X4 automation: what Prospect for Commander does

X4: Foundations Guide 8 min read

Prospect for Commander is the assignment, added in patch 9.00, where a ship assigned to a commander — usually a mining station — searches a region for resource areas and drops resource probes on what it finds. It does not extract anything itself. Mine for Commander is the separate, older assignment that actually collects ore or gas and delivers it to the commanding station. Set either from the ship’s order menu: select the ship, Assign to Commander, pick the station or fleet commander, then pick the assignment from the list that appears (the same menu also has Trade for Commander and Salvage for Commander). A pilot with 3 piloting stars can also run Prospect manually, without a commander, from the Explore or Prospect order directly. In practice, run Prospect for Commander first: since 9.00’s resource-distribution overhaul, a region has nothing to mine until a probe or a scout has found it, so a Mine-for-Commander ship assigned to an undiscovered area sits idle exactly like the “my miner does nothing” symptom below.

Short answer for automation timing generally: automate a job only after you have done that job manually and seen it fail at least once. Not at a credit threshold, not at a ship count. The reason is specific to X4: automation here does not remove work, it moves the work behind a menu. If you did not understand the job, you have not saved yourself effort — you have created a ship that does nothing and gives you no error message about it. The automation layers described here are base-game features, as of patch 9.00, the “Empire Update” released 10 June 2026 (page written 2026-08-23).

That failure mode is so common it has its own diagnostic procedure on this site: idle ship triage exists because “my ship just sits there” is the most-reported and least-debuggable state in the game.

The four stages, in order

Each stage has one pass test. Do not skip to a later stage because you can afford it.

StageWhat you are automatingPass test — you are ready when…Symptom of doing it too early
1. Order queuesA single ship repeating a task you definedYou have queued a multi-step loop, watched it break, and diagnosed the break yourselfThe ship stops mid-loop and you reassign it instead of reading why
2. Behaviours / default ordersA ship deciding details within a job you setYou can state, in one sentence, the difference between the order you queued and the behaviour you assignedYou assign a behaviour and a queue that contradict each other, and blame the AI
3. SubordinatesShips assigned under a commander, inheriting its jobYou have two ships doing the same job well and the only remaining work is repeating yourselfSubordinates idle because the commander’s job does not generate work for them
4. Station managerA station buying and selling on your behalfYou own a station whose inputs and outputs you can name from memory, and you have manually set at least one ware’s buy/sell rangeThe manager trades at ranges you never set and you cannot tell whether it is doing well

The progression is not arbitrary. Each stage assumes you can debug the one below it. A station manager placing bad trades looks identical to a station manager placing good trades in a bad market — unless you already know what a good trade looks like, which is stage one knowledge.

The rollback signal

There is one condition that means you automated too far, and it is worth checking every few hours: if you cannot say what any single ship in your property list is currently doing and why, stop adding ships. Not “the fleet is fine” — a specific ship, a specific job.

When you hit that, do not reorganise everything at once. Pick the ships that look idle and work them one at a time. Reassigning the whole fleet is the classic mistake because it destroys the evidence about which specific setting was wrong.

What 9.00 added that changes the timing

Two changelog entries from the Empire Update are relevant to when you automate:

  • Priority Orders. 9.00 introduced a system for issuing orders from the map that immediately override everything else in a ship’s queue, described by Egosoft as eliminating the need to configure order lists for fast-moving situations. Default keys are [CTRL]+Right Click for an immediate priority order, [SHIFT]+Right Click to queue a normal order, and both together to priority-queue one. This makes stage one safer to enter early, because a bad queue is now interruptible rather than something you have to unpick under fire.
  • Prospect behaviour, added alongside the resource distribution overhaul (see the Prospect for Commander answer above). Because 9.00 made resource areas localised and discoverable, and removed resource probes’ effect on mining efficiency, mining automation now has a discovery step in front of it that did not previously exist. Practically: a miner assigned to a region it has not prospected is a very plausible cause of “my miner does nothing”, and that cause did not exist in older guides.

Also worth knowing at stage three and four: 9.00 added an option to hand over fleets and stations to a Mission Briefing for relevant missions, and station plot management inside the Station Build menu. Both reduce the amount of manual bookkeeping that used to be an argument for delaying automation.

Deciding your next automation step

Work down this list and stop at the first one that applies.

  • If you have a ship you re-order manually more than twice an hour, then your next step is stage one on that ship. Nothing else.
  • If two or more ships do the same job and you set them up separately, then your next step is stage three — a commander with subordinates.
  • If your ships are automated but your income is flat, then automation is not your problem and adding more will not help. That is a setup question: traders, miners, or subordinates first has the four competing options laid against four situations.
  • If everything runs and you simply do not know what to do next, then the problem is a missing objective rather than a missing manager — what to do when you’re stuck sorts that into three distinct stalls with different fixes.
  • Else, do stage one on your newest ship and re-check in an hour.

Things this page deliberately does not claim

No credit thresholds, no “automate at N ships”, no crew-skill numbers, no manager commission percentages. Crew skill and manager behaviour interact with ware ranges and station stock in ways Egosoft has not published as a formula, and the 9.00 rebalance touched enough of the surrounding systems that a pre-June-2026 figure would be unsafe to repeat. Where a number is needed, take it from your own save.

One more caveat about scope: everything above is base-game automation. Expansions add content that gives automation more to do, but none of the four stages requires one.

Sources

  • X4: Foundations 9.00 “Empire Update” is Out Now! — Egosoft via Steam, 10 June 2026 (checked 2026-09-13 via the Steam News API). Source for the Priority Order system and its default keys ([CTRL]+Right Click, [SHIFT]+Right Click), the “Added Prospect behaviour” changelog line, the resource distribution overhaul and removal of resource-probe mining-efficiency effects, the fleet/station hand-over option in Mission Briefing, and station plot management in the Station Build menu.
  • X4: Foundations Wiki — Orders, Behaviours and Assignments — Egosoft community wiki, last modified 2025/01/08 (checked 2026-09-13). Lists “Assign to Commander” as the order that creates an assignment, and documents Mine for Commander and the other commander assignments; this page predates 9.00 and does not yet list Prospect for Commander separately.
  • X4: Foundations General Discussions — “Resource Probes/Satellites” — Steam Community, 12 June 2026 (checked 2026-09-13). Confirms Prospect for Commander is the assignment for ships stationed to a commander that search for richer resource areas and deploy probes, separate from Prospect run manually by a 3-star scout. Community source, used only for this behavioural description, not for any figure.
  • X4: Foundations on Steam — base game scope, release date 30 November 2018.