X4: Foundations

X4: Foundations

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AI Economy Buff 7.0 Re-mastered
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27 May, 2024 @ 6:03pm
26 Jun, 2024 @ 11:34pm
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AI Economy Buff 7.0 Re-mastered

In 1 collection by Treybor
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Description
This is for 7.0 only, 6.2 is not supported, I also highly recommend turning this off and most other mods for playing timelines scenarios as these will likely disrupt the intended "challenge" scenarios presented as they are all handcrafted situations and carefully calculated.

Do not use DeadAir Ware/Eco with this since it does similar things, Deadair helped collaborate on some things here but these just represent different visions of the economy. So pick one. Same thing goes for other economy mods, you need to be careful and check the files and see what's being overwritten. The other DeadAir mods do work with this as far as we can see.

*Images are all AI built (Except Shipyard) using the new stationgen script modifications in this mod with 20 Production Modules, TER/TEL Habs were doubled in workforce limit but cost twice as much in resources to make stations more attractive

Needs a few playtests after Timelines releases but should be good to go, please feel free to give feedback

Gives AI Empires a boost in economy and completely revamps vanilla jobs/vanilla god

Intended for those looking for a more active involvement by the AI economies(IE: Your using mods that raise the number of military ships and don't want to be the hero)

Best on a new game to get AI stations stacked.

What does this do?

Adds a Split trade Station to family Zhin(This improves pathfinding for the split, otherwise they try to cross tharka's cascade to trade at the HAT trade station and get blown up, causing a massive degradation of their economy)

Adds a Free Families Trade Station at Thuruk's Demise to get their traders to not route through Matrix #9 to trade with the teladi

Adds a Pirate Base for the SCA in Nopileos's Fortune III to keep trading illegal wares since I rarely see them rebuild stations when they are destroyed, also added pirate bases in the new "pirate corridor"

Earth now has a wharf/shipyard for TER

Path to Profit and Ianamus Zura now have Wharf/Shipyard combos for MIN and TEL

Buffs starting economic position for empires on a new game with some more spawned modules(Hullparts being the largest)

AI can stack more production modules onto stations, Hullparts being the most extreme at 20 per station, this means LESS Stations but MORE Production (This massively improves performance and best on a new game)

All jobs can use higher end loadouts or lower end(It's randomized now)

AI should be slightly better at resolving production issues via production scripts

Removes Hullparts from Station Module Construction and moves the cost too Claytronics.

Race specific Trade Wares are available at that races trade station, each race will trade in one unique intermediary good as well to stimulate trade(ie: plasma conductors are available at split stations and silicon wafers are available at Teladi stations), also refined gasses such as graphene were added to the trade station pool

Integrated Station Shuffle, More AI economy ships, Jobs Shuffle, larger stations mod and Remove Player Centric Builders

Production module tweaks, Medical supplies/Hullparts Input/Output doubled and construction cost doubled, production time/output increased for any timer under 5 minutes to match 5 minutes, a few other time increases matched with corresponding output increase

Reworked some station gen in finalizestations md to produce better looking stations with alot of modules(Thank you Deadair)

Doubled Habitat Capacities of TEL/TER due to station gen making extremely ugly stations from the bad Habitats. Doubled material cost on TER/TEL Habitats as consequence as well

All wares have a 20% increased MAX price to help the AI and you find better trade deals

Slightly increased workforce inputs of food/medical

Reduced Mass Traffic (there is still some mass traffic, criminals unaffected, but mass traffic really provides nothing and I'd rather have the extra FPS where I can get it)

Reduced cost of Xenon S miner/trader ships by 30% to ensure they have a healthy economy instead of throwing away ships. Also moved the I production(previously 20 minutes) closer to K production(5 minutes) time wise. H production time also decreased. This is to prevent Xenon falling too far behind from a better economy of the commonwealth.

Black Markets accept more base illegal goods then vanilla, so you can take more per trip.

Crystal Timers gone. What you do with your time making money is up to you and shouldn't be gated by arbitrary timers.

Better economic thresholds in scripts, such as when a faction detects an economic problem it will construct 10 production modules as opposed to 2 to try and meet the demand. A variety of other tweaks to economic AI scripts.

Modding

Anyone with the know how is more then welcome to modify this as they see fit to fit their experience, obviously I will try to reach a balanced state as best I can but I am also only one person and have enough mods to be working on right now. If you want to learn then feel free to open up this file and start fiddling around with things, the Egosoft discord in the modding section is also full of helpful people including myself when I stop in.

Donate

I love modding this game, mods will always be free and I will always be trying to push more content but if you want to show some appreciation then consider buying me a coffee to help keep me awake on some of this coding
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Popular Discussions View All (2)
5
9 Jul @ 4:37pm
7.0 Feedback
Treybor
0
20 Jun, 2024 @ 7:41am
Performance and what to look for?
Treybor
166 Comments
Muad'dib 10 Jul @ 11:52am 
I actually assumed it already existed but I can't find it. I'll keep digging. But none the less I just figured I'd mention it because you def seem to have the knowledge and skills to pull it off.
Treybor  [author] 10 Jul @ 11:16am 
@Muad'dib somewhere in the depths, there already exists that exact mod, not sure what its called but I've seen other people comment on using it

The only 2 "sinks" are ship destruction and terraforming, I don't really have any interest in adding more like that
Muad'dib 10 Jul @ 10:49am 
I'm a little annoyed with one aspect of X4: there's no real money sink, so it feels like I'm a dictator running an empire of "unpaid interns," to keep it PG.

So my question is: have you ever considered a mod (even if unpopular) where the player has to pay wages or maintenance? The most efficient method I can think of would be to reduce the profit from AI-run trades. That way, the player doesn't have to run a constant money-deducting script.

For example:
If the player mines and sells ore manually, they get 100% of the sale.
If an AI pilot does it, the player only receives 80%, simulating wages, fuel, and repair costs.

Same goes for stations—when AI-managed stations make sales, only a portion goes to the player.

Ideally, this would be configurable in a file so players could tweak the percentage loss.
Treybor  [author] 8 Jul @ 8:48am 
@Muad'dib This should be up to date, I havent really played ina few months, so I havent balance tested anything that has changed but Ive watched the patch notes and nothing should have broken compatibility with this

This includes a number of other mods that I released as a way to cut down on mod bloat and how much I needed to manage, it doesnt have all of them, just economy related things
Muad'dib 8 Jul @ 8:38am 
I'm just now getting into X4, is this fully up to date with the current version?

Last comment I'm seeing says it was up to date for 7.5 but need to change production method. I'm not sure if that's something I'd need to change, something that did need to change and was done or if that is something that still needs to be changed.

Also, from what I can tell of the description this seems to include all the other mods you have right? So if I install this then I've basically installed a number of your mods in one?
Endministrator 12 May @ 8:24am 
Started a new game with Faction Enhancer and this mod and stations are stacked so that seems to be working. Question remains if everything from both mods work or if they override each other for some features.
Endministrator 12 May @ 7:37am 
Is this compatible with the Faction Enhancer mods by Mysterial?

Also which mods do you mean with "DeadAir Ware/Eco" in the description?
Caver 4 Mar @ 6:12am 
@Treybor

Minor bug: Argon arc connector (from Timelines DLC) still has hull parts in requirements.
Treybor  [author] 23 Feb @ 6:21am 
@Mistwalker it works just need to change production method for hullparts/claytronics modules but otherwise works fine
Mistwalker 23 Feb @ 5:57am 
7.50 work?