Changes for page Custom Game Starts

Last modified by Daniel Turner on 2023/09/21 14:42

From version 10.1
edited by Daniel Turner
on 2021/11/29 06:50
Change comment: There is no comment for this version
To version 15.1
edited by Daniel Turner
on 2021/11/29 10:46
Change comment: There is no comment for this version

Summary

Details

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Content
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1 +{{layout}}
2 +{{layout-section ac:type="single"}}
3 +{{layout-cell}}
1 1  {{info}}
2 2  Updated for version 4.10
3 3  {{/info}}
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14 14  
15 15  Budgeted Custom Game Starts require the player to load an existing **unmodified** save before becoming functional, this requirement is based on the need for the budget limits to be calculated on game progress. Budget areas include:
16 16  
17 -* Budget
20 +* Monetary Budget
18 18  * Knowledge
19 -* Reputation
20 20  * Personnel
23 +* Reputation
21 21  * Research and Plot outcomes
22 22  
23 23  How the budgets are calculated and how to optimise them is outlined [[below>>url:https://www.egosoft.com:8444/confluence/display/X4WIKI/Custom+Game+Starts#CustomGameStarts-CustomStartMetrics||shape="rect"]]
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27 27  Creative Custom Gamestarts do not require the player to load an existing save and players can experiment from the outset. Creative custom game starts permit the creation of a game start in the exact same way as a budgeted one but without any of the budgetary restrictions (although the player still has a 10,000,000Cr limit). The player also has full control over which plots and research items are completed even if they have not been completed in an un-modified game. Additionally, the player can adjust their faction relations with otherwise locked factions like the [[doc:Xenon]], [[Kha'ak>>doc:Kha'ak]] and [[doc:Scale Plate Pact]] (although this can often have unintended and undesirable consequences). Finally, players can choose whether or not they want highways enabled or disabled and can enable and disable local and ring highways separately.
28 28  
29 29  = Custom Start Metrics =
33 +{{/layout-cell}}
34 +{{/layout-section}}
30 30  
31 -TODO: There is some better name than the above for this section, but I'm too tired to figure it out.
36 +{{layout-section ac:type="two_equal"}}
37 +{{layout-cell}}
38 +== Monetary Budget Factors ==
32 32  
33 -== Money ==
34 -
35 35  |=(% colspan="1" %)(% colspan="1" %)
36 36  (((
37 37  Variable
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285 285  (((
286 286  
287 287  )))
293 +{{/layout-cell}}
288 288  
289 -== Knowledge ==
295 +{{layout-cell}}
296 +== Monetary Costs ==
290 290  
298 +Increasing the financial budget would intuitively increase the player's starting balance, however, it becomes quickly apparent that that is not the case. This is evidenced by the restriction of the player's starting balance to 10 000 000Cr which leaves a massive 123 890 000Cr left over when the maximum budget has been reached. Instead the overwhelming majority of the monetary budget is consumed by inventory items (limited to a select range that excludes paintmods, and technology modification components), ships and starting stations. Prices of stations and ships are taken to be that of the average cost and the player cannot select the Syn or the Asgard for their starting ship or other property. Finally, having any pre-built stations will require funds for the blueprint cost on top of the cost of the station's built components.
299 +{{/layout-cell}}
300 +{{/layout-section}}
301 +
302 +{{layout-section ac:type="two_equal"}}
303 +{{layout-cell}}
304 +== Knowledge Budget Factors ==
305 +
291 291  |=(((
292 292  Variable
293 293  )))|=(((
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450 450  (((
451 451  
452 452  )))
468 +{{/layout-cell}}
453 453  
454 -== Personnel ==
470 +{{layout-cell}}
471 +== Knowledge Costs ==
455 455  
473 +The Knowledge component of the Budget determines whether or not a faction or a sector is initially known to a player and in the case of sectors if all stations are known. Knowledge of a faction is a fixed value of 2000 points per faction but the cost of knowing a sector is variable with more remote sectors having a greater cost (this is important as players can only start in known sectors). Finally, the cost of whether or not all stations in a given sector is also a fixed cost like faction knowledge and is set at 1800 points per sector.
474 +{{/layout-cell}}
475 +{{/layout-section}}
476 +
477 +{{layout-section ac:type="two_equal"}}
478 +{{layout-cell}}
479 +== Personnel Budget Factors ==
480 +
456 456  |=(((
457 457  Variable
458 458  )))|=(((
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655 655  (((
656 656  
657 657  )))
683 +{{/layout-cell}}
658 658  
659 -== Reputation ==
685 +{{layout-cell}}
686 +== Personnel Costs ==
660 660  
688 +The personnel budget affects the quality of the crew on ships and managers on stations. If a crew level is not set in the custom game start editor a random level crew will be generated. Crew cost factors in both the quantity of crew and the quality, quantity is considered linearly but the cost of quality crew grows exponentially. The cost of crew is roughly equal to ((star level)/3)^3.5 for levels over 1/3, this means a five star crew member will cost 13 070 points.
689 +{{/layout-cell}}
690 +{{/layout-section}}
691 +
692 +{{layout-section ac:type="two_equal"}}
693 +{{layout-cell}}
694 +== Reputation Budget Factors ==
695 +
661 661  |=(((
662 662  Variable
663 663  )))|=(((
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819 819  First level 20 reputation ceremony bonus
820 820  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
821 821  (((
822 -20
857 +100
823 823  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
824 824  (((
825 -20
860 +100
826 826  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
827 827  (((
828 828  1
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833 833  Subsequent level 20 reputation ceremonies
834 834  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
835 835  (((
836 -5
871 +25
837 837  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
838 838  (((
839 -75
874 +250
840 840  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
841 841  (((
842 842  15
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878 878  Sum
879 879  )))|(% colspan="1" %)(% colspan="1" %)
880 880  (((
881 -1345
916 +1600
882 882  )))|(% colspan="1" %)(% colspan="1" %)
883 883  (((
884 884  
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886 886  
887 887  
888 888  
889 -
890 -
891 891  **TODO:**
892 892  
893 893  * Change: In Money //Has S and M storage modules// →  //Has S or M storage modules//?
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900 900  Test by starting the game and screenshotting the budget screen. Then load a saved game and compare the values.
901 901  )))
902 902  )))
936 +{{/layout-cell}}
937 +
938 +{{layout-cell}}
939 +== Reputation Costs ==
940 +
941 +Reputation points exclusively affect relations with factions and can only be used to manipulate how the player interacts with the amicable [[factions>>doc:Factions]]. The default relations in the editor is identical to the 'Young gun' starting scenario with most factions preset and a value of 0 with the exception of the [[doc:Free Families]], [[doc:Fallen Families]], [[doc:Terran Protectorate]], [[doc:Yaki]] and [[doc:Zyarth Patriarchy]] which are set at -5, -5, -15, -25 and -15 respectively.
942 +
943 +Changing relations comes at a cost of 1 point per reputation level between 1 and 10 (raising negative reputation levels up to 0 currently incurs no cost). Between 11 and 20 inclusive raising reputation by 1 level costs 10 points. Between 21 and 26 inclusive costs 100 points per level, the jump between 26 and 27 costs 300 points and for every level over 27 it costs 200 points. The total cost of raising a factions reputation is hence 1 610 points.
944 +
945 +
946 +{{/layout-cell}}
947 +{{/layout-section}}
948 +{{/layout}}
Confluence.Code.ConfluencePageClass[0]
id
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1 -106889636
1 +106889646
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/106889636/Custom Game Starts
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/106889646/Custom Game Starts