X4: Foundations

X4: Foundations

Clear Universe
130 Comments
L.A.R.R.Y 9 Mar @ 5:04am 
@Valar Morghulis Alright, thanks for the info, I'll try Max Xenon as well
Valar Morghulis 8 Mar @ 11:13pm 
@L.A.R.R.Y. yes they do, they are expanding and building stations to claim sectors, but without xenon they claim like everything and expanding really fast, which was the reason i startet with the "max xenon" version
L.A.R.R.Y 8 Mar @ 12:07pm 
@Valar Morghulis I assume you're talking about Clear Universe Max Xenon with Xenon Everywhere, right? I was thinking of using Clear Universe with Xenon (default Xenon placements)

Could you perhaps elaborate on how the economy develops? Do the factions keep expanding, building more shipyards and stations, etc.?
Valar Morghulis 8 Mar @ 11:55am 
I personally didn't enjoy this version as much as the xenon with station everywhere. In my first playthrough with this version the Xenon did get stuck in Emperor's Pride, because the Terran Intervention Fleet was beelining directly to it. Afterwards I switched to the other mod, which worked out way better.

Eco is kinda rough at start, so i'd recommend a custom start with 1 or 2 stations and a few miners to help your faction kickstart.
L.A.R.R.Y 8 Mar @ 11:44am 
Can anyone share their experience? I want to try this mod. Does everything function properly? How is the economy, etc.?
rudi  [author] 6 Mar @ 9:44am 
I can see that, I figure players can rush and seal xenon gate with laser towers and later with station. Or let them expand
asr_locus.ttv 5 Mar @ 5:50pm 
Core issue I've been finding is due to a lack of military power, Xenon push into heretic's end often, resulting in you having to delay starting 2 of the game's major plot points until you build a fleet.
rudi  [author] 23 Feb @ 6:17pm 
It works in 7.5, but won't make any changes to new added sectors or stations
deezy1233 23 Feb @ 5:11pm 
work this with update 7.5 and can i use it in Custom starrt?
rudi  [author] 10 Jan @ 2:15pm 
@andrewsheldonreeves story quests still work, just some might be in different locations

factions will still try to expand with default ship quotas - i'd recommend looking into mods that reduce number of ship jobs for game easier on CPU

Clear Universe starts really light on CPU but has potential to expand to usual game over time
andrewsheldonreeves 9 Jan @ 6:44pm 
If it doesn't break the game, still playable story, then it's great because my CPU struggles. I would like one that I can reset the universe if my pc gets slow.
Barracuda 20 Dec, 2024 @ 11:32pm 
The new mod Faction Support Fleet Spawn by Inhabited Planets (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3387895786) may help with making sure the factions can get going. Basically makes it so populated Planets spawns a few Ships
rudi  [author] 15 Nov, 2024 @ 2:13pm 
I think I can update jobs to start with less ships and still have same quotas, but so far current start conditions don’t seem to be an issue because factions only war with whoever is closest, and this setup has decent xenon defenses
Barracuda 15 Nov, 2024 @ 12:48pm 
Very interested in this mod, though I am a little shocked at how many and ships stations are in the initial starting sectors. Would a bare minimum version be possible? I can imagine that starting from the very beginning with making their ships as they get the process going, the factions will not be able to wipe each other out till a few hours in when they can get the firepower to actually take down a station.
Le pp baguette De wewe 7 Nov, 2024 @ 3:01pm 
So theoretically this improve cpu performance. My highend computer buckles under the weight of this MEATY game.
Valar Morghulis 20 Sep, 2024 @ 11:06pm 
Sorry I already deleted it. :( Gotta be honest, I didn't check every sector if they actually managed to set up somewhere different, but I checked every sector near their start in Emperor's Pride.

I also have to check if the spear of the patriachry start is bugged because of clear universe or a different mod. But the starting destroyer turns to hostile for some reason.

But I started in your other mod with normal xenon and so far it's working out good.
rudi  [author] 20 Sep, 2024 @ 7:35pm 
@valar do you have a save game handy in which after few days xenon still stay boxed in? It could help me troubleshoot why it happened. Did about 10-20 tests and in all eventually they spread
rudi  [author] 20 Sep, 2024 @ 7:34pm 
@cgw I need to check but I think there was additional parameter like math extension=false to be able to change DLC content?
Valar Morghulis 19 Sep, 2024 @ 9:20pm 
Just one last question in this thread here and just in case the Xenon overwhelm me in the other one xD could you do one mod where they start with maybe 3-4 (instead of just one or like normal) sectors in different areas of the galaxy, so they can't get boxed in?
Valar Morghulis 19 Sep, 2024 @ 7:54am 
Okey the TER Intervention Corps killed of the xenon and pushed them back to Emperor's Pride. xD I guess I'll have to restart with Clear Universe w Xenon mod, but I'm unsure if the xenon overwhelm all factions from the start before they can build up.
rudi  [author] 18 Sep, 2024 @ 2:04pm 
@cgw would you be interested in mod that does that?
rudi  [author] 18 Sep, 2024 @ 2:03pm 
@cgw in theory, i think if you empty god.xml file, nothing will be added to the universe to begin with
Valar Morghulis 17 Sep, 2024 @ 10:53am 
Yeah I'm going to break up Argon and Terran relationship as soon as I get the mission done. Don't want the Xenon out of the game so soon :)
rudi  [author] 17 Sep, 2024 @ 10:05am 
In few games I tried, xenon eventually got enough break to take few sectors and had abundance of shipyards to repel Terran intervention
rudi  [author] 17 Sep, 2024 @ 10:03am 
@Valar getting terrans to be at war with argon is one way I can think of to keep intervention fleet busy, especially if ANT & BOR support argon
Valar Morghulis 17 Sep, 2024 @ 9:11am 
Well I'm not sure if I should have done the Clear Universe w Xenon, because they are kinda stuck in Wretched Skies X and getting wrecked by random terran fleets that fly accross the galaxy to kill them xD
rudi  [author] 17 Sep, 2024 @ 7:17am 
/facepalm you’re right! I have two other mods and I had “xenon max” version on my mind while typing! In this one they are indeed in emperor pride only, and usually “spill out” for few sectors
Valar Morghulis 17 Sep, 2024 @ 2:55am 
I thought Xenon start in Emperor's Pride only?
rudi  [author] 16 Sep, 2024 @ 6:55pm 
Boron have their core sectors so that start will be xenon free. There are 2 south xenon sectors but boron should be able to retake those easily.

Outer boron sectors are all xenon so intro quest will have some xenon dodging. Shipyard rebuild side quest will show up and picking that one will auto complete it
Valar Morghulis 16 Sep, 2024 @ 12:20am 
Started as Boron, so far no Xenon and the story seems to be working. Great mod so far. :)
rudi  [author] 15 Sep, 2024 @ 12:45pm 
@Valar story missions work great! Some will be of course different (for first part of boron quest, for example, there will be xenon in sector, but story essential ships are usually indestructible)

I haven't tried split and paranid quest lines, but i think they should work fine

I usually start with Terran Cadet, do that quest chain, then others
Valar Morghulis 15 Sep, 2024 @ 5:24am 
So do the story missions for the various factions work with this mod? Or are you supposed to start a custom new game with all story missions completed?
rudi  [author] 5 Sep, 2024 @ 10:24am 
@knightphantom420 I haven’t tested with VRO. Description mentions what this mod updates (removes, adds, or moves station locations in god.xml), so I’d check if VRO also moves station locations. Based on what I’ve read, I don’t think it does, so it should be good, but I might be misremembering.
knightphantom420 5 Sep, 2024 @ 4:09am 
hi, is this compatible with vro?
Vilk 26 Jul, 2024 @ 10:07am 
Thanks rudi, checked with a second game that they do expand out. Not sure why they never did in the first, but a few mods running so might be a conflict somewhere. I think it was the HAT shipyard that was preventing them from expanding by losing Hatikvah's Choice. Without that they are boxed in from what I can tell.
rudi  [author] 25 Jul, 2024 @ 12:18pm 
@Viik ok just checked, ARG has been expanding in my game via Morning Star III if i have no other mods. Currently i have No spawning mod which gives HAT shipyard, which makes Hatikvah's Choice HAT owned, so ARG won't expand there if so.
rudi  [author] 25 Jul, 2024 @ 9:46am 
@Vilk thank you for mentioning this! i'll investigate
Vilk 25 Jul, 2024 @ 6:45am 
So the Argon are boxed in from the start and never expand out.
Might be worth giving them Silent Witness I or Morning Star III so they have an avenue to expand from? Not sure how the AI process expansion however.
Only played 1 game with the mod so far, about to start a second, so not sure if this is consistent behaviour.
rudi  [author] 24 Jul, 2024 @ 8:24pm 
new sector mods are totally ok
BLACKcOPstRIPPa 24 Jul, 2024 @ 3:36pm 
Does this mod work with mods that add new sectors since those would be unclaimed?

I am thinking about doing a game with this mod, and some that add sectors but using a mod that closes the gate for xenon so they cannot expand and having dynamic diplomacy so I can fight as a merc and try to claim some tiles for my own future empire etc.
rudi  [author] 17 Jul, 2024 @ 8:59pm 
@Psycho Dad yea mod needs a new game, since it modifies god data (which runs when game starts and creates initial universe setup)
Psycho Dad 16 Jul, 2024 @ 5:05am 
umm..yes I am a idiot..how do I start this mod? DO i have to start a new game or something?
rudi  [author] 14 Jul, 2024 @ 11:13am 
@Psycho Dad i've left RIP and VIG alone, since they seem to be iffy about rebuilding (VIG isn't keen on expanding, and RIP struggles when stations drop). I plan to experiment more, but it's very time consuming.
No changes to free ships and PHQ
Psycho Dad 14 Jul, 2024 @ 7:42am 
also how does it alter PHQ? still need to fly to it in HE first then TP it to wherever?
Psycho Dad 14 Jul, 2024 @ 7:40am 
does that mean the riptide faction is only one sector too?
what about all the free ships? can you still obtain them?
rudi  [author] 13 Jul, 2024 @ 6:05pm 
@Trollsama how far did they get in your game? and/or could you please post a screenshot of current map? it would be great help in investigating this
in my tests they took over few sectors and then slowed down when they hit other factions, and i figure players that want to block them can drop tons of laser towers and build defense stations.
Nobutora 10 Jul, 2024 @ 4:18am 
Heya everyone! i modified a little bit this mod, this time all factions except ANT starts with 2 or 3 sectors, i have been playing with terran gamestart and 0 problems for now, ANT will start with 1 sector, i used this mod as a base, have fun!
https://drive.google.com/file/d/1nobCghIMfVNoPIMgZwdB-fRY81M2MC_h/view?usp=drive_link
Trollsama 8 Jul, 2024 @ 3:05pm 
is there a way to tone down the Xenon in the start? they are coming out and absolutely dominating sectors right out the gate... im still in my starter ship and there are dead stations all over the place lol.
rudi  [author] 7 Jul, 2024 @ 11:07am 
@nobutora sure! Just please mention that it used my mod as base
Nobutora 7 Jul, 2024 @ 9:34am 
@rudi i modified a little bit your mod and made that all factions starts with only 2 or 3 sectors (except xenon and ANT that starts with only 1) is that okay if i upload it here?