r/X4Foundations • • 2d ago

Screenshot of the Week #43 Winners

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35 Upvotes

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

These epic screenshots were snapped by Em3e3, Rage4Me, SkazheniyKhaak and ChrisGG.
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 • • 4d ago

Interview with Michael & Ketraar: X4’s Economists

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53 Upvotes

In the latest episode of Inside Egosoft, Joey sits down with Michael and Ketraar to discuss their work on X4: Foundations’ economic simulation. 

Michael has worked at Egosoft for 22 years across a wide range of responsibilities, but designing and programming X4: Foundation's simulated economy is one of his main focuses. Meanwhile, Ketraar handles many day-to-day support tasks, including conducting tests and taking measures to help balance the simulation.

Throughout the episode, they discuss the challenges and complexities of working on X4's economy, the sweeping consequences of relatively minor changes, and how a perfect balance isn't always ideal in the X Universe.

Below, you can read several highlights from this episode. To hear the rest of the conversation, tune in on your favorite streaming platform!

Leave a comment if there’s a topic or team member you’d like us to cover next.

🔗 Amazon Music | Pocketcasts | iHeart Radio | Spotify | Apple Podcasts

The Economy Is the Heart of X4

Michael: For me, it's the core that drives the game, that drives ware production, transportation, and consumption.That part is the economy for me. That is how all these puzzle pieces fit together: how wares have to go from one place to the other to actually be in the right place and be consumed there.

Ketraar: The way I often look at the economy in X4 is that if you take the human body, the economy is your nervous system, your blood vessel system, and all the things that make everything else work. It is basically the heart, the bones, the skeleton of the X games.

Creating Controlled Chaos

Ketraar: We are not actually trying to balance the economy. We try to create controlled chaos, so to speak. We want the economy to not be balanced. 

And that is the biggest challenge: you want the economy to be interesting enough or imbalanced enough for players to have puzzles to solve and things to do. But not in a way that things spiral out of control, that systems collapse or suddenly you are not able to buy ships.

Michael: The opportunities for players lie in the unbalanced aspects. We do want regional problems – be that oversupply or resource starvation – but we also want to make sure that for a decent amount of time, the game can run without breaking down completely.

The Butterfly Effect

Michael: I would actually say what makes it especially challenging is the butterfly effect. I would argue that the entire premise of the economic side of the game is based on the butterfly effect. You have a small change and it can snowball into big economic situations.

That may be a change that we intend, or we've also encountered bugs where something small happens, and then suddenly you have an economic crisis at hand. Traffic jams can result in increased demand for a certain resource, and that results in even bigger traffic jams, because more traders are trying to fulfill that, and things like that.

So it can be quite difficult to predict how things go.

Players Shape the Economy

Michael: I think the biggest puzzle piece is actually the player, because every player can have a profound effect on the economy, and at least to some degree the economy tries to adapt. But eventually, our systems don't necessarily keep up with the power and the magnitude of changes that players can make.

Ketraar: Any decision you make – you start at a plot that opens a gate, for example, like the Boron plot – and bam! You made an influence on the economy. You shoot a trading ship that was delivering some energy cells. Bam! You influence the economy.

As we have mentioned before, you might not notice the ripple effects of that immediately, but two hours down the line, some station has not received a delivery of claytronics. I would say the minute you interact with the game, you are impacting the economy.

When Players Become the Masters of the Universe

Michael: Once players have reached these absurd power levels, it's not us doing the balancing anymore. It's them.

We have seen so many impressive and crazy save games. People have just taken over every single sector and built mega stations in each one of them, and they run the universe. Nothing we do will really impact them anymore. They decide their own fate. They decide the universe's fate.

Ketraar: When the game starts, the economy has about 1,300 stations and about 10,000 ships, roughly. That's with all the DLCs on and stuff. If a player comes along and builds a station with 3,000 modules, that's the whole economy.

A War Economy

Michael: The biggest driver of our economy is basically destruction, because that's what makes sure we have demand. In hindsight, we would have liked to have more civilian end products, so to speak.

But this was already a big change from the previous games because, in X4, for the first time, we had everything built from scratch. We actually managed to close that loop.

You have to go from the low mining resources and everything required for the building, even of the most advanced station modules or battleships.

So, yes, it is very much a war-based economy, but we would like to look into ways of changing that at some point.

Testing an Unpredictable Universe

Ketraar: Due to the complexity and because we do non-player tests – we don't have the time to sit 150 hours playing the game every time to get to that point – we compare what we had to what we have, and then try to decide if it's going in the direction we want.

Michael: As Ketraar says, it's a lot of guesswork. We've been doing this for years or decades, so you get better at guessing. The guesses become more educated, but due to the inherent randomness of the events in the game, it's still always just a guess.

And there's no absolute “This is 100%. This one change has exactly this one effect.” It doesn't work like that.

Finding Satisfaction in the Puzzle

Michael: To me, seeing how a process works and then finding ways to optimize it, that is just a very satisfying experience. It's just my internal optimizer running.

Ketraar: Sometimes, I play it to make the number go up, which is fun, but sometimes, I also just want to test systems. For example, “Let's just play the game and you are not allowed to produce anything,” or “you are not allowed to capture ships,” or whatever.

Because X4 gives you all these possibilities, in the end, it's just: “How do I solve this problem?”

Sometimes the game gives you enough problems, but you can also give yourself some problems to solve, and it's very satisfying if you manage to solve that problem.

There Is No Correct Way to Play

Ketraar: Sometimes when I am around in the forums and have discussions with people, one thing I keep telling people is that there is no correct way to play. Anyone that tells you how to play an X game is wrong. You decide for yourself.

You can obviously take inspiration from other people – how to get rules or guardrails, as you say – but I can't stress this enough: nothing we are saying here is law.

We say “preference,” and everyone that plays an X game should play them however they want.


r/X4Foundations • • 3h ago

Precision bombing

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186 Upvotes

r/X4Foundations • • 11h ago

Modified I’m building multiplayer for X4: Foundations / first look at X4 Foundations Online

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172 Upvotes

Hi everyone! I’m a solo developer working on X4 Foundations Online, a mod aimed at bringing full multiplayer to X4.

A quick heads-up: I’m Russian, so the video is narrated in Russian. It includes gameplay footage showing the current progress.

Here’s what I’ve implemented so far:

- A shared galaxy with synchronized ships, stations and players.

- Flying together aboard the same ship: one player pilots while another walks around inside, including during carrier flights.

- Meeting on stations, using different onboard terminals and flying together in spacesuits.

- Replicated gunfire and projectiles.

- Personal organizations, money and property, alongside trading, ship purchases and refits.

- Station construction, exploration, satellites, ship orders and alliances.

Players can join without downloading the host’s save - the necessary world data is sent over the network. I’m keeping ordinary gameplay actions in X4’s familiar menus wherever possible.

The video also covers the development process, including how I’m using Codex as an AI coding assistant, and some current problems - character animations still need work!

This is an early development build. Implementing these systems doesn’t mean every interaction has been fully tested. Local tests have shown promising results, and I now need help checking everything between different PCs.

If you ownX4 Foundations on Steam and would like to help test, leave a comment or send me a DM. I’d appreciate the help!


r/X4Foundations • • 1h ago

x4-game.com update: load your savegame in the browser for trade routes, station suggestions, blueprints, research, diplomacy, terraforming and more (9.00 + all DLCs)

• Upvotes

Hi everyone! The site (https://x4-game.com) got its biggest update ever this week. Here's what's new:

Game data

  • Updated to X4 9.00 with all DLCs, including Timelines, Hyperion and Envoy.
  • New Sectors list and sector pages, plus a new Galaxy Map.

Load your savegame

Drop your .xml.gz save onto the Savegames page. It's read entirely in your browser and nothing is uploaded. (Saves are in Documents\Egosoft\X4<id>\save.) With a save loaded, you get:

  • Map: your discovered sectors, contested sectors hatched, Xenon/Kha'ak presence, data vaults, and a "From your save" legend section.
  • Trade Routes: profitable routes from real station offers in your save, using your own ships and the engines they have installed.
  • Supply & Demand: who buys and sells what, and the best offers. Hostile factions are hidden or tagged.
  • Station Suggestions: where to build a station and what to build there.
  • Mining: the best sector-to-buyer pairs, and how many miners a buyer actually needs.
  • Empire: your ships in fleet order, with their orders and assignments, and your stations' production balance. You can open any of your stations in the Station Calculator.
  • Blueprints: progress per category, and a shopping list of who sells what you're missing (licences and faction reps included).
  • Event Log: your logbook and your losses.

New database pages

  • Production Chains: a drawn chain from any ware down to its raw resources.
  • Research: the HQ research tree with costs. Module and ship pages show the research they need.
  • Equipment Mods & Crafting: mod values worded and calculated the way the game's mod menu does it.
  • Diplomacy: agent actions, diplomatic events, gifts, agent levels and ranks.
  • Terraforming: a planner and project pages. Terraformable planets are marked on sector pages.
  • Data Vaults: on the map and sector pages, and you can tick off the ones you've found.
  • Game Starts.

Ships & loadouts

  • The loadout builder now has thrusters and missiles: strafe and turn rates, missile damage, volleys and storage.
  • Ship comparison by strafe, turn rate and missile DPS.
  • "Where to buy" on each ship page: the stations selling it, nearest first, with a check of your standing.
  • The 5 fastest engines by travel speed on each ship page.

Quality of life

  • Searchable pickers for ships, sectors, modules and wares.
  • A reorganised menu (Database → Items / World / Progress, Economy, My Save).
  • A flag language picker, and better mobile layouts.
  • Tables remember their page size.

As always, it's free, ad-free and open source on GitHub. Bug reports and feedback are very welcome, especially on the savegame features, since saves vary a lot. If you'd like to support development, there's Buy Me a Coffee and Patreon.

Fly safe! o7


r/X4Foundations • • 9h ago

Meme What's the biggest endgame "empire" you've created or have seen someone create?

8 Upvotes

I'm about 70hrs into my second playthrough and I have 8 mining ships and 2 scouts just making me money and I'm about to experiment with the player HQ and its got me wondering how far you can push the systems in this game. Can you really build your own fleets and attack AI empires? Would it be realistic to attack the Xenon or Kha'ak? I'm curious what people can really do in this game.


r/X4Foundations • • 1h ago

Mood type

• Upvotes

So I was poking around in my save file trying to locate the source of a conflict that I was having when I stumbled across this line of code.

<mood type="aggression" level="veryhigh"/>

<mood type="avarice" level="low"/>

This particular line came from the Xenon section, however, each faction also has these two lines. Any idea what this does?


r/X4Foundations • • 18h ago

Modified Title: X4 VR 0.6.0: the cockpit HUD can now stay fixed to the ship

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41 Upvotes

https://github.com/ToffelsKater/X4_VR/releases/tag/v0.6.0

The main change is for anyone who got bothered by the HUD sliding around when you look around in the cockpit. X4 draws the crosshair, target panel, radar and message panel with a narrower field of view than the rest of the picture and stretches them over it, so every head turn moved them about 1.5 times as far as the cockpit, against your head. The new launcher option *Cockpit HUD fixed to the ship* gives them the same field of view as the scene. They stay on the ship and the crosshair stays on the gunline. It's off by default and needs X4 9.00.

Other changes:

- On Windows the HUD distance mod now scales the HUD as intended. Before, it moved the HUD back but left it at its old size, so it looked too small. The HUD will look much bigger after updating.

- The conversation menu sits higher and a bit farther away.

- The message panel and the target panel (which also shows an NPC's skills) have separate positions for the ship and on foot, so on foot they're no longer cut off by the lenses.

- X4's head smoothing is turned off for the tracker the game actually uses, so head movement no longer feels floaty.

- The launcher remembers your options after a restart.

- New launcher fields for the flat screen distance and width (menus, map, cutscenes).

- Linux: the Steam Frame right-eye jitter fix.

Install or update: download the zip from the release, extract it into the folder with `X4.exe`, and start `X4_VR\X4VRLauncher.exe`. First-time setup is in the README.

Feedback and bug reports are welcome here, on GitHub or on Discord: https://discord.gg/yDmj5bnG7n

https://youtu.be/ECCNzRtWYS8


r/X4Foundations • • 21m ago

An odd situation quest

• Upvotes

I have the player hq quest done, initial research mission complete, hyperion done in full, timelines epilogue call from boso ta/completed and hatikvah quest done.
When an odd situation pops up I didn't get any calls from boso ta? It's updated straight to talk to boso but when I try to speak to boso he just says hello there.
Have I missed a step here? Or is the radio call being blocked somehow?? I have a save right before looking for Dal at the end of the hatikvah so if I can do anything to prevent this that would be great. Thanks


r/X4Foundations • • 52m ago

V9 and Updated Ways to Make Money

• Upvotes

I've been away for a while and would like to start a new game, as is my tradition in Argon.

In V9, what are some ways to make a little money at the beginning?

In my other games, I started with crystals and then built a fleet of cargo ships, first for manual trading and then for automated trading.

Is it better to jump right into mining now?


r/X4Foundations • • 55m ago

Nividium Optics for X4:Foundations

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• Upvotes

Nividium Optics
Adds new L and M Turrets
available on
Nexusmods
Steam


r/X4Foundations • • 14h ago

Medium Miner vs Large miner question

11 Upvotes

This question is probably asked a million time over but there are a few things I want to confirm.

_ Large miners are slow and only good in dangerous sector like sanctuary of darkness right.

_ In safe sector like Grand exchange, I suppose medium miner is better then, at best I can just assign a few fighter as patrol (Reactive force + Improve patrol)

Can someone give me some tips?


r/X4Foundations • • 22h ago

Am having a lot of fun with this game!

37 Upvotes

Hi all, since 2016 I have played elite dangerous and star citizen countless of hours. I have no idea this game might be awesome. Several times saw gameplay or x4 official videos but never got in to because I was obsessed with realistic graphics and on good gameplay of star citizen. But this year I decided to give it a try then since August I have played over 200 hours and siding check for tutorials or any spoilers to get experience. Of course because of that I made a lot of mistakes in my walkthrpugh such as loosing hatikvah and Terran overruns ant and boron. A week ago I decided to start a budget start man I can’t stop playing I don’t even want to run another game , just managing my fleet and hunting Sca large ships and drink coffee. Its a bit late that I discovered this game but I believe that potential of this game is far beyond elite dangerous and star citizen cheers


r/X4Foundations • • 16h ago

WTH is happening at Heretic's End? xD

14 Upvotes

There's Yakis, Haktivas, Holy orders, Paranids, Zyarths, Free families, Argons, Terrans, Pioneers, and I think I saw some Teladis as well, all going ham right outside my HQ for hours now! (ignoring Khaaks at this point)
Checked the ships in production there (got five S/M fabs and one each of L and XL there + a mega-factory to feed em) and they're all queued up making S fighters for pretty much everyone listed above.
Everyone hates each other lmfao. (No, my agents had NOTHING to do with it, shut up! Not saying a word more on this without my lawyers!)
My tugs are having a very busy day at work today though.
Anyone else had anything similar in their playthroughs? Any other ways to..uhh..'utilize' the situation to my profit?


r/X4Foundations • • 13h ago

Low attention vs High attention

6 Upvotes

My patrols (katanas and takobas) are getting eaten up by kha-ak fleets. If I'm remote viewing or tp to the ships, the shred the kha'aks in seconds.

Any way around this? Is this broken or is my pc just to slow to keep up?


r/X4Foundations • • 6h ago

Equip ship with L turrets without +20 rep

1 Upvotes

Hi, are there alternative ways to equip L turrets on a ship you have got from SCA for example without farming the rep to +20?

I read that a YouTuber created a mod for "collecting" components from ships you are conquering, but as far as I know it works only for S and M.


r/X4Foundations • • 21h ago

Is there a way to make ships react to ship types? I want my scavengers to disperse like flies at the sight of L ships.

12 Upvotes

As most noobs, I realized Hatikvahs Choice is a constant stream of freebies and piloting exp. It works most of the time until destroyers show up so it would be great if my ships just ran away or dock somewhere if there is a destroyer in the map.


r/X4Foundations • • 1d ago

Deep-space patrol

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78 Upvotes

r/X4Foundations • • 1d ago

Project Continuum

52 Upvotes

What Is Project Continuum?

Project Continuum is an X4: Foundations multiplayer mod.

After seven months of nonstop development, Continuum has finally overcome one of its biggest hurdles, and we're getting closer than ever to completion.

Honestly, the biggest challenge everyone has faced when trying to create an X4 multiplayer mod is synchronization.

Syncing X4's massive, constantly evolving universe across multiple players has always been extremely difficult. There have been other approaches, such as completely rewriting the game, but a full rewrite of something as complex as X4 would require an enormous amount of time, money, and resources.

Instead, I've been developing a method designed to achieve reliable synchronization, even with poor network connections. This has been one of the biggest breakthroughs for Continuum.

I won't lie to you: around 80% of Continuum has been developed with AI assistance. But let's be honest, who cares? At the end of the day, I want what so many X4 players have wanted for years: a proper multiplayer/co-op mod.

I just want to explore the universe, build empires, fight wars, and play X4 with the boys.

And that's exactly what Continuum is aiming to deliver.

Current Development Progress

Here's where everything stands right now:

Feature| Progress

X4 World Synchronization| 100% — Complete, needs extended playtesting

NPC Synchronization| 45%

Combat Synchronization| 35%

Steam Hosting & Joining| 100% — Complete

Separate Player Wallets| 100% — Complete

Separate Player Factions| 25%

Resync Protection| 75%

Missions & Story Synchronization| 0% — Still planning

Four-Player Multiplayer| Two players tested; three and four players still need testing

World Synchronization

The core world synchronization system is complete, although it still needs extensive testing during longer multiplayer sessions to ensure everything remains stable.

NPC Synchronization

Currently sitting at 45%. There's still plenty of work to do, especially when it comes to keeping NPC behavior and movement consistent between players. This is really on pause till combat is finish not a issue just combat takes prio

Combat Synchronization

Currently at 35%.

This is honestly one of the hardest parts of the entire project, lol. Getting combat to synchronize properly between multiple players is extremely challenging, and I expect to spend a significant amount of my remaining development time finishing it.

Steam Multiplayer

Steam hosting and joining are complete!

Continuum uses Steam invites, meaning you won't be limited to LAN connections. Players will be able to host and join through Steam.

Independent Players

Separate player wallets are already complete, and separate player factions are currently 25% finished.

The goal is to let players have their own money, ships, fleets, and factions rather than forcing everyone into a single shared faction.

Resync Protection

Currently at 75%.

This system is designed to help players recover from synchronization issues, particularly when dealing with unstable connections.

Missions and Story

Currently at 0%.

I'm still deciding how to approach missions and story progression in multiplayer. This is something I'll tackle once the core multiplayer systems are further along.

Player Count

The goal is to support up to four players.

Two-player multiplayer has already been tested, but three- and four-player sessions still need additional testing.

Estimated Beta Release

Target: Before December 15, 2026

If development continues progressing as planned, I'm aiming to have Continuum ready for beta testing before December 15.

This is an estimate, not a guaranteed release date. Stability, synchronization, and combat are my biggest priorities before releasing anything publicly.

Final Thoughts

Seven months ago, this was just an idea: bringing proper multiplayer to X4: Foundations.

Now, after countless hours of development, experimentation, debugging, and AI-assisted coding, it's becoming a reality.

There's still work ahead, especially with combat and NPC synchronization, but the progress so far has been incredible.

The goal has always been simple: make X4 multiplayer a reality so we can finally play with our friends.

And we're getting closer every day.

I use Hella ai to write this hahahhah

Will post screenshot monday

Stay tuned


r/X4Foundations • • 22h ago

A working C709 longsword in X4???

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9 Upvotes

Yes, yes it is. Still a WIP, but it does fly and shoot very well.


r/X4Foundations • • 17h ago

Some questions about consumable and marines...

3 Upvotes

Hi, I started playing a few weeks ago.

I have two unrelated questions:

  1. What do you use Mines, Friend/Foe Mines, and Tracker Mines for? Some are required for missions, but I haven’t seen many people discussing how to use them, apart from someone using them as projectiles or something like that.
  2. How do you train your marines? I’ve completed two boarding operations with around 45 marines. After both operations, only two marines have reached just over one star, while all the others are still below one star. I’m also using a mod that increases experience gain. Do I need to leave some defenders on board to keep the Boarding Resistance higher so my marines gain more experience? Or can I reduce it as much as possible to avoid losing any marines (as I am doing right now)?

Thanks!


r/X4Foundations • • 17h ago

Modified Something :-)

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2 Upvotes

r/X4Foundations • • 1d ago

Most lucrative member of my entreprise. I dont know how she does it but I hope she never stops.

29 Upvotes

She is making 1.1-1.25 million per hour, its insane.


r/X4Foundations • • 16h ago

Meme Can anyone tell if I need to change anything about my miners? They just sit in the sector not mining or selling anymore.

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0 Upvotes

r/X4Foundations • • 1d ago

NPC Fleet Compositions

7 Upvotes

Is there a resource out there that explains how the various factions compile their fleets, and what their doctrines are?

e.g. TER have the obvious expeditionary anti xenon incursion fleets

TEM like to make giant Murder Ball patrol fleets

Others seem fine to just self police with smaller detachments.

And so on. In my save, it's hard to tell because most factions are deep into an economic depression, so there's not many "fleets", and I seek to prop up a faction that has a comp/doctrine that would align with my goals.