About this mod
A submod for Star Wars Interworlds that adds a roguelike experience to the mod/game allowing players to build up a fleet and encounter difficult challenges along the way.
- Requirements
- Permissions and credits
Download SWI Here
For general mod discussions - my Discord: https://discord.gg/KtQUHSsHHY
General SWI Discord: https://discord.gg/JbqMzcfS3Y
What is this Mod?
Allows players to progress through the world of SWI while experiencing 'rogue-like' gameplay where you progress, build out your fleet, and are challenged by increasingly difficult encounters and enemies based on what sector you are currently in.
The sectors you choose to fly to are totally up to you and influence what stories, encounters and factions you will encounter and fight against on the edges of the sector. This experience is almost completely separate from the 'normal' gameplay of X4 and represents a 'short' way to experience the full progression of the game from a single-seat fighter to a complete fleet within ~10-20 hours of (hopefully) highly challenging combat gameplay and exploration.
A new "career system" is added to the game that:
- Allows you to focus on building fleets around specific ship types based on your game start through an 'Aptitude' modifier (each +1 is equal to +10% more XP/ship access)
- Adds experience, requisition and ship access progression systems allowing you to directly spawn in specific ships for your fleet and build it up as you move through each sector
- Access represents your ability to requisition highly advanced (better requisition efficiency for their power) and/or large ships
- Requisition is your basic unit for actually requisitioning a new ship
- An entirely new UI for requisitioning, setting up and spawning in your fleet has been added - please see below for how to use
An entirely new encounter system has also been added to the outskirts of every sector:
- Fly out to the edges of each sector and run into random encounters selected from a batch of 700+ (currently) hand crafted encounters with difficulty based on your current career level
- Encounters are tailored to present wildly different challenges that test you in different ways and force you to keep your fleet balanced and flexible
- Special 'stories' and encounters every three sectors once you reach sector 10 (currently in development)
- Random wrecks, ships and hero units that make each playthrough unique (especially if you come across something rare) (currently in development)
How to Play
- Fly to the edges of each sector and destroy any enemies you encounter - move to a new sector once you have "saved" that sector (by gaining XP)
- Requisition and build up your fleet using the requisition system explained below
- Reach sector 30 and defeat the final battle
How the Requisition/Main Menu works
*IMPORTANT* In order to open the Requisition Menu, you must hide and then unhide the UI by pressing "SHIFT+H" twice -- to close it, press escape or the "X" button in the top right (it's a normal X4 menu)

1. Your current rank - based on your XP, this will influence the possible quality of rare items/ships/drops you can find while exploring, as well as the challenges you will encounter.
2. Your current XP - this increases by destroying ships (more from larger ships, less from smaller/weaker ones).
3. The XP you need to reach the next rank.
4. Your currently unused Requisition - most of the time, you should try to use *all* of this to keep your combat power as high as possible.
5. The absolute maximum possible Requisition you could have if you have not lost any requisition to attrition/losing ships and currently have nothing in your fleet.
6. The total number of sectors you have "entered". Once you reach sector 30, you will enter the 'end game' and final battles/encounters. Each sector has a certain maximum XP that will be listed to the right of this - once you reach that maximum, you MUST proceed to a new sector.
7.An indication that you MUST enter a new sector, since you have reached the maximum amount of XP gainable in this sector. Normally, this will show you how much XP you have gained in this sector, and how much the maximum you can gain is.
8.Ship access category - this is the overall "type" of ship addressed by this access category. For example, if you want to gain access to high-tech imperial fighters, you would set a high priority to the "Imperial Fighter Access" category.
9. Your current/maximum access level for this category. Access is used by requisitioning ships, with much more used by rare/higher tech/larger ships.
10.A slider where you can choose a value between 0 and 100. This determines how much of your XP is being converted to access level in this specific access category. **NOTE:** "General" ship access will give you access level to *ALL* access categories across that military's ship types, but the amount of access directed into each one will be cut by 1/3rd.
Note also that you can put as much priority as you want into different categories, but the priority will be "diluted" across everything you put priority into.
11. Aptitude is a flat modifier to how many access level points you get per XP point. An aptitude of "+1" will be a +10% bonus in access level, and so forth. These aptitudes will never change and are set based on what game start you use (check the game start description for aptitudes)
12. The Fleet Requisition part of the menu is for choosing what ships you actually want to spawn. Note that when ships die, after you reach sector 6 or further, they will only refund their DOCK-SUPPORTED COST, not their full cost!
This means if you are deploying a large number of fighters/gunships/etc.. that are meant to be docked (ie. they have a low "dock cost"), you will be losing requisition to attrition.
13. Fleet Selection Dropdown - this is where you choose what fleet type you want to spawn a ship from. Click here to select what fleet type you want to requisition from.
14. Category of Ship - this matches with the access level categories above (ie. "Imperial Fighter Access" would correspond with "Imperial Fighters")
15. Name of the ship - this is the actual ship you will be requisitioning - click anywhere here to get a highlighted rectangle clearly showing the entry.
16. The cost, in requisition, of spawning the ship. Note that the requisition used to spawn the ship will not be given back until the ship is destroyed. The cost on the left is the "normal" cost, and the cost on the right is the "carrier supported" cost. If you have a ship already spawned in your fleet with the ability to dock craft of this size, the number of docks it has is tracked and when you requisition a viable ship for those docks, you will be given the "carrier supported" cost when requisitioning it, and not the full cost.
**IMPORTANT NOTE**: The number of total docks available is based on the ships in your fleet that are currently alive - it doesn't matter if a fighter is docked or not.
17. The minimum access level required before you can spawn one of these ships. This looks at your current MAXIMUM access level for this category.
18. This is the access level required and used up for each of this ship you requisition. On the left is the "ALvl/Ship", which is how much access level is removed for each ship you spawn, on the right is the current max # of this ship you can spawn (not considering your requisition, only access level).
19. Your current / maximum access level in this category.
20. The # of ships you want. Ships will automatically be spawned up to this number as long as you have enough requisition and access level (once per few seconds).