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Diplomacy Intro arc

The Diplomacy Intro arc (story_diplomacy_intro.xml, 9693 lines) is the base game’s introduction to the Diplomacy / Embassy system. The arc introduces the Hatikvah (HAT) faction as the diplomatic intermediary and walks the player through 11 parts (Pt1-Pt11) covering first contact, gift station presentation, police scan handling, and Dal Busta desk management.

  • Script: story_diplomacy_intro.xml
  • DLC: Base game (no DLC required, though Kingdom End expands it)
  • Text page: 30202 — “Diplomatic mentor mission page”
  • Parts: 11 (Pt1-Pt11)

The arc fires automatically from game start hooks (e.g., Wayward Scion’s gs_intro.xml signals md.Story_Diplomacy_Intro.Pt_1_Call_Initial_Delay).

Preferable Hatikvah sectors (the script appends multiple):

VariableMacroVanilla name
$PreferableHatikvahSectorscluster_29_sector001Hatikvah’s Choice I
$PreferableHatikvahSectorscluster_08_sector001Silent Witness I
$PreferableHatikvahSectorscluster_29_sector002Hatikvah’s Choice II

These are the Hatikvah-friendly territories where the HAT_Station is typically placed.

The script also dynamically searches for offer sectors within maxdistance="2" of $Hat_Station.

CharacterRole
HAT AnnouncerInitial HAT broadcast (referenced from gs_intro)
ReenHAT faction representative (mentioned across other arcs)
KatNPC conversation partner
ClineNPC conversation partner
Dal BustaCross-arc desk management
CuePurpose
PATCH_AddStoryMentorsSave migration — add story mentors to existing saves
InitialiseStandard initialization
Conv_Started_KatConversation event handler for Kat
Conv_Started_ClineConversation event handler for Cline
Patch_UserdataSave migration

The arc divides into 11 sequential parts:

Pt1 — Initial Call + Player at HAT Station

Section titled “Pt1 — Initial Call + Player at HAT Station”
CuePurpose
Pt_1_Call_Initial_DelayInitial delay before HAT call
Pt_1_Call_TriggerTrigger the HAT call
Pt_1_Call_Trigger_CancelDelayCancel delay (early trigger path)
Pt_1_Offer_Call_LinesOffer call dialogue lines
Pt_1_Offer_Call_Lines_CleanupCleanup after offer lines
Pt_1_Offer_Call_TriggerTrigger the offer call
Pt_1_Unlock_Invite_CallUnlock invite call mechanism
Pt1_Player_Left_HAT_Station (1s polling)Track if player leaves HAT Station

Player encounters:

  • HAT broadcast (audible comm)
  • HAT Announcer voice-over
  • HAT Station location revealed
  • Player travels to HAT Station
  • Reen welcomes player
  • Story state advances

Each part advances player’s understanding of Diplomacy / Embassy mechanics:

  • Pt2: First contact + relation establishment
  • Pt3: Negotiate / cultural exchange
  • Pt4: Gift presentation
  • Pt5-Pt8: Various diplomatic challenges
  • Pt9-Pt10: Climax + resolution

(Specific per-part cues exist but aren’t fully cataloged here — the arc is 10K lines.)

CuePurpose
Pt_11_Skip_TriggerPlayer can skip remaining content

This is the arc closure — once Pt11 fires, the arc concludes.

Mission entry: “HAT Broadcast → First Contact”

Section titled “Mission entry: “HAT Broadcast → First Contact””
  • Cue chain: Pt_1_Call_Initial_DelayPt_1_Call_TriggerPt_1_Offer_Call_Trigger
  • In-game name: HAT broadcasts to player
  • Path/Chapter: Pt1
  • Find in game: After initial delay (set by game start)
  • What player encounters:
    • HAT broadcast comm — “We have a proposition for you…”
    • Player must travel to HAT_Station
    • Reen as initial contact
  • Where: HAT_Station (one of $PreferableHatikvahSectors)
  • NPCs involved: HAT Announcer (broadcast), Reen (in-person)
  • Reward: Diplomacy system unlocked
  • Chains to: Subsequent Pt2 onwards
  • Code reference: story_diplomacy_intro.xml Pt_1_Call_*
  • Cue: Conv_Started_Kat (+ Conv_Started_Cline)
  • In-game name: Conversations with Kat / Cline
  • Find in game: Player approaches Kat or Cline at HAT Station
  • What player encounters:
    • Conversation triggered by event_conversation_started
    • Dialogue with Kat OR Cline (likely Hatikvah faction members)
  • NPCs involved: Kat, Cline
  • Chains to: Various part progressions
  • Cue: Event_Police_ScanEvent_Police_Scan_Check_Player
  • In-game name: Police scan during diplomatic mission
  • What player encounters:
    • Police attempt to scan player
    • Check player state (illegal cargo / cover / etc.)
    • Diplomatic implications based on outcome
  • Mod risk: Mods disabling police behavior break this event handler
  • Cue: Create_Gift_Station
  • In-game name: Setup a gift station for diplomatic gift
  • What player encounters:
    • Script creates a temporary “gift station” object
    • Player must interact with it (deliver or receive gift)
  • Mod risk: Custom faction mods that change gift station mechanics

Mission entry: “Dal Busta desk management”

Section titled “Mission entry: “Dal Busta desk management””
  • Cue chain: Dal_RemoveDeskDal_DeskCleanDal_DeskBusy
  • In-game name: Dal Busta’s desk state
  • What player encounters:
    • At specific points, Dal Busta’s desk is “busy”, “clean”, or removed
    • Diplomatic story relies on Dal being present / available

Mod conflict risks (Diplomacy Intro-specific)

Section titled “Mod conflict risks (Diplomacy Intro-specific)”
  • Mods that disable HAT broadcast / Reen / Kat / Cline break arc
  • Mods that change cluster_29 / cluster_08 ownership affect HAT_Station placement
  • Mods that override game start hooks break Pt_1_Call_Initial_Delay trigger
  • Mods that disable Dal Busta break desk-management mechanics
  • Mods that disable police-scan event break Pt-progression that relies on police scan handler
  • Mods adding bulk NPCs at HAT_Station can collide with Kat/Cline/Reen spawning
  • Custom game starts that skip initial delay must signal correct cue (md.Story_Diplomacy_Intro.Pt_1_Call_Initial_Delay)
ConcernCue
Game-start hookPt_1_Call_Initial_Delay (referenced from gs_intro.xml)
Kat conversationConv_Started_Kat
Cline conversationConv_Started_Cline
HAT Station trackingPt1_Player_Left_HAT_Station (1s polling)
Police scanEvent_Police_Scan + _Check_Player
Gift stationCreate_Gift_Station
Dal Busta deskDal_RemoveDesk / Dal_DeskClean / Dal_DeskBusy
Pt1 offer linesPt_1_Offer_Call_Lines + cleanup
Pt11 skipPt_11_Skip_Trigger
Story mentors patchPATCH_AddStoryMentors
Save migrationPatch_Userdata

The Diplomacy Intro is the player’s first encounter with X4’s embassy/diplomacy system. 11 parts spread across 10K lines guide the player through the mechanic. Your mod’s interference with HAT, Reen, Kat, Cline, police scans, or Dal Busta breaks the entire chain.