Getting Paid

⭐ ⭐ (355 endorsements) 📥 13,976 downloads 📌 v1.1 📅 12/15/2018
🟠 Updated over a year ago

By iforgotmysocks · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 9/14/2025 📅 Created: 12/15/2018

🔍 Analysis

  • 👍 2.5% endorsement rate — high engagement, a strong quality signal
  • 🏆 #41 of 597 Gameplay mods in this game by downloads

📋 About This Mod

Last updated or tested for game versions: 9. 0

Version 1. 0. 0 introduces a separate overview over military and non military salary paid, with additional military salary multipliers, giving you the tools to make supporting huge military fleets an actual reminder on your wallet - all up for you to be adjusted as you see fit. Several aspects have been rebalanced, especially the skill impact, that used to be way too significant, to allow finding a decent balance for fleet upkeep costs. Crew prices were reduced while captain salaries have increased. To allow more fine tuning, multipliers now accept decimal values and all can be fully adjusted to your liking. Default settings still tax very little, adjust the settings for yourself, until you hit your sweet spot! Have fun.

This mods adds configurable salary demands for managers, your ship captains, pilots and your crew on your ships. Includes an option to allow events to happen that may cause crew members to quit or die if salary isn't paid repeatedly.

You can adjust all salary multipliers, the timespawn of which salary notifications should appear and the option to have salary not being paid allow crew to quit their jobs in the modfile yourself at gettingpayed/md/gettingpayed.xml

Details on how the salary is calculated:

Example for a captain's salary calculation: $baseSal skill(between 1 and 1. 5) captainMultiplier captainMilitaryMultiplier $payFreq (timespan of salaries, standard 1h).

This gives us a base value of 100 credits that can be adjusted by the player. The skill has a little impact of up to 50%, so a 5 star employee costs 150 credits. Next the pay is multiplied by the related modifier for the used npc types of manager, captain, pilot or crew, meaning 20 for a captain in our example, resulting in a pay of 3000 Credits. Then the military multiplier of 5 is applied, pushing the salary to 15,000. At last the timeframe you choose comes into play, so if you set the timeframe for salaries to 2 hours, the salary will get doubled. This is being calculated for every npc under your command and summarized as a notification and logbook entry under upkeep.

A notification is being added to the logbook every hour detailing the salary for each type of npcs working for you.

If $npcImpact is activated, it will have consequences if you are able to pay your crew or not. This is disabled at default and needs to be activated in the modfile.

When activated, your crew will gain a star of morale when they get payed, but if they don't they will lose 3. If crewmembers don't have any morale left, they are at risk of leaving ur services or other nasty incidents might happen! (don't worry, they won't take your ships) :p

Help with localization support - LeLeon

Japanese localization - Arkblade

Russian localization - alexalsp

German localization - LeLeon

🤖 AI-enhanced — based on mod data

Getting Paid adds configurable salary demands for managers, captains, pilots, and crew in X4: Foundations. It includes military salary multipliers, skill-based pay scaling, and optional events where unpaid crew may quit or die. All values are adjustable in the mod file, allowing players to fine-tune fleet upkeep costs.

✨ Key Features

Adds salary demands for managers, ship captains, pilots, and crew
Separate overview for military and non-military salary paid
Military salary multipliers to increase fleet upkeep costs
Skill impact rebalanced to reduce its significance in salary calculation
Crew prices reduced while captain salaries increased
Optional events where crew may quit or die if salary isn't paid repeatedly

📊 Pros & Cons

✅ Pros

  • Community-approved with 355 endorsements and nearly 14k downloads
  • Fully configurable multipliers, including decimal values, for fine-tuning
  • Adds a meaningful economic layer to fleet management

⚠️ Cons

  • Requires manual editing of the mod file to adjust settings, which may be intimidating for some
  • Default settings tax very little, so you'll need to tweak to get the intended challenge
  • Potential compatibility issues with other economy or salary mods for X4
🎯 Is This For You?
For X4: Foundations players who want deeper economic management and a reason to think twice before expanding their military fleets. If you enjoy tweaking mod settings to find the perfect balance, this is for you. Skip if you prefer a more casual, hands-off economy.
📦 Install:Easy· Under 5 minutes

💡 Beginner Tips

  • Make sure to edit the gettingpayed.xml file in the mod's directory to adjust salary multipliers to your liking
  • Test with a small fleet first to see how the salary costs affect your finances before applying to a large empire
  • If you're using other economy mods, check load order to avoid conflicts

📊 Mod Details

Game
X4foundations Mods
Author
iforgotmysocks
Version
1.1
Downloads
13,976
Endorsements
355
Category
Gameplay
Created
12/15/2018
Updated
9/14/2025

🧩 Commonly Used Together

Users add these mods to the same collections — a real compatibility signal, not an AI guess.

🔧 How to Install X4: Foundations Mods

Download from Nexus Mods.

📖 Full step-by-step install guide for X4: Foundations →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for X4: Foundations commands, item IDs, and more.

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