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
- 5-minute waiting timer (
- 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.xmlUni_1_Dal_Desk
Mod conflict risks
Section titled “Mod conflict risks”- ⚠ 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
Mission entry: “Sink Explanation”
Section titled “Mission entry: “Sink Explanation””- 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_Desksetup completes - Prerequisites:
Uni_1_Sink_Explanationcue 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
- Dal Busta speaks (text line
- Player choices:
- Confirm → progresses to
Uni_1_Sink_Explanation_Section_Confirm→ firesUni_1_Deliver_Fleet - Cancel → returns to wait state
- Confirm → progresses to
- 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)
- On version 2+ save migration: Paint mod ware
- Chains to:
Uni_1_Deliver_Fleet - Code reference:
story_paranid.xmlUni_1_Sink_Explanation+ section cues
Mod conflict risks
Section titled “Mod conflict risks”- ❌ Mods that ware-rebalance
paintmod_0112affect 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_Completed→Uni_1_Assassinate_Legate - Code reference:
story_paranid.xmlUni_1_Deliver_Fleet_Mission+Uni_1_Deliver_Fleet_Setup
Mod conflict risks
Section titled “Mod conflict risks”- ❌ Mods that cap player credits below 250M make this mission unaffordable
- ❌ Mods affecting
RML_Deliver_Fleetlibrary 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_Fleetcompleted - 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 byUni_1_Assassinate_Legate_Setup) - Mid-mission: Xat attack dialog (text line
30220801) - Almost-dead trigger: arrival of Xat fleet support
- Target: Xatenmanckett’s flagship — a Paranid Phoenix-class carrier (
- 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.xmlUni_1_Assassinate_Legate(full block including setup, dialog, completion)
Mod conflict risks
Section titled “Mod conflict risks”- ❌ Mods that re-macro
ship_par_xl_carrier_02_a_macrobreak the flagship spawn - ❌ Mods that make
tag.elitepilotParanid pilots not exist break pilot selection - ❌ Mods that disable
paranid_elite_military_crewbreak 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.xmlUni_1_Diplomatic_Change
Mod conflict risks
Section titled “Mod conflict risks”- ⚠ 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.xmlUni_1_Mediation_Fleet_Patrol
Mod conflict risks
Section titled “Mod conflict risks”- ❌ 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
Chapter 2 — Duke / Trinity courtship
Section titled “Chapter 2 — Duke / Trinity courtship”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.
Mission entry: “Duke’s Call”
Section titled “Mission entry: “Duke’s Call””- 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.$RunMissionis 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.xmlUni_2_Duke_Call
Mod conflict risks
Section titled “Mod conflict risks”- ❌ Mods that despawn Duke block Chapter 2 entirely
- ⚠ Custom gamestart mods setting
$story_paranid_uni_1trigger this quickly — verify intended behavior
Mission entry: “Palace Foundation”
Section titled “Mission entry: “Palace Foundation””- 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:
- Offer Blueprint — Duke offers a station blueprint for purchase (sub-cue
Uni_2_Palace_Foundation_Offer_Blueprint) - Build Station — Player builds the palace directly (sub-cue
Uni_2_Palace_Foundation_Build_Station_Complete)
- Offer Blueprint — Duke offers a station blueprint for purchase (sub-cue
- Mission location: Pious Mists II (
- 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.xmlUni_2_Palace_Foundation+ sub-cues
Mod conflict risks
Section titled “Mod conflict risks”- ❌ Mods that change
cluster_22_sector001owner 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
Chapter 3 — Final mediation
Section titled “Chapter 3 — Final mediation”Player completes the reunification arc by delivering inventory + resources for the diplomatic ceremony.
Mission entry: “Boso Ta’s Call”
Section titled “Mission entry: “Boso Ta’s Call””- 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.$RunMissionis 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.xmlUni_3_Boso_Call
Mod conflict risks
Section titled “Mod conflict risks”- ❌ Mods that move/despawn Boso Ta block Chapter 3
- ⚠ HQ-replacement mods may break Boso Ta context
Mission entry: “Deliver Inventory”
Section titled “Mission entry: “Deliver Inventory””- 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.xmlUni_3_Deliver_Inventory
Mission entry: “Deliver Resources”
Section titled “Mission entry: “Deliver Resources””- 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_Inventorycomplete - 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.xmlUni_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_3honored
- 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.xmlUni_3_Diplomatic_Change
Mod conflict risks (arc conclusion)
Section titled “Mod conflict risks (arc conclusion)”- ⚠ Mods that lock Holy Order + Paranid relations prevent final reconciliation
- ⚠ Save-state mods that re-trigger story arcs must respect
$story_paranid_uni_3flag
Path completion summary
Section titled “Path completion summary”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
Related
Section titled “Related”- Paranid Civil War overview
- Prologue
- Escalation path — alternate route
- Mission encyclopedia — other vanilla arcs
- Mod-conflict checklist
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.