Paranid Civil War — arc overview
The Paranid Civil War is X4’s largest narrative arc — 20,236 lines of MD code, 30+ individual missions across two branching paths and three chapters each. The player intermediates between the Holy Order of Pontifex (zealot faction) and the Godrealm of the Paranid (orthodox faction).
This page is the arc overview. For per-mission detail see:
- Prologue — finding the arc — how player first encounters the story
- Universal path — Uni_1, Uni_2, Uni_3 missions (mediator route)
- Escalation path — Esc_1, Esc_2, Esc_3 missions (escalator route)
Script reference
Section titled “Script reference”- File:
md/story_paranid.xml - Lines: 20,236
- MDScript name:
Story_Paranid - Text page: 30220 (Paranid Story)
- Universe restriction: Main galaxy only (
xu_ep2_universe_macro)
The two paths
Section titled “The two paths”Prologue (relation ≥ friendly with Paranid OR Holy Order) ↓ Dal Busta calls player ↓ Player accepts arc ↓[PATH CHOICE] ↓ ├──→ Universal path (Uni) │ Chapter 1: Sink — pacify the conflict │ Chapter 2: Duke — court the Duke (Trinity) │ Chapter 3: Mediation — final mediation │ └──→ Escalation path (Esc) Chapter 1: Sink — also Sink BUT escalating Chapter 2: Haven Foundation — build a Haven station Chapter 3: Final Assault — military endgamePath semantics (from code structure):
| Path | Theme | Outcome |
|---|---|---|
| Universal (Uni) | Diplomatic mediator | Player unifies the schism, reconciliation |
| Escalation (Esc) | Military escalator | Player picks a side, military resolution |
The two paths share Chapter 1 conceptually (both deal with “the Sink” event) but diverge in execution. Chapter 2-3 are fully distinct.
Persistent characters
Section titled “Persistent characters”These characters are anchored across the arc — your mod must not despawn or destroy them:
| Character | Role | First appearance |
|---|---|---|
| Dal Busta | Antagonist / story driver | Prerequisites — calls player when relation threshold met |
| Boso Ta | HQ ally, conversation partner | Chapter 1 returns to HQ |
| The Cardinal | Holy Order leader | Cardinal’s Redress sector |
| Duke | Trinity faction leader | Uni Chapter 2 |
| Xat | Combatant / honor guard | Universal Chapter 1 |
| Gride | Antagonist | Escalation chapters |
| Legate | Paranid official | Universal Chapter 1 (target of Uni_1_Assassinate_Legate) |
Stored in md.Plot.Actors.$X for cross-arc reuse — see Story arcs catalog.
Sector locations
Section titled “Sector locations”The arc anchors specific sectors. Your mod must not change ownership / accessibility of:
| Sector macro | Vanilla name | Story role |
|---|---|---|
cluster_35_sector001 | Lasting Vengeance | Derelict discovery (early scene) |
cluster_36_sector001 | Cardinal’s Redress | Cardinal encounter |
cluster_11_sector001 | (Paranid Monument sector) | Paranid Monument — central landmark with 8km no-trespass radius |
cluster_25_sector002 | (Cipher sector) | Cipher investigation |
cluster_22_sector001 | Trinity Sanctum | Trinity homeworld — Uni Chapter 2 hub |
cluster_04_sector001 | Nopileos’ Fortune II | Chapter 2 plot hub |
cluster_04_sector002 | (Nopileos adjacent) | Esc plot sector |
The Paranid Monument (in cluster_11_sector001) is a specific landmark object — macro landmarks_par_monument_01_macro. The story enforces an 8km no-trespass radius via Generic_Guard_Response cues.
Prerequisites — when the arc starts
Section titled “Prerequisites — when the arc starts”The arc triggers when the player reaches friendly relation (UI value 10) with either:
faction.paranid(Godrealm Paranid), ORfaction.holyorder(Holy Order of Pontifex)
<set_value name="$EntryRelation" exact="faction.paranid.relation.friend.min" comment="0.01 (UI value 10) = friendly"/>When that threshold is met, Prerequisites_Trigger_Availability fires → Dal Busta calls the player on the comm.
Path choice mechanic
Section titled “Path choice mechanic”Once Chapter 1 starts (after player accepts Dal Busta’s call), the path divides based on player action choices during Chapter 1 dialogues. The code reflects this via separate Uni_1_* vs Esc_1_* cue trees that initialize from different conversation branches.
The player cannot freely switch paths mid-arc. Path commitment is fixed by Chapter 1 endings.
Chapter beats — at a glance
Section titled “Chapter beats — at a glance”Universal path
Section titled “Universal path”| Chapter | Theme | Key missions |
|---|---|---|
| Uni 1 | The Sink — pacify | Dal Desk → Sink Explanation → Deliver Fleet → Assassinate Legate → Mediation Patrol → Diplomatic Change |
| Uni 2 | Duke / Trinity | Duke Call → Palace Foundation (offer blueprint OR build) |
| Uni 3 | Final mediation | Boso Call → Deliver Inventory → Deliver Resources → Diplomatic Change |
Escalation path
Section titled “Escalation path”| Chapter | Theme | Key missions |
|---|---|---|
| Esc 1 | The Sink — escalate | Dal Desk → Sink Explanation → Disperse Pirates (flagship capture) → Deliver Fleet → Diplomatic Change |
| Esc 2 | Haven Foundation | Boso Call → Briefing → Haven Foundation (claim plot, build station, recruit manager) → Diplomatic Change |
| Esc 3 | Final Assault | Briefing → Deliver Inventory → Deliver Resources → Final Assault (military endgame) → Wrap Up Headquarters |
For mission-by-mission detail navigate to Universal path or Escalation path.
Custom-gamestart skip flags
Section titled “Custom-gamestart skip flags”If your mod adds a custom game start, you can skip parts of the arc via these flags:
| Flag | Effect |
|---|---|
gamestart.storystate.story_paranid_uni_0 | Skip Uni prerequisites + Chapter 1 |
gamestart.storystate.story_paranid_uni_1 | Skip Uni Chapter 2 |
gamestart.storystate.story_paranid_uni_2 | Skip Uni Chapter 3 |
gamestart.storystate.story_paranid_uni_3 | Mark arc as fully completed (Uni path) |
gamestart.storystate.story_paranid_esc_0..3 | Same for Escalation path |
Use these to start players “mid-arc” or skip the arc entirely. See gs_scientist.xml for an example of a story-state-preloaded start.
Save migration patches
Section titled “Save migration patches”The script has multiple <patch sinceversion="N"> blocks for save-load recovery. Key ones:
- sinceversion 9 (5.0 Beta 1) —
Esc_1_Cooldown_Update_Objectivefix - sinceversion 12 (5.0 Beta 6 Hotfix 1) — Multi-mission state recovery
Your mod’s changes to this arc must respect these patch points — see Wiki: Save compatibility.
Common mod-conflict patterns specific to this arc
Section titled “Common mod-conflict patterns specific to this arc”Relation mods
Section titled “Relation mods”- Mods that auto-set
faction.player.relationto.{faction.paranid} = maxat game start trigger the arc immediately - Mods that make Paranid + Holy Order both ≤ enemy permanently block the arc forever
- Recommended: leave initial faction relations at vanilla defaults
Sector-ownership mods
Section titled “Sector-ownership mods”- Mods claiming Cardinal’s Redress (cluster_36) for player at game start break Chapter 1
- Mods spawning hostiles in Paranid Monument zone (cluster_11) collide with the Generic_Guard_Response cue chain
- Mods replacing Nopileos’ Fortune II macro break Chapter 2
NPC-spawning mods
Section titled “NPC-spawning mods”- Mods filling all
tag.actor_paranid_*slots starve Cardinal / Duke / Dal Busta / Boso Ta spawns - Mods adding bulk NPC arcs at HQ collide with
Uni_1_Return_To_HQBoso conversation cues
Custom mission mods
Section titled “Custom mission mods”- Generic missions at Paranid stations during prerequisites phase may delay Dal Busta call by competing for offer slots
- Mission templates assigning Cardinal’s Redress or Trinity Sanctum as target may collide with story expectations
Related
Section titled “Related”- Mission encyclopedia index
- Story arcs catalog — high-level story arcs landscape
- Prologue — how the arc starts
- Universal path — Uni missions detailed
- Escalation path — Esc missions detailed
- Mod-conflict checklist — broader checklist
- Story missions (technical) — how to write your own
The Paranid Civil War is the highest-stakes vanilla arc — touching Trinity, Holy Order, Godrealm, Antigone, and player factions across 7 sectors. Mod compatibility audits should walk through both paths.