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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_macro

Depending on game start / unlock path:

ConstructionplanUsed by
x4ep1_playerheadquartersDefault — used in Mentor Subscriptions HQ creation
x4ep1_playerheadquarters_pioneer_configurationPioneer 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)

The HQ’s sector is set per-game-start:

Game startHQ sector
Wayward Scion / Young Gun / othersSet by Mentor Subscriptions setup
Terran Cadet / Pioneercluster_114_sector001 (HQ Sector — Brennan’s Triumph area)
Custom-gamestart skipCreated via Setup_Remember_Boso_HQ mechanism

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.

The HQ is the physical anchor for:

Story arcConnection
HQ DiscoveryHow the player finds and claims the HQ
Paranid Civil WarDal Busta desk at HQ; conversations at HQ
Welfare researchResearch entry at HQ
Diplomacy IntroDal Busta HQ desk management
Yaki arcYaki contacts at HQ
Terran Core / TerraformingTerraforming projects at HQ
Pirate Welfare 2Research follow-up at HQ
Tides of Avarice: Unbihexium / CypherSobert agent + research at HQ
Boron Main storyLRS hints + research from HQ
Timelines EpilogueBoso HQ unlock

The HQ is a special station with:

  • Research systemware.research_X.research.unlocked properties for tracking research progress
  • Terraforming infrastructure — see Terraforming catalog
  • Embassy office room — added by md.X4Ep1_Mentor_Subscriptions.Manage_EmbassyOffice_Room when Embassy research unlocks
  • Skipper / Boso Ta meeting point — many vanilla NPCs cross-arc at HQ
  • Anchored encyclopedia entryencyclopedia="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>
  • 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.ismacro check — many vanilla scripts hardcode the macro

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.