
If you thought HC1 patrol missions were a goldmine let me introduce you to MIN Windfall I patrol missions
You could make so much money! All you have to do is... fight off VIG swarms!

You could make so much money! All you have to do is... fight off VIG swarms!
I feel like the number of "lol waste one more advanced satellite to cover up this small sliver" satellite coverage missions has increased. Not to mention there's a bug where any existing advanced satellites within the coverage area get eaten by these missions so I keep having to plug coverage holes after the missions losing me even more advanced satellites.
Just had to launch the mines with a 49km distance to pull it off. Ended up perfectly in the center of the quest guide area. The fact that I'm in an S fighter made it even more anxiety inducing. All I got was a stupid t-shirt and 99k...
Who needs shuffle mode when you can become shuffle mode yourself
It's fun throwing 7 Osakas (L/M Meson Stream turrets) at a K then switching to live streaming on the target for forced high attention and watching it get deleted in the duration of a sneeze.
Sure PAR has no gunboat and KHA destroyers shouldn't be wandering about unless it's Mists of Artemis or an active crisis. It gets real fun when there's an active hive in Pious Mists IV. RIP and ARG is kind of weird as well.
Edit: Since folks don't seem to know this exists
This is a visual guide to show how to locate black markets in specific sectors. From what I've seen black market locations are snapshot at universe generation so any new stations will not have one. Pirate bases and some trading stations will take drugs without a black market so it could be a false flag. The game is paused while doing this as I don't want the ship in question to undock and actually execute the trade. Note that stations marked with black markets have a pretty high chance of orange sparkler data leaks needed to unlock but you may have to leave the sector and wait a while then check again should the station not proc one.
In general due to the snappshoting you'll want to focus on areas with high station density without a lot of destruction. Antigone Memorial, Grand Exchange, Second Contact VII/XI are usually good places to start. As you can imagine that makes HC1 a horrible candidate.
The mission name should either be Lucrative Opportunity or Opportunity Knocks. The items for it will be illegal wares. You can either buy them at pirate bases (SCA ones in particular tend to have good results) or farm them from Xenon by either gate busting or just killing them yourself. Unstable crystals I generally go someplace with lots of mineral filled asteroids and shoot the high yield spots, grabbing any non-mineral item drops. I currently have 50 which is much better time wise than trying to RNG farm them from traders.
Once setup you can sell illegal drugs to the black markets as if it were a normal trade. If the governing faction doesn't have the ware as illegal it's okay. If it does, from what I've seen there's a customs system. Illegal concealment mods apparently reduce the chance of being caught but not remove it entirely. So it's better to sell to unpoliced sectors or sectors where the drug is not marked as illegal.
Seed: 2713541575 (Custom creative, Windfall 3 HQ, ignoring combat for the most part and doing defense platform missions or manual trading to stations from 2 scrap processors and 8 scrap recyclers in Scarlet Star, TEM awakened at the start).
For context the Xenon are usually too distracted that they never get around to removing the numerous stations with claim compatible modules in the sector. So this is my first spawn in 6,300-ish vanilla game hours that the Xenon have actually taken over Hatikvah's Choice I completely. Found out when I saw them constructing a defense platform in Silent Witness, which according to claim logic they only do when a neighboring sector is completely under their control. Fires of Defeat has also fallen meaning the NE Xenon are pretty strong as well. Wonder if they'll go crazy enough to actually link the whole change together.
Also the PAR economy has been so bad that the ALI wharf has no workforce from lack of Soja Husk.
Currently in a VIG oriented custom run with HQ in Windfall III, 4 barbs, and an Erlking. Honestly I just kind of threw the Erlking in there to foster any fancy ideas but haven't really done anything with it. I'll probably use it as a mobile base of operations at some point.
To make things more pirate oriented I threw cold water on TEM to wake it up. Doing so gives them the same doom stacks you get upon completing the mission normally. No joke, they just pop in out of thin air.
This has proved rather beneficial to my run as they've been destroying several stations and ejecting cargo in the process. My Barbs have been following the wake of destruction and picking up any and all cargo possible and then gifting it to Duke's Haven. Needless to say it's a lot slower than my traditional runs in gaining money, but certainly more satisfying. Now that Pious Mists II has become mostly a ghost town I'll probably check the other Pious Mists to see how they're doing. At about 13.7mil and going to see how much it would cost to setup a scrap shop in Scarlet Star for the next part of my plan.
Must have been a REALLY experimental shuttle! No mods either.
The expeditionary force took an expedition into the hands of my marines. Also custom start with Elite military crew Hyperion is hilariously broken and I'm all here for it.
Not pictured is a few Behemoths I snatched from ARG and two PAR builders that got sent to the HOP Shipyard furnace with the assigned captain still in them.
The thing with HOP is that due to having few sectors I find they tend to spread out their stations a lot towards the farther corners. For some reason they seem to like doing protect position on further out stations instead of protecting their core assets towards the center (yes sometimes they head to the cetner. This often leads to cases where ARG or something waltzes in with a few destroyers and just destroyers their core assets. They're too busy guarding their out in the middle of nowhere stations to notice.
I mean, it could just be me but maybe you should have a pretty decent fleet guarding the Xenon gates or something I don't know. Hell I'll take the 2 trader loss that's chump change but if your defense station is being attacked every damn military ship in the sector should be swarming all over the location.
TLDR: It's not a good idea to try and obtain blueprints from red data leaks when you have negative rep with a faction. At positive rep any reputation or faction availability requirements for normally purchasing blueprints does not apply to blueprint hacking from data leaks.
After searching around I haven't found any definitive data for constraints on obtaining blueprints from natural data leaks save not having research for the module done. Note that while some of this information might be obvious to others I though it would be best to show more concrete information when possible through actual testing. This is done with a custom start where all hacking research was already unlocked to remove that as a variable. As far as module hacking goes:
So as you can imagine you're not getting a build module from a data leak as there's no research for it. You also can't obtain blueprints from unique modules such as pretty much any module in Teladi trade stations and any Universal storage commonly found in many trade station types.
Natural data leaks can appear randomly on stations and are an alternative to utilizing EMP bombs for acquiring blueprints. The main differences are:
A red data leak and an orange data leak look like this:
Results of red data leaks are at scan, so it's possible to save scum the result until you get the blueprint. Though each time you reload you're resetting progress to the point of save. It's best to weigh if the cost of the blueprint is worth the constant RNG game or just going EMP (probably yes for field coils or L habitats). I usually find data leaks with my ship, then scan them in my space suit. This is mostly because many data leaks can be in really weird to reach spots (especially spice/hull part/advanced electronics modules). It's possible to game the system by abusing data leak repair missions to force spawns. A blueprint is always more of a reward than anything a data leak repair mission pays out any ways.
Now originally I assumed that reputation and blueprint availability mattered when scanning data leaks but testing proved other wise. Here's an example:
Here I'm scanning an Antigone advanced electronics factory where I have 16 reputation with them. Normally it would require 20 reputation to obtain the blueprint but I'm able to obtain it with them at 16 reputation. Now let's take HAT which doesn't have the 8M dock blueprint. Yet I'm able to obtain it from their trade station here (also worth noting it requires 20 rep as well for normal purchase):
So if rep doesn't seem to matter what happens with enemy level reputation (-15) factions?
One thing I've found is that despite being unable to dock at the station, commissions still proc from red data leaks. After around 20 attempts at this Claytronics factory:
One after another of SUCCESS data decrypted with no result. This usually means either:
Despite not having the blueprint and having appropriate research unlocked it was nothing but this. From the large amount of this appearing what I get out of it is that negative rep has a strong impact on the likelihood of obtaining a blueprint. I theorize that the RNG is about what you would expect from a gacha game or basically impossible. Even when in Neutral reputation zone it's still the same:
On the other hand 0 and up reputation seem to have favorable results as with this Paranid admin module I obtained from an ALI wharf with 0 rep:
When trying some data leak harvesting with HOP stations who I have 30 rep with most of them were a one shot including a claytronics module and an L habitat. So you might want to consider getting to the generally quick 10 rep before farming data leaks (or higher if you can).
Also in the 6000-ish hours I've played this game I've NEVER seen a red data leak appear naturally on a Terran Energy Cell module. NEVER.
Probably the best sector coverage for black market density I've seen so far. I was able to seed this all by yeeting a fair number of southern Xenon in the Void. Only had to panic buy decryption modules from a HAT pirate station to fill one order. These Antigone fools are going to get so high from Maja Dust and Stimulants they'll end up in Leap of Faith!
Or maybe the several police you have roaming around along with the Tokyo carrier fleet? Is sending out the intervention corps not giving off enough presence?
It seems to be even withstanding the Xenon K that just showed up.
You there, with the damn laser tower I see you! Get that out of here!
While stations are useful for trading, ship building, and faction dealings they also have a few other uses I'd like to go over. These will hopefully help while navigating the galaxy. Some or all of these may be obvious to vets but I'll go over all of them for those who wish to improve their X4 knowledge.
Each station can produce data leaks. While in scan mode in your ship or suit nearing a data leak close enough will activate it. There are two categories of data leaks: red pulse and orange sparklers:
In scan mode the HUD will show a waveform as shown in the right example. The large the waveform the closer you are. It also makes a distinct sound when you approach it. When viewed from enough distance where modules render you can also see glints around the station which indicate a data leak is in that general area:
Here I can see there's a data leak towards the bottom of this Split station so I know exactly where to go in scan mode. Note that you will obviously need to approach from all directions to ensure you've seen the further out glints. There's also some that may be blocked and you won't notice until you've used the waveform approach instead.
Red data leaks can produce blueprint if the appropriate hacking technology is researched and the appropriate faction/reputation requirements are met. They can also produce commissions to give discounts. If you plan to purchase a ship from a wharf/shipyard consider checking for red data leaks first as they can help reduce the cost. Sometimes a commission or blueprint is not rolled and you simply get data decrypted succeeded message with nothing else. For blueprints this can either mean you already have the blueprint, don't meet the requirements for the blueprint, or if neither is true your RNG was just bad. To obtain a blueprint for a module the data leak MUST be on the module itself. You cannot obtain blueprints for build modules or unique modules such as those present at Teladi trading stations. Saving before scanning a red data leak will let you save scum the result. Just be aware that constant reloading will continually reset progress. It may be worth it at times to just buy the blueprint if it's cheap enough.
Orange data leaks are for quests and only quests. They will not produce the results of red data leaks and visa-versa. One of the special data leak quests is to unlock your HQ should you have one of the Grand Exchange starts that aren't Terran Cadet/Project Genesis. It's generally the first one you scan. Many of these quests generally involve illegal activity though with lucrative rewards. Orange data leaks in FRF space can produce quests from Fallen Families. These are the only way you can increase reputation with them. At 10 rep they won't harass you.
A station has a chance to proc quests when you're within radar range of them. That is 40km from the nearest module not to be confused with the station core distance shown when you select it through the map or gravidar. Targeting a station through the gravidar or the map will let you see if there's a quest for it regardless of radar distance or not if you've discovered it:
In this example I can tell a station has a patrol quests despite it being nowhere near radar range. Though I still have to be in radar range to show the quest and accept it:
I will note that at 30 rep every station of that faction will show you every detail in logistic view regardless of if you scanned it or not so at that point it's a useless to do. For those stations that don't meet this condition you simply approach a module until it highlights like so:
As you do this the information unlocked value for the station will increase:
At 70% is where you get most of the good data from. Now looking at the logistical view for this station:
I get a lot of information like I would on my own station. The main things missing are active buy/sell orders and any workforce bonuses. Here I can see the station is dreadfully low on medical supplies. If I expand the wares section of a station's information tab I can get some more information as an example for this trading station:
Here I can see that a shipment of Claytronics is in route and there are purchases that will be made for Advanced Composites, Drone Components, and Water. green indicates additions while the brownish color indicates consumption. This can be particularly useful for "scan ship containing X" since you can see when someone is coming to get the ware in question.
NPCs can be hired for many purposes including quests. Captains, Traders, Managers, Ship Traders, and Individuals cannot be hired. Person of Interests will offer you a mission instead. You can check an NPC's stats by approaching them until a window appears:
This individual has 1 morale and piloting making them an interesting candidate for a starter captain. They may also be a good candidate for any mission looking for pilots. NPCs of factions with bad reputation (if you docked via faction cloaking for example) will straight out refuse to talk to you. Most NPCs are the race of the faction, though some factions like HAT may have mixed races at their station. Note that if you are present on a player station with workforce it will show individuals you can recruit to work elsewhere:
Sometimes your station may get special NPCs who are not the race of the main habitat. These tend to have higher than usual stats from what you'd expect at a faction NPC. Faction NPCs tend to be higher in stats going up to 3* boarding and engineering. Piloting can go up to 2*. Finding management on an NPC will be a very rare occurrence. If you just need manager seminar fodder your own station is usually better. If you're looking for 3* monster marines you'll want to go to faction stations. If you're scouting NPCs from factions it's best to do so at trading stations or any station with lots of docks for encounters (except the Teladi trading stations which have absolutely abysmal NPC density). Prices for faction NPCs are based on their skills, usually reaching around 3mil max.
While close to stations you may notice a yellow person icon beside it.
Clicking on the station will show a list of names. These are known as person of interest. When you see this, the first thing you should do is look for an out of place room at the elevator. These are rooms which are not one of the standard:
Note that if one of them is a Bar you might want to check the station for orange data leaks as you may have found a black market station. Other times you might find an agent for diplomatic missions. If no such special room shows up then check the docks. Here I've found the individual in question:
Unlike normal NPCs who you are able to hire these simply have a Job offer option. In other words it's a way to find quests besides the chance for them to show up in radar range of a station. Especially useful in finding missions in low station density areas like Terran space. Note that finding an individual on something like a trading station with multiple docks may not be a wise idea. In the case of special rooms:
In this case the room was the Godrealm War Room which is where I sign up for HOP war room missions against PAR. This works even if the quest leading to it is not active. If a black market has been unlocked you'll see an icon with sunglasses on it in the list. For your HQ there will be a list of icons who look like they are in suits to indicate diplomats at your station. Finally, an icon with a crown on it indicates the faction representative is located at the station.
These are locations in stations which are generally present in docks (except those weird Teladi trading stations). So the more docks the more trading stations. This is why if you want to purchase inventory items it's best to do it at trading stations as they have the most docks per station. Items you can purchase include:
It's also where you can sell Flux Capacitors and Programmable Field Arrays for significant money. Now one thing that's important to note is wares will shuffle if you exit the station for some distance, usually it's best to teleport cycle or re-enter the sector. As an example here's the wares of a trader for a station:
Now I teleport to another station and back again:
Notice a basic management seminar is now available. Prices have also changed. The coloring on the right is either grey or blue. Grey means there's no item to purchase and/or sell. Blue means there's ware for the item by the trader to purchase or in your inventory to sell.
Crafting benches can also be found to the right of traders when facing them. These allow you to craft items from various inventory items. Some are simple wares to sell, others are for diplomacy purposes, and some are straight out illegal. Which can also be used to...
Security rooms, engineering sections, and some parts of docks have different panels you can use for various purposes. As an example:
This is the turret control panel. If I have a security slicer I can disable the turrets on the station for 10 minutes. Items required for hacking will vary depending on the panel. Note that this can be done on enemy stations if you have a ship with faction cloaking such as envoy or cypher. Though, your cover will drop so it's a good idea to boost the hell away when you're done. Each panel has a different result and each screen is unique to its function. Note that a person being in the room has no effect on hacking.
These are special rooms in Shipyards and Wharfs with a ship trader and a workbench:
Note that equipment docks do not have a workbench, only a ship trader. Interacting with the ship trader will allow you to purchase ships and/or upgrade docked ships. Though, a majority of players will most likely do this through the map menu. Workbenches allow you to add or remove ship mods should you have the proper research unlocked. Though removing them alone doesn't require it, only adding the mod. Note that faction shipyards and wharfs will charge you to modify your ships, but player owned shipyards and wharfs do not charge.
So I'd like to talk about minor factions in the base game which can be used for interesting purposes. These include:
The general way minor factions work is:
Now for some of the features of each minor faction.
The Scale Plate economy is well... you hope it's around to foster!
Welcome to Silent Witness XI Baby!
Reputation is locked behind a single Terraforming task (or be like me and just set them to 10 in a custom game mode so they leave you alone). Unless you specifically plan out for the terraforming project chances are they're just the enemy. They use Teladi equipment and blueprints for several small size vessels. Naturally they have the Minotaur Raider blueprint along with an exclusive autocannon turret. For L ships they have the blueprint for the Behemoth E.
Most of their economy is station building materials and the dependencies for it. They also generate Maja Dust as another product. Compared to other factions they tend to be pretty aggressive with expansion when given the chance. Tends throw a bunch of production modules into a single station. Helping their economy generally entails trading goods back and forth between station as station A having dependencies for station B is fairly common.
Given how well loved SCA is there's few locations you can reliably foster an economy with them. Your best option in general is Silent Witness XII after you've cleared out the Kha'ak hive (it seeds at game start). Make sure you don't claim any sectors you plan to work with their economy in as allied patrols can ruin your day. I haven't really seen them use a wharf/shipyard I've sent them. The shipyard can at least be used as a dedicated Behemoth E station. The one advantage is that the Teladi are their only trade partner and the interaction is minimum at best. This leaves you open with a decent number of trade opportunities.
While it does have drugs as part of the supply chain it also has other generalized stations and their trade center as well. Of course, that's assuming the Xenon are not having a field day in Hati's Choice I which 99% of the time they are. Silent Witness XI is a particularly interesting spot to setup assuming you can keep the Xenon contained. Here's an example:
Here I have them with both a shipyard and wharf. Traffic for supplies here isn't as high volume as you'd think so you can wait out to farm station building missions (I have 6 so far...) and keep doing it to gradually build their economy. So it's very much a long term plan. Then you can pop in and drop in trade. Their ship blueprints are highly specialized against mining ships in all sizes. That means once you've gotten them built up you can use their wharf and shipyard for dedicated mining ship purchase. Especially useful if you want to cash in on Profit Center Alpha's high workforce availability bonus. They also provide a strategic location for Terran ship repairs in Hati's Choice I.
In terms of blueprint availability they're no different than major factions. While their starter stations are Wharf, Shipyard, and Equipment Dock I've noticed them expand out to combined stations similar to SCA in Eighteen Billion:
For MIN I find it's usually about supplementing their supply chain with your own stations, though they do have defense platform missions usually around the Bright Promise area. There's a pretty good source of gasses here and you can pull minerals from either the area itself, Silent Witness XI, or Grand Exchange IV. I tend to recommend Silent Witness XI as it only has one Kha'ak hive source. Silent Witness I has 4 Kha'ak Hive sources while the other have 2.
Naturally MIN will use both their wharf and shipyard to push out fleets so it's better than the others in terms of resources consumption. You can, of course, also use them for your own personal fleet at the cost of usage competition.
This is one of my personal favorites as it has equipment blueprints for every base game faction (save a HOP one I think) as well as the blueprint for the Ody E. Most of the issue here is getting a defense platform mission and throw in a build module to get them actually running. If you can bootstrap them in Sacred Relic it's absolutely amazing given both the abundance of resources and the 1000% workplace availability bonus. You can pretty much sneeze and the habitat is filled.
Given how they have pretty much the best reputation overall among factions (even TER trades with them) you'll have quite a lot of trade competition (especially the local PAR population). That said they don't have dedicated traders and you can abuse their popularity to feed stations and resell the outputs (or use them yourself. In this case I gave them an intermediates station with all T1 resources that is well fed by other NPC faction miners. Then I pull this into a trading station which does pretty well in profits. I also resell the output of other stations I gave them including turret components, shield components, and advanced electronics to a trading station in Pious Mists II which does so well profit wise the manager started at 3* and is now close to getting 5*.
The wharf has a number of small and medium traders of the vanguard variant. It also has the ever fun Nodan fighter. Not only are they very cheap to produce but they have amazing speed to go with it. Can be an interesting choice for fighter spam. The shipyard only produces Ody Es and a builder if you have the XL fab as well. Given how powerful Ody Es are it acts as a pretty amazing dedicated printer as no other factions use it to build ships. Given the wide selection of base faction blueprints they make for an amazing faction for those who board a lot as you can retrofit them with a wide arrange of equipment (yes they also cover destroyer main weapons).
If you have the Avarice DLC there's also a closed loop wharf in Windfall III The Hoard. Note that if you do pass them off a wharf/shipyard via a defense platform mission it will NOT be closed loop. That said if you do manage to toss a build module setup there I find they tend to spawn a lot of factories since the local economy is less stable than what you'd find in Sacred Relic (especially if PAR is doing well). The local closed loop economy makes it easy to get most construction materials. VIG locals will also help "politely decline" potential trading competition.