Changes for page Custom Game Starts
Last modified by Daniel Turner on 2023/09/21 14:42
From version 52.6
edited by Daniel Turner
on 2023/08/15 17:05
on 2023/08/15 17:05
Change comment:
Update document after refactoring.
To version 53.1
edited by Daniel Turner
on 2023/09/21 14:22
on 2023/09/21 14:22
Change comment:
There is no comment for this version
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... ... @@ -1,14 +4,10 @@ 1 -{{layout}} 2 -{{layout-section ac:type="single"}} 3 -{{layout-cell}} 4 4 {{info}} 5 5 Updated for version 5.10 6 6 {{/info}} 7 -{{/layout-cell}} 8 -{{/layout-section}} 9 9 10 -{{layout-section ac:type="two_equal"}} 11 -{{layout-cell}} 5 +==Navigation== 6 +{{toc/}} 7 + 12 12 = Overview = 13 13 14 14 ---- ... ... @@ -28,21 +28,9 @@ 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 -{{panel title="Navigation"}} 35 - 36 - 37 -{{toc/}} 38 -{{/panel}} 39 - 40 40 [[image:attach:Custom Gamestart Menu.png]] 41 -{{/layout-cell}} 42 -{{/layout-section}} 43 43 44 -{{layout-section ac:type="single"}} 45 -{{layout-cell}} 46 46 == Creative Custom Game Starts == 47 47 48 48 ---- ... ... @@ -52,11 +52,7 @@ 52 52 = Custom Start Metrics = 53 53 54 54 ---- 55 -{{/layout-cell}} 56 -{{/layout-section}} 57 57 58 -{{layout-section ac:type="two_equal"}} 59 -{{layout-cell}} 60 60 == Monetary Budget Factors == 61 61 62 62 (% class="wrapped" %) ... ... @@ -313,17 +313,11 @@ 313 313 ((( 314 314 \\ 315 315 ))) 316 -{{/layout-cell}} 317 - 318 -{{layout-cell}} 319 319 == Monetary Costs == 320 320 321 321 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. 322 -{{/layout-cell}} 323 -{{/layout-section}} 324 324 325 -{{layout-section ac:type="two_equal"}} 326 -{{layout-cell}} 300 + 327 327 == Knowledge Budget Factors == 328 328 329 329 (% class="wrapped" %) ... ... @@ -487,17 +487,10 @@ 487 487 ((( 488 488 \\ 489 489 ))) 490 -{{/layout-cell}} 491 - 492 -{{layout-cell}} 493 493 == Knowledge Costs == 494 494 495 495 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. 496 -{{/layout-cell}} 497 -{{/layout-section}} 498 498 499 -{{layout-section ac:type="two_equal"}} 500 -{{layout-cell}} 501 501 == Personnel Budget Factors == 502 502 503 503 (% class="wrapped" %) ... ... @@ -703,17 +703,10 @@ 703 703 ((( 704 704 \\ 705 705 ))) 706 -{{/layout-cell}} 707 - 708 -{{layout-cell}} 709 709 == Personnel Costs == 710 710 711 711 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. 712 -{{/layout-cell}} 713 -{{/layout-section}} 714 714 715 -{{layout-section ac:type="two_equal"}} 716 -{{layout-cell}} 717 717 == Relations Budget Factors == 718 718 719 719 (% class="wrapped" %) ... ... @@ -942,9 +942,6 @@ 942 942 ((( 943 943 \\ 944 944 ))) 945 -{{/layout-cell}} 946 - 947 -{{layout-cell}} 948 948 == Relations Costs == 949 949 950 950 Relations points exclusively affect relations with factions and can only be used to manipulate how the player interacts with the amicable [[factions>>doc:xwikicommunity:X4 Foundations Wiki.Objects in the Game Universe.Factions.WebHome]]. 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:xwikicommunity:X4 Foundations Wiki.Objects in the Game Universe.Factions.Free Families.WebHome]], [[doc:xwikicommunity:X4 Foundations Wiki.Objects in the Game Universe.Factions.Fallen Families.WebHome]], [[doc:xwikicommunity:X4 Foundations Wiki.Objects in the Game Universe.Factions.Terran Protectorate.WebHome]], [[doc:xwikicommunity:X4 Foundations Wiki.Objects in the Game Universe.Factions.Yaki.WebHome]] and [[doc:xwikicommunity:X4 Foundations Wiki.Objects in the Game Universe.Factions.Zyarth Patriarchy.WebHome]] which are set at -5, -5, -15, -25 and -15 respectively. ... ... @@ -952,16 +952,9 @@ 952 952 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. 953 953 954 954 \\ 955 -{{/layout-cell}} 956 -{{/layout-section}} 957 957 958 -{{layout-section ac:type="single"}} 959 -{{layout-cell}} 960 960 == References == 961 961 962 962 * 963 963 964 964 {{{libraries/gamestarts.xml}}} 965 -{{/layout-cell}} 966 -{{/layout-section}} 967 -{{/layout}}