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Faction subscriptions catalog

The Pirate DLC (x4ep1) introduced faction subscriptions — repeating mission feeds the player joins via a contact NPC. Vanilla ships 4 subscription scripts with content for specific faction pairs. This catalog lists who’s covered and where mod conflicts arise.

For the technical mission lifecycle see Game API → Subscription missions. This page is the content catalog.

SubscriptionScriptFaction contextTier system
Warx4ep1_war_subscriptions.xml (17K lines)5 war pairs (see below)Yes (5 tiers per war)
Tradex4ep1_trade_subscriptions.xml (6.5K lines)Antigone Guild + Teladi GuildYes
Piratex4ep1_pirates_subscriptions.xml (3.8K lines)Scaleplate PiratesYes
Mentorx4ep1_mentor_subscription.xml (3K lines)Personal mentor (RM_SETA)Single tier

Vanilla covers 5 distinct war fronts. The player can subscribe to each independently.

War pairThemeContact NPC location
ARG_VS_XENONArgon vs Xenon (main Xenon war)Argon military rep
ARG_VS_HOLArgon vs Holy OrderArgon political rep
PAR_VS_HOLGodrealm Paranid vs Holy OrderParanid (godrealm) military rep
HOL_VS_ARGHoly Order vs Argon (mirror)Holy Order officer
HOL_VS_PARHoly Order vs GodrealmHoly Order officer

Each war is a state machine tracked per-player-save:

  • Subscribed: yes/no
  • Tier: 0-5
  • Mission count: integer
  • Cooldown timer: per-war

The threat report system (between-mission newsfeed) delivers status updates to the player even when no mission is active.

Generic war mission types per war flow:

  • Kill X ships of enemy faction
  • Destroy enemy station modules
  • Defend ally station from incoming attack
  • Escort ally fleet through contested space
  • Sabotage enemy supply lines
  • Hack enemy data panel

Higher tier unlocks larger/more dangerous targets + bigger rewards.

  • Don’t make the warring factions allied at game startSet_Subscription_Status checks faction.X.relationto.{faction.Y} to gate war activation; allied factions → subscription unavailable
  • Don’t despawn faction war contact NPCs without re-establishing them
  • Custom factions can’t slot into vanilla wars without diff-ing DefineNonSubscriptionWars and adding contact-NPC infrastructure
  • Faction-deactivated path triggers cleanup — if your mod permanently destroys e.g. faction.holyorder, ARG_VS_HOL / PAR_VS_HOL / HOL_VS_PAR / HOL_VS_ARG all cleanup-self
  • Pirate DLC required

GuildThemeActivities
ANTIGONE_GUILDAntigone Republic trade guildTrade route protection, supply delivery, ware barter, ferrying
TELADI_GUILDTeladi trade guildProfit-themed missions, smuggling-adjacent, mineral trade

Each guild has tier progression. Higher tiers unlock:

  • Larger trade-cargo missions
  • Rare ware deliveries
  • Premium-route protection assignments
  • Access to specific cargo unlocks (e.g. luxury wares)
  • Deliver wares to X by Y (time-pressure)
  • Barter wares between stations (multi-leg)
  • Protect convoy through hostile space
  • Buy supply for faction at cost-plus (margin-based)

Mod conflict risks — trade subscriptions

Section titled “Mod conflict risks — trade subscriptions”
  • Don’t make Antigone or Teladi hostile at start — guild access requires non-hostile
  • Don’t replace luxury ware macros (majadust, majasnails, etc.) without trade subscription registration
  • Economy mods that change ware values reshape trade reward math — vanilla calibrates ware values for sensible rewards; rebalances break that

Pirate subscriptions — Scaleplate Pirates

Section titled “Pirate subscriptions — Scaleplate Pirates”

SCALEPLATE_PIRATES is the only Pirate guild script. Theme: raiding, smuggling, illegal cargo runs.

  • Raid trade routes (kill Argon/Teladi traders)
  • Steal cargo from specific ships
  • Sabotage anti-pirate operations
  • Run contraband to specific stations
  • Capture ship for ransom

Mod conflict risks — pirate subscriptions

Section titled “Mod conflict risks — pirate subscriptions”
  • Don’t make Scaleplate Pirates docile at start
  • Don’t disrupt the smuggler economy — pirate missions need viable smuggling targets
  • Custom pirate factions can’t reuse Scaleplate subscription infrastructure without diff’ing the cue tree
  • Pirate DLC required

The Mentor subscription is the simplest — single-flow, personalized progression coaching. The contact NPC offers incremental skill-up missions tailored to player current capabilities.

  • Personal-progression missions — challenge level scales with player
  • Skill-specific tasks — combat skills, exploration, trade, building
  • Boss missions — culminating challenge

Mod conflict risks — mentor subscription

Section titled “Mod conflict risks — mentor subscription”
  • Mod-induced player power changes confuse calibration — mentor scales difficulty based on player stats; mods that 10× player damage trivialize all mentor missions
  • Single-flow simpler than war — good starting point if you’re writing your own subscription (see Subscription missions → Adding your own)

All four subscription types share the tier-advancement pattern:

Tier 0 (starting): Easy missions, small rewards
Tier 1: Unlocked after 5 successful missions
Tier 2: Unlocked after 10 successful + relation milestone
Tier 3: Unlocked after specific story / scripted milestone
Tier 4: Unlocked after 25 missions + max relation tier
Tier 5: Endgame tier, locked behind significant progression

Tiers reset on unsubscribe.

Two paths:

  1. Use existing script as template — diff x4ep1_mentor_subscription.xml (simplest) and replace the contact + theme
  2. Write standalone — copy the structure but new namespace; faction integration via your own MD scripts

In both cases you need:

  • Contact NPC (spawned + anchored)
  • Tier registry (md.YourMod.$tier.{faction.X})
  • Cooldown timer
  • Mission generator (often piggybacks on vanilla gm_*)
  • Save migration patches

Many subscription cooldowns check relation to target faction. If your mod sets relations:

<!-- Vanilla pattern -->
<conditions>
<event_faction_relation_changed/>
<check_value value="faction.argon.relationto.{faction.player}.uivalue ge 15"/>
</conditions>

…then your mod setting relation to 30 at game start fires this immediately, possibly out-of-order from intended subscription progression.

Subscription rewards route through LIB_Reward_Balancing. Your economy mod’s ware-value changes feed into reward calculation. Test: accept a subscription mission, check the offered reward feels sensible.

ConcernFile
War subscription orchestration (most complex)x4ep1_war_subscriptions.xml ARG_VS_XENON namespace
Trade subscription (Antigone guild)x4ep1_trade_subscriptions.xml ANTIGONE_GUILD
Pirate subscriptionx4ep1_pirates_subscriptions.xml SCALEPLATE_PIRATES
Mentor (simplest template)x4ep1_mentor_subscription.xml RM_SETA
Subscription join hookgm_joinsubscription.xml
Reusable join libraryrml_joinsubscription.xml
Threat report systemx4ep1_war_subscriptions.xml GenerateThreatReports

Vanilla subscriptions are the closest X4 has to repeating “guild quest” content. Your faction mod’s subscription needs to fit into this ecosystem, not parallel it — players expect the same UI + tier semantics.