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Welfare research (Welfare 1)

The Welfare 1 research arc (story_research_welfare_1.xml, 2112 lines) is the base game HQ research line for unlocking the original Welfare module. The arc spans a research announcement, meeting NPC Drek, completing a race time trial, and concluding with module unlock.

  • Script: story_research_welfare_1.xml
  • DLC: Base game (no DLC required)
  • MDScript version: 4
VariableMacroVanilla name
$Anomaly_1_Seccluster_04_sector001Nopileos’ Fortune (anomaly 1 location)
$Anomaly_2_Seccluster_08_sector001Silent Witness (anomaly 2 location)
$CutsceneSectorcluster_50_sector001(cutscene-specific sector)

The arc references HQ-adjacent sectors dynamically (find_sector_in_range mindistance="1" maxdistance="3" from HQ for placement).

CharacterRole
DrekRace-organizer NPC, drives the time trial mission
CuePurpose
Find_Mission_Stations (10s polling)Periodically check for valid mission stations
Research_Announcement (10s polling)Announce research availability
Research_Announcement_Dialog (refs LIB_Dialog.Speak_Actor)Spoken research announcement
Research_Entry_Selected (instanced)Player selects research at HQ
ResearchStarted_SpeakEnd (instanced)Speak-end after research starts

Mission entry: “Research Announcement + Selection”

Section titled “Mission entry: “Research Announcement + Selection””
  • Cue chain: Check_Research_UnlockedResearch_AnnouncementResearch_Entry_Selected
  • In-game name: Welfare research available at HQ
  • Find in game: HQ research menu, after triggers fire
  • Prerequisites: HQ available + research-system active
  • What player encounters:
    • 10-second polling for research announcement availability
    • Announcement dialog plays via LIB_Dialog.Speak_Actor
    • Player selects research → research begins
    • Speak-end event after start
  • Reward: Research entry started; mission unlocks
  • Chains to: Start_Mission

Mission entry: “Start Mission + Supervisor”

Section titled “Mission entry: “Start Mission + Supervisor””
  • Cue: Start_Mission (instanced) → Supervisor_Conv_Handler (instanced)
  • In-game name: First mission with supervisor
  • What player encounters:
    • Mission starts
    • Player meets / talks to a Supervisor NPC
  • Chains to: Drek introduction

Mission entry: “Meet Drek + Race Ship Acquisition”

Section titled “Mission entry: “Meet Drek + Race Ship Acquisition””
  • Cue chain: Drek_Conv_1_Start (instanced) → Drek_Conv_1_NextGet_Race_Ship
  • In-game name: Meet Drek; acquire a race ship
  • Find in game: Talk to Drek
  • What player encounters:
    • Conversation with Drek begins (triggered by event_conversation_started actor="$Drek")
    • Drek explains the welfare arc + time trial requirement
    • Player must acquire a race ship
  • NPCs involved: Drek
  • Chains to: Get_Race_Ship_Conv_StartGet_Race_Ship_RML → time trial
  • Cue chain: Get_Race_Ship_Conv_StartGet_Race_Ship_RML (mission library) → Get_Race_Ship_Additional_ChecksGet_Race_Ship_End_DialogueCheck_Race_Ship_Status
  • In-game name: Acquire a race ship
  • What player encounters:
    • Race ship acquisition mission (library-managed via RML)
    • Additional checks ensure ship is valid race ship
    • End-dialogue triggers on completion
    • Status check polls for current state
  • Reward: Race ship in fleet
  • Chains to: Time Trial mission

  • Cue chain: Time_Trial_Intro_Dialogue (refs LIB_Dialog.Speak_Actor with $Drek actor) → Time_Trial_RMLTime_Trial_RML_Signal
  • In-game name: Race time trial
  • Path/Chapter: Welfare 1 (climax)
  • Find in game: After race ship acquired
  • What player encounters:
    • Drek narrates intro dialogue (via cutscene)
    • Time trial mission begins (RML-managed)
    • Player races through a course against the clock
    • Signal fires when trial completes (success or failure)
  • Where: Race course (likely involving Anomaly sectors)
  • NPCs involved: Drek (commentator)
  • Reward: Time trial completion advances arc
  • Chains to: Welfare module unlocked

The arc dynamically interacts with player-owned stations:

  • $SelectedPlayerStation is referenced for nearby-sector finding
  • $ForceCasino flag adjusts distance bounds (10 sectors if casino, 3 otherwise)

This suggests the arc has a casino sub-mechanic linked to player station infrastructure.

The arc uses standard Check_Research_Unlocked onfail="cancel" pattern — researches can be pre-unlocked via custom game start.

A completed Welfare 1 arc yields:

  • Welfare module unlocked — habitation feature for player stations
  • Drek as recognized contact
  • Time trial completion record
  • Prerequisite for Pirate-DLC Welfare 2 (Gambling Hall) research
  • Mods that disable Drek NPC break arc
  • Mods that change race ship mechanics break Get_Race_Ship_RML
  • Mods that change Anomaly sectors (cluster_04, cluster_08) affect arc context
  • Mods that disable HQ research break entire arc
  • Race-rebalance mods affect time trial difficulty
  • Mods affecting player station mechanics affect $SelectedPlayerStation logic
ConcernCue
Research unlock checkCheck_Research_Unlocked
Announcement pollingResearch_Announcement (10s)
Mission stations pollingFind_Mission_Stations (10s)
Drek introDrek_Conv_1_Start (instanced)
Race ship acquisitionGet_Race_Ship_RML
Time trialTime_Trial_RML + Time_Trial_RML_Signal
Drek intro cutsceneTime_Trial_Intro_Dialogue (refs LIB_Dialog.Speak_Actor)
Supervisor handlerSupervisor_Conv_Handler (instanced)
Casino flag$ForceCasino

The Welfare 1 arc is the base-game predecessor to the Pirate-DLC Welfare 2 chain. Together they unlock the full Welfare module → Gambling Hall progression. Your mod’s interference with HQ research, race mechanics, or Drek NPC breaks the cumulative welfare progression.