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NPC Squads and Territory Capture

The second type of map content, besides points, is squads (spawns): groups of NPCs from a given faction that patrol a location, can engage the player or other squads in combat, and — in some cases — hold territory.

Squad structure

{
"group": "DUTY",
"strength": "STALKER",
"n": 4,
"r": 25,
"pos": "200:150",
"title": "Duty checkpoint",
"description": "A patrol holds the approaches to the Bar",
"condition": {},
"actions": { "add": ["checkpoint_captured"] },
"data": { "angryOnPlayer": false }
}
FieldValue
groupThe squad's faction — see the faction reference
strengthThe squad's strength/level: WEAK, STALKER, MIDDLE, MASTER, STRONG
nNumber of units in the squad
rPatrol radius around the pos point
condition / actionsThe same system as with points: the squad appears based on a condition, and its actions run when the territory is captured (see below)
dataBehavior flags for this specific squad (see below)

Behavior flags (data)

FlagEffect
immortalThe squad is immortal — it can't be destroyed
untargetThe squad can't be selected as a target
angryThe squad is hostile to everyone, regardless of faction relations
angryOnPlayerThe squad is hostile specifically toward the player
ignorePlayerThe squad ignores the player (doesn't attack or react)
alwaysIgnoredThe squad is always ignored by others (no one opens fire on it)
hideThe squad is hidden (not shown on the map)

These flags let you build a story-important squad with non-standard behavior — for example, an ally that's physically present on the map but will never become a combat target (immortal + ignorePlayer), or an ambush guaranteed to attack the player on encounter (angryOnPlayer).

Territory capture

A squad isn't just decoration. If all of a squad's units are destroyed (the spawn point is emptied) and the player stays near it for long enough (around 10 seconds), the point counts as captured: its actions are triggered. This is a combat-driven territory-control mechanic — for example, clearing out an enemy faction's checkpoint for a reward or to open up a new route.

"actions": { "add": ["monolith_checkpoint_cleared"], "+": ["relation_3:5"] }

In the example above, clearing the checkpoint grants a progress flag and simultaneously improves the "Freedom" faction's (id 3) relation to the player — a typical "territory ↔ relations" pairing worth building into your story's balance.

Who adds squads to the map

Like points, squads can be added by a story chapter for a specific location:

"spawns": {
"bar": [ { "group": "BANDITS", "strength": "MIDDLE", "n": 3, "...": "..." } ]
}

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