Changes for page Custom Game Starts
Last modified by Daniel Turner on 2023/09/21 14:42
From version 11.1
edited by Daniel Turner
on 2021/11/29 06:52
on 2021/11/29 06:52
Change comment:
There is no comment for this version
To version 15.1
edited by Daniel Turner
on 2021/11/29 10:46
on 2021/11/29 10:46
Change comment:
There is no comment for this version
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Page properties (1 modified, 0 added, 0 removed)
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... ... @@ -1,3 +1,6 @@ 1 +{{layout}} 2 +{{layout-section ac:type="single"}} 3 +{{layout-cell}} 1 1 {{info}} 2 2 Updated for version 4.10 3 3 {{/info}} ... ... @@ -14,7 +14,7 @@ 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 -* FinancialBudget20 +* Monetary Budget 18 18 * Knowledge 19 19 * Personnel 20 20 * Reputation ... ... @@ -27,8 +27,12 @@ 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 -== Money == 36 +{{layout-section ac:type="two_equal"}} 37 +{{layout-cell}} 38 +== Monetary Budget Factors == 32 32 33 33 |=(% colspan="1" %)(% colspan="1" %) 34 34 ((( ... ... @@ -283,9 +283,19 @@ 283 283 ((( 284 284 285 285 ))) 293 +{{/layout-cell}} 286 286 287 -== Knowledge == 295 +{{layout-cell}} 296 +== Monetary Costs == 288 288 298 +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 + 289 289 |=((( 290 290 Variable 291 291 )))|=((( ... ... @@ -448,9 +448,19 @@ 448 448 ((( 449 449 450 450 ))) 468 +{{/layout-cell}} 451 451 452 -== Personnel == 470 +{{layout-cell}} 471 +== Knowledge Costs == 453 453 473 +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 + 454 454 |=((( 455 455 Variable 456 456 )))|=((( ... ... @@ -653,9 +653,19 @@ 653 653 ((( 654 654 655 655 ))) 683 +{{/layout-cell}} 656 656 657 -== Reputation == 685 +{{layout-cell}} 686 +== Personnel Costs == 658 658 688 +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 + 659 659 |=((( 660 660 Variable 661 661 )))|=((( ... ... @@ -817,10 +817,10 @@ 817 817 First level 20 reputation ceremony bonus 818 818 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 819 819 ((( 820 - 20857 +100 821 821 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 822 822 ((( 823 - 20860 +100 824 824 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 825 825 ((( 826 826 1 ... ... @@ -831,10 +831,10 @@ 831 831 Subsequent level 20 reputation ceremonies 832 832 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 833 833 ((( 834 -5 871 +25 835 835 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 836 836 ((( 837 - 75874 +250 838 838 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 839 839 ((( 840 840 15 ... ... @@ -876,7 +876,7 @@ 876 876 Sum 877 877 )))|(% colspan="1" %)(% colspan="1" %) 878 878 ((( 879 -1 345916 +1600 880 880 )))|(% colspan="1" %)(% colspan="1" %) 881 881 ((( 882 882 ... ... @@ -896,3 +896,16 @@ 896 896 Test by starting the game and screenshotting the budget screen. Then load a saved game and compare the values. 897 897 ))) 898 898 ))) 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}}
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... ... @@ -1,1 +1,1 @@ 1 -1068896 371 +106889646 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/1068896 37/Custom Game Starts1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/106889646/Custom Game Starts