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Updated for version 4.10

Table of Contents

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:

  • Financial Budget
  • Knowledge
  • Personnel
  • Reputation
  • Research and Plot outcomes

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

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

VariableExplanationScore perLimitNumber

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 Cr1

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 Cr1

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 ship400 000 Cr

5 200 000 Cr

13

money_boughtship_l

Bought an L ship1 800 000 Cr

12 600 000 Cr

7

money_boughtship_xl

Bought an XL ship20 000 000 Cr20 000 000 Cr1

money_boughtship_carrier

Bought a carrier27 000 000 Cr27 000 000 Cr1

money_boughtship_supply

Bought a supply ship25 000 000 Cr25 000 000 Cr1
Sum133 890 000 Cr 

Monetary Costs

Knowledge Budget Factors

VariableExplanationScore per LimitNumber

base_budget

Base budget

5 000

5 000

1

known_lockbox_normal

Opened a normal lockbox50030 00060
known_lockbox_rareOpened a rare lockbox50030 00060
known_aqueductTarget an aqueduct2 0002 0001
known_khaak_hiveTarget a Kha'ak Hive3 0003 0001
known_sectorEnter a new sector20039 000

195

(As of CoH and SV v4.10)

known_sector_xenonEnter a Xenon sector2 0002 0001
known_datavaultTarget a Data Vault3 0003 0001
known_timeline_unlockUnlock a timeline entry100030 00030
Sum144 000 

Knowledge Costs

Personnel Budget Factors

VariableExplanationScore perLimitNumber
base_budgetBase Budget1 0001 0001
people_pilot_2starPromoted a 2 star pilot to 3 stars with a seminar50025 00050
people_pilot_3starPromoted a 3 star pilot to 4 stars with a seminar2 50075 00030
people_pilot_4starPromoted a 4 star pilot to 5 stars with a seminar5 000100 00020
people_manager_2starPromoted a 2 star manager to 3 stars with a seminar50025 00050
people_manager_3starPromoted a 3 star manager to 4 stars with a seminar2 50075 00030
people_manager_4starPromoted a 4 star manager to 5 stars with a seminar5 000100 00020
people_pilot_4star_onloadHas a 4 star pilot1 50030 00020
people_pilot_5star_onloadHas a 5 star pilot3 000 60 000 20
people_manager_4star_onloadHas a 4 star manager1 50030 00020
people_manager_5star_onloadHas a 5 star manager3 000 60 000 20
people_crew_countTotal number of crew2060 0003000
Sum641 000 

Personnel Costs

Reputation Budget Factors

VariableExplanationScore perLimitNumber
base_budgetBase budget10101
relation_war_joinedfactionJoined a war effort10101
relation_war_joinedoppositionJoined a war effort opposing another one20201
relation_tradeguildJoined a trade guild20201
relation_pirateguildJoined a pirate guild (currently only offered by the Scale Plate Pact)30301
relation_leak_mission_easyCompleted an easy leak mission10101
relation_leak_mission_hardCompleted a hard leak mission30301
relation_ceremony_10First level 10 reputation ceremony bonus20201
relation_ceremony_10Subsequent level 10 reputation ceremonies57515
relation_ceremony_20First level 20 reputation ceremony bonus20201
relation_ceremony_20Subsequent level 20 reputation ceremonies57515
relation_27Reached +27 with one faction5005001
relation_27Reached +27 with subsequent factions755257
Sum1345 

 

TODO:

  • Change: In Money Has S and M storage modules →  Has S or M storage modules?
  • Where are the variables stored and how exactly are they updated?
    • 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,

    • Test by starting the game and screenshotting the budget screen. Then load a saved game and compare the values.

Reputation Costs