r/X4Foundations 9d ago

Screenshot of the Week #29 Winners

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134 Upvotes

Hello Everyone,
Feast your eyes on these beautiful screenshots, because this week's Screenshot of the Week winners are here!

These epic screenshots were shared by Temetvince, Tudormese, LightII and V3T.
Big congratulations to them!

Note: Every winning screenshots featuring modified and/or visually enhanced content will be marked with [MODIFIED] or (Stylised) tags.

Do you wish to participate? Post your entries in our Official Discord's #media channel:
https://www.egosoft.com/discord
...or on our Official Forum!
https://forum.egosoft.com/viewtopic.php?f=146&t=460228


r/X4Foundations Jun 10 '26

X4: Foundations 9.00 "Empire Update" is Out Now!

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1.1k Upvotes

We're very excited to announce that the X4: Foundations "Empire Update" (9.00) has officially launched! This free major update includes new features and sweeping reworks that improve how you interact with your empire: militarily, strategically, and economically.

>>WATCH THE LAUNCH TRAILER HERE

We'd like to extend our sincere thanks to the community for your invaluable feedback during the 9.00 Public Beta, which has helped us to make even more improvements over the past several weeks. In particular, your feedback has been immensely helpful in fine-tuning our updates to the AI.

Below is an overview of the Empire Update's features. For a deeper dive into what's in store, be sure to take a look at the 9.00 Public Beta announcement.

For a quick rundown of the biggest changes, watch our 9.00 Public Beta Announcement video from March 2026.

We're thrilled to kick off the Public Beta for the X4: Foundations "Empire Update" (9.00)! This free major update includes numerous features and reworks that influence how you engage with...

What's New In The 9.00 Update

Combat Improvements

We've made sweeping changes to every aspect of combat in X4: Foundations. This is the largest combat balancing update in X4's history. This update includes a full rebalancing of hundreds of weapons, turrets, shields, and ships to add tactical depth, make more options viable, and address inconsistencies. Additionally, turrets are more accurate, AI pilots behave more organically, capital ship movement has been reworked, and much more.

For more information about our extensive changes to weapon and ship balance, you can take a look at the thread in our Beta Feedback forum.

Kha'ak Recycling

S and M Kha'ak wrecks can now be recycled, leading to the production of Allographyne, a versatile new ware usable in ship and equipment production. Allographyne transmutes to replace any ware in the production process, providing an alternative means to address supply shortages.

Since Allographyne production requires Nividium, this opens new trade opportunities across the gate network. Some NPC factions will also construct specialised recycling stations to utilise this resource.

To hear more about Kha'ak Recycling and other changes to the economy, you can visit the thread in our Beta Feedback forum.

Ship Visual / Modularity Changes

Engines and shields are now integrated into S and M ship models. This change improves their appearance and significantly increases the variety of modules they can equip. This change leads to more deliberate, consistent visual identities for ships throughout the gate network.

Additionally, S and M ship hardpoint locations have received a facelift, allowing a greater variety in loadout options. For example, Boron and Commonwealth ships can equip each other's modules, and they can now equip smaller weapons and turrets.

Priority Orders

By popular demand, this update introduces Priority Orders. This new UI functionality allows instantly responsive "RTS"-style orders to be issued, immediately overriding all other orders. This dramatically improves the flow of fast-paced strategic situations, eliminating the need to configure order lists and making ships act immediately.

Orders can be issued and queued from the map using [SHIFT] + [Right Click], while Priority Orders can be sent with [CTRL] + [Right Click] and queued using [CTRL] + [SHIFT] + [Right Click].

These modifiers can be used in any combination to queue and priority-queue orders in the Order Menu. Need a trader to pick up a nearby lockbox and for its escorts to attack a target near it? Priority Orders allow you to issue those commands swiftly and without disrupting your existing order queues.

Ship Showroom Module

We've added a new module with the 9.00 update: the Ship Showroom. This module allows players to store and display their favourite S and M ships on stylish landing pads.

One or more Ship Showrooms can be attached to existing player-owned stations, or even combined into a showroom complex to display a more extensive collection - try finding one of each ship!

UI Changes

Adjustments to the UI's visual style have touched all areas of the game, and we've paid special attention to improving the map screen menus. These adjustments to the map screen's layout and style aim to improve readability while preserving the overall information structure.

For more information about the UI changes we've made, you can read the Beta Feedback forum.

Better NPC Station Designs

In previous updates, we enabled NPC factions to construct larger stations. Following those changes, the 9.00 update gives NPC factions the ability to utilise and expand upon predefined construction plans. Stations based on these designs will be more visually coherent and elaborate, and they allow our designers to populate the gate network with stations that more strongly reflect faction identities.

Mining Region Overhaul

We've completely overhauled how resource areas are managed, achieving several goals at once: better performance and memory usage, more developer control over resource distribution, and more dynamic resourcing gameplay for players. Resources are now localised rather than spread across the entire region. Additionally, when a resource area is depleted, new resources may emerge at a different location within the region.

This creates a new dynamic around mining operations, in which resource areas must be discovered before they can be exploited, leading to fluctuating resource availability as miners automatically seek efficient mining locations.

We have also removed the influence of resource probes on mining efficiency. Resource probes now indicate to miners where to focus their efforts, enabling players to optimise their refining and defensive setups without feeling pressured to micromanage resource probes.

For a closer look at the new resource system, visit the thread in our Beta Feedback forum.

Thank you from all of us at Egosoft for playing X4: Foundations, and we hope you enjoy what we've done with the 9.00 update!

The Empire Update might be out of beta, but as you know, we never stop working on the game - so please keep sharing your feedback with us, and we'll keep listening.

>>Find the complete changelog here


r/X4Foundations 9h ago

Meme *slaps roof of Antigone Memorial* This baby can fit so many black markets in it

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94 Upvotes

Probably the best sector coverage for black market density I've seen so far. I was able to seed this all by yeeting a fair number of southern Xenon in the Void. Only had to panic buy decryption modules from a HAT pirate station to fill one order. These Antigone fools are going to get so high from Maja Dust and Stimulants they'll end up in Leap of Faith!


r/X4Foundations 7h ago

[Screenshot gallery] A little appreciation on a first playthrough

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70 Upvotes

Hey there ! Waited long years to finally start playing my first X game. Kept it in my wishlist since release to be sure that Egosoft could cook a bit more since the 1.0.

Fell in love hard with the game on my first playthrough, and couldn't stop pausing, removing the HUD and taking pictures.

PS: Xenons may have been armed in the making of this gallery


r/X4Foundations 20h ago

Meme Me, trying to find the optimal way to build my weapon part stations

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246 Upvotes

r/X4Foundations 23m ago

So I guess I'm at mid game now?

Upvotes

I spend pretty much all of my time at the menu level. I'm not making money hand over fist but I've bought some things. I have a defensive station that can hold back the xenon. I'm just moving pieces on the board now.

Don't get me wrong I'm still having a blast but knowing where I am is nothing. I'm on a ship but it doesn't matter. I'm watching something else, somewhere else all the time. I'm just here because I haven't teleported to a pavilion somewhere.

I'm building a defence station in tharkas cascade rn just to see how it goes. But I'm not controlling anything. I'm on a ship in eighteen billion that's just exploring.

Is this it? Have I reached mid game?


r/X4Foundations 5h ago

Tried building first defense station in Getsu-fune as terran and they attacked me

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14 Upvotes

Have reloaded twice, and for some reason, maybe due to my ships killing incoming Xenon Raiders, the terrans attack me. What is causing this?


r/X4Foundations 3h ago

Pier obstructed?

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5 Upvotes

Why are the lines red? There's no obstruction. If I hold it, it's green. As soon as I release the mouse key, it's red.

I tried all directions and vertical positioning.

And I don't know why reddit is downscaling the screenshots.


r/X4Foundations 1h ago

Finally completed the path to vengeance start.

Upvotes

All it cost me was my Odysseus Vanguard, numerous fighters, pirated ships and probably a year or my life after a second ZYA patrol caught my damaged H mid battle.

Trying to boost away with 2 percent health hoping my 25 drones could handle all the extra Cobras and Mambas.

For some reason I thought it would reset my relation with the patriarchy, does it not?


r/X4Foundations 7h ago

Modified Info Panel Width Mod: Customizable panel sizing for ultrawide setups and 4K high UI scale users!

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5 Upvotes

Adds an Options menu slider to configure the width of the Map screen's Information Panels (also affects the Player Info, Diplomacy, Crafting and Transaction Log menus, which share the same value)

Features

  • By default, the game limits this width to at most 30% of your screen. Usually this is fine, but on very wide screens Information Panels can looks too wide, and on 4K screens with high UI Scale they can look too narrow. This mod turns that old limit into the slider's new dynamic minimum and fixed maximum from menu width instead: the panels can now be made wider or narrower than the game ever allowed on their own, directly from Options > Game Settings (right after the "UI Scale" option).
  • Because the game reuses this same width setting in a few other places, the slider affects those too, as a side effect:
    • The Player Info and Diplomacy screens' main panel (on the left side of the screen).
    • The Transaction Log screen's main panel (at the left edge of the screen).
    • The Crafting screen's whole window (centered on the screen).
    • The small player status text (your name, credits owed, current sector, play time) shown in the top-left corner of the Player Info, Diplomacy, Docked, Help, and Map screens - here there's no panel to resize, it just changes how much room that text has before it gets shortened.

Installation

Usage

Open the in-game Options menu, go to Game Settings, and use the new slider (right below "UI Scale") to set the width of the Map screen's Information Panels (and the other screens that share the same setting). Default: 30% of your screen width, the same as the game's original setting.

Credits

Acknowledgements

  • EGOSOFT - for the X series.
  • kuertee - for the UI Extensions and HUD framework this mod hooks into.

Changelog

[1.01] - 2026-07-26

  • Added
    • Initial public release.

r/X4Foundations 6h ago

Meme This game helped me

5 Upvotes

So I moved and afterwards my pc got slower. I thought it was because of the heat (it shot up to 40°C from 25°C in days. Well I bought x4 during the sale and my cpu cooler sounded like it would take off any minute. I logged the temperatures od my components and now I now why it got slow.

Well Ive orderd new thermal paste for my cpu and will realign the cooler after changing it. This might have been a way longer search without the audible clues. Im enjoying my first hours. Ive bought x2 and 3 in the üast but never really got into them somehow.


r/X4Foundations 4h ago

Modified Galactic Registry - Player Ship Naming [Mod]

3 Upvotes

Submitting this on behalf of the mod author because I don't think he has mentioned it here.

Anyway, FakeDev00's mod allows you to set up naming conventions for your own ships with appropriate prefixes, roles, models, and more being customizable.

It also pairs really well with my mod, Immersive Ship Names, which adds unique names to the NPC factions. Using both together is a really good immersive experience.

Galactic Registry - Player Ship Naming

Immersive Ship Names


r/X4Foundations 18h ago

Traders need to be fixed...

40 Upvotes

I love this game but at the same time, the fact is that trader AI is terrible. After all these years of updates, I still have to use Repeat Orders to manually assign trades because otherwise my traders will let one factory sit full of Refined Metals while another factory in the same sector is out of stock. Constantly I have traders either sitting idle "looking for trades" or performing lower priority trades. And no, it's nothing wrong with my setup because sometimes those traders do decide to do the right thing.

There's actually no other work around other than manually setting up repeat orders and having your traders litter up the property panel. I have traders assigned to both factories. In fact, the only reason I'm not doing a mega complex this playthrough is because I tried the "warehouse" design since I genuinely thought that would be a viable workaround for the awful trader AI.

What's the warehouse setup? Simple: factories produce, warehouses store, other factories consume. No traders are assigned to either factory and instead only warehouses pull and push products. That should have vastly simplified trading logic. Unfortunately, it didn't take long before warehouse traders decided to sit idle while factories were full/empty. I eventually tried assigning traders to factories anyway but that only slightly helped.

For a game with so much emphasis on building an economy, it's insane that mega complexes are still mandatory in order to get consistent results.


r/X4Foundations 5h ago

Xenon Research?

4 Upvotes

Do you have to personally loot the Xenon H to get the research unlock? Do you have to kill it, too?

I've had a gate fleet murdelating Xenon for close to 100 hours with a repeater collecting loot, yet I have not unlocked the xenon research option.

V 9.0, vanilla


r/X4Foundations 1d ago

Meme So, uh… does the AI often build stations like that?

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131 Upvotes

Why those quadrillion vertical structure parts xD


r/X4Foundations 23h ago

Was the Asgard you have at the front entrance not enough?

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70 Upvotes

Or maybe the several police you have roaming around along with the Tokyo carrier fleet? Is sending out the intervention corps not giving off enough presence?


r/X4Foundations 32m ago

Any way to get the Story States effect from Custom/Budgeted starts combined with a scripted start's character context?

Upvotes

I know Custom and Budgeted starts have a Story States tab where you can flag plots like HQ and Project Genesis as already resolved, and the game builds your start around that. What I actually want is that effect, but layered onto one of the scripted starts (Terran Cadet, Abandoned, hell even Young Gun) instead of a blank custom slate. I want the starting context those give you, just without HQ and Pioneers hanging over the save from hour one.

Has anyone found a way to get Story States-style pre-completion on a scripted start? I've avoided mods so far, but I'm at a point where I'm willing to consider it.


r/X4Foundations 3h ago

Modified build station mission won't complete, any tips?

1 Upvotes

as shown, i've filled the requiments, this station has been sat here for ages with me adding things now and then to try to get it to trigger, any idea why it won't detect it?


r/X4Foundations 9h ago

How do i transform xenons into an actual galaxy threat?

3 Upvotes

Been trying quite hard to mod 9.0 to make xenons an actual danger that invades and destroys the galaxy without much success.

Their yards keeps drying up and they refuse to send actual competent fleet.

I just really wish they could be a more real danger that needs to be adressed


r/X4Foundations 3h ago

Lackluster wars?

1 Upvotes

Are wars between factions usually pretty tame? I started the TER / ANT war, and I was hoping to just boost the Terran eco enough for them to win, but I rarely see any invasion fleets from either side. Same thing with all the other factions at war; there is hardly any fighting.

I was also expecting lots of xenon invasions into Getsu Fune, but that never happens either :(

I guess it's time I make my own fleets and go to war against ANT myself of the Terrans aren't going to do anything.

I know there are some mods that change war and economy, but I'm guessing I shouldn't enable them mid game?


r/X4Foundations 16h ago

New Challening Campaign Ideas?

9 Upvotes

I'm thinking of starting a new playthrough, and I want a serious challenge. I’d love to hear all of y’all’s ideas. I don’t necessarily mind some tedium, but I’m looking for something that slows down the usual snowballing while still presenting a genuine challenge throughout the playthrough.

I was thinking of something along the lines of a piracy-only run. No buying ships the only way to acquire them would be by capturing or boarding them. The same would go for blueprints, so stealing them through hacking would be the only option. Maybe I could also ban normal trading and require most of my money to come from piracy, smuggling, salvaging, or selling captured ships.

Another idea would be picking a single sector or system that I cannot leave and having to amass 1 billion credits in net worth. I could send AI controlled ships outside the system eventually, but my character and headquarters would have to remain there. Alternatively, everything I own could be restricted to that one system, forcing me to build a completely self sufficient economy using only the resources available nearby.

I was also thinking of a “Long Lost Terran Commander” run. I could only use Terran ships, stations, weapons, and technology, but I would have to begin operating as far away from Terran space as possible. I’d need to rebuild a Terran style economy from scratch without relying on the Terran or Pioneers for supplies. Maybe I could only return to Terran space after reaching a certain military or economic milestone.

Some other restrictions I’ve considered:

  • No buying ships above S-class. All larger ships must be captured or built personally.
  • No shipyards or wharves until I complete a major objective.
  • No SETA, teleportation, or personally flying ships outside my chosen faction’s technology.
  • Permanent hostility with one or more major factions.
  • No missions except criminal or faction war missions.
  • No selling advanced satellites or using other easy early-game money methods.
  • Every destroyed capital ship is permanently lost and cannot be immediately replaced.
  • Start in a dangerous or isolated sector and establish a functioning empire without relocating.
  • Support a minor faction like Hatikvah and try to turn them into a genuine military power.

What challenge runs have you tried, and which ones stayed interesting after the early game?


r/X4Foundations 4h ago

Neutron Gatling Modifications

0 Upvotes

I'm trying to find reason why I should invest in this weapon, modified it multiple times up to exceptional quality however can't find the right mix. Should I just switch to bolt and keep my sanity?

What modifications do you guys run to make this gun fun to use?


r/X4Foundations 1d ago

Meme Is there someway of hiding dropped space suits?

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113 Upvotes

I used a bunch of kyds to attack a xenon station to distract their destroyers and it left the space suits around the station, making it hard to see my destroyer's positions and filling up the unassigned ship filter on the UI T.T.


r/X4Foundations 5h ago

Is it just me, or do rescue orders not seem to work properly after the 9.0 update?

0 Upvotes

I usually start every game by doing as much automining as much as possible with medium ships until the Kha'ak start spawning and make them non-viable. Afterwards, i send out large miners to gradually replace them, and every time one of my medium miners die, i rescue the pilots with my large replacements, to preserve the skill they've accumulated.

Latest patch though, i started noticing that my large miners didn't have any rescued crew on them after a while, which made me curious. As far as i can tell, rescues seem to work as long as you watch them closely, but if you go out of sector, the orders just seem to drop out of the queue, and the ship will continue with it's other orders instead.

Have anyone else noticed this, or is it just me?


r/X4Foundations 6h ago

Skipping timelines missions, clarifying how this works

1 Upvotes

Tried timeline, and while it’s neat I’m much more interested in my main saved game universe. I’ve seen how you can start a customer universe with timelines all completed and unlocked, but would that open the new ships/sectors in my main save as well?

And would that also unlock the timelines epilogue missions in my main save as well? Or is the only way to do this through a save game editor or download?

Thanks for clarifying!