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Paranid Civil War — Universal path

The Universal path (Uni) is the mediator route through the Paranid Civil War. The player works to reunify the Holy Order with the Godrealm rather than picking a side. Three chapters, ~12 individual missions.

For the arc overview see Paranid Civil War overview. For the alternate route see Escalation path.

Chapter 1 — The Sink (mediator response)

Section titled “Chapter 1 — The Sink (mediator response)”

Player encounters “the Sink” event and responds with mediation rather than escalation. Chapter 1 covers initial response, fleet delivery to mediator forces, assassination of a Paranid Legate antagonist, and the first diplomatic relation shift.

Mission entry: “Dal Busta at his Desk”

Section titled “Mission entry: “Dal Busta at his Desk””
  • Cue: Uni_1_Dal_Desk
  • In-game name: Background event — no UI mission yet
  • Path/Chapter: Universal Chapter 1
  • Find in game: After player accepted Prologue, Dal Busta starts sitting at his desk waiting
  • Prerequisites:
    • Prerequisites complete (player accepted prologue)
    • Player NOT at HQ context (not player.entity.hascontext.{$HQ})
  • What player encounters:
    • 5-minute waiting timer (checktime="player.age + 5min")
    • 60-second polling interval
    • When timer elapses + condition met, fires Setup_Dal_Desk_Busy
  • Where: Dal Busta’s location (typically a Paranid station — vanilla code anchors his location)
  • NPCs involved: Dal Busta
  • Reward: None — pacing cue
  • Chains to: Setup_Dal_Desk_Busy → next conversation trigger
  • Code reference: story_paranid.xml Uni_1_Dal_Desk
  • Mods that move Dal Busta to HQ invert the condition — arc stalls
  • Mods with high HQ retention rate (player rarely leaves HQ) extend this wait indefinitely

  • Cue: Uni_1_Sink_Explanation
  • In-game name: Conversation with Dal Busta about “The Sink”
  • Path/Chapter: Universal Chapter 1
  • Find in game: Conversation event triggered after Uni_1_Dal_Desk setup completes
  • Prerequisites: Uni_1_Sink_Explanation cue signaled by prior cue chain
  • What player encounters:
    • Dal Busta speaks (text line 30220806: “That’s where we come in.”)
    • Multi-section conversation explaining “The Sink” (the Cipher/sector_25_sector002 anomaly)
    • Player can confirm intent or cancel
  • Player choices:
    • Confirm → progresses to Uni_1_Sink_Explanation_Section_Confirm → fires Uni_1_Deliver_Fleet
    • Cancel → returns to wait state
  • Where: Conversation context (typically remote comm)
  • NPCs involved: Dal Busta
  • Reward:
    • On version 2+ save migration: Paint mod ware paintmod_0112 × 10 ({30004,10001} reward text)
  • Chains to: Uni_1_Deliver_Fleet
  • Code reference: story_paranid.xml Uni_1_Sink_Explanation + section cues
  • Mods that ware-rebalance paintmod_0112 affect the reward
  • Conversation-disabling mods can hang this stage

Mission entry: “Deliver Fleet to Mediator Forces”

Section titled “Mission entry: “Deliver Fleet to Mediator Forces””
  • Cue: Uni_1_Deliver_Fleet_Mission
  • In-game name: Mediator Fleet Delivery
  • Path/Chapter: Universal Chapter 1
  • Find in game: Becomes active mission after Sink Explanation confirmed
  • Prerequisites: Player confirmed Sink Explanation
  • What player encounters:
    • Mission requires delivering a fleet of ships to mediator-aligned location
    • Reference library: md.RML_Deliver_Fleet.DeliverFleet
    • Cost: ~200-250 million credits (vanilla code comment in Uni_1_Deliver_Fleet_Setup)
  • Objectives:
    • Acquire required ships (player must buy/build)
    • Deliver to specified destination
    • Mission check periodically verifies delivery progress
  • Where: Delivery destination — Paranid space (specific location set in setup)
  • NPCs involved: Dal Busta (post-delivery dialogue line 30220985)
  • Reward: Mediator-faction relation boost + arc progression
  • Chains to: Uni_1_Deliver_Fleet_Mission_CompletedUni_1_Assassinate_Legate
  • Code reference: story_paranid.xml Uni_1_Deliver_Fleet_Mission + Uni_1_Deliver_Fleet_Setup
  • Mods that cap player credits below 250M make this mission unaffordable
  • Mods affecting RML_Deliver_Fleet library affect delivery verification
  • Mods that change ship macros for Paranid may break the fleet composition requirements

Mission entry: “Assassinate the Legate”

Section titled “Mission entry: “Assassinate the Legate””
  • Cue: Uni_1_Assassinate_Legate_Mission
  • In-game name: Assassination — Xatenmanckett’s Flagship
  • Path/Chapter: Universal Chapter 1
  • Find in game: Becomes active after fleet delivered
  • Prerequisites: Uni_1_Deliver_Fleet completed
  • What player encounters:
    • Target: Xatenmanckett’s flagship — a Paranid Phoenix-class carrier (ship_par_xl_carrier_02_a_macro)
    • Ship spawned with elite Paranid pilot + crew (paranid_elite_military_crew)
    • Ship is commandeerable=false but capturable=true — player can board, not just hack-takeover
    • Located in $LegateSector (set by Uni_1_Assassinate_Legate_Setup)
    • Mid-mission: Xat attack dialog (text line 30220801)
    • Almost-dead trigger: arrival of Xat fleet support
  • Objectives:
    • Find Xatenmanckett’s flagship
    • Destroy or capture it
  • Where: Specific Paranid sector — $LegateSector (assigned at runtime)
  • NPCs involved:
    • Xatenmanckett (Legate — target NPC)
    • Xat (combatant, arrives in support)
    • Dal Busta (post-kill dialog line 30220810)
  • Reward: Major Holy Order relation boost; story progression to Chapter 2
  • Chains to: Uni_1_Diplomatic_Change → Chapter 1 wrap-up → Chapter 2 Duke Call
  • Code reference: story_paranid.xml Uni_1_Assassinate_Legate (full block including setup, dialog, completion)
  • Mods that re-macro ship_par_xl_carrier_02_a_macro break the flagship spawn
  • Mods that make tag.elitepilot Paranid pilots not exist break pilot selection
  • Mods that disable paranid_elite_military_crew break crew spawning
  • Boarding overhaul mods affect the capture-vs-destroy choice
  • Mods adding extra Paranid elites in the sector may interfere with target identification

Mission entry: “Diplomatic Change — Chapter 1 conclusion”

Section titled “Mission entry: “Diplomatic Change — Chapter 1 conclusion””
  • Cue: Uni_1_Diplomatic_Change
  • In-game name: Diplomatic Reset (not a player-facing mission, but a state change)
  • Path/Chapter: Universal Chapter 1 (conclusion)
  • Find in game: Auto-fires after Assassinate Legate complete
  • Prerequisites: Legate killed/captured + arc state advanced
  • What player encounters:
    • Faction relations shift — Holy Order rep increases significantly
    • Godrealm Paranid rep may decrease modestly
    • UI shows relation-change notifications
  • Where: Auto-applied (no physical location)
  • NPCs involved: None (state change)
  • Reward: Permanent relation shifts
  • Chains to: Uni_1_Mediation_Fleet_Patrol (Chapter 1 epilogue) → Chapter 2
  • Code reference: story_paranid.xml Uni_1_Diplomatic_Change
  • Mods that lock relation values may prevent the shift, hanging chapter advance

Mission entry: “Mediation Fleet Patrol” (Chapter 1 epilogue)

Section titled “Mission entry: “Mediation Fleet Patrol” (Chapter 1 epilogue)”
  • Cue: Uni_1_Mediation_Fleet_Patrol
  • In-game name: Mediation Fleet ongoing patrol
  • Path/Chapter: Universal Chapter 1 (epilogue / bridge to Chapter 2)
  • Find in game: Auto-fires after diplomatic change
  • Prerequisites: Chapter 1 main missions complete
  • What player encounters:
    • Player’s delivered mediation fleet now patrols the contested region
    • Periodic check (Uni_1_Mediation_Fleet_Patrol_Check) ensures fleet maintains assignment
    • Builds toward Chapter 2 prerequisites
  • Where: Mediation region (Paranid contested space)
  • NPCs involved: Player fleet ships
  • Reward: Ongoing rep maintenance
  • Chains to: Chapter 2 trigger (Sinks_Unification_Stage_2.$RunMission becomes true)
  • Code reference: story_paranid.xml Uni_1_Mediation_Fleet_Patrol
  • Mods that disrupt fleet patrolling behavior may cause fleet to abandon area, breaking Chapter 2 trigger
  • Combat-rebalance mods may cause patrol fleet losses, breaking patrol checks

Player meets Duke (Trinity faction leader) and helps establish a Palace stronghold in Trinity space. Two sub-arcs: buy a blueprint OR build the palace yourself.

  • Cue: Uni_2_Duke_Call
  • In-game name: Duke comm call
  • Path/Chapter: Universal Chapter 2 (entry)
  • Find in game: Comm call from Duke after Chapter 1 epilogue completes
  • Prerequisites:
    • Sinks_Unification_Stage_2.$RunMission is true (set by Chapter 1 conclusion)
    • Custom gamestart can override interval: $DukeCallInterval = if $story_paranid_uni_1 then 20s else 5min
  • What player encounters:
    • Duke initiates comm
    • Multi-section conversation establishing Chapter 2 stakes
  • Where: Anywhere (comm call)
  • NPCs involved: Duke
  • Reward: Chapter 2 unlocked
  • Chains to: Uni_2_Palace_Foundation
  • Code reference: story_paranid.xml Uni_2_Duke_Call
  • Mods that despawn Duke block Chapter 2 entirely
  • Custom gamestart mods setting $story_paranid_uni_1 trigger this quickly — verify intended behavior

  • Cue: Uni_2_Palace_Foundation
  • In-game name: Build/Acquire Palace at Pious Mists II
  • Path/Chapter: Universal Chapter 2 (main)
  • Find in game: Active mission after Duke’s Call
  • Prerequisites: Duke’s Call accepted
  • What player encounters:
    • Mission location: Pious Mists II (cluster_22_sector001) — Trinity homeworld sector
    • Plot position created automatically (near ecliptic — y=0m)
    • Two paths for completion:
      1. Offer Blueprint — Duke offers a station blueprint for purchase (sub-cue Uni_2_Palace_Foundation_Offer_Blueprint)
      2. Build Station — Player builds the palace directly (sub-cue Uni_2_Palace_Foundation_Build_Station_Complete)
  • Cost:
    • Build path: ~25 million credits (without blueprints)
    • Buy-then-build: ~525 million credits (with blueprints)
  • Where: cluster_22_sector001 (Pious Mists II / Trinity Sanctum)
  • NPCs involved: Duke (offers blueprint or oversight)
  • Reward: Palace built, Trinity-area presence established, Chapter 3 unlocked
  • Chains to: Chapter 3 (Boso Call)
  • Code reference: story_paranid.xml Uni_2_Palace_Foundation + sub-cues
  • Mods that change cluster_22_sector001 owner or accessibility break Palace Foundation
  • Mods that affect station blueprint economy affect cost
  • Trinity faction destruction mods make Duke’s involvement impossible
  • Mods using Pious Mists II for other content collide with plot reservation

Player completes the reunification arc by delivering inventory + resources for the diplomatic ceremony.

  • Cue: Uni_3_Boso_Call
  • In-game name: Boso Ta comm
  • Path/Chapter: Universal Chapter 3 (entry)
  • Find in game: Comm call from Boso Ta after Chapter 2 complete
  • Prerequisites:
    • Sinks_Unification_Stage_3.$RunMission is true
    • Custom gamestart can override: $BosoCallInterval = if $story_paranid_uni_2 then 25s else 5min
  • What player encounters:
    • Boso Ta calls player from HQ
    • Conversation about final ceremony preparations
  • Where: Anywhere (comm)
  • NPCs involved: Boso Ta
  • Reward: Chapter 3 unlocked
  • Chains to: Uni_3_Deliver_Inventory
  • Code reference: story_paranid.xml Uni_3_Boso_Call
  • Mods that move/despawn Boso Ta block Chapter 3
  • HQ-replacement mods may break Boso Ta context

  • Cue: Uni_3_Deliver_Inventory
  • In-game name: Inventory delivery for ceremony
  • Path/Chapter: Universal Chapter 3 (main mission 1)
  • Find in game: Active after Boso’s Call
  • Prerequisites: Boso Call accepted
  • What player encounters:
    • Player delivers specific inventory items to ceremony location
    • Tracking: Uni_3_Deliver_Inventory_Ref
    • Tracks via Uni_3_Deliver_Inventory_Credits_Conversation
  • Where: Ceremony location (Pious Mists II / Trinity area)
  • NPCs involved: Boso Ta, Duke, recipient NPCs
  • Reward: Credits + arc progression
  • Chains to: Uni_3_Deliver_Resources
  • Code reference: story_paranid.xml Uni_3_Deliver_Inventory

  • Cue: Uni_3_Deliver_Resources
  • In-game name: Resource delivery for ceremony
  • Path/Chapter: Universal Chapter 3 (main mission 2)
  • Find in game: Active after Inventory delivered
  • Prerequisites: Uni_3_Deliver_Inventory complete
  • What player encounters:
    • Player delivers wares to ceremony station
    • Station preparation: Uni_3_Deliver_Resources_Prepare_Station
    • Tracking: Uni_3_Deliver_Resources_Ref
  • Where: Ceremony station location
  • NPCs involved: Boso Ta, station crew
  • Reward: Arc completion approaches
  • Chains to: Uni_3_Diplomatic_Change (arc conclusion)
  • Code reference: story_paranid.xml Uni_3_Deliver_Resources

Mission entry: “Final Diplomatic Change” (arc conclusion)

Section titled “Mission entry: “Final Diplomatic Change” (arc conclusion)”
  • Cue: Uni_3_Diplomatic_Change
  • In-game name: Reunification finalized
  • Path/Chapter: Universal Chapter 3 (conclusion)
  • Find in game: Auto-fires after Deliver Resources complete
  • Prerequisites: All Chapter 3 missions complete
  • What player encounters:
    • Major faction relation shifts — Paranid + Holy Order reconciled
    • Story state advances to “Universal path complete”
    • Custom gamestart flag gamestart.storystate.story_paranid_uni_3 honored
  • Reward:
    • Permanent relation gains with Holy Order + Godrealm Paranid
    • “Mediator of the Paranid” implicit role
    • Arc concluded — no further Paranid Civil War missions
  • Chains to: End of arc
  • Code reference: story_paranid.xml Uni_3_Diplomatic_Change
  • Mods that lock Holy Order + Paranid relations prevent final reconciliation
  • Save-state mods that re-trigger story arcs must respect $story_paranid_uni_3 flag

A completed Universal path yields:

  • Trinity Palace built at Pious Mists II (cluster_22_sector001)
  • Mediator Fleet active in the contested region
  • Significant relation gains with both Paranid factions
  • Faction state set to story_paranid_uni_3 = true
  • Trinity faction recognizes player as mediator
  • Arc concluded; no further Paranid Civil War content available

The Universal path is the diplomatic resolution. ~12 missions, 250M-525M credit investment minimum, 7+ hours of play. Your mod’s relation changes can short-circuit it; your mod’s economy changes can make it unaffordable; your mod’s NPC spawning can starve it of slots.