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.
Coverage
Section titled “Coverage”- 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.
Playstyle — the travelling mechanic
Section titled “Playstyle — the travelling mechanic”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.
Fleet composition per star rank
Section titled “Fleet composition per star rank”Engineers do not swap flagships across star ranks. The M miner is their identity.
| ★ | Flagship | Escort |
|---|---|---|
| ★ | M miner (race-specific) | 0× S fighters |
| ★★ | M miner | 1× S fighter |
| ★★★ | M miner | 2× S fighters |
| ★★★★ | M miner | 4× 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”.
Decision cascade
Section titled “Decision cascade”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]| Priority | Decision | Effect |
|---|---|---|
| 1 | lost_flagship / retreat | Rebuild via Recovery Points, same as other archetypes |
| 2 | replenish | Return to HQ station when RP insufficient for another service action, or when hull damaged. RP tick continues; hull repairs via 100 RP if damaged |
| 3 | travel (Move to station) | Fly to the picked target station (highest-production, own-faction, not yet buffed, not claimed by another engineer) |
| 4 | idle (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).
The buff — how it actually works
Section titled “The buff — how it actually works”X4 9.x doesn’t expose a writable “production efficiency” property. So the Engineer’s buff is simulated:
- On service, the mod sets
$module_buff_active = trueon the target station’s registry entry, records$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_waresto injectproduction_rate × buff_pct × intervaladditional output into the station’s cargo
- Reads the module’s expected vanilla
- 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 tiers per star rank
Section titled “Buff tiers per star rank”| ★ | Buff pct | Duration | Feel |
|---|---|---|---|
| ★ | +20% efficiency | 6 game-hours | Gentle steady bump |
| ★★ | +30% | 9 hours | Noticeable difference |
| ★★★ | +50% | 12 hours | Impactful — a hero engineer’s stations pump |
| ★★★★ | +80% | 24 hours | Endgame — 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.
Stacking rules
Section titled “Stacking rules”- 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.
XP economy
Section titled “XP economy”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).
Behaviour example — a Teladi Engineer
Section titled “Behaviour example — a Teladi Engineer”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.

Death of an Engineer
Section titled “Death of an Engineer”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.
What’s next
Section titled “What’s next”- 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.
Related pages
Section titled “Related pages”- 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