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Game starts catalog

X4 ships 8 game starts (gs_*.xml). Each is a distinct player-experience: starting sector, starting ship, starting wealth, starting story hooks. This catalog covers what each start does and how mods that touch starts can conflict.

Start IDScriptDisplay nameDLCTheme
Wayward Sciongs_intro.xmlWayward ScionPirate (x4ep1)Story-driven default
Young Gungs_tutorial.xmlYoung GunPirate (x4ep1)Guided tutorial start
Custodian Errand (Boso Ta)gs_boso.xmlThe Custodian’s Errand (Boso Ta)Pirate (x4ep1)Skipper-anchored
Untested Explorergs_discover.xmlThe Untested ExplorerPirate (x4ep1)Explorer-themed
Dedicated Warriorgs_fight.xmlThe Dedicated WarriorPirate (x4ep1)Combat-themed
Unworthy Entrepreneurgs_trade.xmlThe Unworthy EntrepreneurPirate (x4ep1)Trade-themed
Terraforming Scientistgs_scientist.xml(Scientist start)Pirate (x4ep1)Late-game start with HQ + research
Station Workshopgs_workshop.xmlCustom Gamestart (Workshop)Pirate (x4ep1)Sandbox / station design

Note: All these scripts depend on x4ep1_gamestart_* modules — they require the Pirate DLC despite some being “vanilla-feel” starts. The actual base-game start (pre-DLC) used a slightly different chain.


The default story start. The “canonical” experience for new players.

  • Pre-uncovered map of 8 sectors:
    • cluster_29_sector001, cluster_29_sector002 (Argon space)
    • cluster_14_sector001 (starting sector)
    • cluster_07_sector001, cluster_08_sector001
    • cluster_34_sector001, cluster_13_sector001, cluster_12_sector001
  • Pre-uncovered shipyards / wharfs / trade stations in the above
  • HAT broadcast triggered 30 seconds in → opens Diplomacy intro arc
  • Diplomacy intro story → embassy research → diplomacy mechanics
  • Standard relation tiers (default Argon = friendly)
  • Standard generic mission availability
  • HAT broadcaster needed — mods that disable HAT spawning break the intro
  • 8 pre-uncovered sectors expected to be Argon-friendly territory — mods that change ownership of these break the “safe start” assumption

Tutorial-focused start for new players. Heavy guidance.

  • Smaller initial map (3 sectors: cluster_06, cluster_13, cluster_14)
  • Heavily-guided early game with tutorial missions
  • Starting ship + basic credits
  • All Tutorial missions become available
  • Story arcs start delayed until tutorials complete
  • Tutorial overhauls (mods that change controls/UI) confuse the tutorial scripts
  • Tutorial scripts assume vanilla key bindings — modded bindings show wrong on-screen prompts

Start named “The Custodian’s Errand” — Boso Ta linked. Themed around Grand Exchange.

  • Initial map covers cluster_01 (Grand Exchange) + cluster_02 + cluster_03
  • Starting context: Boso Ta-associated NPC
  • Possibly HQ-already-unlocked path
  • Don’t disable Boso Ta — anchored NPC required
  • HQ-related mods break this start specifically

Explorer-themed start. Smaller starting bubble, exploration encouraged.

  • Pre-uncovered: cluster_01_sector001, cluster_04_sector002, cluster_06, cluster_13
  • Starting ship oriented toward exploration (scanner-equipped)
  • Reduced starting credits
  • Map-overhaul mods break the discovery loop — discovery missions reference specific gates
  • Scanner-equipment mods that change scanner mechanics affect early gameplay

Combat-focused start. Starting in Paranid-adjacent space, hostile encounters expected.

  • Pre-uncovered: cluster_09, cluster_10, cluster_11 (Paranid Monument!), cluster_18, cluster_19
  • Combat-oriented starting ship
  • Possibly anti-Paranid relations
  • Paranid Monument (cluster_11) referenced — story_paranid.xml uses this; combat start places player there → arc-interaction risk
  • Combat-rebalance mods that nerf player damage make this start frustrating

Trade-focused start. Starting in Teladi territory.

  • Pre-uncovered: cluster_19, cluster_20, cluster_42, cluster_43
  • Trade-oriented starting ship (cargo capacity)
  • Starting credits higher than other starts
  • Economy mods affect this start most — trade-themed gameplay relies on vanilla ware prices
  • Teladi-relation mods change the starting environment

Late-game start with HQ already unlocked + terraforming research progress.

  • Pre-unlocked HQ
  • Starting research progress (welfare module, possibly more)
  • Likely starting credits + advanced ship
  • All starting research feeds into Terraforming catalog
  • Terraforming-rebalance mods break this start severely — pre-progressed state assumes vanilla resource costs
  • HQ-replacement mods incompatible — start expects vanilla HQ macro
  • Research-tree mods cause initial-research state to be malformed

Sandbox start for station-design experimentation. “Welcome to your office. Here you can plan and design your station layouts.”

  • Station design plot pre-allocated
  • “Plan Build” option available immediately on map
  • Likely high starting credits / infinite cargo for design iteration
  • Map covers stage-design relevant areas
  • Station building mods affect this start most — sandbox premise relies on vanilla module catalog
  • Module diff’ing mods change what’s available in build menu

Modders often add new game starts. Vanilla pattern:

<cue name="Start" module="my_mod_gamestart_X">
<conditions>
<event_cue_signalled cue="md.Setup.GameStart"/>
</conditions>
<actions>
<!-- Uncover map -->
<run_actions ref="md.LIB_Generic.UncoverMap_SectorsAndGates">...</run_actions>
<!-- Spawn starting ship -->
<!-- Set starting credits -->
<!-- Hook into specific story arcs OR skip them -->
</actions>
</cue>

Critical: gamestart.storystate.story_paranid_uni_* flags (see Story arcs catalog) control which story arcs activate. Custom starts must set these flags to control story behavior.

Some mods give “skip to mid-game” starts. These need to:

  1. Set HQ as already-unlocked (matching gs_scientist pattern)
  2. Set research progress accordingly
  3. Set faction relations to reflect mid-game state
  4. Possibly mark some story arcs already-complete

Half-done states confuse subsequent story progression.

If your mod changes initial faction relations galaxy-wide, every game start is affected. Test each:

  • Does Wayward Scion still feel “balanced”?
  • Does Dedicated Warrior still have combat targets?
  • Does Trade still have viable routes?

Don’t assume one good test covers all.

ConcernFile
Game start canonical patterngs_intro.xml (Wayward Scion)
Map uncoveringmd.LIB_Generic.UncoverMap_SectorsAndGates (called from every gs_)
Story state flagsgamestart.storystate.story_*
Start hook to storygs_intro.xml:30-50 (HAT broadcast trigger)
Mid-game state setupgs_scientist.xml (HQ + research preload)

Game starts are the player’s first impression. A mod that breaks vanilla starts loses the player in the first 5 minutes — when frustration tolerance is lowest.