X4: Foundations

X4: Foundations

More AI Economy Ships
63 Comments
Testament 4 Mar @ 12:19pm 
@treyboy can you share your economy mod?
Treybor  [author] 3 Jan @ 12:40pm 
@Osium PLUS we have these gorgeous S Docks like the boron and they mostly empty and unused which is extremely disappointing in vanilla.
Treybor  [author] 3 Jan @ 12:38pm 
@Osium this mods primary function is just to fill the gaps with the ship classes. Which is why alot of S are added. It is more for immersion then anything, as there are barely any S traders in vanilla. ANT had no water traders or S/L miners either for example.

What you suggest is another mod. where we delete all S traders and have mostly L traders. But thats not really a mod I would use plus I have my economy mod that has its own changes to help cargo throughput.

I just really like watching S ships docking and going around while hanging out at an NPC station.
Celestine 3 Jan @ 8:07am 
I agree with Osium
Osium 30 Oct, 2024 @ 8:38pm 
A version that doesn't use S traders would be good. M traders in terms of efficiency are objectively better, and they will cause less lag. Just removing the S traders here, or replacing them with a few M traders would cut several hundred ships from the mod.

I personally pretty much only use L traders once I can afford to buy them and or build them for lag reasons, ya they are less efficient but, shaving hundreds of ships off the CPU budget isn't nothing.
冰燄 18 Oct, 2024 @ 8:51am 
Hello, may I ask if you can help add some Mines(L) to "PIO" or "TER"?

In my game (150h), "TER" has added many factories, which has led to a severe shortage of minerals.
knightphantom420 5 Sep, 2024 @ 1:32pm 
ok ty ..and should be good with vro?
Treybor  [author] 4 Sep, 2024 @ 4:58pm 
@knightphantom420 yes, all are updated except the sector mods, some are covered by the new sectors from timelines but I moved all my sector mods to one big mod
knightphantom420 4 Sep, 2024 @ 4:26pm 
i like ur mod but r they still bompatible with 7.0?
Caellach 23 Jun, 2024 @ 7:37pm 
i think its because they use a whole different trade system compared to the rest of the faction.. i think a barter system instead of the money system.
Treybor  [author] 23 Jun, 2024 @ 6:28pm 
@Caellach I haven't played around with them enough to decide that, idk their full economic impact yet, most of their jobs are set to only trade with themselves, idk if theirs a reason for that or something, I have to read the files and see how they work across an extended playthrough first
Caellach 23 Jun, 2024 @ 6:22pm 
will the QUE get new ships?
Treybor  [author] 10 Jun, 2024 @ 12:39am 
@THE RIDE NEVER ENDS This mod is pretty light, you can also unpack with X Tools, you can download it through steam in the tools section
THE RIDE NEVER ENDS 10 Jun, 2024 @ 12:27am 
Hi, how bad of a performance impact can we expect?
It would be nice if the mod had options or the files unpacked so we could edit them at a glance. I would personally reduce HAT, ALI and maybe some ANT numbers by half and (if they are ADDED on top of vanilla ones) and bring down everything a tad if it impacted performance heavily
VPanda 15 Apr, 2024 @ 1:13am 
ROR is Rise of the ossian raider.
But Xenon finally awakened in my game, looks like everything is balanced, so I'm happy with this mod, thx!
Treybor  [author] 14 Apr, 2024 @ 6:52am 
@VPanda Idk what ROR is, as long as the vanilla factions are in the game, this mod will work, it just adds jobs to them and they will build the ships to fill the jobs or a new game will have them spawned
VPanda 14 Apr, 2024 @ 4:22am 
@Treybor ok, I guess I'll try to start ROR then, because economy almost stalled for my game. Is it ok with ROR?
Treybor  [author] 14 Apr, 2024 @ 4:18am 
@VPanda Doesn't touch Xenon but probably helps the AI the factions a bit more with Economy to push them back
Treybor  [author] 14 Apr, 2024 @ 4:17am 
@Sol Invictus They dont get any economy jobs since they already have 0 in vanilla, FRF is supposed to be their economy i believe, TEM trades with TEL and the player only really
VPanda 14 Apr, 2024 @ 4:16am 
and I'm not using any other economy mods except yours, VRO
VPanda 14 Apr, 2024 @ 4:15am 
@Treybor hello mate, does this change Xenon AI jobs aswell? Cause my xenon seems to be losing war from the beginning:(
Sunset Sol Invictus 15 Mar, 2024 @ 5:40pm 
Question: What about CAB and TEM? In my game CAB seems stuck at 5 traders and that's it. TEM is just 0.
Treybor  [author] 7 Feb, 2024 @ 12:44pm 
@Bozz 💀 It really depends on your mod setup and galaxy configuration and how you play the game, if the Xenon become stagnant and war declines then the economy will just stall out, I typically add production modules onto the defense station build missions for the AI so they keep production moving and allow them to trade with my stations which reduces my need for a trade fleet
Bozz 💀 7 Feb, 2024 @ 5:08am 
This mods seems to add way too many ships, I mean most of the ships sit idle around Trading stations and Shipyards/Wharfs because the faction don't produce enough ressources anyway to transport...
some stations become FPS sinks because they are an extreme amount of ships around them.

This is in a 400h long game, but it's been like that after the first 50 hours and doesn't change
Treybor  [author] 27 Dec, 2023 @ 4:57am 
@Sn0wStar no, star wars doesnt have the original factions
Sn0wStar0 26 Dec, 2023 @ 11:37pm 
Star war compatible?
Treybor  [author] 30 Aug, 2023 @ 1:40pm 
@NiGhTWoLF should be compatible with almost all mods including VRO
NiGhTWoLF 30 Aug, 2023 @ 10:49am 
VRO compatible?
Treybor  [author] 13 Aug, 2023 @ 3:34pm 
@vi0lation it means its "anchor sector" will likely be a Xenon sector, but they have 30 range, so they will travel up to 30 sectors from its "anchor sector"... location is for where it will be anchored as its home sector for calculating range
vi0lation 13 Aug, 2023 @ 10:10am 
In your jobs.xml file for both "<job id="scaleplate_smuggler_m" name="{20204,10009}">" and "<job id="scaleplate_smuggler_l_ES" name="{20204,10009}">"

The faction is set to Xenon for the following variable:

"<location class="galaxy" macro="xu_ep2_universe_macro" faction="xenon" relation="self" comparison="lt" matchextension="false"/>"

Is that by design? what does setting it to Xenon do? (out of curiosity?)

Thanks for the great mod!
In'ei 10 Aug, 2023 @ 8:25am 
@Treybor It's working just perfectly fine if you pick just one of those mods (economy buff works a bit better in the long run though, methinks), while, both of them rogether add just too many free traders that has nothing to do most the time. :)
Treybor  [author] 10 Aug, 2023 @ 3:03am 
@In'ei I had lag particularly in the split trade stations in earlier versions of my mods but I believe some of my other sector mods added some new trade stations that spread the traffic out and would be the main solution... Most Trade Stations spawn in with full resources so they are a very attractive trade target for the first 10-12 hours of the game until resources start dwindling or stations start stockpiling cheaper goods
In'ei 8 Aug, 2023 @ 4:29pm 
@Treybor Back to the main question - I think "More AI Economy Ships" on top of "AI Economy Buff mod" just makes too many (like way too many) logistics jobs right from the start of the game - and AI is buidling infrastructure too slow for them to be of use.
I tried FE before that - and AI in there is expanding too aggresively, perhaps such amount of transport ships could be of use in there, since AI constantly spams new stations in there all the time, though, other aspects in there are just too weird, sadly.
In'ei 8 Aug, 2023 @ 4:29pm 
@Treybor After I disabled "More AI Economy Ships" it, actually, turned to normal, more or less, there are still few trading ships hanging here and there but no more huge lags cause of it.
I also have your mods with large stations (though pretty sure it was not cause of lack of docking capacity) and more AI War Jobs as well as more Xenon jobs (with only xenons jobs on my previous game - they taken Getsu Fune and were pushing terrans pretty hard into Sol and almost managed to capture the Void actually).
Still not sure if it's was the cause as wharfs and shipyards were almost always working full time and only constant lack of resources were slowing them down. Which is lack of infrastucture rather, than logistics problem in my opinion.
Treybor  [author] 8 Aug, 2023 @ 5:05am 
@In'ei or a 2nd option that is happening is that there isn't enough destruction going on in the universe to warrant the other mod, I made that with having increased fleets in mind
Treybor  [author] 8 Aug, 2023 @ 5:02am 
@In'ei it may be bc of the docking situation at stations, I have a mod that expands docking on all stations that I usually playtest with that would resolve a situation like that
In'ei 6 Aug, 2023 @ 3:02pm 
@Treybor It's either something very wrong with this game, or using those two mods together was not such a good idea. I am around 12 hours ingame time and every sector with trading station turned into huge lagswamp. Cause there are dozens, if not hundreds trading ships hanging around them already. Which leaves me to question which one of those two to leave, this one, or AI Economy Buff. Cause with both of those there is like ten times more traders and miners than this game ever needed for some reason.
In'ei 29 Jul, 2023 @ 12:57pm 
@Treybor So, it's fine to use both of them. Thanks. :)
Treybor  [author] 29 Jul, 2023 @ 12:39pm 
@In'ei the other mod adds enough traders to fulfill most of the AI demands but it changes vanilla jobs and overhauls most of the entire economy, this just adds some unique variations of the traders such as S traders and does not fulfill all their needs
In'ei 29 Jul, 2023 @ 9:52am 
Sorry, but how does it work with your AI Economy Buff mod? From description I've got it adds plenty of traders there already, so, will those two work fine together?
Treybor  [author] 23 Jul, 2023 @ 3:53pm 
@Hebrux yes, it should almost always be compatible even with updates unless they completely revamp how jobs works
Hebrux 21 Jul, 2023 @ 10:37am 
does this mod work for latest version?
Kaliuga 20 Jun, 2023 @ 4:01am 
Good mod. Good boost for Universe economy. But bee aware what vanilla Xenon dont expecting this and shall bee alyminate in close future.
Treybor  [author] 17 May, 2023 @ 11:43pm 
@raz334 up until 6.0 this mod only existed in my personal extensions folder, so there are not prior versions that haven't been changed, it can still work on 5.0 and missing dlc, you will get a few minor errors in the debug though
raz334 17 May, 2023 @ 10:58pm 
Any chance of getting the version before kingdom's end? Not planning to get that DLC for awhile as i've been hearing the bugs wreck the game.
Variant 16 May, 2023 @ 9:14pm 
Thanks for your quick response and explanations. Im putting together a list for a new run soon and will be using most of yours to see how the universe runs.
Treybor  [author] 16 May, 2023 @ 8:33pm 
@Variant I haven't been using the faction enhancer mods and don't generally recommend them, they change too much and creates more issues then it solves imho, Deadair Jobs is redundant for Jobs Shuffle since I believe he does the same thing, Dead Air God does the same thing as well so you might not need station shuffle, you would use shuffle if you didnt want the rest of God and same thing with Jobs... Nothing interferes with one another, its really up to you and what you feel happy with in your game, adding this and another jobs mod will just raise how many jobs are available to the AI in your game
Variant 16 May, 2023 @ 6:36pm 
All your mods seem to quite interesting especially your shuffle mods as well as this one and Jobs mods. A question would u consider enhancer mods like DeadAir or Faction Enhancer to be complementary or redundant/interfere with yours?
Indecline 15 May, 2023 @ 12:50pm 
Thanks for making this. A huge improvement to the game.
yerts 7 May, 2023 @ 12:38pm 
My favorite mod of yours