X4: Foundations

X4: Foundations

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Universe Seed Generation Numbers
in custom universe it allows you to set a universe seed number this number greatly impacts the Universe, it's difficulty, and the kind of game you will have. But little is known.

There are a few known seeds that are particularly fun to play as reported by others previously... These are what i have, have fun.

### Recommended Universe Seeds
- **1234567890**: Intense early Xenon invasions, escalating difficulty.
- **9876543210**: Dynamic faction wars that grow into large-scale conflicts.
- **3029299908**: Argon Prime falls to Xenon in ~8 hours—brutal start.

Mods will likely impact the validity, usefulness of them.. can't say if they will work perfectly especially if the mod affects the Faction AI's or station building.
Last edited by raz334; Apr 4 @ 1:07am
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Showing 1-5 of 5 comments
aY227 Apr 4 @ 1:16am 
Play those seeds and you will most likely have different results.
It's not like there is a hidden slider for Xenon aggression etc.

Dynamic Faction Wars? That's a mod.
raz334 Apr 4 @ 1:29am 
Originally posted by aY227:
Play those seeds and you will most likely have different results.
It's not like there is a hidden slider for Xenon aggression etc.

Dynamic Faction Wars? That's a mod.

These where pulled from multiple discussion threads on their main forums, which were pulled together by a large fan base of people experimenting.. I had an AI parse through and find them for me.
Yes there is a mod "called" Dynamic Faction Wars....
However, that seed can also cause Vanilla to do something akin to it, though probably not as well. I have seen that one play out... and well the Xenon ending up mopping up because they were all killing each-other instead... Vanilla.
Last edited by raz334; Apr 4 @ 1:29am
Regardless of what AI tells you, no seed can cause faction wars. You can get minor conflicts in any playthrough that emerge due to ship interactions (but always end, because it's only temporary hostility and their faction standing doesn't change), and ongoing ones caused by plot choices or just existing as default.

Seed is largely just moving around some of the factions' starting assets. Not even all of them, as a lot of important things are fixed in place, but generic stuff like factories. This can at times have major effects because of how much of the balance comes down to economy, but even then, it's only a tendency.
aY227 Apr 4 @ 2:04am 
Originally posted by raz334:
...

Well... next time try to understand yourself what you are reading and game you are playing. No seed can cause faction wars. Xenon killing each other...
Seed discussions are pointless - from a start it's one big butterfly effect.
And on top of that you have patches that change various AI elements or even ships specifications.

e: If anyone want Xenons to do something now - use Xenon Evolution from Dead Air scripts.
Last edited by aY227; Apr 4 @ 2:08am
Geist Apr 4 @ 2:14am 
Originally posted by Cellar_Cat:

Seed is largely just moving around some of the factions' starting assets. Not even all of them, as a lot of important things are fixed in place, but generic stuff like factories. This can at times have major effects because of how much of the balance comes down to economy, but even then, it's only a tendency.

This.

Imagine for example the game randomly places a factory right in the fly path of Xenon traveling from sector A to B they will then usualy die in that place until some day that station is destroyed. This one random station would have a massive impact on how the game develops.

Not long ago the game randomly spawned a station right in Front of the HAT Xenon gate for me (so it was between the gate and the usual defence station) It had a great impact on that location.
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Date Posted: Apr 4 @ 1:05am
Posts: 5