Skip to content

Terran Core (Restricted Core) story

The Terran Core arc (story_terran_core.xml, 744 lines) is NOT a player-objective story β€” it’s 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

The script defines two tier territories:

SectorMacro
Earthcluster_104_sector001
Moon / Lunacluster_104_sector002

Stored as $TerranInnerCoreSectors group.

SectorMacro
Marscluster_101_sector001
Venuscluster_102_sector001
Mercury(code references β€œmercury, venus, mars” but doesn’t always show sector macro inline)
Asteroid Beltcluster_100_sector001

Stored as $TerranOuterCoreSectors group.

Different patrols + warning systems apply per territory tier.

The script runs an instantiated RestrictedCore cue per faction interaction:

RestrictedCore (instantiated)
β”œβ”€β”€ RestrictedCore_Setup
β”œβ”€β”€ RestrictedCore_SetupActor
β”œβ”€β”€ RestrictedCore_SetupCommander (instantiated)
β”œβ”€β”€ RestrictedCore_CommanderPromoted (instantiated)
β”œβ”€β”€ RestrictedCore_CommanderKilled (instantiated)
β”œβ”€β”€ RestrictedCore_SubordinateKilled (instantiated)
β”œβ”€β”€ RestrictedCore_NewJobShip (instantiated)
β”œβ”€β”€ RestrictedCore_Sector_Enter (instantiated)
β”œβ”€β”€ RestrictedCore_Sector_Exit (instantiated)
β”œβ”€β”€ RestrictedCore_Sector_Refresh
β”‚ └── RestrictedCore_Sector_Refresh_Interval (checkinterval="1s", instantiated)
β”œβ”€β”€ RestrictedCore_Patrol
β”‚ β”œβ”€β”€ RestrictedCore_Patrol_FindJob_DEBUG (instantiated)
β”‚ β”œβ”€β”€ RestrictedCore_Patrol_DestroyCommander_DEBUG (instantiated)
β”‚ β”œβ”€β”€ RestrictedCore_Patrol_DestroyFleetRandom_DEBUG (instantiated)
β”‚ β”œβ”€β”€ RestrictedCore_Patrol_Relation (instantiated)
β”‚ β”œβ”€β”€ RestrictedCore_Patrol_Engage (instantiated)
β”‚ β”‚ β”œβ”€β”€ RestrictedCore_Patrol_AbortPersuit_Timeout
β”‚ β”‚ β”œβ”€β”€ RestrictedCore_Patrol_AbortPersuit_Sector (checkinterval="10s", instantiated)
β”‚ β”‚ └── RestrictedCore_Patrol_AbortPersuit
└── RestrictedCore_Broadcasts
β”œβ”€β”€ RestrictedCore_ApproachWarning (instantiated)
β”‚ └── RestrictedCore_ApproachWarning_Speak_Ref (refs LIB_Dialog.Speak_Actor)
β”œβ”€β”€ RestrictedCore_ApproachWarningFirm (instantiated)
β”‚ └── RestrictedCore_ApproachWarningFirm_Speak_Ref (refs LIB_Dialog.Speak_Actor)
└── RestrictedCore_TrespassingWarning (instantiated)

When player approaches Inner Core territory, three escalating warnings fire:

  1. Approach Warning β€” gentle β€œyou’re approaching restricted territory”
  2. Approach Warning Firm β€” firm warning to leave
  3. Trespassing Warning β€” final warning, ship engagement imminent

Each warning has a dedicated cue with Speak_Ref for spoken delivery.

If player ignores warnings and enters restricted core:

  • RestrictedCore_Patrol_Engage fires β€” patrol engages player
  • RestrictedCore_Patrol_AbortPersuit_Timeout β€” patrol gives up after timeout
  • RestrictedCore_Patrol_AbortPersuit_Sector (10s polling) β€” patrol breaks off if player leaves territory
  • RestrictedCore_Patrol_AbortPersuit β€” abort logic

This creates the classic β€œapproach + flee” Terran gameplay familiar from Cradle of Humanity.

If patrol commander dies:

  • RestrictedCore_CommanderKilled fires β€” handles death
  • RestrictedCore_CommanderPromoted β€” promotes a subordinate to fill the role
  • RestrictedCore_SubordinateKilled β€” subordinate loss tracking

This maintains patrol continuity over long play sessions.

Vanilla provides DEBUG cues for testing:

  • RestrictedCore_Patrol_FindJob_DEBUG β€” find a patrol job
  • RestrictedCore_Patrol_DestroyCommander_DEBUG β€” kill commander for testing
  • RestrictedCore_Patrol_DestroyFleetRandom_DEBUG β€” destroy random fleet for testing

Mods should NOT rely on these; they’re for vanilla development testing.

RestrictedCore_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.

Since this is a permanent gameplay system, there are no player-facing β€œmission entries” in the traditional sense. Instead:

What player encountersWhenCue trigger
Spoken approach warningPlayer flies near restricted sectorRestrictedCore_ApproachWarning
Firmer approach warningPlayer continues toward restricted sectorRestrictedCore_ApproachWarningFirm
Trespassing warningPlayer enters restricted sectorRestrictedCore_TrespassingWarning
Patrol engagesPlayer remains in restricted territoryRestrictedCore_Patrol_Engage
Patrol breaks offPlayer exits territory or timeoutRestrictedCore_Patrol_AbortPersuit_*
  • ❌ Mods that change Solar System sector ownership break Restricted Core territory recognition
  • ❌ Mods that disable Terran patrol behavior trivialize the restricted core gameplay
  • ❌ Mods that change LIB_Dialog.Speak_Actor affect spoken warnings
  • ❌ Mods that disable ApproachObject_Handler or sector enter/exit events break sector boundary detection
  • ⚠ Combat-rebalance mods affect patrol engagement feasibility
  • ⚠ Mods adding bulk job ships in Solar System can collide with patrol registration
  • ⚠ Faction-rebalance mods that change faction.terran relations affect warning thresholds
ConcernCue
Inner Core sectors$TerranInnerCoreSectors group
Outer Core sectors$TerranOuterCoreSectors group
Patrol systemRestrictedCore_Patrol* block
3-tier warningsRestrictedCore_*Warning* cues
Pursuit abortRestrictedCore_Patrol_AbortPersuit*
Commander trackingRestrictedCore_Commander* cues
Sector boundaryRestrictedCore_Sector_Enter/_Exit
Refresh pollingRestrictedCore_Sector_Refresh_Interval (1s)

Terran Core is not a β€œmission” β€” it’s the persistent restricted-territory enforcement system that gives Cradle of Humanity its distinctive feel. Your mod’s interference with Solar System sectors, Terran patrol behaviors, or warning systems breaks the iconic β€œyou do not have permission to be here” gameplay.