X4: Foundations

X4: Foundations

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Clear Universe w Xenon
   
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119.640 KB
24 Apr @ 4:24pm
15 May @ 11:02am
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Clear Universe w Xenon

Description
Each faction starts with only two sectors - enjoy universe developing from almost nothing! Xenon are untouched in this version. For 2 sector, easier xenon presence, try "Clear Universe" mod; or for xenon defense station in each empty sector, try "Clear Universe w Max Xenon"

Station and production default limits are increased, so few populated sectors will have high station density!

Terran Cadet start works well (go to Terran territories to continue quest chain after Mars), I haven't fully tested other starts.

Mod compatibility: this mod either removes or moves stations in core game and official DLCs (via remove and replace diff god.xml file), so shouldn’t clash with other mods unless they specifically touch same vanilla stations.

Big thank you to github.com/franko-franicevich/X4Mod-AfterTheFall, whose scripts were great help in building this.

Recommend following mods:
- unlocking reputation with SCA - with less sectors, their pillage activities are much more prominent.
- jobs shuffle - makes sure that ship jobs also work outside their DLC areas

- Free Families, as they don't expand, still retain original sectors.
- Zyarth moved to Family Zhin and Kritt for better mining conditions, and more interesting expansion directions
- Sanctuary of Darkness and Watchful Gaze are now claimable from beginning (which allows Boron to expand past core sectors)
4 Comments
rudi  [author] 16 May @ 10:49am 
I'll need to rewrite parts of the mod for 7.0, which is not a bad thing since i have more experience now!

Based on feedback, I think next version will have factions start with their homeworlds.

Let me know if you have more feedback to add, so i can consider it for next rewrite!
rudi  [author] 15 May @ 11:07am 
updated mod with factions now starting with some of original sectors based on feedback
rudi  [author] 15 May @ 11:07am 
@Sel Und Irae ah yea, vanilla xenon definitely have that problem!
Sel Und Irae 25 Apr @ 1:41pm 
Interesting, I think it'll have same issue though with em capping out.

Only way you could probably keep em expanding is if you made each Xenon into a unique faction (So like, 5 "Xenon" factions all allied to eachother.