Terran Core (Restricted Core) story
The Terran Core arc (story_terran_core.xml, 744 lines) is NOT a player-objective story β itβs the permanent gameplay system that enforces Terran-territory restricted access. It runs in the background continuously, generating Terran patrols that approach-warn, firm-warn, and trespass-warn the player about the Solar System restricted core.
- Script:
story_terran_core.xml - DLC: Cradle of Humanity
- Type: Permanent gameplay system, not a chapter-based story
- Trigger:
event_cue_signalled md.Setup.Start
Restricted Core territory
Section titled βRestricted Core territoryβThe script defines two tier territories:
Inner Core (most restricted)
Section titled βInner Core (most restricted)β| Sector | Macro |
|---|---|
| Earth | cluster_104_sector001 |
| Moon / Luna | cluster_104_sector002 |
Stored as $TerranInnerCoreSectors group.
Outer Core (restricted)
Section titled βOuter Core (restricted)β| Sector | Macro |
|---|---|
| Mars | cluster_101_sector001 |
| Venus | cluster_102_sector001 |
| Mercury | (code references βmercury, venus, marsβ but doesnβt always show sector macro inline) |
| Asteroid Belt | cluster_100_sector001 |
Stored as $TerranOuterCoreSectors group.
Different patrols + warning systems apply per territory tier.
How it works
Section titled βHow it worksβRestricted Core patrol system
Section titled βRestricted Core patrol systemβThe script runs an instantiated RestrictedCore cue per faction interaction:
RestrictedCore (instantiated)βββ RestrictedCore_Setupβββ RestrictedCore_SetupActorβββ RestrictedCore_SetupCommander (instantiated)βββ RestrictedCore_CommanderPromoted (instantiated)βββ RestrictedCore_CommanderKilled (instantiated)βββ RestrictedCore_SubordinateKilled (instantiated)βββ RestrictedCore_NewJobShip (instantiated)βββ RestrictedCore_Sector_Enter (instantiated)βββ RestrictedCore_Sector_Exit (instantiated)βββ RestrictedCore_Sector_Refreshβ βββ RestrictedCore_Sector_Refresh_Interval (checkinterval="1s", instantiated)βββ RestrictedCore_Patrolβ βββ RestrictedCore_Patrol_FindJob_DEBUG (instantiated)β βββ RestrictedCore_Patrol_DestroyCommander_DEBUG (instantiated)β βββ RestrictedCore_Patrol_DestroyFleetRandom_DEBUG (instantiated)β βββ RestrictedCore_Patrol_Relation (instantiated)β βββ RestrictedCore_Patrol_Engage (instantiated)β β βββ RestrictedCore_Patrol_AbortPersuit_Timeoutβ β βββ RestrictedCore_Patrol_AbortPersuit_Sector (checkinterval="10s", instantiated)β β βββ RestrictedCore_Patrol_AbortPersuitβββ RestrictedCore_Broadcasts βββ RestrictedCore_ApproachWarning (instantiated) β βββ RestrictedCore_ApproachWarning_Speak_Ref (refs LIB_Dialog.Speak_Actor) βββ RestrictedCore_ApproachWarningFirm (instantiated) β βββ RestrictedCore_ApproachWarningFirm_Speak_Ref (refs LIB_Dialog.Speak_Actor) βββ RestrictedCore_TrespassingWarning (instantiated)Three warning tiers
Section titled βThree warning tiersβWhen player approaches Inner Core territory, three escalating warnings fire:
- Approach Warning β gentle βyouβre approaching restricted territoryβ
- Approach Warning Firm β firm warning to leave
- Trespassing Warning β final warning, ship engagement imminent
Each warning has a dedicated cue with Speak_Ref for spoken delivery.
Patrol engagement mechanics
Section titled βPatrol engagement mechanicsβIf player ignores warnings and enters restricted core:
RestrictedCore_Patrol_Engagefires β patrol engages playerRestrictedCore_Patrol_AbortPersuit_Timeoutβ patrol gives up after timeoutRestrictedCore_Patrol_AbortPersuit_Sector(10s polling) β patrol breaks off if player leaves territoryRestrictedCore_Patrol_AbortPersuitβ abort logic
This creates the classic βapproach + fleeβ Terran gameplay familiar from Cradle of Humanity.
Commander promotion / death tracking
Section titled βCommander promotion / death trackingβIf patrol commander dies:
RestrictedCore_CommanderKilledfires β handles deathRestrictedCore_CommanderPromotedβ promotes a subordinate to fill the roleRestrictedCore_SubordinateKilledβ subordinate loss tracking
This maintains patrol continuity over long play sessions.
DEBUG cues (testing only)
Section titled βDEBUG cues (testing only)βVanilla provides DEBUG cues for testing:
RestrictedCore_Patrol_FindJob_DEBUGβ find a patrol jobRestrictedCore_Patrol_DestroyCommander_DEBUGβ kill commander for testingRestrictedCore_Patrol_DestroyFleetRandom_DEBUGβ destroy random fleet for testing
Mods should NOT rely on these; theyβre for vanilla development testing.
Job ship integration
Section titled βJob ship integrationβRestrictedCore_NewJobShip (instantiated) β fires whenever a new Terran job ship spawns in restricted territory. This lets the system register new patrols into the tracking system automatically.
Mission entries
Section titled βMission entriesβSince this is a permanent gameplay system, there are no player-facing βmission entriesβ in the traditional sense. Instead:
| What player encounters | When | Cue trigger |
|---|---|---|
| Spoken approach warning | Player flies near restricted sector | RestrictedCore_ApproachWarning |
| Firmer approach warning | Player continues toward restricted sector | RestrictedCore_ApproachWarningFirm |
| Trespassing warning | Player enters restricted sector | RestrictedCore_TrespassingWarning |
| Patrol engages | Player remains in restricted territory | RestrictedCore_Patrol_Engage |
| Patrol breaks off | Player exits territory or timeout | RestrictedCore_Patrol_AbortPersuit_* |
Mod conflict risks
Section titled βMod conflict risksβ- β Mods that change Solar System sector ownership break Restricted Core territory recognition
- β Mods that disable Terran patrol behavior trivialize the restricted core gameplay
- β Mods that change
LIB_Dialog.Speak_Actoraffect spoken warnings - β Mods that disable
ApproachObject_Handleror sector enter/exit events break sector boundary detection - β Combat-rebalance mods affect patrol engagement feasibility
- β Mods adding bulk job ships in Solar System can collide with patrol registration
- β Faction-rebalance mods that change
faction.terranrelations affect warning thresholds
Code references
Section titled βCode referencesβ| Concern | Cue |
|---|---|
| Inner Core sectors | $TerranInnerCoreSectors group |
| Outer Core sectors | $TerranOuterCoreSectors group |
| Patrol system | RestrictedCore_Patrol* block |
| 3-tier warnings | RestrictedCore_*Warning* cues |
| Pursuit abort | RestrictedCore_Patrol_AbortPersuit* |
| Commander tracking | RestrictedCore_Commander* cues |
| Sector boundary | RestrictedCore_Sector_Enter/_Exit |
| Refresh polling | RestrictedCore_Sector_Refresh_Interval (1s) |
Related
Section titled βRelatedβ- Terran arcs overview
- Terran Prelude β preceding cinematic
- HQ Discovery β concurrent Terran arc
- Yaki arc β Yaki uses Terran Outpost mechanics that interact with Restricted Core
Terran Core is not a βmissionβ β itβs the persistent restricted-territory enforcement system that gives Cradle of Humanity its distinctive feel. Your modβs interference with Solar System sectors, Terran patrol behaviors, or warning systems breaks the iconic βyou do not have permission to be hereβ gameplay.