Custom Game Starts

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

Information

Updated for version 5.10

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Overview


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 or the creative custom start.

Budgeted Custom Game Starts


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:

  • Monetary Budget
  • Knowledge
  • Personnel
  • Relations
  • Research and Plot outcomes

How the budgets are calculated and how to optimise them is outlined below

Custom Gamestart Menu.png

Creative Custom Game Starts


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 Xenon, Kha'ak and 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.

Custom Start Metrics


Monetary Budget Factors

Variable

Explanation

Score per

Limit

Number

base_budget

Base budget

300,000 Cr

300,000 Cr

1

money_builtmodule_production

Has production modules

500,000 Cr

6,500,000 Cr

13

money_builtmodule_pier

Has pier modules

600,000 Cr

4,200,000 Cr

7

money_builtmodule_dock

Has dock modules

80,000 Cr

1,680,000 Cr

21

money_builtmodule_luxurydock

Has a luxury dock module

150,000 Cr

150,000 Cr

1

money_builtmodule_storage_s_m

Has S and M storage modules

90,000 Cr

810,000 Cr

9

money_builtmodule_storage_l

Has L storage modules

150,000 Cr

1,050,000 Cr

7

money_builtmodule_buildmodule_s

Has S ship build modules

21,000,000 Cr

21,000,000 Cr

1

money_tradeamount_100k

Sold > 100k worth of goods at once

20,000 Cr

1,400,000 Cr

70

money_tradeamount_1mil

Sold > 1mil worth of goods at once

200,000 Cr

7,000,000 Cr

35

money_boughtship_m

Bought an M ship

400,000 Cr

5,200,000 Cr

13

money_boughtship_l

Bought an L ship

1,800,000 Cr

12,600,000 Cr

7

money_boughtship_xl

Bought an XL ship

20,000,000 Cr

20,000,000 Cr

1

money_boughtship_carrier

Bought a carrier

27,000,000 Cr

27,000,000 Cr

1

money_boughtship_supply

Bought a supply ship

25,000,000 Cr

25,000,000 Cr

1

Sum

133,890,000 Cr

 

Monetary Costs

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.

Knowledge Budget Factors

Variable

Explanation

Score per

 Limit

Number

base_budget

Base budget

5,000

5,000

1

known_lockbox_normal

Opened a normal lockbox (1 lock)

100

10,000

100

known_lockbox_rare

Opened a rare lockbox (4 or more locks)

500

30,000

60

known_aqueduct

Target an aqueduct

2,000

2,000

1

known_khaak_hive

Target a Kha'ak Hive

3,000

3,000

1

known_sector

Enter a new sector

200

26,000

130

known_sector_xenon

Enter a Xenon sector

2,000

2,000

1

known_datavault

Target a Data Vault

3,000

3,000

1

known_timeline_unlock

Unlock a timeline entry

1,000

30,000

30

Sum

111,000

 

Knowledge Costs

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.

Personnel Budget Factors

Variable

Explanation

Score per

Limit

Number

base_budget

Base Budget

1,000

1,000

1

people_pilot_2star

Promoted a 2 star pilot to 3 stars with a seminar

500

25,000

50

people_pilot_3star

Promoted a 3 star pilot to 4 stars with a seminar

2,500

75,000

30

people_pilot_4star

Promoted a 4 star pilot to 5 stars with a seminar

5,000

100,000

20

people_manager_2star

Promoted a 2 star manager to 3 stars with a seminar

500

25,000

50

people_manager_3star

Promoted a 3 star manager to 4 stars with a seminar

2,500

75,000

30

people_manager_4star

Promoted a 4 star manager to 5 stars with a seminar

5,000

100,000

20

people_pilot_4star_onload

Has a 4 star pilot

1,500

30,000

20

people_pilot_5star_onload

Has a 5 star pilot

3,000

 60,000

 20

people_manager_4star_onload

Has a 4 star manager

1,500

30,000

20

people_manager_5star_onload

Has a 5 star manager

3,000

 60,000

 20

people_crew_count

Total number of crew

20

60,000

3000

Sum

641,000

 

Personnel Costs

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.

Relations Budget Factors

Variable

Explanation

Score per

Limit

Number

base_budget

Base budget

10

10

1

relation_war_joinedfaction

Joined a war effort

10

10

1

relation_war_joinedopposition

Joined a war effort opposing another one

20

20

1

relation_tradeguild

Joined a trade guild

20

20

1

relation_pirateguild

Joined a pirate guild (currently only offered by the Scale Plate Pact)

30

30

1

relation_leak_mission_easy

Completed an easy leak mission

10

10

1

relation_leak_mission_hard

Completed a hard leak mission

30

30

1

relation_ceremony_10

First level 10 reputation ceremony bonus

20

20

1

relation_ceremony_10

Subsequent level 10 reputation ceremonies

5

75

15

relation_ceremony_20

First level 20 reputation ceremony bonus

100

100

1

relation_ceremony_20

Subsequent level 20 reputation ceremonies

25

250

10

relation_27

Reached +27 with one faction

500

500

1

relation_27

Reached +27 with subsequent factions

75

525

7

Sum

1,600

 

Relations Costs

Relations points exclusively affect relations with factions and can only be used to manipulate how the player interacts with the amicable 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 Free FamiliesFallen Families, Terran Protectorate, Yaki and Zyarth Patriarchy which are set at -5, -5, -15, -25 and -15 respectively.

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.

References

  • libraries/gamestarts.xml