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.
Game starts at a glance
Section titled “Game starts at a glance”| Start ID | Script | Display name | DLC | Theme |
|---|---|---|---|---|
| Wayward Scion | gs_intro.xml | Wayward Scion | Pirate (x4ep1) | Story-driven default |
| Young Gun | gs_tutorial.xml | Young Gun | Pirate (x4ep1) | Guided tutorial start |
| Custodian Errand (Boso Ta) | gs_boso.xml | The Custodian’s Errand (Boso Ta) | Pirate (x4ep1) | Skipper-anchored |
| Untested Explorer | gs_discover.xml | The Untested Explorer | Pirate (x4ep1) | Explorer-themed |
| Dedicated Warrior | gs_fight.xml | The Dedicated Warrior | Pirate (x4ep1) | Combat-themed |
| Unworthy Entrepreneur | gs_trade.xml | The Unworthy Entrepreneur | Pirate (x4ep1) | Trade-themed |
| Terraforming Scientist | gs_scientist.xml | (Scientist start) | Pirate (x4ep1) | Late-game start with HQ + research |
| Station Workshop | gs_workshop.xml | Custom 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.
Wayward Scion (gs_intro)
Section titled “Wayward Scion (gs_intro)”The default story start. The “canonical” experience for new players.
What you get
Section titled “What you get”- Pre-uncovered map of 8 sectors:
cluster_29_sector001,cluster_29_sector002(Argon space)cluster_14_sector001(starting sector)cluster_07_sector001,cluster_08_sector001cluster_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
What unlocks
Section titled “What unlocks”- Diplomacy intro story → embassy research → diplomacy mechanics
- Standard relation tiers (default Argon = friendly)
- Standard generic mission availability
Mod conflict risks
Section titled “Mod conflict risks”- ⚠ 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
Young Gun (gs_tutorial)
Section titled “Young Gun (gs_tutorial)”Tutorial-focused start for new players. Heavy guidance.
What you get
Section titled “What you get”- Smaller initial map (3 sectors: cluster_06, cluster_13, cluster_14)
- Heavily-guided early game with tutorial missions
- Starting ship + basic credits
What unlocks
Section titled “What unlocks”- All Tutorial missions become available
- Story arcs start delayed until tutorials complete
Mod conflict risks
Section titled “Mod conflict risks”- ⚠ Tutorial overhauls (mods that change controls/UI) confuse the tutorial scripts
- ⚠ Tutorial scripts assume vanilla key bindings — modded bindings show wrong on-screen prompts
Custodian’s Errand / Boso Ta (gs_boso)
Section titled “Custodian’s Errand / Boso Ta (gs_boso)”Start named “The Custodian’s Errand” — Boso Ta linked. Themed around Grand Exchange.
What you get
Section titled “What you get”- Initial map covers cluster_01 (Grand Exchange) + cluster_02 + cluster_03
- Starting context: Boso Ta-associated NPC
- Possibly HQ-already-unlocked path
Mod conflict risks
Section titled “Mod conflict risks”- ❌ Don’t disable Boso Ta — anchored NPC required
- ⚠ HQ-related mods break this start specifically
Untested Explorer (gs_discover)
Section titled “Untested Explorer (gs_discover)”Explorer-themed start. Smaller starting bubble, exploration encouraged.
What you get
Section titled “What you get”- Pre-uncovered: cluster_01_sector001, cluster_04_sector002, cluster_06, cluster_13
- Starting ship oriented toward exploration (scanner-equipped)
- Reduced starting credits
Mod conflict risks
Section titled “Mod conflict risks”- ⚠ Map-overhaul mods break the discovery loop — discovery missions reference specific gates
- ⚠ Scanner-equipment mods that change scanner mechanics affect early gameplay
Dedicated Warrior (gs_fight)
Section titled “Dedicated Warrior (gs_fight)”Combat-focused start. Starting in Paranid-adjacent space, hostile encounters expected.
What you get
Section titled “What you get”- Pre-uncovered: cluster_09, cluster_10, cluster_11 (Paranid Monument!), cluster_18, cluster_19
- Combat-oriented starting ship
- Possibly anti-Paranid relations
Mod conflict risks
Section titled “Mod conflict risks”- ❌ 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
Unworthy Entrepreneur (gs_trade)
Section titled “Unworthy Entrepreneur (gs_trade)”Trade-focused start. Starting in Teladi territory.
What you get
Section titled “What you get”- Pre-uncovered: cluster_19, cluster_20, cluster_42, cluster_43
- Trade-oriented starting ship (cargo capacity)
- Starting credits higher than other starts
Mod conflict risks
Section titled “Mod conflict risks”- ⚠ Economy mods affect this start most — trade-themed gameplay relies on vanilla ware prices
- ⚠ Teladi-relation mods change the starting environment
Terraforming Scientist (gs_scientist)
Section titled “Terraforming Scientist (gs_scientist)”Late-game start with HQ already unlocked + terraforming research progress.
What you get
Section titled “What you get”- Pre-unlocked HQ
- Starting research progress (welfare module, possibly more)
- Likely starting credits + advanced ship
- All starting research feeds into Terraforming catalog
Mod conflict risks
Section titled “Mod conflict risks”- ❌ 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
Station Workshop (gs_workshop)
Section titled “Station Workshop (gs_workshop)”Sandbox start for station-design experimentation. “Welcome to your office. Here you can plan and design your station layouts.”
What you get
Section titled “What you get”- 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
Mod conflict risks
Section titled “Mod conflict risks”- ⚠ 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
Common start-mod conflicts
Section titled “Common start-mod conflicts”Custom start mods (most common)
Section titled “Custom start mods (most common)”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.
Mid-game start mods
Section titled “Mid-game start mods”Some mods give “skip to mid-game” starts. These need to:
- Set HQ as already-unlocked (matching gs_scientist pattern)
- Set research progress accordingly
- Set faction relations to reflect mid-game state
- Possibly mark some story arcs already-complete
Half-done states confuse subsequent story progression.
Faction-rebalance mods
Section titled “Faction-rebalance mods”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.
Code references
Section titled “Code references”| Concern | File |
|---|---|
| Game start canonical pattern | gs_intro.xml (Wayward Scion) |
| Map uncovering | md.LIB_Generic.UncoverMap_SectorsAndGates (called from every gs_) |
| Story state flags | gamestart.storystate.story_* |
| Start hook to story | gs_intro.xml:30-50 (HAT broadcast trigger) |
| Mid-game state setup | gs_scientist.xml (HQ + research preload) |
Related
Section titled “Related”- Vanilla content index — landscape
- Story arcs catalog — what each start unlocks
- Terraforming catalog — gs_scientist preload
- Tutorial missions (technical) — gs_tutorial integration
- Wiki: DLC handling — all starts are x4ep1 modules
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.