Broken Earth Guide (Part 1)

Broken Earth is quite a unique scenario. Recently, many players were impressed when I reached 14,700 Science in 8 years on Brutal while they were struggling, so they asked me to write a guide. (Spoilers about Broken Earth ahead.) 

Openings

Broken Earth really shifts around what’s viable, and so far only a handful of strong openings have been identified by the community:

West Australia Opening

This opening intends to build a megastate with its capital in Western Australia, which can grow large enough to expand all the way to Bangladesh. This is done by releasing Java from Western Australia. Java gets a peaceful claim on the Malaysian Congress, which in return grants several additional claims. Through research, Java can also get claims on Hawaii, which in turn can get claims on Japan and most Pacific islands. This opening also has the advantage that your capital is in Australia in a game where hidden agents can’t swim. This means your meganation is off the table for most alien shenanigans unless they directly land in Australia.

North America Opening

This opening focuses on reunifying North America and building a meganation there. It works by using the “Dominion of Amerika” tag, which is releasable in Florida from the Civil Defense Administration. This allows you to unify all of North America and most of Mexico without researching anything. California is the hardest to fold in early. The chain is: California → Aztlán → Texas → Dominion. Be aware that at each step you cannot drop more than 1.5 Democracy. The high starting GDP compensates for having the lowest population of all three meganations.

South America Opening

This opening aims to unify all of South America into the largest nation by population on the map. Brazil is used for this since it exists at game start, and claims for everything can be researched. This opening requires knowledge of how revolutions work. Reduce inequality quickly, since paying down the extreme inequality in South America manually has too large of an opportunity cost. This opening has the advantage that, since it uses the biggest nation, it scales the best—though it also takes the longest to reach full potential.

Over CP Cap Opening

This opening recognizes that CP cap is just a number that can be ignored, and that if you have nations worth 5× your CP cap, you will bring down the blocker the fastest. This opening uses non‑aggression pacts to make your control points very vulnerable, so factions don’t take them from you. Since they can take anything they want, they simply don’t bother taking the bad nations you claim. You then claim every questionable nation, since the AI will not take those away from you. The rest of the map combined produces a significant amount of science. Note that this opening is the hardest to play and is only recommended for experienced players. It is also the opening most likely to be heavily affected by balance patches in future updates, since it essentially abuses the lack of sufficient punishment for going over CP cap in this scenario.

Council

Astronomer are a rare trait but absolutely essential in this scenario. Anyone with the trait should be recruited regardless of how bad their other stats are.

Other than this, getting a person with Crackdown to 25 Investigation is very important—but that’s true in every Terra Invicta start.

Tech

You start the game with a massive blocker tech named A New Space Race, and it’s important to bring it down as fast as possible.

Counterintuitively, this means not contributing to it at the start.

The AI often won’t contribute to something where you have a significant lead, and at this stage their science output is large enough to matter.

Instead, go all‑in on Biotechnology until you have contributed enough that it’s impossible for an AI to win that slot. After that, stop all research and hope the AI does not randomly decide to waste science on something it cannot win.

(This works best on Brutal.)

You’re going to lose We Are Not Alone, but whatever tech is chosen afterward should be handled the same way: go 100% into it until the AI can no longer win it, then abandon it so all AI factions compete on A New Space Race.

Only after this is achieved should you research your fifth counselor.

Projects

Most projects should be skipped in favor of globals, except those that lead toward alien movements also in Broken Earth, each faction gets a unique “Playing from Behind” project that is quite powerful because it gives +70 CP cap and unique faction‑based bonuses that should be rushed.

Humanity First

  • +100% Military Science research
  • −50% Social Science research
  • Ships take 30% more damage from enemy weapons
  • Shipboard magnetic weapons deal +50% damage
  • Public Campaign missions have +50% impact on national opinion

Resistance

  • +100% Materials research
  • −50% Life Science research
  • −33% ship construction speed
  • Ships take 15% less damage from enemy weapons

Academy

  • +40% research from control points
  • +100% Energy research
  • −50% influence from public opinion
  • +100% negative propaganda impact when committing an atrocity
  • Shipboard laser weapons deal +35% damage

Exodus

  • +50% Space Science research
  • −50% Information Science research
  • Bypass requirements for space mining, and mines are 75% cheaper
  • Boost cost for sending material beyond LEO reduced (calculated using 5.3 kps exhaust velocity)

Initiative

  • +100% Information Science research
  • −50% Energy research
  • Elites demand 30% more spoils investment, increasing coup risk
  • Money gained from Spoils priority changes by 50%
  • +5 orgs available for acquisition each month

Protectorate:

  • Increases our Social Science research by 100%
  • Decreases our Military Science research by 50%
  • Money we gain from the Spoils priority changes by -50%
  • Elites demand less investment in the spoils priority in nations we control, reducing chances of coups

Servants

  • Increases our Xenology research by 100%
  • Decreases our Space Science research by 25%
  • National Investment Points we direct to the Boost priority are decreased by 25%
  • Gain +3 to missions to gain a control point or control of a hab
  • Our Public Campaign missions have 50% greater impact on national public opinion
  • Gain +5 Investigation when our councilors are detecting aliens

Dealing with the Aliens

(This letter from Colonel Castillo, contains significant spoilers about alien mechanics that in part are Academy‑specific.)

The aliens are a significant problem on Earth, especially for factions the game considers “pro‑alien” like yours,  which have much less resistance to alien influence.

So it’s essential to eradicate all alien agents as fast as possible. This requires rushing the project chained to Alien Movements as quickly as possible.This is significantly helped by having a strong investigator and getting lucky with a Xeno‑science org such as Majestic 12 and xeno labs in Leo. 

Ideally this is done before any other traitors can contact them, to leave them without a plan on how to proceed for those factions.

If you really want to tolerate having a living alien on Earth, I strongly recommend not delaying the eradication, and using your marines to capture one in the asteroid belt later

My Servant spy also informed me that you consider engaging in direct diplomacy with the aliens. Researching this is strongly discouraged, since it gives alien agents a diplomatic boarding pass for airlines to your nations. If you cannot be convinced to skip this, I ask that you at least delay it until you can engage in diplomacy in the Kuiper Belt under the security of your ships. This way they cannot use their airline privileges to evade us on earth.

I wish you good luck at eradicating the Invaders.

Hanse Castillo

u/magniciv — 10 days ago

Imperial Hero (Very hard SWI Custom Start)

The Sith have deployed a mind‑control device on Ziost that can dominate the entire galaxy.
With your Star Destroyer, you managed to warn the Galactic Empire in time, but the rest of the galaxy wasn’t so lucky. 
Now the Sith are using all their proxies to relentlessly assault the Empire. Can you be the hero that’s needed and help the Empire survive?
Can you push toward Ziost and destroy the Sith infrastructure?
Or will the Galactic Empire fall to the dark side like all the other factions did?

This is a Custom Start for the Star Wars mod (SWI) for X4: Foundations.

It’s designed for players who feel that X4: Foundations lacks a real challenge and want a demanding playthrough where everything revolves around keeping a faction alive against enemies on all sides.

The challenge starts you with an XL Star Destroyer equipped with a full fighter complement and +30 relations with the Empire, as well as nearly 10 million credits to speed up the early game.

That might sound like a lot, but you’ll need every credit — the Sith won’t be waiting.

----------------------------------------
To play this scenario, you need to downgrade X4 to Version 8.0.
Put the Start Save in to your saves folder and install the following required mods:

X4 Star Wars Interworlds:
A mod that replaced the entire Galaxy with a star wars galaxy and more
Version 0.91 

Sith Expanded (aka active Sith)
A Mod that turns the Sith in to the endboss they are supposed to be for this Scenario
Version 2.0 

UDI Faction Mod (aka SWI Galaxy Extension)
A mod recommended with Sith Expanded
Version 1.0 

Closed loop reborn
A mod that adds a closed loop to SWI with a significant price increase. It’s required for other mods
Version 1.13

Mod Support API’s
This is needed to make many of the other advanced mods work
Version 1.95
------------------------------
Optional mods for the full experience:

Dreadnaughts and Battlecruisers for SWI
This is a mod that adds rly big ships in to the Scenario. Factions can’t start building them in the first 8 hours so don’t be surprised if you can’t find any of them early.
Version 6.03

SWI no Neutral sectors
This makes it so that every Sector in the game is claimable by AI factions, with out this mod the Imperium won’t be attacked from all sides
Version 0.02

SWI Galaxy Reimagined
A economic overhaul for SWI that improves a lot of stuff including AI
Version 4.1

Interworlds at war
A mod that makes fighters less dominant compared to capital ships in SWI as well as other changes
Version 0.01

Reapers Ship pack
A Shippack that adds more ships to SWI
Version 2.06

Reapers Job Pack
This mod makes the AI use more of the ships from the Shippack
Version 1.01

Kuertee UI Extensions and HUD
This is needed to make many of the other advanced mods work
Version 8.04

SWI station buildtime rebalance
This mod makes stations build faster, this helps the AI and the player
Version 2.2

Into the Breach
This mod is optimised for SWI, and allows you to board stations
Version 0.5
Mining, Gas Collector and Raw Scrap Converter Stations, SWI Edition
This mod lets you replace miners with station modules at a very steep cost.
Version 1.3

Fix for Research Interdependency visualisation
This mod improves the research UI, SWI adds a lot of stuff for research so this is recommended
Version 1.02

Custom Tabs
This UI only mod alows better fleet organisation
Version 2.11

Mycu Equipment Tooltips
This adds better tooltips to compare the different shields & weapons
Version 1.61

Satellite Service
A utility mod to automatically deploy satellites that works with the scenario
Version 1.32

Sector explorer
This mod adds a improved explore behavior
Version 1.48

Realistic loot magnet
This mod reworks the lootmagnet, there is a lot of loot from all the factions attacking
Version 1.1

Extended Conversation Menu
This is needed if you have mutible mods that rely on conversations with pilots
Version 0.2

Recycle Ships and Stations
This allows to recycle many ships & stations
Version 1.1

Kurties Friendly Fire tweaks
This makes it so that it’s harder to accidentally agro IMP ships.
Everything else is hostile anyways
Version 7.5

Inventory Collector
Allows automated collection of drops
Version 1.24

Autotrade skill Rebalance
This slightly increases the range of vanilla behaviors, to adjust for the mapsize of SWI
Version 5.02

Tater Trade
This mod adds a better Trader behavior, you likely don’t need all 3 of trader improvement, but one of them is nice.
Version 7.05

Mules, supply and Warehouses Extended
This mod adds a better Trader behavior, you likely don’t need all 3 of trader improvement, but one of them is nice.
Version 6.5

Finance Hub: Transfers
This mod allows you to configure when managers send money back to you. This can be used to combat managers stockpiling money.
Version 1.1

Extended Buildstorage
This mod makes it so multiple ships can dock at the build storage at the same time.
Version 1.0

No Station scan
This mod gives me full information on every Station i can see.
Lore wise, since your the Hero of the Imperium, i just assume the Imperium is willing to give that info anyways.
Version 1.0 

Reaction Force
This mod adds a better patrol behavior with more options
Version 2.12

Protect sector
This mod adds a better patrol behavior
Version 1.1 

reddit.com
u/magniciv — 1 month ago

The Great Betrayal (Full‑claim speedrun part 4)

The Xenon have been harassing me from both the north and the south all game long. Thanks to triangle tactics, I can finally put a permanent stop to this.

I move my swarm south first to destroy the wharf,, the shipyard, and all Xenon ships in the Atiya’s Missfortune, then use the highway to redeploy north to Hatikvah’s, and push in to Matrix #79B and Savage Spur to destroy two more wharfs & shipyards each.

This is their strongest region, so the push is slow and expensive, but eventually I break through and clear them out.

https://preview.redd.it/4pbjtssz71ah1.png?width=1073&format=png&auto=webp&s=7f9ba6848f01861d6106d9795a9965a1140b2585

Stations are ignored because they’re too tanky and don’t matter as long as the Xenon don’t have ships nearby.

https://preview.redd.it/8yeisum281ah1.png?width=847&format=png&auto=webp&s=ca64eebc05a139c0f96630800bc0ad2f9075604e

Eventually you reach the point where you can start eliminating factions. However, this creates a new challenge: even if you wipe out a faction, they can still send stray transports into your factory sectors, causing the local police to go hostile.

https://preview.redd.it/ot8oomc481ah1.png?width=902&format=png&auto=webp&s=738a6e9c3aa6ea78f08b396ddcb02d374b365eba

For this reason, I betray ANT first — my computronics substrate is in their territory in the Void, and I can’t deal with random hostiles there later.

ARG uses flak on their stations, which on paper counters triangle tactics, but in reality it’s just a numbers game.

I go hostile against ANT by attacking them everywhere at once.

Their wharf & shipyard are priority targets, while other fleets get parked on every major ANT fleet I can find.

https://preview.redd.it/sutwr6g681ah1.png?width=1649&format=png&auto=webp&s=d4a3fb74eaca413706a15ee8adaeac5906fea110

The menu fills with spacesuits, showing how costly this is, and our wharf runs out of computronics.

https://preview.redd.it/3qh79f5s71ah1.png?width=1312&format=png&auto=webp&s=7573558c12710f0fe8ccffe24096f7bfd7c4bab8

But at 11h 50min, all ANT sectors are taken.

https://preview.redd.it/lcwtfqhv71ah1.png?width=2204&format=png&auto=webp&s=4e51db3131d72ee58f18de735c9711388044ba5f

Since this is all ship-commanding, I was able to progress stories at the same time. (Spoilers ahead)

The Split story is done to the point I need.

https://preview.redd.it/czk9roej71ah1.png?width=1461&format=png&auto=webp&s=ba4752dff8f01714bab1ee63182009db9f24a150

The Boron gates are open.

https://preview.redd.it/rw10emnk71ah1.png?width=1142&format=png&auto=webp&s=6fc6a3a85334464ef20bd9d240c9b6b515947632

The Envoy story is done.

And I’m far enough in the PAR story to soon unlock rep with BUC.

https://preview.redd.it/8plj5fkd81ah1.png?width=1509&format=png&auto=webp&s=80596f88a8b3fc2263476c31ae2a55398a1ba65d

In case you missed how i got missed how i got here:
Part 0, Part 1, Part 2 , Part 3 , Part 4

Now that I can prevent any hostile ships from entering the Void, I can choose a new target.

What faction should I go after next ?

reddit.com
u/magniciv — 2 months ago

Triangle tactics (Full‑claim speedrun part 3)

Quantity has a quality of its own. This is a lesson the Xenon are going to learn the hard way.

Around the 9‑hour mark, I’m far enough into the game that most of my ship production is already online.
Right now it’s mostly dedicated to building enough Kyds so I can simply swarm any enemy that gets in my way — and the results speak for themselves.

The Kyd Odachi fleet composition seems to have been a very good pick for 9.0; it’s just incredibly cost‑effective.

If you missed how I got here in 9h, here are the links:
Part 0, Part 1, Part 2 , Part 3 , Part 4

u/magniciv — 2 months ago

The Speedrun Economy  (Fullclaim speedrun part 2)

X4 is a game all about the economy, and speedrunning is no different. So let's talk about how I plan to structure the economy for a speedrun.

Most ships are built from Hull Parts, and Hull Part factories are built from Plasma Conductors. There are simply not enough Plasma Conductor factories on the map, to scale up Hull Parts to the point where I can only use them. So a combination of Terran and non‑Terran economy it has to be.

After doing some math, I decided I want the following economy that can build 2300 ships per hour:

86 Computronic Substrate Production 

81 Silicon Carbide Production 

206 Metallic Microlattice Production 

887 Terran Energy Cell Production 

69 Hull Part Production 

8 Graphene Production 

37 Refined Metal Production 

12 Warf modules

Now, while I would love to have everything in Gaian Prophecy, the respawn rates tell me that there are simply not enough ore and silicon nearby to do that. So Computronic and Hull Parts are in the Void.

Construction time is also a major factor that forces me to build multiple stations of the same type. I plan to spread it out into the following:

18 Computronic Substrate Stations

8 Silicon Carbide Stations

8 Hull Part Stations

6 Metallic Microlattice Stations

2 Energy Stations

1 Graphene Stations

1 Warf

That should allow me to finish everything at roughly the same time, the second transition and the full economy building.

Economic gameplay from here on out is very simple: produce Computronics and Silicon Carbide, and immediately reinvest to make more of it.

By 6h and 40 min the results speak for themselves:
In the Void:

https://preview.redd.it/xeiq9whnxg9h1.png?width=2495&format=png&auto=webp&s=6e4e0983a15e15b3e6725f5c4b03ac8a3c3ef6c6

https://preview.redd.it/u4lr15amxg9h1.png?width=314&format=png&auto=webp&s=0439dabe0cef995983d868f46700c47c3db0450a

And in Gaian Prophecy:

https://preview.redd.it/nwzstdlqxg9h1.png?width=1838&format=png&auto=webp&s=692999ea8a0e89123afd47ae405beae008061f18

https://preview.redd.it/6w0hcq5vxg9h1.png?width=1943&format=png&auto=webp&s=06dfcdc8f7305c1d1155760746f758650a268897

https://preview.redd.it/1gtoi860yg9h1.png?width=279&format=png&auto=webp&s=7fede69607d40d87ae33582c84538c69f325e9f5

Some might wonder how such a small economy can get the materials to build 2300 ships per hour.

The answer is that the changes in 9.0 gave a huge buff to this design that I will use in quantity.

https://preview.redd.it/xgzdq7jiyg9h1.png?width=2559&format=png&auto=webp&s=2b5bbcb093b8bc8943e65a051fa766d31b83d74b

Part 0, Part 1

reddit.com
u/magniciv — 2 months ago

The perfect 9.0 opening (Full‑claim speedrun part 1)

The mechanics around boarding have changed in 9.0. Turrets are a lot more accurate when shooting Marines, and a lot of splash damage now wipes out the entire boarding party. There is an upside, though: you can stay in travel drive while sniping turrets, because most M‑class turrets don’t prevent L‑class ships from using travel drive.

The Uncocooned Start is ideal for this new meta — the Hyperion seems tailor‑made to snipe dangerous enemy turrets, and the experienced Marines you start with mean you can begin building ships at the one‑minute mark.

https://preview.redd.it/bae10qnhpm8h1.png?width=1080&format=png&auto=webp&s=166e75d9d66d39085a6abd4b703d278d08537a69

Yes, some skill to evade police is needed, but my purple‑modded Hyperion is fast enough to always reach the next gate.

https://preview.redd.it/4sby5d7jpm8h1.png?width=1080&format=png&auto=webp&s=22960f394f26da629df63a0f98a6c2fee27ea73a

https://preview.redd.it/cqukywtjpm8h1.png?width=824&format=png&auto=webp&s=76a450151656a55d67ae3acd371030798ace81bb

Because I’m sniping turrets, my reputation quickly drops to –8 with Argon, so I left their space to find new targets.

https://preview.redd.it/pwd4xzllpm8h1.png?width=806&format=png&auto=webp&s=806976534478c80a6992319c645e8bb727b97a9d

Everything I acquire this way is reinvested into miners. Those miners are sent to PIO space, where there is a huge demand for all resources.

https://preview.redd.it/bwz2qohnpm8h1.png?width=1080&format=png&auto=webp&s=ff639d64f6204b869fbc29389fc385275598e6a5

Around the 50‑minute mark, I managed to get up to –7 reputation with the Terrans, giving me access to their economy as well.

https://preview.redd.it/6d4jayoopm8h1.png?width=884&format=png&auto=webp&s=9ea994cd4d415d3297a614d419bd2e4d1be97643

This Hyperion snowball is so strong that it doesn’t take long to reach 200 million net worth. Mining for the Pioneers also increases our reputation with them rapidly.

https://preview.redd.it/lgivdk3qpm8h1.png?width=726&format=png&auto=webp&s=3d04f39994343c7643e63eda0044873c80a149c9

And while the center of Pioneer space is not exactly safe, I decided that this will be the main hub of my economy anyway.

https://preview.redd.it/6l0aivirpm8h1.png?width=1080&format=png&auto=webp&s=7ef0bac42ce8f093b6ec99596e57b14bbf50c142

During yesterday’s stream, People on Discord also pointed out that there are some sectors that can’t be brute‑forced.

Tharka’s Ravine XXIV

This sector has the Hall of Judgement, which is considered an admin module and is invulnerable until the Split storyline has been completed to that point. And to progress the Split storyline, I need to do the HAT storyline first.

Let me know if anybody knows a better plan than investing so much time into doing those two storylines.

Unknown System

You can only get there once per hour for two minutes while manually flying a ship.

I need to get a builder and a transport there, as well as an additional ship that allows me to leave again. Luckily, this is not locked behind a storyline.

Scarlet Star & Boron sectors

Both have gates that only open once their respective storylines have been started, so investing time into those storylines is required.

Not everything goes to plan, though. I missed the first Asgard, and it dies to Xenon because it refuses to point its nose at the enemy.

https://preview.redd.it/7cqtn9iupm8h1.png?width=989&format=png&auto=webp&s=ad7c8733dea4730a53fa638bd513cec1d57a9a5f

This ends my dream of acquiring an Asgard at the 3‑hour mark, like in some test runs.

Part 0 in case you missed it, where i go over the plan can be found here

Also il continue streaming the run on the official discord starting in 1h from when this post is online.

Let me know what you expect will be the main challenges ahead for claiming every sector within 24 in‑game hours.

reddit.com
u/magniciv — 2 months ago

The plan to claim the entire map in 24h (Fullclaim speedrun part 0)

Claiming every single sector in X4 is not hard. But doing so within 24 in‑game hours has never been done before.

My plan to achieve this has several stages.

First, I need to determine which of the vanilla starts can snowball the hardest and give me the economy required to complete the objective.

Then I need to figure out which fleet compositions can destroy stations consistently in version 9.0.

Once that is complete, I need to define where to set up my economy so I can stay compact instead of being spread too thin, while also avoiding problems caused by the reduced respawn rates introduced in 9.0

------------------------

My recent poll confirmed that the Terran Cadet start is widely considered the strongest option for snowballing the game quickly. This is mostly due to the Katana, the extremely fast‑scaling Terran economy, and the fact that you can reach +20 Terran reputation within the first few hours.

However, after running multiple test runs, I simply cannot get the Terran start to perform competitively compared to the Uncocooned start.

The reason is that Uncocooned  starts you with L Ship with purple ship mods, and 6 million cash for downgrading thrusters. Meanwhile, the Terran reputation advantage is not as relevant as it seems, because even with the Cocoon start you can reach +20 Segaris Pioneers reputation within ~4 hours, and they can sell you most Terran blueprints anyway.

This might just be me not being particularly good with the Terran start, but for this run I plan to use Uncocooned start.

Fleet Composition

In theory, destroyers can outrange stations in 9.0.

In practice, they still require constant supervision and micro, otherwise they get into station range and die. During testing, I became very discouraged after watching even Asgards die to Solarpowerplants OOS.

Ironically, this leads me to not rely on capital ships in the very patch that improved them.

Testing shows that the Prometheus armed with plasma is the most cost‑effective station bomber in the game.

There is one major issue, though: Hull Parts production modules require a large number of Plasma Conductors to build, and there simply aren’t enough Plasma Conductors on the map in the first ~10 hours to build enough Hull Part factories to rely solely on Prometheuses.

Because of this, Terran ships must be used to fill the gap.

For Terran ships, both the Katana and the Odachi are viable.

In OOS combat, the Katana performs best with a Masonstream loadout.

The Odachi has excellent stats for OOS combat, since it does seem to dodge a lot of damage.

Neither of them is cost‑competitive with the Prometheus, but they are reliable enough to supplement the fleet.

Main Base Location

This is the one area where I still don’t have a perfect solution.

Testing shows that miners only use about half of the measured respawn rate of a sector before they start hitting severe diminishing returns. And while I can build a large number of miners once I have a wharf, I still need access to enough raw resources to feed them.

Building multiple wharves is also not an option because the replenishment mechanic becomes extremely inconsistent when using more than one. So I am still looking for advice on where to place the megawharf.

In my last speedrun, I spent around 20 hours manually giving trade orders because of how bad station trader logic is.

So this time, I’ve decided to allow mods, as long as they only automate things i could have done by pausing a lot and ordering it manually. 

The only exception is the mod “Satellite Service”, because I still haven’t found a mod that can deploy satellites without cheating. Satellite Service allows your ships to automatically deploy satellites “out of thin air,” but charges 6,000 credits per satellite (60,000 for advanced), which keeps it balanced.

Mods

In my last speedrun, I spent around 20 hours manually giving traders orders because of how bad the station trader AI is.

So this time, I’ve decided to allow mods, as long as they only automate actions that the game already allows you to perform manually.

The only exception is the mod “Satellite Service.” I still haven’t found a mod that can deploy satellites automatically and restock correctly at equipment docks without cheating. Satellite Service is the closest thing to balanced automation: it lets your ships deploy satellites “out of thin air,” but charges a premium price — 6,000 credits per basic satellite and 60,000 for advanced satellites.

If anyone knows a mod that can automatically deploy satellites and restock properly at equipment docks, I would appreciate the recommendation.

https://preview.redd.it/6ge4fl4g1a8h1.png?width=1027&format=png&auto=webp&s=e55fc3becbe8c01d06678cc1ebb9d30431d24822

Inventory Collector

This mod lets me automatically collect inventory drops from my ships and have them delivered to my HQ. The ships fly there on their own, so I no longer need to teleport around handing items over manually.

Satellite Service

This mod automates satellite deployment, so I don’t have to pause the game constantly to queue satellite drops across the entire map.

Sector Explorer

This mod allows me to explore sectors automatically in a spiral pattern.

It includes several “visit” options that effectively maphack — I will not use those.

Protect Sector

This is an improved patrol behavior that lets my ships automatically engage enemies within a sector.

I will use the “Attack only visible targets” option so it does not maphack.

GalaxyTrader

In my last run, I spent hours manually giving traders orders.

This mod automates that process. It’s an improved version of DeadTater & Mules.

It includes a custom XP system, but I will disable it using “Use vanilla XP only”, so the mod only performs actions I could have ordered manually.

Kurti UI Extension & HUD

Required to make several other mods function correctly on version 9.0.

Mycu: Custom Tabs

A UI‑only mod that lets me sort my ships into custom tabs for better organization.

Mycu: Equipment Tooltips

A UI‑only mod that shows stat differences between equipment options.

Reaction Force

Similar to patrol, but not identical.

This mod allows me to assign a fleet to scramble toward any of my assets that come under attack.

I could issue these orders manually, but doing so across multiple locations takes a huge amount of time.

Mod Support APIs

Required to make several other mods work on version 9.0.

Remove Failed Orders

A UI‑only mod that automatically clears failed orders once a ship receives a valid new one.
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Let me know where the holes are in my plans, and what you expect will be the main challenges in claiming every sector within 24 in‑game hours.

Also, let me know how many in‑game hours you realistically expect this run to take — do you think my estimate is achievable ? or how long do you think it will take me to claim every sector ?

reddit.com
u/magniciv — 2 months ago

The search for the best station bomber in 9.0 OOS

In out‑of‑system combat, destroying stations like Xenon solar plants is a challenge.

All Terran capital ships can die to them if not manually microed in 9.0.

So what I need is a fleet of smaller ships that just brute‑forces the issue with numbers.

This brings up the question of what’s the best fleet combination to bombard stations that I can aim for while speedrunning.

For this I’m planning to test many ship and equipment combinations.

With how 9.0 reworks all of the weapons, I’m looking for suggestions on what ships & loadouts to test in the first place.

Please comment fleet combinations you want me to test below, so I can find out what’s best to bombard stations OOS.

reddit.com
u/magniciv — 2 months ago

What start is best for a 9.0 Fullclaim Speedrun?

Queen’s Herald

This start has two major advantages for speedrunning:

You don’t have to complete the storyline to unlock the Boron sectors.

You get a chain of quests with strong rewards that let you reach +20 Boron reputation very quickly.Since you activate the Boron economy right from the beginning, the galaxy simply has more resources available from the start.

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Terran Cadet

This start lets you capture a Covert Ops Katana very early, allowing you to snowball your assets fast.

It also gives you access to the powerful Terran Warguild ship‑delivery missions early on.The downside is that you start at –15 reputation with several factions, meaning you must spend a fair amount of time hunting criminals to repair relations.

The downside is that you start at –15 reputation with several factions, meaning you must spend a fair amount of time hunting criminals to repair relations.

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Project Genesis

Very similar to Terran Cadet, except you don’t get a scripted Katana or early Warguild access.

However, your diplomacy is significantly better, which can speed up the early‑game.

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Uncocooned

This start gives you the largest set of starting assets, and that alone makes it worth considering.

You don’t begin with any meaningful faction relations and still have to unlock everything yourself — but starting with a Hyperion raises the question:Does having such a strong ship from the beginning compensate for the slower diplomatic start?

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View Poll

reddit.com
u/magniciv — 2 months ago