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Engineer archetype

Not every hero is a killer. The Engineer is a non-combat archetype whose whole job is improving faction economy. Their primary loop is not sector-patrol-and-fight but travel-to-station / apply-buff / move-on.

Mechanically, the Engineer is a modifier of external state — they don’t shoot things; they change how much production a friendly station outputs per hour. It’s the mod’s first non-combat gameplay loop, and it turns out to be one of the mod’s cleanest interactions with vanilla X4’s economy.

  • 6 templates across the “production-heavy faction” set: Argon, Paranid, Teladi, Split, Terran, Boron
  • Also spawnable for their sub-factions (Antigone, Holy Order, Hatikvah, Ministry, Free Split, Kaori — with sub-faction identity inherited from parent-race template)
  • Not for pirates / Xenon / Kha’ak — they don’t have a production network to service. Also not for coordinators-only factions (small).
  • Engineer slot is separate from admiral slot. Formula: engineer_slots = 1 + floor(stations_owned / 5), capped at 10 per faction.

Engineers are mobile but non-combat. Their flagship is an M-class miner ship (visually the mining rig loadout — mining tools protruding, a working, industrial silhouette). Very small S-fighter escort (0-4 depending on rank, self-defence only).

They fly:

  • From station to station within their own faction’s territory only (never through hostile / neutral space)
  • To the highest-production own-faction station that isn’t currently buffed and isn’t claimed by another engineer
  • Apply a temporary production efficiency buff, then move to the next target
  • Return to HQ for RP replenishment when they run low

They never engage in combat willingly. If attacked, they route through the retreat cascade — MoveGeneric back to a safe own-faction sector, resume ops after cooldown.

Engineers do not swap flagships across star ranks. The M miner is their identity.

FlagshipEscort
M miner (race-specific)0× S fighters
★★M miner1× S fighter
★★★M miner2× S fighters
★★★★M miner4× S fighters

The escort is purely for personal defence during travel. Engineers are visibly not warfleets — a Teladi player will see the Engineer’s Teladi mining rig outfit + a Teladi fighter pair, and know at a glance “that’s the engineer, not a war party”.

Engineer decision loop is simpler than admiral / coordinator — four decisions in priority order:

flowchart TD
Start[HMW tick] --> Q1{state ==<br/>lost_flagship?}
Q1 -- yes --> R1[retreat<br/>no order]
Q1 -- no --> Q2{RP < service_cost<br/>OR hull damaged?}
Q2 -- yes --> R2[replenish<br/>Move to HQ<br/>RP tick + repair]
Q2 -- no --> Q3{Target station<br/>available AND<br/>reachable?}
Q3 -- yes --> R3[travel<br/>Move to target station]
Q3 -- no --> R4[idle<br/>Patrol HQ sector]
PriorityDecisionEffect
1lost_flagship / retreatRebuild via Recovery Points, same as other archetypes
2replenishReturn to HQ station when RP insufficient for another service action, or when hull damaged. RP tick continues; hull repairs via 100 RP if damaged
3travel (Move to station)Fly to the picked target station (highest-production, own-faction, not yet buffed, not claimed by another engineer)
4idle (Patrol HQ)Fallback when no eligible target — patrol home sector waiting for a new station to become available

Also implicitly: service_station action fires at target arrival (not a separate decision — it’s the action executed on arrival).

X4 9.x doesn’t expose a writable “production efficiency” property. So the Engineer’s buff is simulated:

  • On service, the mod sets $module_buff_active = true on the target station’s registry entry, records $buff_pct (based on Engineer’s ★) and $buff_until (based on ★-duration table)
  • Every 15 game-minutes, a global worker iterates buffed stations. For each buffed module producing output:
    • Reads the module’s expected vanilla production_rate (from module recipe × current inputs)
    • Calls add_wares to inject production_rate × buff_pct × interval additional output into the station’s cargo
  • Inputs are NOT deducted — the semantic is “the engineer makes inputs go further”

No API for cross-faction: Engineers only buff own-faction stations. A Teladi engineer never buffs an Argon station.

Buff pctDurationFeel
+20% efficiency6 game-hoursGentle steady bump
★★+30%9 hoursNoticeable difference
★★★+50%12 hoursImpactful — a hero engineer’s stations pump
★★★★+80%24 hoursEndgame — Teladi Ministry with two ★★★★ engineers has 20-40% of their production silently overclocked

Service cost: 100 RP per action. Per-engineer cooldown: 60 game-minutes (can’t spam a single hero across multiple stations back-to-back).

Station claiming (multi-engineer race resolution)

Section titled “Station claiming (multi-engineer race resolution)”

If a faction has multiple Engineers (large factions with big station networks), they race to claim targets:

  • Each station has $mlog_eng_claim_by (which engineer claimed it) + $mlog_eng_claim_until (30 min expiry) fields
  • When an Engineer picks a target station via HeroManager, they atomically write the claim
  • Other Engineers filter out claimed stations from their picker
  • On service action or claim expiry (30 min), the claim clears
  • On arrival, the Engineer checks the claim is still theirs — if another engineer beat them there and already buffed, the race is lost and the Engineer goes back to idle

Result: multi-engineer factions naturally spread across station networks without conflict.

  • Engineer buffs do NOT stack with each other. Buffed stations are excluded from the picker. If Argon has two ★★★ engineers, they buff two different stations; never the same one.
  • Engineer buffs DO stack with:
    • Vanilla workforce production bonus
    • DA-Eco DA Wares boosts (if DA-Eco is installed — but Heroes doesn’t require it)
    • Any other vanilla buff
  • Result: a station being both workforce-buffed AND Engineer-buffed produces base × (1 + workforce_bonus) × (1 + engineer_pct) — multiplicative stacking with vanilla systems.

Engineers gain XP differently from combat archetypes. Their XP source:

  • +1 XP per production module of the buffed station, credited on the service action

Practical numbers: a mid-tier Teladi production station has ~6 production modules → +6 XP per service. At 1 service per 60 min, that’s ~6 XP/hour. To reach ★★★ (1000 XP), an Engineer needs ~166 hours of active service — very slow, realistic-feeling career.

No combat XP source (Engineers never kill anything).

Daria Sokolova, Chief Engineer of Argon Federation industrial corridor. ★★, 200 XP, 210,000 cr in the wallet.

  • HeroManager tick: her flagship is docked at Argon Prime shipyard (HQ). RP = 3/200, and the last service was 40 min ago — not enough RP yet for the next 100 RP action.
  • Decision: replenish — she stays at HQ, RP tick continues. Next tick, RP is 65/200, still not enough.
  • 30 min later, RP hits 100. Decision: travel — the picker finds “The Reach” sector, ARG Plasma Conductor Factory I. Not yet buffed, not claimed. Distance: 4 gate hops all through Argon-owned space.
  • She undocks, flies to The Reach, docks at the plasma conductor factory.
  • Service action: applies +24% efficiency buff (30% base for ★★, but her Master Technician perk is +20% relative → 30% × 1.2 = 36%… actually 30% + 20% relative = 36%, though the exact math depends on stacking) for 9 game-hours. RP -100. XP +11 (station has 11 production modules).
  • She waits at the plasma conductor factory until the service cooldown wears off (30 min with Efficient Service perk, else 60 min).
  • Next HeroManager tick: replenish → back to Argon Prime, or if RP not too low, immediately travel to the next-highest priority station.
  • Over 9 game-hours, the ARG plasma conductor factory produces ~24% more plasma conductors than baseline. Argon shipbuilding gets faster. The player never sees this in a notification; they see it in stronger Argon fleets 10 hours later.

Chief Engineer Daria Sokolova — Argon Federation, engineer archetype, ★★★★ ★★ (2/5), 11 XP, 0 kills, 210 000 cr, biography "Coordinates production efficiency across the Argon Federation industrial corridor". Flagship "Flagship of Daria Sokolova" M destroyer in The Reach sector, service target ARG Plasma Conductor Factory I, decision = Travelling to station. Perks Master Technician + Quartermaster + Second in Line. Engineering panel shows service cooldown 58.9963 min remaining, stations buffed lifetime = 1, modules buffed = 11, active buffs on ARG Medical Supply Factory I / The Reach: +24% for 358.996 min, 11 modules × 54912 m^3/h = 3 733 200 cr value injected

Engineers can be KIA’d like any archetype. Same d100 roll on flagship destruction: 20% KIA / 60% wounded / 20% unscathed at defaults.

Active buffs survive the Engineer’s death. A station buffed 4 hours ago continues to receive add_wares for the remaining 5+ hours regardless of who buffed it. The buff is on the station, not on the Engineer.

On KIA, standard lineage vacancy (120 game-minutes) → new clone spawns with the Engineer’s inherited perks.

  • Engineer visualization overlay — currently the buffed stations + active buff timers are visible only in the Engineer’s detail page. A future overlay may show the whole faction’s buffed-station map.
  • Cross-service — Engineers currently only buff production stations. Future: buff shipyards (build speed +X%), buff wharves (equipment stock +Y%), buff trading stations (ware turnover +Z%). Cargo-injection extends naturally.
  • Enemy sabotage (concept) — a “reverse engineer” could apply negative production buffs to enemy stations. Different archetype, same primitive.
  • Admiral archetype — the combat-focused mobile archetype
  • Coordinator archetype — the immobile HQ-based archetype
  • Perks system — Master Technician (+20% buff potency), Long Lasting Buff (+50% duration), Efficient Service (30 min cooldown), Reduced Cost (50 RP service) are the engineer-specific perks