Ministry case file // Squad / Combat AI / Recruitment
Friends and enemies fight by the same tactical rules
Recruitable companions and hostile fighters share a tactical character foundation, so both sides inhabit the same language of movement, pressure, cover, and violence.
A companion is not a floating bonus and an enemy is not a separate species of actor. Both are built to move, fight, and react within the same tactical world.
Tactical actor record
Every fighter occupies the same dangerous ground.
Companions and hostile actors move through the same tactical space and answer to the same combat pressures. Their allegiance changes the relationship to the player, not the physical rules around them.
A recruited companion persists beyond a single encounter. Their current condition and combat state remain relevant when the player decides whether to press forward.
DispositionActor remains subject to tactical command
Friendly and hostile combatants share movement, weapon, cover, injury, and close-contact foundations. Campaign recruitment adds persistence and command responsibility to that common base.
Read the people inside the fight.
These states help the player understand what a companion or hostile actor is doing before issuing a command or taking a risk.
Allegiance
friendly / hostile / neutralThe current relationship between the actor and the player group.Recruitment status
available / recruitedWhether the actor persists as part of the campaign group.Current order
command stateThe instruction a companion is attempting to carry out.Combat target
identified actorThe threat currently receiving the actor attention.Cover state
exposed / covered / peekingHow the actor is using nearby protection.Weapon readiness
ready / reloading / impairedWhether the actor can immediately continue firing.Injury state
functional conditionHow wounds are limiting movement or continued combat.Downed state
active / downed / deadWhether assistance remains possible.Persistence
campaign / encounterWhether the actor belongs to the continuing population or only the current fight.A companion is a person in the same combat model, carrying risk forward with the player.
Animation polish, encounter variety, and readable combat behavior are still being expanded.
