Mechanics overview
DA-Eco is not a “small tweak” mod. It’s a systemic rewrite of vanilla’s station-creation pipeline plus a ~700-patch rebalance of every production ware. Understanding why each subsystem exists is easier once you know DeadAirRT’s design philosophy.
Three core principles
Section titled “Three core principles”1. Fewer / larger / more interconnected stations
Section titled “1. Fewer / larger / more interconnected stations”Vanilla: places many small stations, each with 1 production module per type. When one goes down, the whole chain stalls.
DA-Eco: raises production=1→5 limits everywhere (libraries/parameters.xml) so a single station can host 5 identical Hull Parts modules. Fewer, denser, more resilient hubs.
Result: simulation runs on fewer bigger targets. CPU-friendlier, more visually impressive, less “12 half-working outposts” and more “one proper regional factory”.
2. Symmetrical breathing of production chains
Section titled “2. Symmetrical breathing of production chains”Every vanilla production ware gets normalized:
cycle=600(10-minute production tick standardized across the board).workforce boosttoproduct=0.5, cycle=0.5(50% more output + 50% faster cycle when fully staffed).- Every product gets a
secondaryresourceslot withproduct=0.1, cycle=0.25.
That last one is the hook: any station can be ×2 boosted by supplying it with the right secondary resource. And the secondary resources are DA’s three custom wares → DA wares become the economy’s meta-currency.
3. Cargo-volume shortage matters more than production shortage
Section titled “3. Cargo-volume shortage matters more than production shortage”DeadAirRT observed a vanilla failure mode: stations sit with empty cargo silos while production stalls waiting for inputs. The silos are empty because storage capacity is undersized for the actual production/consumption volume.
DA fixes this by automatically resizing storage at station creation to match projected 12-hour production+consumption volume. See Storage sizing.
Architecture map
Section titled “Architecture map”Where the code lives and what fires when:
At gamestart
Section titled “At gamestart”md/mlog_da_eco_init.xml— banner log line + DA-wares registration probe (checksware.da_adv_schematics/da_mil_schematics/da_laborunion_contractsexist). Warns if not.md/setup_mod_daeco_v2.xml— setsmd.$DAEco=true(companion flag for DA-Scripts to detect DA-Eco is loaded);AdjustDiscountMapoverridesPlayerRelationDiscounts.$DiscountMapto 1%/10%/100% at rep ≥5/10/15 (vanilla is milder — DA makes tier-3 rep radical);ApplyNewChangesenables Xenon in DA-Ship-Manager.
On every new station creation
Section titled “On every new station creation”md/finalisestations.xml(728 lines — the heart of the mod). PatchesGod_DefaultFinaliseFactoryandNewStation_GenerateFactory. Fires 5 subsystems in sequence:DAIncreaseStartingStorage— see Storage sizingDAImproveStationLayouts— see Station improvements → Racial connectorsDAImproveHabitation— see Station improvements → HabitationDAImproveSMDocks— see Station improvements → Docks- Defence rebalance — see Station improvements → Defence
Post-hoc for non-factory stations
Section titled “Post-hoc for non-factory stations”mlog_DAEco_BoostNonFactoryStorage(finalisestations.xml:563-727). Critical addition —God_DefaultFinaliseFactoryonly fires for factory stations. Shipyards / wharves / equipdocks / trade stations bypass DA’s original logic. This cue listens forevent_god_created_station isgamestartgodentry=trueand applies the same storage-floor table viaadd_build_to_expand_station.
On faction economy tick
Section titled “On faction economy tick”md/factionlogic_economy.xml— patches vanillaRequest_FactoryandRequest_Production_Module:OverflowWareThreshold 7200→14400— factions tolerate ware overflow twice as long before reacting.Request_Factory ProductionLimit 1→5— signature “bigger factories” patch.safepos radius 3km→21km— stations get elbow room around each other.Request_Production_Module WantedProductions +1-2— expansion adds 1-2 modules per tick instead of 1.- Hatikvah gets
CheckProductionCompatibility=trueflag.
Continuous background
Section titled “Continuous background”md/factionlogic.xml— wraps vanillaShip_Construction_ManagerinDAEco_SCM_Handler.IntervalCheckerruns every 70-90s, dispatches to:- Xenon Job Helper for Xenon (custom SCM because Xenon lacks shiptrader control post).
- Vanilla Job Helper for everyone else.
Library patches (silent, apply at load)
Section titled “Library patches (silent, apply at load)”libraries/wares.xml(2084 lines) — ~700 vanilla ware replace-patches + 3 new DA wares. See DA wares.libraries/modules.xml— module production limits + workforce chances + 6 new DA-ware modules.libraries/god.xml(1395 lines — the biggest patch file). See Library changes → god.xml.libraries/jobs.xml— trader/miner job adjustments, +3 Xenon jobs, +2 Antigone water traders.libraries/parameters.xml— workforce growth ×10, production limits, threat scoring.- Plus baskets / modulegroups / constructionplans / loadoutrules / defaults / mapdefaults.
Xenon exception rule
Section titled “Xenon exception rule”DA acknowledges Xenon are fundamentally different (no workforce, no DA-wares consumption, no habitation) and skips them in most subsystems:
DAIncreaseStartingStorage— skipped (Xenon staged construction).DAImproveStationLayouts— skipped (nostruct_xen_*racial connectors exist).- Defence rebalance — skipped.
constructionbias=10.0(horizontal growth pref) — skipped for Xenon.
Instead Xenon get their own systems: custom Ship Construction Manager + 3 dedicated jobs. See Xenon specifics.
Circular economic dependency (design intent)
Section titled “Circular economic dependency (design intent)”The DA-wares mechanic + the workforce boost pattern create a circular economy:
- Vanilla ware production is boosted by consuming a DA-schematic secondary.
- DA-schematic production requires vanilla wares (claytronics / computronic substrate / silicon carbide).
- DA-schematic production has the highest workforce impact of any recipe → requires habitation.
- Habitation requires food and medical → back to vanilla production chains.
Result: every part of the economy needs every other part. Player can’t just build “one super-station” and ignore the rest of the galaxy — DA-wares production drags in everything else.
vs vanilla’s laisser-faire (many small independent producers), DA is closed-loop and stateful.
Related pages
Section titled “Related pages”- DA custom wares — the three schematic/contract wares in detail
- Storage sizing — how the DYN formula computes per-station storage
- Station improvements — connectors, habitation, docks, defence
- Xenon specifics — why Xenon runs on separate rules
- Library changes — file-by-file patch summary