Station improvements
Beyond storage sizing, DA-Eco applies four more subsystems at station creation. All live in md/finalisestations.xml and fire together during God_DefaultFinaliseFactory / NewStation_GenerateFactory.
DAImproveStationLayouts — racial connectors
Section titled “DAImproveStationLayouts — racial connectors”Lines 381-463. For station plans ≥10 modules, inserts racial structural connectors between production blocks. Adds visual variety — vanilla stations of all races end up looking similar because connectors are picked from a shared pool.
Per-race connector selection
Section titled “Per-race connector selection”| Owner race | Base connector | Cross connector | Base weight | Cross weight |
|---|---|---|---|---|
| Argon | struct_arg_base_02 | struct_arg_cross_01 | 50% | 33% |
| Paranid | struct_par_base_02 | struct_par_cross_02 | 50% | 33% |
| Teladi | struct_tel_base_02 | struct_tel_cross_01 | 50% | 100% ← always add cross when connector fires |
| Split | struct_spl_base_03 | struct_spl_cross_01 | 25% | 40% |
| Terran | struct_ter_base_03 | struct_ter_cross_01 | 20% | 33% |
| Boron | struct_bor_base_04 | struct_bor_cross_01 | 20% | 33% |
Xenon are skipped — struct_xen_* connectors don’t exist in the vanilla asset set.
Effect
Section titled “Effect”Argon stations get lots of struct_arg_base_02 cross-braces between production modules. Terran stations get sparser but taller Terran-specific connectors. Teladi’s 100% cross-weight makes their stations distinctively cross-braced.
DAImproveHabitation — largest-first habitation
Section titled “DAImproveHabitation — largest-first habitation”Lines 465-496. Sorts habitation modules by workforce.capacity descending — largest first.
Vanilla behavior
Section titled “Vanilla behavior”Round-robin habitation placement: for each habitation slot in the station plan, cycle through habitation module macros in registration order. Result: many small habitation modules spread across the station.
DA behavior
Section titled “DA behavior”Take the biggest habitation module and place as many as needed to hit workforce target. Result: 1-2 large habitation modules instead of 5-6 small ones.
Why it matters
Section titled “Why it matters”- Fewer separate modules → less pathing overhead for NPCs moving between hab and workstation.
- Compact housing → makes station layouts more legible on the map.
- Aligns with DA-ware production workforce demand — DA-ware modules have the highest workforce impact in the game (see DA wares). Large habitation is a prerequisite.
DAImproveSMDocks — dock coverage
Section titled “DAImproveSMDocks — dock coverage”Lines 497-556. Same DESC-sort principle as habitation but for S/M docks.
Algorithm
Section titled “Algorithm”Sort dock modules by numdocks.{tag.dock_m} and numdocks.{tag.dock_s} descending. For each dock size (M then S), pick the largest module that provides that dock type, add ceil(target / capacity) copies.
Tie handling: if a module provides both M and S docks, both counters decrement together when that module is added.
Effect
Section titled “Effect”Trade stations get 2-3 large dock modules with mixed M+S capacity instead of vanilla’s 5-6 separate small dock modules. Bigger visual footprint, more docks per module.
Pier ceiling
Section titled “Pier ceiling”Related setting: libraries/parameters.xml sets:
CapitalTradeRatio 0.55→0.65— 65% of the trade station’s dock capacity is XL/L pier vs S/M dock (was 55%).- Pier ceiling 12 — no station can have more than 12 pier modules (vanilla was unbounded and could produce absurd 30-pier stations).
Defence module rebalance
Section titled “Defence module rebalance”Lines 53-75. Recomputes defence-module count based on threat score of the strongest opposing faction in the nearby cluster.
Vanilla behavior
Section titled “Vanilla behavior”Fixed defence module count per station type (typically 3-4 defence modules).
DA behavior
Section titled “DA behavior”- Query
$DAhighestscore— the highest threat score among opposing (non-friendly) factions with military presence within N clusters. - Compute defence-module count in the range 5-6 (up from 3-4) based on
Def_StationScore = highest_opposing_threat ±15%. - Xenon-adjacent sectors get more defence modules than Argon-core sectors.
Effect
Section titled “Effect”Frontier stations (Xenon border, contested clusters) get 6 defence modules — visibly bristling with turrets. Deep-territory stations still get 5 (still more than vanilla).
Xenon skipped — Xenon defence works differently (they don’t build defence modules; they just spawn defense fleets).
Where all this fires
Section titled “Where all this fires”All four subsystems + storage sizing fire in the same event chain:
event_god_created_station └─ God_DefaultFinaliseFactory (vanilla) └─ DA patch: run DA subsystems ├─ DAIncreaseStartingStorage (storage-sizing) ├─ DAImproveStationLayouts (racial connectors) ├─ DAImproveHabitation (largest-first) ├─ DAImproveSMDocks (largest-first) └─ Defence rebalance (threat-score based)For non-factory stations (shipyards / wharves / equipdocks / tradestations) that bypass God_DefaultFinaliseFactory, only mlog_DAEco_BoostNonFactoryStorage applies retroactively. Habitation and connector improvements don’t apply because those station types have fixed pre-built templates from vanilla.
Bigger factories — the module quota unlock
Section titled “Bigger factories — the module quota unlock”Not part of finalisestations.xml but conceptually adjacent. In libraries/parameters.xml:
production=1→25(limits) — a station can host 25 identical production modules per type.- In practice capped at 5 by
libraries/modules.xmlmaxlimits.
Plus factionlogic_economy.xml Request_Factory ProductionLimit 1→5 — when a faction requests a new factory, it can immediately plan 5 modules per type instead of 1.
Combined result: a mature Argon Hull Parts factory has 5 Hull Parts production modules on one station (vanilla had 1 per station, so needed 5 stations for the same output).
Related pages
Section titled “Related pages”- Storage sizing — the primary subsystem in the same event chain
- DA wares — DA-ware modules benefit most from the habitation and workforce mechanic
- Xenon specifics — most improvements skip Xenon; Xenon get separate systems