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Mission encyclopedia

This is the per-mission encyclopedia — every vanilla mission described individually with how-to-find, prerequisites, objectives, reward, chain links, and mod conflict risks.

For high-level arc overviews see Story arcs catalog. This section is the detailed counterpart.

Base game arcs (fully accessible from vanilla source):

ArcStatusMissions
Paranid civil war✅ Complete30+ missions across 2 paths × 3 chapters
Welfare research (Welfare 1)✅ CompleteHQ research + race time trial
Diplomacy Intro✅ Complete11 parts (Pt1-Pt11), HAT/Reen/Kat/Cline
Embassy + Xenon Equipment✅ CompleteTrigger-glue stubs
Buccaneers + Ventures✅ CompleteAmbient encounter systems

DLC arcs (all DLCs now unpacked + accessible):

ArcStatus
Terran arcs (CoH) — Prelude + HQ Discovery + Core + Covert Ops + Terraforming + Yaki (23 chapters)✅ Complete
Boron arcs (Kingdom End) — Prelude + Main 10ch (Ch0-Ch9 incl. Khaak Assault) + Epilogue✅ Started
Split arc (Split Vendetta) — Caviar Heist + Funeral Break-In✅ Complete
Pirate arcs — Prelude + Criminal + Thefan + Erlking + Welfare 2✅ Complete
Hyperion arc — Cryptid Huntress sightings chase✅ Complete
Tides of Avarice arcs — Unbihexium + Cypher✅ Complete
Timelines arcs — Hub + 20+ scenarios + Boss battles + Research + Epilogue✅ Complete

DLC content lives in packed .cat/.dat files in extensions/ego_dlc_*/. Site author unpacked via custom PowerShell extractor (Extract-X4Cat.ps1); ground-truth sources now available locally.

Every mission entry follows this format:

### Mission name (descriptive)
- Cue: technical cue name in vanilla code
- In-game text: page+id reference (so you can verify exact wording)
- Path/Chapter: where in arc
- Find in game: how player encounters
- Prerequisites: what must happen first
- Briefing summary: what NPC tells player
- Objectives: step-by-step what player does
- Where: sector references (with vanilla names)
- NPCs involved: actor list
- Reward: credits / items / relation / unlocks
- Chains to: next mission(s)
- Mod conflict risks: specific things mods can break here

The in-game text field references vanilla text constants like {30220, 1010} — modders can find the exact wording in vanilla t/0001-L044.xml (page 30220 for Paranid story, etc.).

When your mod adds content that intersects with a specific mission:

  • “My mod makes Argon hostile to Paranid at game start” → which Paranid missions break? See per-mission mod conflict risks
  • “My mod spawns custom NPC at HQ” → which story missions use HQ as anchor? See per-mission NPCs involved
  • “My mod claims Cardinal’s Redress for player” → which mission’s find_sector breaks? See per-mission Where

High-level arc overviews don’t answer these. Per-mission detail does.

How to verify a mission’s exact in-game text

Section titled “How to verify a mission’s exact in-game text”

Vanilla text strings live in packed game files. To extract:

  1. Unpack vanilla with XRCatTool / X4 Customizer
  2. Open t/0001-L044.xml (English)
  3. Search for <page id="30220"> (Paranid story page)
  4. Find <t id="X"> matching the reference in this catalog

For DLC missions, similarly extract DLC text from extensions/ego_dlc_*/t/.


The encyclopedia grows mission by mission. Each entry verified against vanilla source. If you spot inaccuracy, the cue reference always wins — vanilla code is ground truth.