Hidden Mechanics & Penalties

X4: Foundations5 · 241 ratings9.4k views342 favorites14 min readby RamUpdated Jul 9View on Steam ↗

Overview

You haven't heard the Tragedy of X4 the Opaque? I thought not. It's not a story Egosoft would tell you. It's a modder legend. Modders are so powerful and so wise they can force X4 to reveal information. They have such a knowledge of the game, they can even play it without Google. Modding is a pathway to many abilities some consider to be unnatural. It is possible to learn this power, but not from gameplay.

X4 contains countless mechanics which are fully opaque yet punish the player for not knowing them. These mechanics can only be gleaned by either reading the game code or learning it from someone who has read it.

Simulation Modes

High-attention is the current player/camera zone and its neighbours. Zones are at the maximum case cube sections of space that extend up to 50km in every axis direction. The closest zone center to an object determines the zone it is considered to be inside. If an object leaves the cube without entering a new zone it creates a new temporary zone at its current position and this zone is deleted when all objects have left it. The system only tracks the location of its neighbours rather than direct distance checks. High-attention therefore may vary between 50km and 150km in a bell distribution.

For a reasonable and easily understandable approximation, this concept can be simplified to a bubble with a radius of 100km centered on the player/camera. The "camera" includes the location of the Live Stream and an NPC when opening communications with them.

Everything within these bubbles is "high-attention" (HA), which is fully simulated. Everything outside the bubble switches to a much more simplistic "low-attention" (LA) simulation.

"In-sector" (IS) and "Out of Sector" (OOS) are misnomers using terminology from previous games. They had loading screens between each sector, while X4 creates the above bubble instead.
The IS / OOS terminology should be replaced as it is misleading to new players.

The same situation has very different results depending on the simulation mode. These differences are so vast that each mode functions like an entirely different game.

For instance:
Mining — Individual asteroids are not simulated and collision does not exist in LA. Simplified collection and movement therefore makes LA mining significantly more efficient.

Combat — Ship turrets only have a 30% chance to fire in LA. Ships heavily relying on turrets, like all Xenon destroyers, consequently have significantly reduced DPS in LA. The difference between their combat effectiveness in LA vs HA is night and day. I recommend the below mod to solve this specific problem. Similarly, very effective HA weapons may become useless in LA, or vice versa. It is truly like playing different games.

The LA Combat page of my other Steam guide linked at the bottom provides additional information.

Known mitigations:
OOS Turret Fire Chance Change — Reduces Xenon's critical weakness in low-attention.

Skill Level

Crew experience is not gained at a steady rate like most games. Instead, specific actions have a very low chance to level up the crew. These chances reduce further as they level up, with various hidden penalties which sharply reduce or entirely prevent progress. Players cannot notice if they are doing something "wrong" because it is inherently extremely slow and gives no feedback.

For example, a "bad" trade can never bring the crew level above 3 stars, and the chance of level up can be as low as ~0.0002%. Likewise, combat experience differentiates between "good" and "bad" kills. The chance of your ships gaining levels from combat can be effectively 0 if the system considers the kill too easy.

Training crew by constructing and deconstructing the same station modules is the most common solution in vanilla because it is easy, consistent, and has no caps. Scrapping with the Teuta is similar, yet limited by scrap availability. However, crew management is unreasonably tedious because no automation nor QOL mechanics exist.

"Combined skill" is a combination of primary skill and morale with a 80/20 weighting.
A pilot with 5 stars in piloting and 0 stars in morale would therefore have 4 stars of combined skill.
70% of the combined skill of the pilot and 30% of the average combined skill from the ship's service crew is used to calculate the total combined skill value of the entire ship.

The total value applies a wide array of bonuses to their ship. Empty service crew slots reduce ship efficiency because they contribute 0 to this value. Marines do not contribute their skill. Skill is used for everything and has an enormous impact. Always keep your ships at full service crew and never use marines unless you are actively boarding.

Vanilla's inclusion of marines in preset loadouts is a noob trap. It implies marines are necessary, yet in actuality reduces the ship's performance.

Known mitigations:
Faster Crew Levelling — Indirectly reduces the tedium of crew management by greatly increasing level up chance.
No Spacesuits — Crew is killed instead of ejected from destroyed player ships. QOL when combined with the above mod as it saves the tedium of rescue, performance cost, and UI clutter of spacesuit spam.

SETA Player Rank Decay

Using SETA while AFK triggers a hidden penalty which causes your player rank points to decay.

Faction reputation and player ranks are separate systems.

Player ranks are only used for the following Steam Achievements:
Captain of Industry & Combat Pro
X-Treme Trader & X-Treme Fighter

Earning the X-Treme achievements is functionally impossible due to the insane logarithmic scaling, but this hidden penalty likely makes it literally impossible.

I don't know the specifics of this penalty because the code is not available to modders.

Known mitigations:
Simulating mouse input to prevent AFK detection.

Crystal Nerf

Mining a valuable crystal immediately downgrades all existing crystals into the least valuable type and starts a hidden 1-2 hour timer to prevent any other types from spawning.

Egosoft introduced this penalty to discourage crystal mining, as despite being incredibly boring, it became the early game meta due to being easy and insanely profitable. Nerfing it was a good idea in theory, but their chosen implementation just moved the meta to another badly balanced mechanic and actively harmed players by punishing them with a mechanic they can't know exists.

It is particularly reckless because there are so many guides in the community encouraging crystal mining. Players could assume it's outdated and no longer relevant, but Egosoft hiding the nerf greatly reduces their chance of discovering it and accordingly wastes their time. Players unaware of the nerf also still recommend it through word of mouth.

I don't recommend mining crystals in either vanilla or with the below mods, but you're free to do as you want in your sandbox.

Known mitigations:
Crystal Rarities — Removes the hidden timer and buffs the spawns; very cheaty.
Disable crystal cooldown timer — Removes the hidden timer

Kha'ak Torture

Solid mining activity accumulates a hidden "heat" value which attracts the Kha'ak. Liquid mining does not attract the Kha'ak. Player-owned mining ships build twice as much heat as NPC-owned miners.

Kha'ak "teleport" to any location without the need of travelling through gates. They actually spawn out of thin air, typically right on top of the offending miner's head.

An explicit blacklist prevents Kha'ak stations from spawning in TER sectors, but a long-standing bug allows an Outpost to consistently spawn in Asteroid Belt.

If your miners are under constant attack, it is likely an Outpost has spawned in the sector. Outposts spawn ships within the same sector.

Outposts spawn within 3 jumps of a Hive. Generally the Outpost spawns ~400km away from the center of the sector, which is likely beyond the border. However, the hex will zoom out and rescale to accommodate crossing it.

Both Hives and Outposts are simply called "Kha'ak Installation" in-game. The Hive is larger with more defence platforms. Destroy the Hive before the Outpost. Destroying them will require several destroyers to do it in a reasonable timeframe due to their absurd health pool.

Hives can respawn after 96 hours. Outposts can respawn after 48 hours. The timer is much shorter if player-owned ships do not destroy the station. These timers are theoretical based on the code. The actual time seems to be far less from in-game experience. It may be bugged, or other unknown factors may be contributing to it.

They do not respawn at the same location within the sector.

The Hives can only spawn in 9 specific sectors, but only 6 of these sectors can contain a Hive.

Since Hives can only exist in 6 of 9 sectors, destroying a Hive might move it to another sector if the local mining activity of the new sector is high enough when it respawns.

The 9 specific sectors are:
  • Antigone Memorial
  • Black Hole Sun V
  • Company Regard
  • Heretic's End
  • Lasting Vengeance
  • Matrix #451
  • Open Market
  • Pious Mists IV
  • Silent Witness XII

Although it's easy to keep them suppressed with the above knowledge, the entire system is hugely unfun. Kha'ak spawning out of thin air leaves little room for counterplay aside from using L miners. It's also a slog to clear the nests since they spawn so far away and have very little DPS yet enormous health pools.

Kha'ak design also disproportionally harms new players. It is impossible to learn in-game, yet the solution is trivially easy once you learn it from external sources. The station's absurd health pool also punishes them with extreme tedium, as new players typically don't have any destroyers when it first spawns.

Known mitigations:
Knowledge
Spawn Begone — Changes Kha'ak spawn mechanics to be less frustrating.
Kha'ak Finder — Automatically finds Kha'ak stations.
No Kha'ak Torture — Removes Kha'ak from the game.

Pirates

Pirates spawn all their ships out of nothing. Pirate stations have no impact on their spawn behaviour. They spawn at a gate to give the illusion of them jumping into the sector from another location.

Pirates can disguise themselves as other factions. Their ship will appear to be a different faction until you scan it. It typically confuses new players because there is no explanation of the mechanic, so they perceive it as their allies pirating them.

Disguised pirates still have piratey names like Marauder / Plunderer / Pillager / Riot Squad. Scan the ship to reveal it's true identity, then you can destroy it without losing reputation with the faction disguise it is using. Police will not respond to you destroying pirate ships.

SCA and BUC faction reputation is locked until you do specific quests. The -30 reputation loss from attacking the ship is temporary and only effects that specific ship. Attacking revealed pirates has no reputation penalty. FAF are pirates, but use the normal reputation system.

Pirates have the unique ability to magically force a ship to stop moving when they select it as a target. It is supposed to simulate them using EMP missiles, but it is half-baked as there is no simulation for any defence against it, such as countermeasures.

Pirates can hack your stations to eject the inventory into space. It typically confuses new players because there is no explanation of the mechanic, they do it while disguised as another faction, and there is no notification when it happens. Players usually first encounter it while accumulating research materials in their HQ, and think it is a bug because the materials mysteriously disappear.

Known mitigations:
No Pirate Torture — Removes the forced stop and eject mechanics.
No Pirate Cloak — Removes the pirate disguise mechanic.
No Pirate Plunder — Pirate plunderers do not target player ships.

Bail Chance

A ship's crew only has a chance to bail once every 30 seconds if their ship's hull and shield are under 75% and 20% respectively. There is a hidden penalty to the bail chance if your ship has higher maximum hull than your target.

The ideal capture method is to damage the ship to 74% hull and then keep tickling its shields to keep them under 20% without damaging the hull again, while using a ship which has a maximum hull value equal to or less than your target.

For non-Xenon ships, scan the ship first, then check the crew number every 30 seconds. Once it has 4 crew, the next successful bail roll will cause all remaining crew to abandon ship, thus allowing you to claim the ship. Claiming it transfers ownership to you.

Claiming bailed S and M ships with marines permanently destroys non-mandatory equipment with the chance scaled to their boarding skill. Players must endure the tedium of personally claiming every ship to avoid this hidden penalty. The penalty is notably disastrous when new players use marines to claim special ships like Xenon/Timelines, since replacing their equipment is gated until the late-game. I strongly recommend removing it with the below mod.

Exact formula:
Vanilla rolls a bail check when a ship receives damage, limited to once every 30 seconds and if the target is below 75% hull and 20% shields.
Base eject chance is a range of 23-46%: inversely proportional to the target's crew skill
Multiplied by (targetmaxhull) / (mymaxhull), capped to 1.0
Multiplied by (myshieldperc+myhullperc) / (targetshieldperc+targethullperc), capped to 1.0
Reduced to a quarter if attacker is not personally flown by the player
Reduced to a half if target is capital ship
Reduced to a third if target is Xenon

Known mitigations:
Knowledge
Bail 30s -> 10s — Reduces the tedium of waiting for bails.
No Bail Penalty — Removes maximum hull difference penalty.
No Claim Damage — Removes the hidden marine claim damage mechanic.

Ship Price Penalty

Ship prices are very high to enforce very slow incremental progression. As a consequence, balance completely breaks when you sell ships. Egosoft added various hidden penalties as a bandaid for this imbalance, but even with them, piracy is objectively the best money making method by a huge margin, and the game is de facto over once you have your own shipyard. Ironically, piracy is the meta because most players want faster progression.

The price of a ship is 5x the cost of their components with approximately 15% variation depending on supply. Players selling ships at their shipyards/wharves receive a hidden 70% penalty at 100% slider or a 55% penalty at 150% slider. Since the penalty is applied after the massively inflated cost, the player at 100% slider still earns 50% profit over the cost of components. This profit is good relative to the component price, yet exceptionally poor compared to the actual ship price. Although it is a necessary bandaid for the imbalanced economy, being "cheated" out of so much profit understandably upsets players.

Manually selling entire ships incurs a hidden 50% penalty. Equipment is not affected by the penalty when sold separately. Selling all equipment before the hull is a tedious exploit to bypass most of this penalty.

The implementation of these penalties means maximum profit requires maximum tedium: manually building a ship, manually stripping the equipment, and then manually selling the hull.

Circumventing the penalties or even just relying on piracy's inherent imbalance may not be ideal because end-game content is only your own rules and goals. However, you might as well use the mod to save yourself the tedium if you're going to do it anyway.

Known mitigations:
No Player Shipyard Penalty[www.nexusmods.com] — Lessens or removes the wharf/shipyard penalty.

Conclusion

This list is not exhaustive. Although I've made this other Steam Guide to help other players learn the game, it is difficult to learn these mechanics since they are in fact hidden.

This guide does not include the dozens of factoids which are impossible to learn in-game, as I simply don't have the ability to find, remember, and summarize so many of them.

An example of such a factoid is the effect of defense drones in low-attention. There is a common misconception that they do nothing. It is a reasonable assumption since they are not visually launched and their effect is not indicated anywhere in the UI. However, drones do contribute to the low-attention battle simulation despite giving zero feedback for it. In low-attention, drones both increase the DPS of their owner and absorb incoming damage.

Further, it does not include the mountain of mechanics which are unclear or confusing to new players, such as: scrap processor cooldown, logarithmic scaling of reputation and ranks, scanner tiers, station budget scaling to storage capacity, sector ownership rules, and so on.

X4's design is unfortunately rampant with obtuse opacity. I chose the most important concepts because we'd both be trapped here forever if I tried to explain every hidden mechanic.

This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.