatling on my personal ships (dragon and asp raider) but with their 40% and 20% overheat malus it feels like you can use them for 5 seconds and then you have to wait 15s for them to cool down. In fights that last longer than a couple of burst it means you need to retreat wait for cooldown and come back and try over which is a bit tedious.
I know the neutron gatling gets compared more to the tau accelarator (short range bursty weapons). However, for the general role of combat vs S and Ms (which i think both guns try to fit) while filling the machingun in space fantasy is there a place of using neutorn gatlings over bolt repeaters?
r/X4Foundations • u/Heavenly_Foe • 5h ago
I've had ships in the queue for a day now. I've built dozens of ships, and all resources are available. I checked if peeps are allowed to order, and it shows no restrictions. I have one that restricts buying from outside, but it is not being enforced here. I've not had this happen before and am at a loss.
r/X4Foundations • u/YogurtclosetProof933 • 1d ago
WIP, got to test the crap out of these things for 'issues' but it is getting there. 20 module hull part factory, just needs ore and methane....constantly. Sits in a big plot so loads of room for expansion. I like flying into the Teladi trade station and want something like it for me. I will keep messing around until I get something I like.
r/X4Foundations • u/mr-wee-balls • 10h ago
I keep finding myself wanting to install more mods to make the game a bit more realistic but I’m conflicted by how that might make the game too unbalanced.
First it was being able to capture stations, but then realising that that would be a bit too OP.
My recent one is, being able to tell your AI ships to target surface elements.
I should be able to! But does the AI do it? I don’t really think so, and if not, that’s abit of a one sided buff.
Anyone else suffer from this?
r/X4Foundations • u/Entire-Detail-6052 • 11h ago
Right, I’m around 20hours into a new gameplay.
Few mods on but the main ones are DeadAir ECO and DeadAir Dynamic War
I’ve setup shop in Holy Vision, I’ve got 1 X Refined metals factory, 1 x graphene factory, 1 x Hull parts factory 1 x silicone wafer factory, and 1 x factory producing Antimatter cells, quantum tube, coolant all in one and 1 x Smart chip and Microchip factory.
My issue is…. The Xenon, Hatikvah is lost, Ore belt, Frontier Edge, Two grand and they are pushing paranid space now.
Usual fleet is 2-3K’s and an I in tow
Argon aren’t doing shit about it, Teladi keep getting smashed in profit centre alpha, paranid are holding the gate well but taking losses, Antigon aren’t interested, Terrans aren’t interested either.
The Hop are holding the gate from faulty logic well but I figured it’s probably my hull parts factory propping up the losses.
Need a strategy guys! You cannot buy 1 Scout from the argon currently, they are stuck and their economy has flatlined.
Is it something to do with the deadair’s or is my game seed just a spicy one? 🤣
r/X4Foundations • u/-BigBadBeef- • 1d ago
I paid a lot of money for my graphics card, that's why I will use my whole graphics card, damn it! 😂
r/X4Foundations • u/Ausrivo • 1d ago
Quick progress update on my comms mod for X4.
You fly with three voiced wingmen:
There are over 5,000 voice lines in the mod now.
The hardest part by far has been the exchange system between the pilots. Getting one pilot to call something out is easy. Getting the right pilot to answer with something that actually fits, at a natural pace, without hearing the same line or the same back-and-forth over and over, has taken most of the work. It still needs alot more work but i feel its sounding better.
A fight can now go like this: Ghost picks up the group and says how many there are. He IDs the corvette and says it’s the main threat. Eagle says “Heading in. Viper, back me up.” and Viper answers “Copy. On your wing, Eagle.” Later they split (“I’m coming in low.” / “Copy, going over the top.”), cover each other, call missiles and flares, and confirm kills in different ways.
The big rule: everything you hear is actually happening in game. Nothing is just background chatter:
Still working on:
Happy to answer questions. All feeback welcome. There are still errors in the video and are subject to change.
r/X4Foundations • u/Longjumping-Ant3215 • 1d ago
Found this… “unknown ship” during the quest.
What is that? What is it doing? Why is it just… standing there?
r/X4Foundations • u/No-Limit3846 • 1d ago
The profit must flow
r/X4Foundations • u/-BigBadBeef- • 1d ago
Don't get me wrong, I restarted several times, and I'm in no rush. I like to savor the little things!
r/X4Foundations • u/PowerfulNature3352 • 1d ago
Its annoying af. They hack my stations, dont even collect the spoils. They just disperse into the void. I wanna light them up on sight.
r/X4Foundations • u/Timmetie • 10h ago
Look, I'm not the best at open worlds, and that's always kept me from X4 a bit, but I thought, it's been a while, this game is mature, let's try.
So I did the tutorials, spent probably 3 hours on the tutorials and I thought, well, this game is solid on its tutorials! They're easy, clear, not buggy at all! It's long but that's to be expected, looking forward to the game itself!
So, I start the Terran Cadet start, as pointed towards as a new player.
Again, it's just a semi tutorial with a nice mission and voice acting, this is nice! What were people complaining about?
I'm a cadet, something happens, the story line catches on from here like obviously, this all makes sense. Even getting Freelancer vibes from it. I feel like the game can progress from here.
And bump.
It just fucking stops.
"Yeah it's open worlded just explore" THIS IS NOT MY SHIP. Story wise I'm a cadet flying a military ship that is not mine, I do not JUST EXPLORE. Shit just happened to me and I should report back and THAT IS NOT EVEN A MISSION. THERE ISN'T EVEN A MISSION.
This is fucking worse than just dropping me at the start of an open world with nothing, this is major misdirection. It goes from tutorial how to fly a ship and starting story about being a cadet to just nothing??
At least with a vanilla start I make my own character but I am a character, just one that just got totally dumped on.
Seriously, this has to be deliberate bad game design because you can't do this accidentally, why is this game deliberately spitting you in the face in the start?
r/X4Foundations • u/green_is_minty • 1d ago
i remember when i first tried it in 2018, but it felt so complex and was so buggy u gave up. only this year i got back to it and got the hand of it.
i like how it is like a mixture of strategy like of civilization and flight simulations and world building for resources.
its a hard game but its awesome and i love the challenges
so far got 6 Behemoth E and 5 Odeysa E , im busting the Xenon K none stop now lol
r/X4Foundations • u/RyeonToast • 1d ago
And now I'm not sure what I'm going to do with it. I have some time to decide though, I think it's going to be spending a lot of time in the Paranid shipyard queued up for repairs.
Mostly what I've learned is that the Hyperion really does carry a goodly number of marines, and boarding actions take longer than I thought they would.
r/X4Foundations • u/woogyman2 • 2d ago
I know a lot of players already capitalize on this, but I think some newer players would benefit from knowing about this.
If you're interested in collecting a lot of exceptional ship mods, a couple of good options are going after Prometheus transports from the Duke's Buccaneers or going after HOP Honour Guard corvettes. This post is for discussing the Honour Guard route.
First, where are they? They are always just west of the Apotheosis station/structure in Pontifex's Claim. If you capture them, their replacements will show up here as well. On that note, they will only be replaced if you haven't completed the Paranid storyline yet.
The ships themselves are Nemesis Sentinels, and they are equipped entirely with exceptional ship mods on every piece of equipment except the turrets. They are absolutely worth farming. They have 3 or maybe 4 paint jobs, one is pretty plain but the rest are really cool camo jobs.
You can capture all three at once. I use a Cypher with Distortion weapons, and two other identical Cyphers keep the others busy while I get the first one. You could really use anything to keep the other two busy if they are durable, are set up to do very little damage, and have their own distortion weapons to slow the Honor Guard ships down.
I did a demo run of it here:
https://youtu.be/0c3tem5jdVI?is=Aif5Kp58HN2aZy23
If anyone has some additional info on how they get exceptional ship mods, or any other related info, please do share.
r/X4Foundations • u/rudidit09 • 2d ago
NPC factions will sometimes build stations from prefab blueprints (one ware per station i think, 4-8 modules).
I miss pre-made station blueprints from X:R, and this feels like a smaller version of that.
You can copy the blueprint to importable file, and then use it as player built station. I'm too tired to make a script now, but it would be few lines max that outputs all I think.
Stations are nice and more "realistic": habitat, defense modules, observation deck. Definitely more for immersion and fitting in universe than efficiency.
Edit: added on construction community forums: https://forum.egosoft.com/viewtopic.php?t=477524
r/X4Foundations • u/SmacksKiller • 1d ago
I was reading the transcript of the X4 interview u/Tomonor recently posted, and when they mentioned that they were looking for ways to add more civilian goods to the economy, I had an idea for a mechanic that would make use of civilian goods.
And then I started thinking about how that mechanic could support another one. So I figured I would write it down and share. I understand that these mechanics can't simply be added to the game. They would require reworking some core aspects of X4 but I hope it serves as inspiration to someone.
My first idea was to tie the civilian goods to a loyalty mechanic. If a station lacks civilian goods for too long, it could rebel and break away from its faction. Either joining another faction (an Antigone station joining the Argon, for example) or becoming independent. With future rebels maybe joining this new independent faction. It would create a constant need for these new goods as well as adding a lot of dynamism to the universe.
After that idea came to me, I started thinking about this mechanic could be used to differentiate the existing factions by how they interact with this loyalty system. From how they react to their stations going rogue: the Argon and Boron tending to peacefully accept separation, while the Split or Terrans immediately moving to crush the upstarts, for example. Or how certain factions would use loyalty offensively: the Teladi could primarily strike at civilian goods, prioritizing civilian goods factories and transports to try and make stations flip; the Terran Secret Service issuing missions to the player to covertly destabilize the Commonwealth; the Split not really caring and just attacking indiscriminately; and the Borons refusing to target civilian infrastructure, limiting their fighting to military targets.
Let me know what you think or chip in if you think of another cool way a loyalty system could be used to bring. more to X4
r/X4Foundations • u/tee_with_marie • 1d ago
I just wish i could get a "vanilla" game where they actually are a threat