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Module forces

Module forces 

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Plan of the characters and forces of the world: their order, runtime ids and commanders.

Character ids go first to the living table characters (faction by faction, the leader first), then to one colonel per garrison force. Force ids go first to the generals’ forces (in their commanders’ order), then to the garrison forces (faction by faction, region by region, the army before the navy).

§Unit order

Unit ids follow the order the game creates a force’s units in: a general’s in the key order of their start_pos_land_units / start_pos_naval_units rows (verified on Thrones, 62 of 62 forces), the bodyguard last. Garrisons follow building_level_armed_citizenry_junctions key order, while the game groups their units by key in an order not reproduced yet.

The game then lists an army’s units, after the commander’s own, in a stable order of the ui_unit_groupings.order of their main_units.ui_unit_group_land (verified on Thrones, 125 of 125 forces, and Attila’s main campaign, 341 of 342: the other is a navy). This plan sorts generals’ armies that way.

Structs§

ForcePlan
Characters and forces of the world, in startpos order.
PlannedCharacter
A character of the world.
PlannedForce
A force of the world.
PlannedUnit
A unit of a force.