Player Headquarters (HQ)
The Player Headquarters (HQ) is the player’s central station — the anchor for HQ research, terraforming, embassy (Mentor Subscriptions), and most major story arc hooks (Paranid Civil War, HQ Discovery, Welfare research, Yaki arc, etc.).
NOT a special engine class — the HQ is a Station with a specific macro and constructionplan. Modders interact with it via that macro identity.
macro.station_pla_headquarters_base_01_macroConstruction plans (two variants)
Section titled “Construction plans (two variants)”Depending on game start / unlock path:
| Constructionplan | Used by |
|---|---|
x4ep1_playerheadquarters | Default — used in Mentor Subscriptions HQ creation |
x4ep1_playerheadquarters_pioneer_configuration | Pioneer variant — used in HQ Discovery when game start is x4ep1_gamestart_terran2 |
- Player faction:
faction.player(canonical) - Pioneer variant:
faction.pioneers(during HQ Discovery transition; ownership changes to player after arc)
Sector
Section titled “Sector”The HQ’s sector is set per-game-start:
| Game start | HQ sector |
|---|---|
| Wayward Scion / Young Gun / others | Set by Mentor Subscriptions setup |
| Terran Cadet / Pioneer | cluster_114_sector001 (HQ Sector — Brennan’s Triumph area) |
| Custom-gamestart skip | Created via Setup_Remember_Boso_HQ mechanism |
Identification check (canonical)
Section titled “Identification check (canonical)”To identify a station as the player HQ:
<do_if value="$station.macro.ismacro.{macro.station_pla_headquarters_base_01_macro}"> <!-- This is the Player HQ --></do_if>This check appears in many vanilla scripts — see npc_itemtrader.xml, npc_shadyguy.xml.
Story arcs anchored to HQ
Section titled “Story arcs anchored to HQ”The HQ is the physical anchor for:
| Story arc | Connection |
|---|---|
| HQ Discovery | How the player finds and claims the HQ |
| Paranid Civil War | Dal Busta desk at HQ; conversations at HQ |
| Welfare research | Research entry at HQ |
| Diplomacy Intro | Dal Busta HQ desk management |
| Yaki arc | Yaki contacts at HQ |
| Terran Core / Terraforming | Terraforming projects at HQ |
| Pirate Welfare 2 | Research follow-up at HQ |
| Tides of Avarice: Unbihexium / Cypher | Sobert agent + research at HQ |
| Boron Main story | LRS hints + research from HQ |
| Timelines Epilogue | Boso HQ unlock |
Special HQ features
Section titled “Special HQ features”The HQ is a special station with:
- Research system —
ware.research_X.research.unlockedproperties for tracking research progress - Terraforming infrastructure — see Terraforming catalog
- Embassy office room — added by
md.X4Ep1_Mentor_Subscriptions.Manage_EmbassyOffice_Roomwhen Embassy research unlocks - Skipper / Boso Ta meeting point — many vanilla NPCs cross-arc at HQ
- Anchored encyclopedia entry —
encyclopedia="true"flag
HQ pre-creation example (custom gamestart skip)
Section titled “HQ pre-creation example (custom gamestart skip)”From HQ Discovery vanilla code:
<create_station name="$HQ" macro="macro.station_pla_headquarters_base_01_macro" constructionplan="'x4ep1_playerheadquarters_pioneer_configuration'" sector="$HQSector" owner="faction.pioneers" encyclopedia="true"> <safepos x="-207000" y="-1100" z="-31000" /></create_station>Mod conflict risks
Section titled “Mod conflict risks”- ❌ Mods that replace the HQ macro break ALL story arcs that reference it
- ❌ Mods that change the constructionplan affect initial HQ state
- ❌ Mods that disable research / terraforming systems break HQ functionality
- ❌ HQ-replacement mods incompatible with most story content — especially HQ Discovery
- ⚠ HQ-relocation mods may break sector-bound arcs (Boron LRS, Wayward Scion intro)
- ⚠ Custom HQ macros must match
macro.ismacrocheck — many vanilla scripts hardcode the macro
Related
Section titled “Related”- Station — HQ inherits from station
- Container — HQ uses container’s build infrastructure
- Faction —
faction.playertypical owner - HQ Discovery story — main HQ acquisition arc
- Terraforming catalog — HQ-anchored terraforming
- Architectural overview: Faction economy — economic context
The Player HQ is the most modder-impacted single station in vanilla. Its macro identity is checked in ~20 vanilla scripts; changing it breaks them all. If your mod adds custom HQ-style stations, use a different macro and integrate via your own story arcs.