DA God
DA’s replacement for the vanilla God engine (the AI system that decides when and where factions build new stations / add modules). DA takes over the module-request pipeline, adds per-faction module quotas, and lets the player configure aggression, sector-permission scope, and station-size ceiling.
In-game view
Section titled “In-game view”
Layout:
- Top section (
DA God Options) — 9 configurable fields covering master toggle, build interval, sector permissions, upgrades, station-size ceiling, and 2 debug channels. - Middle section (
DA God Shortcut) — one-time bootstrap button (displaysAlready Activated All Factionsafter use). - Bottom section (
DA God Menus) — 1 sub-menu: God Quotas.
DA God Options
Section titled “DA God Options”Master + interval
Section titled “Master + interval”| Setting | Default | Effect |
|---|---|---|
| Enable DA God | Enabled | Master toggle for the whole subsystem. $DAGodEnable in source. When off, DA relinquishes station-build control and vanilla God takes over. |
| Station Build Interval Multiplier | 1 | Multiplier on how often DA re-evaluates station-creation demand. Slider range 1..max(5, 2×current). Lower = more aggressive faction expansion. Higher = calmer, less CPU. $DAGodStationRequestInterval. |
Sector-permission scope
Section titled “Sector-permission scope”| Setting | Default | Effect |
|---|---|---|
| Allow Build in Friendly Owned Sector | Enabled | Allows factions to build in each other’s friendly sectors (subject to relations). Off = factions only build in sectors they own themselves. $DAGodAllowBuildInFriendly. |
| Allow Build in Player Owned Sector | Enabled (only editable when Allow Build in Friendly is on) | Allows factions to build inside sectors the player owns (subject to the player’s relation with them). Off = keeps player space clean of AI construction. $DAGodAllowBuildInPlayer. |
Behavior
Section titled “Behavior”| Setting | Default | Effect |
|---|---|---|
| Attempt Recovery | Enabled | Retry failed builds after a delay. Off = one-shot per plan; failed builds stay failed. $DAGodAttemptRecovery. |
| Enable Ship Building Station Upgrades | Enabled | Allow factions to expand existing shipyards/wharfs by adding modules (not just constructing new ones). Off = existing yards stay at initial size. $DAGodStationUpgradeEnable. |
| Station Max Module Setting | 40 (slider 10-40) | Max module count a single station may grow to. Higher = megastations. Above 30 triggers a warning ({33232474,2343}) if DA Eco is installed — huge stations degrade Eco processing time. $DAGodMaxModuleSetting. |
| Setting | Default | Effect |
|---|---|---|
| Enable God Debug | Disabled | Verbose [GOD] log lines with per-station decision reasoning. $DAGodDetailedDebug. |
| Enable God Extra Debug | Disabled | Very verbose — every station-request evaluation logged including staging state. Huge spam, diagnostic only. $DAGodXtremelyDetailedDebug. |
DA God Shortcut
Section titled “DA God Shortcut”A one-time bootstrap button (see md/deadairdynamicuniversemenus.xml:6254-6300) that walks the entire $DAGodFactionModuleQuotas table and triggers the “expand every faction’s stations up to their quota” pipeline in one shot.
- If any faction still has non-triggered quotas, the button shows “Trigger Ready Factions (N)” in green (N = count of pending factions).
- Once every faction with quotas has been activated, the button becomes static text “Already Activated All Factions” — as seen in the observed screenshot.
Effect: kicks off a batch of Expand_Station_Order operations, one per faction/ware pair with pending modules. Each affected station in the galaxy may add up to its ware’s Additional Modules to Build count.
When to press: at gamestart, once, after you’ve reviewed God Quotas and are satisfied with the numbers. In the observed save it has been pressed already (button is now static text).
DA God Menus
Section titled “DA God Menus”- God Quotas — per-faction, per-ware “Additional Modules to Build” targets. Displays what the bootstrap button will actually request.
Preset scope
Section titled “Preset scope”7 of the 9 options are in Configuration Presets scope: Enable DA God, Station Build Interval Multiplier, both Allow-Build toggles, Attempt Recovery, Ship Building Station Upgrades, both debug flags. The Station Max Module Setting slider and the Shortcut button are not in preset scope.
Known issue on X4 9.0 — staged construction
Section titled “Known issue on X4 9.0 — staged construction”X4 9.0 changed vanilla so that ~100% of stations report hasstagedconstruction = true from the moment they’re created (staged construction is now the vanilla default flow, not an opt-in). DA’s God pipeline has two branches:
- Non-staged path (
md/deadairdynamicuniverse.xml:11116) — adds modules directly. Rarely hit in 9.0 because almost no stations qualify. - Staged-with-future-stage path (line 11131) — adds modules to the next staged build phase. Also often skipped because stations frequently don’t have a
hasfutureconstructionstage.
The result is that DA God’s module-addition pipeline is largely a no-op on 9.0 — factions build the initial stations but rarely get expansion. Fix requires migrating to <add_build_to_expand_station> for the staged path (estimated 6-10 hours of work; not yet done in v3.0-beta1-mlog065).
Practical impact: the Station Max Module Setting slider still applies to any station that does grow, but organic AI-driven expansion beyond the initial build is uncommon. Presses of the Shortcut button will queue the requests but they may not all resolve into actual module adds.
Gameplay effect at recommended defaults
Section titled “Gameplay effect at recommended defaults”- Vanilla comparison: vanilla God expands stations at a modest rate; DA God (when working) accelerates this significantly.
- Sector density: with Allow Build in Friendly on, factions cross-populate each other’s territory — expect Argon stations in Antigone space and vice versa.
- CPU cost: Higher
Station Max Module Setting(40) with an active God pipeline produces impressive-looking mega-stations but costs CPU per tick. Consider 30 for calmer performance. - Player-space isolation: turn off Allow Build in Player Owned Sector if you don’t want AI factories cluttering your homebase sector.