Self Sufficient PHQ (Player-Owned Complex)?

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SirDeity12
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Self Sufficient PHQ (Player-Owned Complex)?

Post by SirDeity12 » Sat, 8. Dec 18, 23:41

My goal is to be self-sufficient... I can have auto-miners bringing raw materials. I don't know of anywhere where I can plan out my complex design to make it a self sufficient complex. I'm assuming it isn't the same as it was in X3. Anyone have any suggestions? The last thing I want to build is a money pit...

ryansims91
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by ryansims91 » Sun, 9. Dec 18, 00:46

Mine makes hull parts and everything it takes to make em, It also makes the food to maintain a population for better production.

SirDeity12
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by SirDeity12 » Sun, 9. Dec 18, 01:08

Can you tell me the number of stations of each type you're currently using?

Baldamundo
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by Baldamundo » Sun, 9. Dec 18, 05:08

SirDeity12 wrote:
Sun, 9. Dec 18, 01:08
Can you tell me the number of stations of each type you're currently using?
Try this https://www.reddit.com/r/X4Foundations/ ... alculator/

Ranix
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by Ranix » Sun, 9. Dec 18, 07:18

the station types you need depend on what race you build a habitat for

crissian
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by crissian » Wed, 12. Dec 18, 14:18

I just put together a website with the data from a spreadsheet. It's not tested enough, but if there's enough interest I'll put some more features into it.
http://www.x4-game.com/

caltrop
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by caltrop » Thu, 13. Dec 18, 12:45

crissian wrote:
Wed, 12. Dec 18, 14:18
I just put together a website with the data from a spreadsheet. It's not tested enough, but if there's enough interest I'll put some more features into it.
http://www.x4-game.com/
impressive - like the clean interface - very quick way of answering questions about my current HQ mega complex

could do with a save feature :)

also a minor typo - "food ratios"

crissian
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by crissian » Sat, 15. Dec 18, 11:25

I'll add a save and share feature soon.

caltrop
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by caltrop » Sat, 15. Dec 18, 17:26

Thanks

My other suggestion is to default the count to 1 for any new station

^_^

crissian
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by crissian » Sun, 16. Dec 18, 14:20

Done and done. Thanks for the feedback.
Please note I am not keeping any data on the server, meaning that the saved layouts are saved only on the computer or device from which you're using the web app. Essentially the saves are not transferred between devices or browsers.

MutantDwarf
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by MutantDwarf » Sun, 16. Dec 18, 19:11

I'd also recommend buttons to increment/decrement individual station counts by 1.

A 'make self sufficient' option would also be welcome, where it would automatically calculate the smallest number of stations needed to fulfill the current set of required resources.

SirDeity12
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by SirDeity12 » Sun, 16. Dec 18, 19:21

I have mostly Argon stations in my complex, but only Teladi habitat. I think my stations are producing goods though. Are you sure I need an Argon habitat in order for the Argon stations to produce goods?

Do Argon defense stations/substructures require Argons or can they also be controlled by Teladi?

MutantDwarf
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by MutantDwarf » Sun, 16. Dec 18, 21:18

My understanding is you don't need a habitat in order to construct things at all - habitats only increase efficiency.

EDIT: Speaking of habitats, they should probably be included in any complex calculator, including the efficiency level they bring.

Snafu_X3
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by Snafu_X3 » Sun, 16. Dec 18, 23:52

MutantDwarf wrote:
Sun, 16. Dec 18, 21:18
My understanding is you don't need a habitat in order to construct things at all - habitats only increase efficiency.
Hmm.. while technically correct, you need habitats to gain workers (if nothing else they're good for basic ship crew). Workers require (at minimum) a food source for their racial (ie habitat) type, requiring more modules..
EDIT: Speaking of habitats, they should probably be included in any complex calculator, including the efficiency level they bring.
Agreed
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Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

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foxxbl
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by foxxbl » Mon, 17. Dec 18, 09:09

Sorry for jumping in the bandwagon..
It would be really good to add the calculation of the storage you need..
I extended my PHQ with 2 silicon refineries and 4 microchip plants, but I had only 1 container S storage, fitting only 240 microchips and stalling the production..
Would be nice to calculate somehow storage required for designed production.

crissian
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by crissian » Fri, 21. Dec 18, 12:35

MutantDwarf wrote:
Sun, 16. Dec 18, 21:18
EDIT: Speaking of habitats, they should probably be included in any complex calculator, including the efficiency level they bring.
This is done now.

Jean Pagette
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by Jean Pagette » Sat, 22. Dec 18, 04:25

when you guys doing the PHQ building, to make it profitable does the behavioral tab ever get accessed? I keep having ships just stop working or going off doing auto trades by default, cant seem to make it a smooth operation to get the resources from my own freighters

Jean Pagette
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by Jean Pagette » Sun, 23. Dec 18, 07:17

There is an economic tab as well that is greyed out on my PHQ, not sure if i did something wrong or maybe a three star manager is not enough

foxxbl
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by foxxbl » Tue, 25. Dec 18, 17:48

crissian wrote:
Fri, 21. Dec 18, 12:35
MutantDwarf wrote:
Sun, 16. Dec 18, 21:18
EDIT: Speaking of habitats, they should probably be included in any complex calculator, including the efficiency level they bring.
This is done now.
Calculator is working great .. Save load function is very helpful, together with calculation of profitssss and station costs. Well done!

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Dirk-Jan
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Re: Self Sufficient PHQ (Player-Owned Complex)?

Post by Dirk-Jan » Wed, 9. Jan 19, 11:19

thanks a billion
X4: Let's do this!
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{playing since X-BTF}

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