Changes for page Custom Game Starts
Last modified by Daniel Turner on 2023/09/21 14:42
From version 17.1
edited by Daniel Turner
on 2021/11/29 11:03
on 2021/11/29 11:03
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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... ... @@ -8,11 +8,7 @@ 8 8 9 9 10 10 {{toc/}} 11 -{{/layout-cell}} 12 -{{/layout-section}} 13 13 14 -{{layout-section ac:type="two_equal"}} 15 -{{layout-cell}} 16 16 = Overview = 17 17 18 18 Custom Game Starts were introduced in the 4.10 update and allow for greater flexibility in getting into X4. Custom game starts can be broken down into two types: **Budgeted** and **Creative** Custom gamestarts with the former allowing players to create a start with a few restrictions and will not incur a **modified** tag. The latter is, as its name implies, far more creative and unrestricted but will incur a **modified **tag (preventing online functionality). If players are running mods they will not be able to access the budgeted custom game start and will instead have to play through one of the [[starting scenarios>>doc:Starting Scenarios]] or the creative custom start. ... ... @@ -24,21 +24,11 @@ 24 24 * Monetary Budget 25 25 * Knowledge 26 26 * Personnel 27 -* Re lations23 +* Reputation 28 28 * Research and Plot outcomes 29 29 30 30 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"]] 31 31 32 - 33 -{{/layout-cell}} 34 - 35 -{{layout-cell}} 36 -[[image:attach:Custom Gamestart Menu.png]] 37 -{{/layout-cell}} 38 -{{/layout-section}} 39 - 40 -{{layout-section ac:type="single"}} 41 -{{layout-cell}} 42 42 == Creative Custom Game Starts == 43 43 44 44 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. ... ... @@ -705,7 +705,7 @@ 705 705 706 706 {{layout-section ac:type="two_equal"}} 707 707 {{layout-cell}} 708 -== Re lationsBudget Factors ==694 +== Reputation Budget Factors == 709 709 710 710 |=((( 711 711 Variable ... ... @@ -950,9 +950,9 @@ 950 950 {{/layout-cell}} 951 951 952 952 {{layout-cell}} 953 -== Re lationsCosts ==939 +== Reputation Costs == 954 954 955 -Re lationspoints 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.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. 956 956 957 957 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. 958 958
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... ... @@ -1,1 +1,1 @@ 1 -10689 01401 +106889646 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/10689 0140/Custom Game Starts1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/106889646/Custom Game Starts