Factions
A faction players can pick in Conquest and Frontline: its own headquarters, starting builders and roster.
A mod can offer a faction in Conquest and Frontline setup. Choose it on each player's row to start with its own headquarters and two builders. The faction chooser is hidden when only Steel Tide is available. In multiplayer, each player may choose their own faction; the host may also choose for other seats. A saved match keeps its choices.
Set v to 2 and add factions. Each entry names a headquarters with isHQ: true, a starting builder, and an optional roster of allowed definition IDs. The roster defaults to the mod's definitions. The HQ must produce that builder, and the builder must be able to rebuild the HQ. Both must be this mod's definitions. The starting HQ cannot have prerequisites; its builder may require only that HQ. Include every building prerequisite in the roster. Teams, maps and victory conditions still use the match's rules. Format 1 mods remain supported.
Reference
A faction (factions[], format 2)
| field | type | required | default | meaning |
|---|---|---|---|---|
| id | id | yes | unique faction id, prefixed with the mod id and a dash | |
| name | text | yes | the faction name in game setup | |
| headquarters | id | yes | this mod’s land headquarters definition | |
| builder | id | yes | this mod’s ground or amphibious builder; the HQ must produce it and it must rebuild the HQ | |
| roster | id[] | permitted definitions, including prerequisites and upgrades; defaults to all definitions in this mod |
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