Changes for page Custom Game Starts

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

From version 19.1
edited by Daniel Turner
on 2022/01/16 00:32
Change comment: corrected mistranscription of xml data
To version 13.1
edited by Daniel Turner
on 2021/11/29 10:13
Change comment: There is no comment for this version

Summary

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Content
... ... @@ -2,17 +2,13 @@
2 2  {{layout-section ac:type="single"}}
3 3  {{layout-cell}}
4 4  {{info}}
5 -Updated for version 4.20
5 +Updated for version 4.10
6 6  {{/info}}
7 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.
... ... @@ -21,24 +21,14 @@
21 21  
22 22  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:
23 23  
24 -* Monetary Budget
20 +* Financial Budget
25 25  * Knowledge
26 26  * Personnel
27 -* Relations
23 +* 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.
... ... @@ -348,13 +348,13 @@
348 348  |(((
349 349  known_lockbox_normal
350 350  )))|(((
351 -Opened a normal [[lockbox>>doc:Lockboxes and Data Vaults]] (1 lock)
337 +Opened a normal [[lockbox>>doc:Lockboxes and Data Vaults]]
352 352  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
353 353  (((
354 -100
340 +500
355 355  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
356 356  (((
357 -10 000
343 +30 000
358 358  )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %)
359 359  (((
360 360  60
... ... @@ -362,7 +362,7 @@
362 362  |(((
363 363  known_lockbox_rare
364 364  )))|(((
365 -Opened a rare lockbox (4 or more locks)
351 +Opened a rare lockbox
366 366  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
367 367  (((
368 368  500
... ... @@ -474,7 +474,7 @@
474 474  Sum
475 475  )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %)
476 476  (((
477 -124 000
463 +144 000
478 478  )))|(% colspan="1" %)(% colspan="1" %)
479 479  (((
480 480  
... ... @@ -484,7 +484,7 @@
484 484  {{layout-cell}}
485 485  == Knowledge Costs ==
486 486  
487 -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.
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 and if the sector has full satellite coverage. 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).
488 488  {{/layout-cell}}
489 489  {{/layout-section}}
490 490  
... ... @@ -698,14 +698,12 @@
698 698  
699 699  {{layout-cell}}
700 700  == Personnel Costs ==
701 -
702 -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.
703 703  {{/layout-cell}}
704 704  {{/layout-section}}
705 705  
706 706  {{layout-section ac:type="two_equal"}}
707 707  {{layout-cell}}
708 -== Relations Budget Factors ==
692 +== Reputation Budget Factors ==
709 709  
710 710  |=(((
711 711  Variable
... ... @@ -868,10 +868,10 @@
868 868  First level 20 reputation ceremony bonus
869 869  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
870 870  (((
871 -100
855 +20
872 872  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
873 873  (((
874 -100
858 +20
875 875  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
876 876  (((
877 877  1
... ... @@ -882,10 +882,10 @@
882 882  Subsequent level 20 reputation ceremonies
883 883  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
884 884  (((
885 -25
869 +5
886 886  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
887 887  (((
888 -250
872 +75
889 889  )))|(% style="text-align: right;" %)(% style="text-align: right;" %)
890 890  (((
891 891  15
... ... @@ -927,7 +927,7 @@
927 927  Sum
928 928  )))|(% colspan="1" %)(% colspan="1" %)
929 929  (((
930 -1600
914 +1345
931 931  )))|(% colspan="1" %)(% colspan="1" %)
932 932  (((
933 933  
... ... @@ -950,13 +950,7 @@
950 950  {{/layout-cell}}
951 951  
952 952  {{layout-cell}}
953 -== Relations Costs ==
954 -
955 -Relations 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 -
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 -
959 -
937 +== Reputation Costs ==
960 960  {{/layout-cell}}
961 961  {{/layout-section}}
962 962  {{/layout}}
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -107544696
1 +106889643
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/107544696/Custom Game Starts
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/106889643/Custom Game Starts