Tarkov's summer: an in-game store, then a seasons system
Every official Tarkov announcement from June to August 2026, dated, and what the review corpus says about the in-game store that arrived mid-way.
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Every official Tarkov announcement from June to August 2026, dated, and what the review corpus says about the in-game store that arrived mid-way.
PASS, RACE or FAIL for 34 rounds against class 3 to 6, plus the cost-per-penetration arithmetic that 1.1.0 changed underneath every older ammo chart.
Patch 1.1.0 replaced task chains with loyalty-level batches, so every chain guide went stale at once. A trader by LL dataset of gates, batches and unlocks.
Work backwards from a hull-parts target to module counts, feeder modules, ore and methane draw, and storage sizing — with the per-hour coefficients precomputed.
All 77 production buildings and 30 unlockable buildings joined into one cost-and-output matrix, ranked by how many other buildings depend on each one's output.
Notoriety, Empire, Seafaring and Wealth normalized into one comparison table, showing identical point costs but different unlock mixes and wiki gaps.
Every Corsair Cove resource scored by how many production tiers sit under it, with total-input counts computed from the wiki's raw ingredient table.
Every producible resource's revenue minus its own input cost, set against its cohesion value, to show which goods pay in coin and which pay in crew morale.
What to bring into your first raids, how much kit to risk, and the five questions to ask after every death — one routine for prep, movement and review.
Insurance is not a refund, it is a chance of return on items nobody took. A matrix of what survives death by slot, and how to price a kit before you queue.
Trading, mining and combat are not ranked in X4 — they fail differently. Compare them on setup cost, attention cost and how badly each one breaks when ignored.
Being stuck in X4's late game usually means one of three things, not a vague plateau. Match your save against real player threads and pick the matching fix.
Logistics setup is not one decision, it is four, and the right order depends on your credits and sector security, not on a universal ranking.
Hauling is a throughput problem, not a staffing habit. Time one walk, enter four numbers, and get the hauler count your route needs before the backlog starts.
Market prices tell you nothing until you convert them into worker-days. Price any good against your own industry and see which side of the trade you belong on.
Slaves cost guards, food and replacements before they produce anything. Price the whole arrangement in worker-equivalents and find your break-even output ratio.
Idle salvage tugs, auxiliary ships eating your stock, miners sitting still. Work the checks in order instead of guessing, and stop when one actually fails.