Changes for page Custom Game Starts
Last modified by Daniel Turner on 2023/09/21 14:42
From version 24.1
edited by Daniel Turner
on 2022/05/18 10:00
on 2022/05/18 10:00
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To version 10.1
edited by Daniel Turner
on 2021/11/29 06:50
on 2021/11/29 06:50
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... ... @@ -1,18 +4,11 @@ 1 -{{layout}} 2 -{{layout-section ac:type="single"}} 3 -{{layout-cell}} 4 4 {{info}} 5 -Updated for version 5.102 +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. ... ... @@ -21,34 +21,24 @@ 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 -* MonetaryBudget17 +* Budget 25 25 * Knowledge 19 +* Reputation 26 26 * Personnel 27 -* Relations 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 -{{/layout-cell}} 32 32 33 -{{layout-cell}} 34 -[[image:attach:Custom Gamestart Menu.png]] 35 -{{/layout-cell}} 36 -{{/layout-section}} 37 - 38 -{{layout-section ac:type="single"}} 39 -{{layout-cell}} 40 40 == Creative Custom Game Starts == 41 41 42 42 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. 43 43 44 44 = Custom Start Metrics = 45 -{{/layout-cell}} 46 -{{/layout-section}} 47 47 48 -{{layout-section ac:type="two_equal"}} 49 -{{layout-cell}} 50 -== Monetary Budget Factors == 31 +TODO: There is some better name than the above for this section, but I'm too tired to figure it out. 51 51 33 +== Money == 34 + 52 52 |=(% colspan="1" %)(% colspan="1" %) 53 53 ((( 54 54 Variable ... ... @@ -72,10 +72,10 @@ 72 72 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 73 73 ((( 74 74 (% style="text-align: right;" %) 75 -300 ,000 Cr58 +300 000 Cr 76 76 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 77 77 ((( 78 -300 ,000 Cr61 +300 000 Cr 79 79 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 80 80 ((( 81 81 (% style="text-align: right;" %) ... ... @@ -88,10 +88,10 @@ 88 88 Has production modules 89 89 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 90 90 ((( 91 -500 ,000 Cr74 +500 000 Cr 92 92 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 93 93 ((( 94 -6 ,500,000 Cr77 +6 500 000 Cr 95 95 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 96 96 ((( 97 97 13 ... ... @@ -103,10 +103,10 @@ 103 103 Has pier modules 104 104 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 105 105 ((( 106 -600 ,000 Cr89 +600 000 Cr 107 107 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 108 108 ((( 109 -4 ,200,000 Cr92 +4 200 000 Cr 110 110 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 111 111 ((( 112 112 7 ... ... @@ -118,10 +118,10 @@ 118 118 Has dock modules 119 119 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 120 120 ((( 121 -80 ,000 Cr104 +80 000 Cr 122 122 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 123 123 ((( 124 -1 ,680,000 Cr107 +1 680 000 Cr 125 125 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 126 126 ((( 127 127 21 ... ... @@ -133,10 +133,10 @@ 133 133 Has a luxury dock module 134 134 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 135 135 ((( 136 -150 ,000 Cr119 +150 000 Cr 137 137 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 138 138 ((( 139 -150 ,000 Cr122 +150 000 Cr 140 140 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 141 141 ((( 142 142 1 ... ... @@ -148,10 +148,10 @@ 148 148 Has S and M storage modules 149 149 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 150 150 ((( 151 -90 ,000 Cr134 +90 000 Cr 152 152 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 153 153 ((( 154 -810 ,000 Cr137 +810 000 Cr 155 155 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 156 156 ((( 157 157 9 ... ... @@ -163,10 +163,10 @@ 163 163 Has L storage modules 164 164 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 165 165 ((( 166 -150 ,000 Cr149 +150 000 Cr 167 167 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 168 168 ((( 169 -1 ,050,000 Cr152 +1 050 000 Cr 170 170 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 171 171 ((( 172 172 7 ... ... @@ -178,10 +178,10 @@ 178 178 Has S ship build modules 179 179 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 180 180 ((( 181 -21 ,000,000 Cr164 +21 000 000 Cr 182 182 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 183 183 ((( 184 -21 ,000,000 Cr167 +21 000 000 Cr 185 185 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 186 186 ((( 187 187 1 ... ... @@ -193,10 +193,10 @@ 193 193 Sold > 100k worth of goods at once 194 194 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 195 195 ((( 196 -20 ,000 Cr179 +20 000 Cr 197 197 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 198 198 ((( 199 -1 ,400,000 Cr182 +1 400 000 Cr 200 200 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 201 201 ((( 202 202 70 ... ... @@ -208,10 +208,10 @@ 208 208 Sold > 1mil worth of goods at once 209 209 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 210 210 ((( 211 -200 ,000 Cr194 +200 000 Cr 212 212 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 213 213 ((( 214 -7 ,000,000 Cr197 +7 000 000 Cr 215 215 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 216 216 ((( 217 217 35 ... ... @@ -223,10 +223,10 @@ 223 223 Bought an M ship 224 224 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 225 225 ((( 226 -400 ,000 Cr209 +400 000 Cr 227 227 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 228 228 ((( 229 -5 ,200,000 Cr212 +5 200 000 Cr 230 230 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 231 231 ((( 232 232 13 ... ... @@ -238,10 +238,10 @@ 238 238 Bought an L ship 239 239 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 240 240 ((( 241 -1 ,800,000 Cr224 +1 800 000 Cr 242 242 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 243 243 ((( 244 -12 ,600,000 Cr227 +12 600 000 Cr 245 245 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 246 246 ((( 247 247 7 ... ... @@ -253,10 +253,10 @@ 253 253 Bought an XL ship 254 254 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 255 255 ((( 256 -20 ,000,000 Cr239 +20 000 000 Cr 257 257 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 258 258 ((( 259 -20 ,000,000 Cr242 +20 000 000 Cr 260 260 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 261 261 ((( 262 262 1 ... ... @@ -268,10 +268,10 @@ 268 268 Bought a carrier 269 269 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 270 270 ((( 271 -27 ,000,000 Cr254 +27 000 000 Cr 272 272 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 273 273 ((( 274 -27 ,000,000 Cr257 +27 000 000 Cr 275 275 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 276 276 ((( 277 277 1 ... ... @@ -284,10 +284,10 @@ 284 284 Bought a supply ship 285 285 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 286 286 ((( 287 -25 ,000,000 Cr270 +25 000 000 Cr 288 288 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 289 289 ((( 290 -25 ,000,000 Cr273 +25 000 000 Cr 291 291 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 292 292 ((( 293 293 1 ... ... @@ -297,24 +297,14 @@ 297 297 Sum 298 298 )))|(% colspan="1" %)(% colspan="1" %) 299 299 ((( 300 -133 ,890,000 Cr283 +133 890 000 Cr 301 301 )))|(% colspan="1" %)(% colspan="1" %) 302 302 ((( 303 303 304 304 ))) 305 -{{/layout-cell}} 306 306 307 -{{layout-cell}} 308 -== Monetary Costs == 289 +== Knowledge == 309 309 310 -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. 311 -{{/layout-cell}} 312 -{{/layout-section}} 313 - 314 -{{layout-section ac:type="two_equal"}} 315 -{{layout-cell}} 316 -== Knowledge Budget Factors == 317 - 318 318 |=((( 319 319 Variable 320 320 )))|=((( ... ... @@ -334,10 +334,10 @@ 334 334 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 335 335 ((( 336 336 (% style="text-align: right;" %) 337 -5 ,000\\310 +5 000\\ 338 338 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 339 339 ((( 340 -5 ,000313 +5 000 341 341 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 342 342 ((( 343 343 (% style="text-align: right;" %) ... ... @@ -346,27 +346,27 @@ 346 346 |((( 347 347 known_lockbox_normal 348 348 )))|((( 349 -Opened a normal [[lockbox>>doc:Lockboxes and Data Vaults]] (1 lock)322 +Opened a normal [[lockbox>>doc:Lockboxes and Data Vaults]] 350 350 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 351 351 ((( 352 - 100325 +500 353 353 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 354 354 ((( 355 - 10,000328 +30 000 356 356 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 357 357 ((( 358 - 100331 +60 359 359 ))) 360 360 |((( 361 361 known_lockbox_rare 362 362 )))|((( 363 -Opened a rare lockbox (4 or more locks)336 +Opened a rare lockbox 364 364 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 365 365 ((( 366 366 500 367 367 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 368 368 ((( 369 -30 ,000342 +30 000 370 370 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 371 371 ((( 372 372 60 ... ... @@ -377,10 +377,10 @@ 377 377 Target an aqueduct 378 378 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 379 379 ((( 380 -2 ,000353 +2 000 381 381 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 382 382 ((( 383 -2 ,000356 +2 000 384 384 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 385 385 ((( 386 386 1 ... ... @@ -393,10 +393,10 @@ 393 393 Target a [[Kha'ak>>doc:Kha'ak]] Hive 394 394 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 395 395 ((( 396 -3 ,000369 +3 000 397 397 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 398 398 ((( 399 -3 ,000372 +3 000 400 400 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 401 401 ((( 402 402 1 ... ... @@ -412,7 +412,7 @@ 412 412 200 413 413 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 414 414 ((( 415 -(% class="qv3Wpe" %)39 ,000388 +(% class="qv3Wpe" %)39 000 416 416 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 417 417 ((( 418 418 195 ... ... @@ -427,10 +427,10 @@ 427 427 Enter a [[doc:Xenon]] sector 428 428 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 429 429 ((( 430 -2 ,000403 +2 000 431 431 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 432 432 ((( 433 -2 ,000406 +2 000 434 434 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 435 435 ((( 436 436 1 ... ... @@ -443,10 +443,10 @@ 443 443 Target a Data Vault 444 444 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 445 445 ((( 446 -3 ,000419 +3 000 447 447 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 448 448 ((( 449 -3 ,000422 +3 000 450 450 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 451 451 ((( 452 452 1 ... ... @@ -459,10 +459,10 @@ 459 459 Unlock a timeline entry 460 460 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 461 461 ((( 462 -1 ,000435 +1000 463 463 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 464 464 ((( 465 -30 ,000438 +30 000 466 466 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 467 467 ((( 468 468 30 ... ... @@ -472,24 +472,14 @@ 472 472 Sum 473 473 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 474 474 ((( 475 -1 24,000448 +144 000 476 476 )))|(% colspan="1" %)(% colspan="1" %) 477 477 ((( 478 478 479 479 ))) 480 -{{/layout-cell}} 481 481 482 -{{layout-cell}} 483 -== Knowledge Costs == 454 +== Personnel == 484 484 485 -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 2,000 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 1,800 points per sector. 486 -{{/layout-cell}} 487 -{{/layout-section}} 488 - 489 -{{layout-section ac:type="two_equal"}} 490 -{{layout-cell}} 491 -== Personnel Budget Factors == 492 - 493 493 |=((( 494 494 Variable 495 495 )))|=((( ... ... @@ -510,10 +510,10 @@ 510 510 Base Budget 511 511 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 512 512 ((( 513 -1 ,000476 +1 000 514 514 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 515 515 ((( 516 -1 ,000479 +1 000 517 517 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 518 518 ((( 519 519 1 ... ... @@ -529,7 +529,7 @@ 529 529 500 530 530 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 531 531 ((( 532 -25 ,000495 +25 000 533 533 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 534 534 ((( 535 535 50 ... ... @@ -542,10 +542,10 @@ 542 542 Promoted a 3 star pilot to 4 stars with a seminar 543 543 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 544 544 ((( 545 -2 ,500508 +2 500 546 546 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 547 547 ((( 548 -75 ,000511 +75 000 549 549 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 550 550 ((( 551 551 30 ... ... @@ -558,10 +558,10 @@ 558 558 Promoted a 4 star pilot to 5 stars with a seminar 559 559 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 560 560 ((( 561 -5 ,000524 +5 000 562 562 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 563 563 ((( 564 -100 ,000527 +100 000 565 565 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 566 566 ((( 567 567 20 ... ... @@ -575,7 +575,7 @@ 575 575 500 576 576 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 577 577 ((( 578 -25 ,000541 +25 000 579 579 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 580 580 ((( 581 581 50 ... ... @@ -586,10 +586,10 @@ 586 586 Promoted a 3 star manager to 4 stars with a seminar 587 587 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 588 588 ((( 589 -2 ,500552 +2 500 590 590 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 591 591 ((( 592 -75 ,000555 +75 000 593 593 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 594 594 ((( 595 595 30 ... ... @@ -600,10 +600,10 @@ 600 600 Promoted a 4 star manager to 5 stars with a seminar 601 601 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 602 602 ((( 603 -5 ,000566 +5 000 604 604 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 605 605 ((( 606 -100 ,000569 +100 000 607 607 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 608 608 ((( 609 609 20 ... ... @@ -616,10 +616,10 @@ 616 616 Has a 4 star pilot 617 617 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 618 618 ((( 619 -1 ,500582 +1 500 620 620 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 621 621 ((( 622 -30 ,000585 +30 000 623 623 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 624 624 ((( 625 625 20 ... ... @@ -630,10 +630,10 @@ 630 630 Has a 5 star pilot 631 631 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 632 632 ((( 633 -3 ,000596 +3 000 634 634 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 635 635 ((( 636 - 60 ,000599 + 60 000 637 637 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 638 638 ((( 639 639 20 ... ... @@ -644,10 +644,10 @@ 644 644 Has a 4 star manager 645 645 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 646 646 ((( 647 -1 ,500610 +1 500 648 648 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 649 649 ((( 650 -30 ,000613 +30 000 651 651 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 652 652 ((( 653 653 20 ... ... @@ -658,10 +658,10 @@ 658 658 Has a 5 star manager 659 659 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 660 660 ((( 661 -3 ,000624 +3 000 662 662 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 663 663 ((( 664 - 60 ,000627 + 60 000 665 665 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 666 666 ((( 667 667 20 ... ... @@ -677,7 +677,7 @@ 677 677 20 678 678 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 679 679 ((( 680 -60 ,000643 +60 000 681 681 )))|(% colspan="1" style="text-align: right;" %)(% colspan="1" style="text-align: right;" %) 682 682 ((( 683 683 3000 ... ... @@ -687,24 +687,14 @@ 687 687 Sum 688 688 )))|(% colspan="1" %)(% colspan="1" %) 689 689 ((( 690 -641 ,000653 +641 000 691 691 )))|(% colspan="1" %)(% colspan="1" %) 692 692 ((( 693 693 694 694 ))) 695 -{{/layout-cell}} 696 696 697 -{{layout-cell}} 698 -== Personnel Costs == 659 +== Reputation == 699 699 700 -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. 701 -{{/layout-cell}} 702 -{{/layout-section}} 703 - 704 -{{layout-section ac:type="two_equal"}} 705 -{{layout-cell}} 706 -== Relations Budget Factors == 707 - 708 708 |=((( 709 709 Variable 710 710 )))|=((( ... ... @@ -866,10 +866,10 @@ 866 866 First level 20 reputation ceremony bonus 867 867 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 868 868 ((( 869 - 100822 +20 870 870 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 871 871 ((( 872 - 100825 +20 873 873 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 874 874 ((( 875 875 1 ... ... @@ -880,13 +880,13 @@ 880 880 Subsequent level 20 reputation ceremonies 881 881 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 882 882 ((( 883 - 25836 +5 884 884 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 885 885 ((( 886 - 250839 +75 887 887 )))|(% style="text-align: right;" %)(% style="text-align: right;" %) 888 888 ((( 889 -1 0842 +15 890 890 ))) 891 891 |(% colspan="1" %)(% colspan="1" %) 892 892 ((( ... ... @@ -925,7 +925,7 @@ 925 925 Sum 926 926 )))|(% colspan="1" %)(% colspan="1" %) 927 927 ((( 928 -1 ,600881 +1345 929 929 )))|(% colspan="1" %)(% colspan="1" %) 930 930 ((( 931 931 ... ... @@ -933,6 +933,8 @@ 933 933 934 934 935 935 889 + 890 + 936 936 **TODO:** 937 937 938 938 * Change: In Money //Has S and M storage modules// → //Has S or M storage modules//? ... ... @@ -942,29 +942,6 @@ 942 942 userdata.xml contains all variables needed for a budgeted game start, but some personnel budget-related ones are named *_onload with the comment //Crew status, checked on loading//, 943 943 ))) 944 944 * ((( 945 - --Test by starting the game and screenshotting the budget screen. Then load a saved game and compare the values.-- Tested by Manoeuvring with Difficulty, Peteran and V3T900 +Test by starting the game and screenshotting the budget screen. Then load a saved game and compare the values. 946 946 ))) 947 947 ))) 948 -{{/layout-cell}} 949 - 950 -{{layout-cell}} 951 -== Relations Costs == 952 - 953 -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. 954 - 955 -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 maximising a factions reputation is hence 1,610 points and is impossible to do. 956 - 957 - 958 -{{/layout-cell}} 959 -{{/layout-section}} 960 - 961 -{{layout-section ac:type="single"}} 962 -{{layout-cell}} 963 -== References == 964 - 965 -* 966 - 967 -{{{libraries/gamestarts.xml}}} 968 -{{/layout-cell}} 969 -{{/layout-section}} 970 -{{/layout}}
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/1 19963852/Custom Game Starts1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/106889636/Custom Game Starts