
《X4:基石》2.2.1版本更新扩展内容 本指南将逐步指导你如何从零开始成为《X4:基石》中的工业大亨。 本指南主要面向已掌握游戏基本机制、希望挑战更复杂任务的新玩家,同时部分内容也可能对资深玩家有所帮助。 指南将讲解如何打造工业支柱,助你成为银河系中的重要一员,在合理时间内完成个人目标。 此外,我们还将深入探讨黑名单功能,以及采矿、贸易和供应链的自动化系统。 我个人倾向于使用大量模组,但需确保模组符合游戏背景设定且无作弊性质,以获得最佳游戏体验。 本指南包含以下内容: 1. 有哪些模组可添加新内容。如何获取初始资金(及进阶方法) 如何建立采矿作业 如何提升与各大帝国的声望 如何建造空间站及选址 如何管理黑名单和供应链 如何应对威胁,如卡拉克、海盗和 xenon 此外,还包含大量关于你在游戏过程中可能遇到的常见问题的实用信息 新增“硼族更新”后可用的模组列表 新游戏设置(模组快速指南)(已更新)

In my opinion this game is so much better with mods. Its just amazing how much they are adding to your experience of x4. For my guide its not necessary to mod the game nor does it matter which start you pick. Sooner or later ull land in the sandbox and that’s when this guide comes in. Mods will make enemies and economics smarter, immersion stronger, battles more interesting and intense. In addition you will have more ships and customization options without breaking the balance. All these mods work with 5.0 after 60 hours of gameplay i only had minor issues. Just to clarify for new players: the basic unmodded game is refered as "vanilla" . If you want to use the mods you might need to find the newer versions on nexusmods since the steamworkshop is not really up to date due to the recent release of avarice. Additionally I will explain how to get these mods and implement them to working order. [Update]Due to recent player feedback I have rewritten this section[Update] Some readers wished a different approach on how I recommend mods to new players. Especially mentioning VRO (Variety and Re-balance Overhaul) was criticized because it changes the general flavor of the game quite drastic. Therefore I will divide it into two sections and handle VRO separately, explaining what it does and why I like it most. Also mentioning mods at the very top of a new player guide was often seen problematic. Here I just don’t agree. People that like such complex sandbox games usually don’t fear additional content and complexity and quality of life functions. They embrace them and start loving the game even more. Especially if they are so easy to implement and smoothly working as in x4. Of course its up to you what mods you want to use for your game! They are not mandatory and some of you might even prefer to implement many more. But I say: Even if you are new to this game you should try them straight away. It just enhances your experience so well that you should really try them! WHAT DO MODS DO: There are several different types of mods and here is what they do: 1) Mods that add content (mostly ships and weapons) 2) Mods that modify the visual appearance (ship-skins and models, effects, explosions) 3) Mods that modify ship behavior (behavior scripts, automation scripts, special task scripts) 4) Mods that re-balance entire aspects of the game (ship-stats and balance, resource yields, space-economics, pilot skill system etc.) Full Re-balance or Vanilla+ Before you start modding you need to make a decision. Do you want the game to be completely overhauled or do you just want additional ships with the good old vanilla feel. In this guide I recommend VRO which is a complete overhaul of game mechanics. All ships get a boost to their hull and shields which will make battles last longer. Also it will increase the range and behavior of turrets. Especially capital ships are completely different. They will engage battle at a higher range and combat really feels different than in a vanilla game. That’s only touching the surface! If you want more information before making your decision you can check this wiki: https://sites.google.com/view/vrowiki/Home It does not matter what you choose! Just keep in mind that all mods that add ships come in two versions: Standard or VRO (only required if you are using the Re-balance Overhaul itself.) The most important mods that I recommend: 1)More ships: -XR Shippack (+VRO Update if using VRO) (Source: Nexusmods) -Ship Variation Expansion (+VRO Update if using VRO) (Source: Nexusmods) -Minor factions expanded (+VRO Update if using VRO) (Source: Nexusmods) 2)Visuals -X4 Fire and Smoke Its not realistic if ships burn in space, yes but oh boy it looks sooooo good! (Source: Steam Workshop) -Paintjobs as you see fit – there are many packs available. (Source: Steam Workshop) -VRO Icon Pack (if using VRO) (Nexusmods or Steam Workshop) 3)Behavior Scripts -Better Piracy (Source: Steam Workshop) -Fly-by Looting and Lockbox (Source: Steam Workshop) -Rebalance mining plus (Source: Steam Workshop) -Mules extensions (Nexusmods or Steam Workshop) 4)Rebalance -VRO (Source: The latest version can be found on reddit because the author lives in ukraine and has a war on his doorstep – still he managed to update and release a version for 5.0) -Faction Enhancer with all four modules (War/Econ/AI/Catch-up) (Source: Steam Workshop) WARNING: the Faction Enhancer mods can make the Endgame considerably harder, Xenon incursions are way harder and there will be trouble (in the late game). This adds some edge and especially later on much more challenge and content and fun. Id even recommend it for new players. -Trader Seminars (Source: Steam Workshop) -Autotrader Skill Rebalance -Extra Game Options (Source: Steam Workshop) -Hazards Rework (Source: Steam Workshop) -Sector Satellites (Nexusmods or Steam Workshop) -Sirnukes Mod support API's (Source: Nexusmods or Steam Workshop) I am using some more but that are the basic mods improving the experience. How to mod: The way I got it working: 1st Step: Get all mods with Source Steam Workshop 2nd Step: Start the Game and disable Steam Workshop on Expansion Options Menu (the mods you installed are not removed - just disabled) This prevents Version Conflicts 3rd Step: Get all other mods from Reddit (VRO) and Nexusmods as marked in the previous description and put the folders in your extension DIR (steam steamapps common X4 Foundations extensions). 4th Step: Start the Game again and enable all Mods in the extensions option menue There should be no conflicts now. If its all working do a copy of the extensions folder for backup if you want to add more mods later you can move back to working order if there are any conflicts and issues.

Getting Started.. (How to make your first few Millions) No matter which start you pick after a little time you are thrown into the sandbox and that’s where the fun starts. First thing! Find the big universe accelerator loop and fly it once so you uncover all core systems! For the first phase of your journey you will need some considerable starting funds assuming you starting from scratch. I used to do crystal mining but due to the developments and patches this has been nerved allot. I wrote a guide for that but its way outdated, it will still teach you all about it thou. Methods to get cash early: Ninja Looting: The fastest way to get cash early is ninja looting! When the game starts factions will clash that are in war which each other. Especially during the first 1-2 H in the game there will be mayor battles between the factions. You just need to watch the impressive firework and scoop the remains. Especially Spacefly Eggs and Programmable Field arrays are super profitable to sell (don’t forget to craft Caviar before selling) Placing a few satellites will help with locating ongoing battles The systems where empires regularly collide are: Second Contact Flashpoint (SCF): ANT/ARG vs. HOP and XENON this is a great starter system for ninjalooting, its also less dangerous than most others. Regularly check gates for battles! Hatikvah’s Choice I (HC I): Check the gate to xenon space, there will be never-ending incursions and TONS of loot but its also very dangerous to be there. Save early and often!! There are more systems like that but these two are the best ones. Spacefly Egg Scooping: Spacefly Eggs spawn when large ships are destroyed or asteroids are mined (Spacefly like to lay their eggs there.). Locate a big npc mining Operation and follow them to a belt. Once they start mining - wait for the roids to pop and scoop the remains. You will get eggs, unstable crystals and lodestones which can be sold well at stationtraders, If you have discovered a Black market trader (Advanced!) you may consider crafting spacesuit bombs and emp and sell them there instead. Good systems are Argon Prime (AP), SCF, Holy Vision (HV) and many others. Just lookout for a system with very high mining activity (can shift over time) IMPORTANT: Asteroid remains will only spawn when you are in the system! So you need to tail the miners. You may combine these two options! Scoop loot from a battle the return tailing miners or shoot some crytals until a new battle rages and repeat. Once you have the first few millions dont go shopping yet! We need to boost your moneymaking further and more important automate it so you can stop grinding and do more fun stuff like exploring (if you’re a new player). ONCE YOU GOT APROX. 5 MILLION ITS TIME TO LOOK INTO TE NEXT SECTION (5 Mil is definitely not enough starting cash you will need to return to this phase after spending it but the next chapter will tell you how to spend it!) All together you will need close to 30 Million to be able to complete the next phase Early Scouting... NOTE: Due to different game-starts some of these systems may be inaccessible! Terran system require high standing for entry same for split space! This exploration has not to be done at once, you can uncover a part of the universe and then get back to it later. All phases are fluent and can be revisited when the time is right or you feel like doing it. NEW PLAYERS! Considering you are a new player this will be probably a quite a journey for you! Enjoy doing it! Remember i told you to save the starter cash for the next phase? You may just ignore it and spent some of it at a shipyard for a fighter and go around discovering stuff. Don’t forget to pack it with satellites and drop some. Seasoned Players: You might want to get it done fast cause you have been in most systems already in another play-through... There are several scripts in the workshop to speed up and automate exploration! There is still a veery long way ahead of us so no shame to get it over with fast. Consider installing: -Sector Satellites Script -Automated Exploring Scripts -Open map and stations script (VERY cheaty and therefore optional!) Id recommend to use the sector satellites script from workshop. You only need to drop ONE advanced satellite and it will uncover all stations in the system. Do it as you see fit so it does not spoil the fun of exploration. The latest script will just open the entire map and is only recommended for very experienced players that what to scoop the entire exploration. Remember you still need to go there and drop a satellite. Also automated miners will not work properly if you haven’t been in the system yet! So you still need to go there at least once. THE GOAL No matter how you deal with exploration the goal to reach the next phase will be to have uncovered: -New Players: Try to find and uncover stuff in Teladi, Argon and Paranid space first. the rest can be done later when you are more experienced. - All major factions capital systems + their shipyards and warfs (preferably with a satellite placed next to them). Additionally the surrounding systems with their resources. You need to find resources around that capital system and uncover them (no need for survey probes but it helps if you uncover asteroid belts and gas-clouds on the system map. You can check this on the encyclopedia entry of that star-system. Once you successfully uncovered its resources this info will be added there. You will see if the system has ore, silicon ice etc and their yields. This is very important for the next phase. - You need to find ORE / SILICON / ICE and HELIUM / METHANE / HYDROGEN sources preferably close to each of the Warfs and Shipyards -Additionally you want to search and uncover the two Nopileos Fortune star-systems (more of that later) Once this is done you can start with the next phase! Automated Mining Operations (and getting standing) (+your first Blacklist) You have acquired a few millions and uncovered some empire capital systems and their resources? Good... time to start some mining operations! In each Faction Capital system you have uncovered you need to buy two medium Mining ships for mining ore. i would not recommend fitting them with the best equipment i usually go for a medium preset fitting (i customize everything anyway but for starters med preset will do ok). Most important the ship needs to have a mining beam and mining turrets. Additionally equip the strongest available shields (a good investment) and NO guns. Why no guns? Simple! Cause you don’t want mining ships to fight. They should avoid conflict and always try to run away. But pilots will sometimes decide to fight that lil puny kha'ak drone cause they can. And then die cause they are too dump to kill it. Stripe them of the ability to fight back! When you got a working setup SAVE IT! you will surely need it again later on!! Global orders: Now some legwork: I know its a ton of work but configuring them properly is worth it! Check your global orders! They should be somewhat like: response on attack = use judgment, Police = Comply, Pirates = Escape. Automatic Resupply=medium. Leave the rest as default and remove all notifications you might find non-significant. Now its time for your first Blacklist! Create a new Blacklist and call it Default Travel Blacklist. Restrict travel to "sectors owned by enemys" and manually add the sector "Hatikvah’s Choice I" to your Blacklist. Then save it! Why HC I , course its a hellhole and sooner or later your ships will get randomly shot by laughing xenons while having a BBQ in HC I , that’s why! Ill explain this in more detail later on but keep in mind that system is DANGEROUS. Go buy some skill-books for your pilots at the nearest station trader. You will need the workshop mods: -Trader Seminars and -Autotrader skill rebalance for this to work. I think skilling is broken in x4 that’s why i don’t think that this is very cheaty, but if you want you can do it without of course (its just a pain in the ass!) EVERY Miner should be setup in the following way! (or similar to your personal preference) 1. Rename the ship I prefer SECTORNAME/TYPE/SIZE/NUMBER A "free" automated medium sized miner for Solid minerals in Argon Prime shall be therefore called AP Freeminer M 1

Why? Cause you’ll have hundreds of ships later on and if you want to replace a loss it will be a pain to find out what you lost and where the heck! Name them how you like but a system like that works fine for me. Later on ill introduce more names :) . If you get the message a ship has been destroyed look into the log or check your shiplist. HV Freegasminer M 2 has been killed - ok lets chk holy vision! 2. Skill your pilot to LVL 2 (will increase its range) 3. Enable the travel blacklist and put in the Default Travel Blacklist" you created earlyer. then UNCHECK trade and activity blacklist settings (put them to "off" manually cause they will collide with other advanced blacklists later on) 4. Start an automine operation by setting default behavior to "advanced automine", then set the range accordingly. usually buy 1 sector / sell 3 sectors. I usually use the capital sys as an anchor. If not using scripts you may put them to "sector automine instead" and then increase range and setting over time. Usually i go for ORE/SIL and if its a gasminer for all three. 5. Make sure the command "dock and wait is unchecked" and the ship should start mining. I know that’s quite some work for configuring a single ship but if your lucky you only have to do it once and that lil bugger will mine for you until the end of your play-trough generating like 100k every half an hour(ish). I guess that a worthy investment of your time. Don’t forget to check on them from time to time if there are any issues like no ore in the system or no trades available and consider increasing their buy/sell range slightly. now repeat! until every major faction you have access to has 2 mineralminers automining in their capital. if you got some spare cash you can buy 2 Gasminers as well... same procedure to set em up. Just make sure the desired gasclouds are in miningrange (chk in encyclopedia!) Great you got yourself a passive income and more importantly these miners will increase your standing with factions over time, so you can buy more stuff from them! Two additional ways for passive income are: 1st is Autotrading which is quite similar to automining. You setup a trading ship and have it distribute wares between station for profit, the blacklists work similar, id restrict access to faction-wide trade. and setup a few for each empire. The downside to those is that they need to be replaced more often due to regular gate travel. once u got the miners going u might consider setting up a few of them. 2nd is Nividium mining which is not used in any production chain and can be considered being a luxury ware used by planet population. you can sell it at trading stations for a very decent profit. One last thing! How can i access Factions i don’t have standing with? The fastest way to gain standing is shooting criminal shuttles at the stations mass traffic! Whaat? WTF? Fly to any station of the faction that dislikes you / usually stations are not shooting you by default even if you are on bad terms with the faction, typically split cause they’re on bad terms with you on most starts. Get close! See all the little shuttles around them? That’s civilian mass traffic! they’re not considered as "real ships". After a minute or two a smuggling shuttle will appear (or not :)) and you will be asked to assist in pursuit. Shoot it! make sure you don’t hit anything else! If you succeed you’ll get a (considerable) positive standing increase. Swap station and repeat!! You can get (if lucky) from -15 to 0 in less than an hour! Advanced moneymaking / Pirate the Pirate! This section is about how to get SERIOUS starter funds for station-building but also requires a certain amount of preparation. The goal is to start a piracy operation on Pirates! You will need: -A Corvette (fully fitted) -5 Transporters filled with marines That’s not an easy task cause you’ll need about 15 mil to buy it all. Consider finding and selling abandoned ships to fund this operation. Experienced players will know what I’m talking about. There is a certain abandoned Destroyer that will get you the cash instantly. Or else try to get the smaller ships or even an abandoned corvette. There are surely enough other guides about how to get them. A decent and accessable corvette is the Nemesis vanguard buyable from the paranid warfs but others will also do the job fine (or even better) The best fitting is a good shield and at least four front facing gun ports. Fit them with your preferred weapon and leave 2 ports empty. then go to argon warf any buy ion guns and fit them. setup your guns accordingly that you can fire ALL at once and 2nd the IONS seperate. then go buy 5 Medium Transporters with high crew capacity. I prefer Hermes Vanguards with 20 crewslots, the boa is also really good but way more expansive. Appoint 1 Pilot and fill them up with 20 marines. Quick funfacts about marines. Not every race is well build for that job and teladi and paranid are quite bad at it. This is reflected by the game due to the fact that if you recruit marines you might randomly get a few veterans among them. That’s usually only the case if you recruit them at stations owned by sturdier races like argon and split (best). So id recommend hiring your first 100 marines in a split warf to get a couple of vets with them. then later on replenish them at a argon warf so they dont need to go 10+j for reinforcements. Ok! Now lets do some intel! Pirate ships use mimicri! They disguise themselves as normal ships and only a manual shipscan can reveal their true faction identity. Luckiely there is a fast and easy way to find them because pirates prefer certain shiptypes and the shipnames give them away! Pirate ships variants are called "pillager" or "marauder" in addition to their shiptype. Also there are certain systems with high pirate presence like Nopileos Fortune II (NF II) or The Cove for example. My preferred huntingground is NF II because its fast and easy to reach. With Minor factions Extended Mod there is even a NPC shipyard there. So in preparation i prefer to cover the system with advanced satellites so i can reveal pirate movements on the map. We are especially looking for pirate owned destroyers. With all the mods there are plenty of classes but the most classic pirate destroyer in vanilla and mod version is the Phoenix Sentinel or Vanguard , here were looking for the "Pillager" edition. So check your map and search for destroyer shipicons and try to locate a pirate ship by clicking it and checking its name. The next section is an in depth explanation of how to capture a Pirate destroyer. I will use the "fool proof" method, of course experienced players could probably do it faster or better :P . In depth boarding tutorial (Pirate the Pirate Part 2) Example: OK there! i found a "Pillager Phoenix Sentinel" Destroyer flying around in NF II. Lets get it! I take my corvette and set my 5 Transports to follow me. Now im getting close to the target and select it. It will show that the ship belongs to the teladi company which is allied to me. I’m getting close and do a manual shipscan. Now its true identity is revealed and it now belongs to scale plate pact. Prior scanning is necessary otherwise the ship will call for help and your standing will suffer greatly. Now i will target the engines get behind the ship (which is a dead spot for turrets with that design) and shoot down its engines. Now the ion guns will come in handy because next to they’re very high shield damage they also stun the engines and make the ship slow down. After that I’m starting to kill the destroyers turrets usually starting with the large ones. To do this with a Phoenix is especially easy because there are allot of dead-zones where they cant reach you when you get close enough. If you attack other types it can be an easy to very rock hard task to do this so i recommend to do a phoenix if its your first time :) . Ok, Engines down, Turrets down , eventually some drones and lasertowers killed. now its time to sent the boarding pods. To do so, open your map, select your corvette and all 5 transports. then rightclick the enemy ship and select "board". A menu will popup with boarding options. Since were first-timers and our marines just left marine elementary school we want them to get the job done we will go for a medium approach. So on the first tab the lowest option is fine cause all the turrets are down. 2nd medium (the higher the hull % the harder the fight) so strong is aprox. 80% hull , medium is 50% hull etc. . usually boarding ships should not fight so "keep your distance" is the preferred option but since my drop-ships lack turrets pretty much any option is fine. Also it saves time cause You are still in a combat environment and don’t want to spend half an hour to configure the boarding operation. Then select all ships and side the marines onto the target. A bit of inelegant micromanagement here but that’s how its done :) .Additionally you’ll see the boarding strength and the strength of the enemy resistance. Sometimes it might be necessary to do multiple boarding attempts (Yes! do the boarding , fail , replenish marines at a warf and try again while holding the ship in check with your corvette. there are times when that’s a valid tactic.) When all is done, begin the boarding. First phase the ships will close in and launch the pods. Watch for defense drones and towers - pirates love to throw 1 or 2 in this phase to annoy you. Once they reach the ship they will start to breach. Sometimes you need to damage the target further usually the game will tell you what to do. once breaching is done the fight start and can sometime take a few minutes when your marines try to overcome the resistance. Hint: if the enemy ship has too many defenders you can try to shoot the ship for a while with your ions (avoiding hull damage) from time to time a few crew members will randomly bail from the ship. Takes alot of time but works. Eventually consider using the better piracy mod and harass the target. After some time the fight is done and the ships ownership will transfer to you, Congrats you got a (almost) brand new destroyer! Now for the aftermath: Check the shipinfo and go to the crew-tap and appoint the least experienced marine to be the new captain. If lucky the pirates have aleady repaired at least one engine so the ship can slowboat to the next shipyard. Engines with less than 30 % hull are inoperable and cant move any more. You need to eject your spacesuit and manually repair one engine with your repair laser. Usually i manage to avoid that but it can happen! If you got teleportation researched you can now move your dropships close and transfer the remaining marines back to your ships. especially your veterans should be recycled because experienced marines make boarding much faster and easieer. If not, sent the ships to the nearest shipyard have them dock and then transfer them over. You can move them with boarding pods again in empty space but i had encountered a few bugs there that i found very annoying so better save than sorry. With teleportation researched i did not have these issues. Now its payday! i recommend stripping and selling all mods to the shipyard first! if you’re lucky the ship had premium engines which can be sold for up to 7 million (just replace them with the cheaper ones) Then replenish the service crew and the repair drones to avoid paying for repairs, also giving the captain a few crew seminars will speed up the process. You can leave it be for a while, prep the next boarding, repair ships and get back to it later. Finally sell the ship! For ship and equipment you should get between 15-20+ Million and its therefore the best way to cash up for the next phase. Note: Don’t forget to save before and after the fight. So many things can go wrong :)) Building an Empire (Station-Tutorial 1) The first part of this section is about planning and getting bpo`s. The second Part will be about what to build and where. The third part will be about how to configure and feed them while avoiding losses.

在《X4:基石》宇宙中,所有势力要繁荣发展,最需要的就是舰船和空间站。 而他们的舰船和空间站一直在不断损失!建造舰船和空间站所需的主要商品是船体零件和黏土电子元件。这也是建立你自己帝国最需要的物资,所以我们就从这里开始。 由于我通常会进行大规模规划,而空间站的建造需要很长时间,所以我倾向于同时建造多个空间站。起初,我们会向各势力提供船体零件,并顺便赚取可观的利润。之后,我们会将船体零件转而用于支持我们自己的空间站建造项目。 这不会是关于如何建造空间站的教程,而是一份关于扩张所需条件以及在沙盒模式中如何高效运作的指南。我推荐两款用于空间站规划的工具。 第一个是内部网站上的空间站计算器,这是规划空间站时的必备工具。 第二个工具是游戏内的空间站建造模拟器,你可以在其中规划和配置空间站。 空间站规划可能需要数小时时间。至少如果你像我一样,既想让空间站高效运行,又想让它美观的话,就需要这么久。由于你不能总是退出菜单去处理宇宙中的其他事务,所以我建议先在模拟器中进行规划,再使用计算器来确定最终成品所需的模块类型和数量。 另外,你不能直接开始建造,还需要必备的蓝图才能进行建造!为了便于理解,我将建造过程分为三个阶段,每个阶段需要不同的蓝图。 主要问题在于,某些类型的蓝图购买成本极高,在游戏初期根本无法负担。居住和造船模块可以在游戏中后期再建造,但由于空间站的建造耗时很长,因此即便在雇佣第一批建造者之前,最好就对整个空间站进行完整规划。尤其是如果你计划建造造船厂,这一点更需要考虑。毕竟,没有造船厂,还算什么大亨呢:D 第一阶段:基础生产、停靠与仓储 第二阶段:劳动力及其需求 第三阶段:造船 第一阶段: 好消息!基础蓝图相当便宜! 所以……你的第一个空间站只需要少数几个基础蓝图就够了。我通常建议先开始为各个势力供应船体零件,因此我会详细讲解第一个空间站的建造,之后的部分就需要你自己完成了,这很简单。 在规划你的第一个空间站之前,你需要做几个决定。 我会完全排除地球人经济体系,因为一旦你掌握了通用空间站的建造,地球人经济体系就非常容易上手了。 通用空间站有两条供应链:Teladi供应链和非Teladi供应链。Teladi有一项重大发现,名为Teladianium(泰拉迪anium),它取代了精炼金属,因为其效率更高。 我所有的空间站都使用Teladianium,因为它效率更高。 选择哪条供应链并不重要,但一旦做出选择,就需要坚持下去。需要知道的是,所有使用精炼金属的模块都会改用泰拉迪姆,并且存在泰拉迪版本。泰拉迪也是早期最容易提升声望的势力,他们的星域也相当安全,适合建造空间站。 你只需记住,应优先购买泰拉迪蓝图。如果使用非泰拉迪模块,且这些模块需要精炼金属,那么它们将无法正常工作。这一点对于空间站规划非常重要。 重要提示:规划空间站时,务必同时查看物流概览!混淆泰拉迪姆和精炼金属产业链是常见错误,可能会导致建造失败。通常要等空间站建成后才会发现问题,让人十分懊恼!不,该死,我在当前游戏里搞砸了两次,我都有1000小时的游戏经验了,还是搞砸了。 接下来我会继续讲解如何建造你的第一个船体部件生产线。 敬请期待 :) 你的第一个工厂(空间站教程2)

Ok, lets start! So i wont tell you to build a Monster of a station but i find that aprox. 7 modules for producing hullparts work nicely for me and npc-empire will have enough need to buy them without ruining the market. The First Build: Lets take a look at the station calculator: If you just add 7 TELADI (!!) Hull part production facilities into the calculator it will tell you what to feed them for them to work. Isn’t that easy? 7 x Teladi Hull Part Production 1 x Energy Cell Production 1 x Graphene Production 3 x Teladianium Production Now you just need the blueprints and get started! But wait! You also need a Docking Area and a storage area and connecting sections! So add a standard dock for small ships , for large ships , all connector blueprints and storage. Go for L storage (Container/Solid/Liquid) a 3m6s dock and a 3 way E-dock So now you know what blueprints you need. Next enter the station simulator and piece it all together beautifully :) . Its also important in what order you build. Build order should be: basic docking large docking storage energy cells teladianium graphene hullparts A word on storage! Don’t forget to plan sufficient storage EARLY! If the station is building its hard (but not impossible) to change the building order. Also make sure you don’t mix up the storage modules , container always first! If you find out you missed it or build too few it can take ages for them to build on the end of the chain leaving the station unproductive. A solar power plant can already sell energy cells to factions if you have a dock and storage, even if the other modules are far from completion. Miners can get ore and store it even before the advanced modules are build giving your production a head start. in conclusion building order matters! Especially with bigger builds calculate a VERY GENEROUS STORAGE! Also cargo-drones cannot be added to a station without a container storage because the necessary resources are NOT taken from the buildstorage. now piece it all together accordingly in the right order. then save the blueprint for your actual game. you can ignore weapon-loadouts , make sure all gunports are empty, usually hullpartforges don’t need to be defended in the early game (you may add 15ish defense drones) Placement: The goal for us should be placing a HPF in all major Faction capital systems. That’s where the most demand will be. Also there are allot of npc miners helping you feed it later. CHECK THAT ORE AND METHANE ARE AVAILABLE WITHIN 0-1 JUMPS AWAY (some systems lack methane you always need to check if all needed resources are actually in good range of your factory this is especially important later on when you build more complex factories) Its not that important to place a station anywhere close to a lain or gate. Place it somewhere in the middle preferably close to other station not to far off the warf and shipyard. Eventually use other stations as a "meat-shield" in case of an incursion, with luck the other stations defenses will deal with and xenon passing by. Make sure its not close to any anomalies or dangerous gates. (i once placed a station close to a wormhole so my ships got sucked in trying to dock at the far right docking port ... happened by total coincidence and was as funny as annoying to me ... true story i swear!) DON’T FORGET TO BUY A LICENSE WHEN BUYING A STATION PLOT Also don’t buy a plot that is too big.. you planned the station in the simulator write down how much space you need! Congratulations were half way done! Configuration: Once the station is build you need to configure and feed it. Assign a station Manager , skill him a few levels , 3 is usually ok. Now take a look at the supply chain. id recommend to setup buy and sell-orders semi manually. First are Energy Cells, you’ll see how many are consumed per h if you click the tab. Setup a sell-order if the storage exceeds 1.5 times the hourly consumption. You can leave automatic pricing on. Then take a look at the ORE and METHANE. Setup the buy-order to maximum and reduce the buy-price to minimum. this way the npcs will help you feeding it with cheap ore and gas - you’ll provide its basic needs with its own dedicated miners. Feeding it: For the stations basic need you will need aprox. 6 medium miners. 4 M Oreminers , 2 M Gasminers It will consume: Methane -4,800 Ore -25,200 I’m no expert on numbers but these 6 miners usually prevent it from running dry and with your buy-orders on the local marked npcs should provide cheap material as well. If that thing is running for a while and you see a shortage you may add some more. Afterwards buy 2 medium Haulers and assign them to trade for the manager helping with sales. You may also provide them pilots with a few seminars to make sure they act sane! Now to the next chapter which is super important to reduce your losses! so see you in the next chapter! Blacklists for Dummies (Station-Tutorial 3) Blacklisting sectors are very important for keeping your losses low. Also they require allot of micromanagement. ----------NOTE-------- This is also the part of the tutorial where im most unsure if there are better ways to manage and configure Blacklists. Id be very happy if any other seasoned player would tell me in the comments if im missing anything. So lets assume you have build your first operational Hullpartforge (HPF) As explained earlier you have already created your first blacklist restricting the travel-access to all systems owned by enemies and Hatikvah’s Choice I (HC I) There are multiple types of blacklists. Here i will mostly look into the travel and activities blacklist. As far as i understand any blacklist you create applies as default to all ships that have not unchecked the use default blacklist in their info menu. Therefore every time i order a new ship i uncheck this option and manually select the blacklist that this ship actually needs to avoid later conflicts. Setting up the Travel Blacklist So the travel blacklist that we created earlieer should apply to ALL civilian ships that i own therefore every ship receives that blacklist. In most of my play-throughs especially in a modded game (i got like 1000 hours of playtime) the xenons will launch very strong incursions into HC I. that’s why i want no ship to pass through it, trade or mine there. Also short-cutting through enemy space is always a bad idea. The second thought is that miners and traders should only operate in systems that are close to their Factories and to space that i control or provide safety too. Another common issue is the ship AI which will sometimes assume that other systems are better to mine in because the asteroid density is higher and travel too far out getting killed somehow on the way by pirates, Kha`ak or xenon. Conclusion: For any Station i build i will create an own sector activity blacklist disabling access to all sectors that they should not be in. Step 1 First you need to find sectors where the necessary resources are to be found. Step 2 Create a sector activity blacklist and restrict all sectors Step 3 Manually add exceptions for those systems the miners should work in , then rename and save it ->do not choose the military or civilian ship option. (i think that will apply to ALL ships you own) Step 4 Apply the blacklists manually to the station (!). in this case: Travel-blacklist: the default blacklist we created earlier + the sector activity blacklist that we created for this task Step 5 uncheck the Trade Blacklist Option - it should be showing (OFF) now Step 6 Assign the ship to the station it should work for this way it will mine safely and only use the "safe" sectors. Issue: Mining and trading are both counted as activities so traders will not trade outside of that selected territory. If you want a ship to trade with station wares you must not assign it to the station but have it trade freely within the range you want using the auto-trade option. It will still buy wares at your station and sell it to nps faction and it can be anchored in the station system restricted by trade-range 0 (buy wares in the anchored system) and sell wares x sectors away. the profit will still land in your station account and it works fine. Trade Blacklists: If you want stations to not sell resources or prevent other factions from buying from your stations (Pirates and other scum) you can create a trade blacklist. As far as i understand this blacklist is only for goods a station will sell to nps traders and does not apply to your own ships. In this particular case i prefer to have it turned off. Later on you might want to restrict factions buying ships from you because they’re in war with each other. They will start banging each other in front of your station eventually hitting it and forcing it to retaliate which can cascade and ♥♥♥♥ up your standings for good. -> keep that in mind for later... especially HOP and PAR love to fight each other on your turf so choose one of them and restrict the other. (there is another blacklist option for that within the station menu but i thought this is worth mentioning regarding the blacklists) Sooo.. i know its a ♥♥♥♥♥♥♥♥ of micromanagement but you only have to do it once... considering the amount of time it takes longer to replace a loss and reconfigure the ship, its worth doing the mirco asap to avoid it in the first place... you will still have losses to replace but it will be way worse if you don’t set it up first. Again Im thankful for any of your thoughts on blacklists in the comments! Real Estate Management (Station-Tutorial Part 4) Damn this Guide is never-ending :) OK back to the Macro-management. Now you know how to setup and configure stations. Its time to mass produce them! Remember the part about advanced moneymaking? Every single destroyer you capture is worth a new HPF. So strip it sell it and build a HPF in every faction-capital you have access to. Additionally you will build 1 more in the system that you want your wharf in! Compared to other factories they’re cheap and fast to build. As soon theire operational you can think about your first claytronics factory as well. Claytronics Claytronics are the glue that keeps stations together. If you’re playing with mods, systems will regularly loose stations to xenon incursions so the demand will stay high. They’re very expansive so I’m usually building them more strategic. Always choose a system with all sorts of resources close by. You need much of every Gas for them so make sure it can be found in the system. Also they should be placed close (not too close thou :)) to conflict-zones in high traffic areas. I think Trinity Sanctum has it all for example. Usually i don’t build more that 2 of them for moneymaking. Additionally you want to build 1 more in the system you’re going to build a wharf in. Claytronic forges justify the use of Large Mining ships so i recommend using those for feeding them. Don’t forget to do the Blacklist micro. With the income from the HPF and some Piracy you should be able to build and supply them. The WHARF Now its time to place your first Wharf. I prefer to build an all in one wharf, to pre-plan it and to place it EARLY because it takes ages to build. !WARNING! (THIS ALL-IN-ONE WHARF IS AN ENDGAME PROJECT – IT WILL TAKE DAYS (REAL-TIME!) TO COMPLETE) Basically there are so many designs for them but to help you i will provide a list of stuff you need in the next chapter. Of course you can decide freely to build supply-chains for other commodities first or even build scrapyards instead that’s all up to you. There are hundreds of options now! Going Tycoon (Station-Tutorial Part 5) The Wharf... finally. This is all up to you, i can only provide one working design which i consider a large all in one Wharf. It will have enough output to build all capitals you want in reasonable time. 7 x Energy Cell Production 5,162,353 8 x Teladianium Production 1,138,248 4 x Silicon Wafer Production 841,604 6 x Graphene Production 478,608 3 x Superfluid Coolant Production 214,386 2 x Antimatter Cell Production 391,690 4 x Teladi Scanning Array Production 7,228,884 2 x Quantum Tube Production 2,157,444 5 x Plasma Conductor Production 6,710,220 5 x Microchip Production 10,751,710 16 x Teladi Hull Part Production 27,872,144 6 x Teladi Engine Part Production 6,706,770 2 x Teladi Advanced Composite Production 3,563,352 4 x Weapon Component Production 4,495,984 4 x Turret Component Production 5,392,340 12 x Smart Chip Production 4,296,768 3 x Shield Component Production 3,677,901 2 x Missile Component Production 199,830 2 x Field Coil Production 9,844,558 4 x Antimatter Converter Production 20,200,016 2 x Advanced Electronics Production 2,736,046 14 x Argon L Habitat 7,588,952 4 x Food Ration Production 2,974,916 1 x Meat Production 704,062 2 x Spice Production 789,196 2 x Wheat Production 1,679,736 2 x Water Production 204,360 8 x Argon Medical Supply Production 5,105,656 Total: 143,107,734 That’s quite a price-tag! But with ships and connectors and docking and everything its more realistic to expect twice the amount or more. Also the wharf modules are missing and not includes the blueprints.

这或多或少是为资本生产优化的,“仅”有14k劳动力,但足以完成任务。 如果你想高效利用空间,规划起来也是一项相当艰巨的任务。我稍后会尝试拍些照片给你看看效果。 你需要花几个小时来规划,但对我来说这真的很有趣。 尤其是当有一天你看到那个庞然大物在太空中完成时。 建造它将花费非常长的时间。不要期望它能在游戏中期结束前完成,而完成它将开启游戏的终局阶段。 这就是为什么尽早打下基础也很重要。尽早放置它,并不时为它提供资源。 还要准备20-30个L级矿机来为它供料!好消息:你附近已经有一个HPF(高性能工厂)和一个CPF(综合生产工厂),所以只需将它们的产出存入建筑仓库,就能免费获得资源……差不多是这样啦;) 再次说明,我不是数据达人,所以你们中有些人可能会觉得这个设计优化得不够好。欢迎在评论区吐槽这个设计:PP 一体化造船厂有一个主要优势!由于你的工厂拥有庞大的内部劳动力,所有生产都将获得非常强劲的加成! 市场与你(空间站教程第六部分) 现在你已经为你的帝国打造了支柱,并为大型造船厂奠定了基础。 不要指望它能很快完工,但要时不时地用多余的资源和资金继续投入建造。在本章中,我们将了解市场情况,以及如何发现各势力经济中的短缺并加以利用。此外,你还将学习模块化造船厂的基本搭建和管理方法。 在游戏过程中,你迟早需要查看宇宙市场,并自定义一份造船所需的高科技商品清单,通过填补这些商品的缺口来获取巨额利润。 高科技商品包括(我们只关注最终产品):高级电子元件(AE)、反物质转换器(AC)、炮塔组件(TC)、护盾组件(SC)、场线圈(FC)、导弹组件(MI)、武器组件(WE)、高级复合材料(AdCo)、扫描阵列(SA)、智能芯片(SmC)、无人机组件(DC)和引擎部件(EP)。 我们之前还介绍过船体部件(HP)和粘土电子(C)。

由于这些恰好是造船厂建造舰船所需的产品,我将向你展示如何建造工厂来填补市场缺口,同时构建模块化造船厂的核心产业。 考虑到资源需求,将部分货物整合到单一但规模较小的工厂中是合理的。明显的优势在于,小型工厂的建造速度远快于一体化的造船厂综合体,尽管看起来可能没那么壮观。 由于每局游戏的发展情况各不相同,你需要时刻关注市场并自行填补缺口。 有时中间产品也可以走捷径,为此建造小型工厂可能也是个不错的主意,但本指南将重点介绍最终产品。 现在,我将介绍涵盖所有上述组件的6种工厂类型。接下来我会讲解如何将它们设置为自动运行,以及如何通过将其限制在安全区域来避免损失。 核心与AE、AC、FC锻造厂(空间站教程第7部分) 在规划这些锻造厂时,先构建一个核心蓝图并保存是合理的做法。然后我们将其用作所有工厂的基础。

核心蓝图:- 1个三通对接模块 - 2个3米6秒停靠模块 - 2个集装箱(1个固体1个液体)大型存储模块(后续可增加…) - (可选)2个圆盘防御平台 1) AE锻造厂:空间站成本 数量 6个高级电子元件生产线 8,208,138 2个量子管生产线 2,157,444 3个微芯片生产线 6,451,026 1个石墨烯生产线 79,768 2个硅晶圆生产线 420,802 1个超流体冷却剂生产线 71,462 1个能量电池生产线 737,479 总计:18,126,119 2) AC锻造厂 2个反物质转换器生产线 10,100,008 1个高级复合材料生产线 1,838,613 3个微芯片生产线 6,451,026 1个石墨烯生产线 79,768 2个硅晶圆生产线 420,802 1个精炼金属生产线 102,823 1个能量电池生产线 737,479 总计:19,730,519 3) FC锻造厂 空间站成本 数量 3x 场线圈产量 14,766,837 4 x 等离子导体产量 5,368,176 2 x 量子管产量 2,157,444 2 x 超流体冷却剂产量 142,924 2 x 石墨烯产量 159,536 1 x 能量电池产量 737,479 总计:23,332,396

TC-SC、WE-MI-HP、EP-AdCo-SmC-DC 锻造厂和码头(空间站教程第8部分) 4) TC SC锻造厂 空间站成本 数量 9个炮塔组件生产线 12,132,765 5个护盾组件生产线 6,129,835 1个扫描阵列生产线 1,785,049 2个等离子导体生产线 2,684,088 2个量子管生产线 2,157,444 1个微芯片生产线 2,150,342 1个超流体冷却剂生产线 71,462 2个石墨烯生产线 159,536 1个精炼金属生产线 102,823 1个硅晶圆生产线 210,401 1个能量电池生产线 737,479 总计:28,321,224

5)WE MI HPF空间站成本 数量 7 x 泰拉迪船体部件生产 12,194,063 数量 2 x 石墨烯生产 159,536 数量 3 x 泰拉迪anium生产 426,843 数量 2 x 能量电池生产 1,474,958 数量 6 x 武器组件生产 6,743,976 数量 4 x 导弹组件生产 399,660 数量 2 x 等离子导体生产 2,684,088 数量 1 x 超流体冷却剂生产 71,462 数量 1 x 泰拉迪高级复合材料生产 1,781,676 总计:25,936,262 6)EP AdCo SmC DC锻造空间站成本 数量 6 x 泰拉迪引擎部件生产 6,706,770 数量 2 x 泰拉迪高级复合材料生产 3,563,352 数量 6 x 泰拉迪扫描阵列生产 10,843,326 数量 8 x 智能芯片生产 2,864,512 数量 2 x 石墨烯生产 159,536 数量 3 x 泰拉迪anium生产 426,843 数量 1 x 反物质电池生产 195,845 数量 2 x 硅晶圆生产 420,802 数量 4 x 无人机组件产量13,900,524 1个【微芯片】 产量2,150,342 1个【Teladi船体部件】 产量1,742,009 3个【能量电池】 产量2,212,437 总计:45,186,298

(7)造船厂 有几个不错的星系适合建造造船厂。确保附近有足够数量的各种所需资源。最佳地点可能包括:纳皮利奥斯财富II和VI、月船、三一圣所、振家族,以及其他一些有待你发现的星系! 造船厂的设计也由你决定。 首先,你需要添加大量的停靠空间和巨大的集装箱存储区,因为这里也将作为你的仓库。别忘了为冰和水准备1个固体和1个液体存储设施。 然后,你要考虑需要多少劳动力来操作船只。我建议配备5000到10000人,并设置生产模块(食品和医疗用品)以满足他们的需求。此外,你还需要能量电池来进行舰船生产,所以要建造2-3座太阳能电站。 接下来建造居住舱模块(我建议只选择一个种族,并确保相应地规划补给)。 添加一些防御设施,最后建造你认为合适数量的舰船生产模块,通常我会建造1个中小型、2个大型和1个超大型模块。 这样就完成了!现在你已经拥有了模块化造船厂所需的一切。 下一章将介绍如何配置和供给这些模块,以及如何保护你的舰船安全。 高级配置和黑名单。(空间站教程第9部分) 我们现在已经接近空间站教程的尾声了。

为空间站提供资源: 我们现在肯定已经到了小型矿船不再适用的阶段,并且应该有足够的资金和经验去使用大型矿船了。 对于所有空间站,有一个经验法则:大约每5000单位的资源需求配备1艘大型矿船。 我不会深入讨论哪种飞船最好,也不会讨论这是否是为空间站提供资源的最佳优化方案。但对我来说,这个方法很有效! 此外,你需要为每种类型的资源(固体或液体)至少配备1艘矿船。 这样你就不需要依赖NPC,完全可以自给自足。 我强烈建议现在将所有相关的矿工和管理者训练到3级,以避免错误判断并提高采矿效率。黑名单 本教程中我们已使用过两种黑名单,现在来了解第三种。 1.我们希望限制矿工仅在安全区域活动,因此创建了默认的航行黑名单(避开所有敌方和HC I所属的系统)。 2.我们为空间站/系统创建了单独的活动黑名单。此黑名单基于空间站运行所需资源的位置,我们会移除所有区域,仅手动添加存在所需资源的区域以及空间站所在系统本身。(例如:对于我们在月风星区的新工厂综合体,我们将允许系统本身(矿石、冰、硅)和小行星带(其他所有资源)。)2) 不要对任何黑名单使用设为默认选项。 3) 现在是时候添加最后一条规则,让工厂实现自给自足并从其他派系购买资源了。进入黑名单,添加你的第一个贸易黑名单。勾选“限制所有派系”,并将其保存为“自给自足供应”。这样它将只接受玩家拥有的船只交付的货物。现在进入你想要自给自足的空间站的逻辑概览界面。准备好进行一些繁琐的微操吧! 进入每个你不希望从NPC船只处购买的资源,通常是矿物和气体等输入商品。对于每个商品,会有一个“使用空间站设置”的选项,现在取消勾选该选项并应用你的新贸易规则。现在空间站将只接收来自您矿工的矿石,但会继续与其他种族进行贸易。如果建造此空间站只是为了供应造船厂,您可以通过在信息标签中找到的【空间站贸易】应用贸易黑名单,将所有商品的默认设置设为限制与其他派系的所有贸易;如果您想向其他种族出售过剩产品,可以在造船厂或仓库中进行操作。 此时您需要决定哪些空间站应该自给自足(利润更高),哪些仍应依赖NPC支持来获取资源。我建议让HPF保持现状,将CF设置为自给自足,或者先用NPC矿石提升CF,之后再完成循环闭环。 请注意:【补给贸易规则】选项仅适用于无人机和导弹的补给!

4) Now for the last Blacklist you want to restrict shiptrades with factions that are in war with each other. Earlier I mentioned why. In short factions will start fighting each other at your wharf when selling ships to them simultaneously. At some point they will hit your warf, the wharf will retaliate, events cascade and you will suffer a strong reputation hit. To avoid that you need to create a trade blacklist according to the location of your wharf. Usually the closer to faction space, the more ships the faction will buy. Also I don’t like pirates to buy ships from me (with exceptions). For example a wharf in NF II should never sell ships to PAR and HOP both. Decide which faction you want to get stronger and stick to it. Setup a “trade blacklist” customized for the region and apply it to your wharf (as soon you got your first ship build module a new option will be available in the information screen called “ship trades”). Do this before assigning a shiptrader to your station and you should be good. 5) Last thing. If you got a terran wharf build you want to do 2 things ASAP. First you need to change the “preferred build method” from “universal” to “terran” (info screen). Terrans use a different supply chain and will for example demand different building resources for station drones which totally sucks if you forget to set it up early. Second before you assign a station trader to the wharf restrict all faction but terra and segaris because otherwise other factions will queue build orders for ships that require a different supply chain and therefore get stuck in your build queue and also the station will start demanding “universal” wares that you don’t have. Warf Supply Chain and deliveries: To be honest i got sick and tired trying to properly configure the supply from my warf so im using a mod now that does this job perfectly: Mules Extension (Supply Mule) just use that to enable the wharf to get the goods from your factories. I tryed hard to get it done in vanilla but it seems to be totally messed up. Congrats, you now are a pro at blacklists! This concludes the station-build-tutorial Terran economy – its a no-brainer! Terran economy is super easy. I don’t like it! There are only 4 main building resources: energy cells, metallic microlattice, silicon carbide, and computronic substrate. Id go for a terran wharf complex straight away and don’t bother with smaller factories. This one complex will satisfy all your needs and is also a filthy money printing machine on “easy” mode. The basics are: 30 x Terran Energy Cell Production 6,858,300 2 x Silicon Carbide Production 739,698 2 x Metallic Microlattice Production 111,252 4 x Computronic Substrate Production 8,803,582 3 x Protein Paste Production 2,022,893 6 x Terran MRE Production 1,668,684 10 x Terran Medical Supply Production 1,571,195 30 x Terran L Living Quarters 27,158,415 Total: 48,934,019 When you got the BP’s add ship building modules and in the meantime sell the produced resources. Keep adding miners those few production modules eat more than your entire all-in-one wharf. You could even build all transport and mining fleets using that thing but luckily terran ones are the worst at many civilian tasks. Again its a stupidly easy no-brainer money printing machine! Dude where is my Station??!! (Emerging Threats) Whoah! Thank you for reading all this! Last Chapter. I assume you followed my recommendation and got all the nice additional mod content. That means the game is harder than usual. Xenon might have wiped out the Split, or Hatikva is a red deathtrap? Or worse The Void has fallen and access to Terra is blocked! OR ALL OF THAT AT ONCE ?! (!Screaming Emoji!) Lets deal with that later! First off: The Kha ak They love eating your miners! They never stop BZZZing, and they keep spawning randomly in save systems! What a nightmare! What are we gonna do about them? Kha’ak usually spawn bases in random system and start harassing your miners. If you find their bases and destroy them your system is safe again - until the next base spawns, or it respawns straight away on another random deadspace spot in your system. Khaak are weak! Easy prey. One single decent fit destroyer can deal with their base on autopilot! BUT , ... They’re veeery hard to locate. Especially in big systems. And that’s the problem. Kha’ak bases randomly spawn on the edge of the known deadspace and are super hard to find even if you sent out multiple automated scouts and spam everything with satellites. They’re sometime easy to find sometimes its almost an impossible task. NOTE: Kha’ak also spawn in smaller number without a station. so not every system with kha’ak has an infestation! That’s why im using a mod called "Open map and stations" Usually i don’t like cheaty mods! They break immersion and i usually like things to be challenging. This mod will uncover the map with pressing a hotkey. Showing all stations including the Kha’ak ones. God i hate them but that’s the only really working solution i found to locate those damned stations. After that its easy, sent one destroyer and 30 mins later they are no more... The Pirates I don’t see pirates as a threat, they’re fun content! Yeah you loose some ships to them but that’s life! You can avoid that by using "comply" global order and loose Freight. I go for the "flee" option which works especially well if you don’t put turrets on every ship. Larger ships can even successfully fend them off or just tank them. Funfact: Its too funny if you prefer the "comply" option. Sometime your station-size superfreighter might drop a fortune worth of cargo because a discoverer sentinel tells him to do so... for me: not an option :))

希昂人 希昂人可能非常危险。在安装了模组的游戏中,如果你游玩超过100小时,他们有可能摧毁整个帝国。 在某些时候,你必须应对他们,否则会失去一些重要客户! 如果他们切断重要贸易路线,将会破坏供应链,甚至可能导致游戏无法继续。 我喜欢这种设定!我的意思是,他们本就应该是你的终局内容!或许是最终挑战。 游戏刚发布时,在原版游戏中,他们非常无趣……通常你用一支规模适中的驱逐舰舰队就能轻松摧毁他们的星系,然后就没了。 如今,有了模组的加持,抵御他们真的很有挑战性——不过别误会,这是沙盒游戏,有时他们会永远固守自己的地盘,不会太狂暴。然后在另一个周目中,天啊,我记得当时拼命想加固哈提克瓦却失败了! 父权帝国分崩离析,一个接一个地失去星系(不过多亏了追赶mod,他们正在卷土重来,不用担心),但已经不复往日雄风。虚空已经攻陷了闪点星系,argon和安提戈涅星系被围困。异星人入侵了teladi核心区域,简直是一场噩梦!但也太好玩了! 不过,如果你是新手玩家,或者更喜欢建造而非征服,这可能在某些时候破坏你的游戏乐趣。 如果你希望异星人更安分一些,就必须帮助各个帝国防守边境。 你需要建造一些坚固的堡垒来保护你的客户免受他们的攻击。 只要能阻止他们接管就行。(你可以建造一些非常强力的星堡,但不这么做会更有趣) 那么,在准备好直接面对它们之前,该如何保持游戏的乐趣和平衡呢? 我建议尽早在地图的一些关键位置建造星堡。 通常,当你的前几个HPF(高级生产工厂)完工时,你就应该开始对付 xenon(希昂)了。 如果星系被占领,运气好的话,你需要几艘战列舰才能夺回它们。

Key-points are Hatikvah, The Void (Flashpoint if TV is too hot), Family Nhuut (mandatory to keep split economy alive because its they’re only decent mining system) end eventually some other bottlenecks you see fit. Somehow Paranid and telladi don’t have that much pressure on them and do way better on defending their space. Don’t wait too long to do this, in later game 30h plus xenon will start to push hard! So cover these systems with citadels. Rule of thumb the closer you build them to the invasion gates the harder to build them but also they are more effective in fending of the invasion. its possible to seal them in their space but all the factions loosing ships to them is boosting the economy which is good for you. Id say maintain a balance .. prevent them from taking the systems but don’t seal them entirely so they can boost the economy. Conclusion and Feedback This concludes my guide! I wrote this because i love the game and want to share my experience with its player-base. I really hope you find this useful and it helps to master the mechanics and have more fun playing! Thank you very much for reading this! I hope you enjoyed it. I want to thank all the moders constantly improving the game with amazing content! Thank you Egosoft for creating such an amazing game. Thank you Yarpen for exchanging space-stories and being my space-mate for so many years! Thank you my beloved wife. -------------------- This guide is probably still full of typing errors, also english is not my native language so don’t bother my grammar. This is the 2nd extended version. Feel free to comment and endorse it if you like. Greetings KATH FEEDBACK SECTION I got some feedback on this guide but since i dont want to redo it just yet i will add requested info as "bonus" content until i will integrate it into the guide itself some time in the future. FAQ: Q:Why not tell us where to find abandoned ships? A:There are other good guides on how to find them. Google is your friend. Q:Alot of other game basics are not explained. How do i assign a ship to a station and so on... A:This guide is for people that know alot of basics already and want to go for more "complex tasks". Changelog: 2.1 -The mod-section received an update. I changed the info about mods, did some more explanation and changed the succession. -Added a FAQ. -Added a changelog -Added a "To do" list. -Added 2 Bonus sections -Reformating the text slightly. 2.2 -Added two new bonus chapters -Added some new pictures 2.21 - Added a list of working mods To do: -Add a section on how to "steal blueprints" from factions. -Go over the boarding section and extend it. -Explain how pilot and manager skills work. (done) -Explain the benefits of shiptypes (small vs large) -How to speed up build times at npc wharfs (done) -Taking a look at scrap economics. -Better explaining "why" to do things. -Market mechanics. -Find a "vanilla" way of doing things for everything i shortcutted on. How skills work (Bonus 1) In this game you can hire employees that work for you on ships and stations. They have an individual skill-level that enable them to work more efficient if raised. Key positions are: Pilots: The better a Pilot gets at his job the more sane he will react in a combat situation. I cannot explain how that exactly works but it should help him survive when being attacked. If he is trading or mining it should increase his efficiency. As a miner he will mine faster for example. Also certain tasks like advanced automining or autotrading require a minimum piloting skill (Vanilla). In addition each skill-level will increase the range he can operate at (range of sectors he can travel to buy/sell goods) Managers: The skill affects the range of his subordinates and their efficiency. Service Crew: The higher their level the faster they work. Marines: The skill effects their combat ability when boarding. How to improve their skill. Employees will get experience while doing their work. This is a very slow process but at some point they will climb a level. Also you can get skill seminars by looting ships or completing missions. Then speak to the employee via comm and manually give him a crew seminar to raise his experience. There are seminars for each level. How to train Pilots so they can finally do the advanced tasks. (Vanilla) I once came up with the idea to build a flight school for my pilots. The idea is to setup a small base (landing pad and maybe 2 defense modules) close to a Kha’ak installation 50-60 km off. Then put some unexperienced pilots in some corvettes to “protect” that base. Now they will cycle at 40 km and attack all Kha’ak that spawn at the installation without attacking the structure itself. Kha’ak ships are quite weak and if the corvettes have good shields they should survive. I setup the “flight school” and it worked as intended. The problem was that the amount of time these pilots needed to reach lvl.3 was still enormous (at that time it took many hours even thou these pilots were constantly fighting and training). Once the pilots had reached lvl 3 I still had to move them to the nearest shipyard and manually transferred them over to the ship they should serve in as a pilot. Another way was to fill up a large ship with crew at a shipyard hoping that some of these people came with a high skill at piloting, then selecting them and put them on other ships to serve on. In the option menu there is a separate tab for employees where you can check their skills. Still, the amount of micromanagement is INSANE! In my opinion the skill-system is broke! That’s why I skipped this madness and went for a mod instead. If you want to do it the “vanilla” way that’s fine. If not use: -Trader Seminars -Autotrader Skill Rebalance from the steam workshop. (I don’t know if it got overhauled in any recent updates and feedback is welcome!) How to get standing with factions. (Bonus 2) I was asked to point out how to increase standing with non-player factions. You get standing by: -Completing any trades with factions (via mining or trading) -Personally destroying enemies within 10 or 20 km of their ships and bases. -Doing missions for the faction. -Shooting criminal shuttles within station mass traffic (see tutorial section “Automated Mining Operations (and getting standing) (+your first Blacklist)”) How to speed up production at NPC-Wharfs (Bonus 3) If you order ships at a shipyard it can sometimes take a long time until the actual production starts. Every time you order a ship to be build you will see if the shipyard will require additional resources to start production. You can either wait for npc-traders to fulfill these needs or haul the resources yourself which is often much faster. I recommend to take a note of what is needed. For this task I usually build a Fleet of large transports that are dedicated to this task. Every time I put up a bigger order I will sent them to fill up the gaps.

如何获取舰船升级部件(额外提示4) 由于当前冒险模式已禁用,或者你正在运行修改版游戏,你需要寻找方法在造船厂获取舰船升级部件,以提升舰船性能。尤其是你手动驾驶的舰船,升级后性能会好很多。到了后期,我也会倾向于用升级部件强化我最好的战列舰。

游戏中有一个派系的特殊零件掉落率非常高:杜克海盗。所以我建议在某个阶段组建一支小型突击部队,开始刷他们的零件。尤其是中型BUC运输舰(普罗米修斯级),是你需要重点寻找的目标。它们会随机出现在有“失物招领处”的星系。你可以选择捕获或摧毁它们,然后将其改装件用于自己的舰船。 此外, xenon舰船和NPC派系舰船也会掉落改装件,但掉落率要低得多。BUC似乎主要掉落船体改装件,但我也获得过一些不错的高级武器和护盾技术。 我还没能尝试其他海盗派系,比如yaki。此外,你可以接受阵营和贸易公会的任务,这些任务会提供升级作为奖励,但通常需要投入相当多的时间。如果我需要非常特定的模块,我会去做。

“硼族更新”后目前可正常使用的模组列表
2026-02-20 16:00:05 发布在
X4: Foundations
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