Capture current mission, AI, map and administration development

Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
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# Random field hospitals and camps
Everon requests **three field hospitals and five field camps**. This replaces the old medical stash and eastern outpost and adds six locations. Their positions and headings are chosen again at round start. Optional sites with no safe placement are skipped for that round. The prison, radio, four mortars and existing supply/extraction objectives remain separate.
Ordinary rounds request **six field hospitals and twelve field camps** by default,
on Everon and added terrains. Together with the eight other mission sites this
requests 26 locations, subject to safe-placement omissions. Admins can change
**Forces → Configure sites**: camps 1–16 and hospitals 1–8, for the next round.
The original 16-site catalog remains the authored template; new sites are fresh
instances with unique IDs, finite stock and permanent/mobile roles. Above eight field sites, the original budget of 32 fixed
defenders and 16 mobile soldiers is distributed across them instead of creating
six additional AI per location.
Required prison/radio/extraction identities and the two independent radio-clue
sources stay intact. Historical explicit Workbench smoke fixtures retain their
authored 5-camp/3-hospital setup. Background generation continues after admission.
Each field site has four permanent defenders and a separate two-person mobile team, drawn from the selected enemy faction's group roster. Both groups are created once, registered with the force ledger, and receive the existing AI skill, equipment, intel and reporting systems. HQ reserves the defenders against hunting, support, courier and logistics assignments. The mobile team is eligible for delivered HQ hunting orders and otherwise defends its home assembly area. Its standing home waypoint remains available after a temporary HQ assignment ends. Losing mobile soldiers does not turn the permanent guards into replacements. Guards still fight locally and can be killed; the existing objective-defence system permits one finite relief squad after a garrison is lost.
Mortar resupply prefers Field camp 1, then another surviving camp/depot with an owned cache and a mobile team. If none survives, resupply stays unavailable for that round and mission preparation continues; batteries retain their initial ammunition. Permanent defenders are never borrowed. The historical `everon-supply-2` test fixture retains priority when present.
On 28 September 2026, RKS #2 skipped `everon-outpost-1` at 12:27:12 UTC after its terrain search and fallback failed. All remaining sites became ready, but at 12:27:50 UTC the old fixed mortar-depot lookup aborted preparation with `Scenario or additional force preparation failed.` The fallback above removes that dependency on an optional camp. The [native regression](evidence/native-2026-09-28-optional-mortar-depot/report.json) forces both that camp and camp 5 to be skipped and verifies the chosen surviving depot, required objectives, prison phase and real player admission. All three assertions passed with no script/runtime failures and confirmed cleanup; the strict report retains thirteen existing localization/asset-schema errors. This is local Workbench evidence, not deployment or a dedicated multiplayer test.
With eight or fewer field sites, each retains four permanent defenders and a two-person mobile team. Higher counts share 32 permanent defenders and 16 mobile soldiers across the sites; some sites have no mobile team. All soldiers are drawn from the selected enemy faction. Their groups are created once, registered with the force ledger, and receive the existing AI skill, equipment, intel and reporting systems. HQ reserves the defenders against hunting, support, courier and logistics assignments. The mobile team is eligible for delivered HQ hunting orders and otherwise defends its home assembly area. Its standing home waypoint remains available after a temporary HQ assignment ends. Losing mobile soldiers does not turn the permanent guards into replacements. Guards still fight locally and can be killed; the existing objective-defence system permits one finite relief squad after a garrison is lost.
Hospitals have a vanilla medical tent with red-cross markings, a table, sandbags, and a finite cache of dressings, saline, morphine and radio documents. The first camp also retains the existing finite twelve-shell mortar depot, with courier duty assigned to its mobile team. The loose supplies can be carried away and used for treatment; no endless item replenishment was added. Camps have two tents, sandbag cover, a table and finite rifles, magazines, binoculars and dressings. New scenery requests a native navigation rebuild.
@@ -14,7 +28,7 @@ Edit `addons/core/Configs/ERR/EveronSites.conf`. `GuardCount` selects the perman
`RandomClear` supports hospitals, outposts and depots as well as the existing generated objectives. Each new field site is at least 600 metres from other committed locations; unresolved fallback seeds do not reserve ground. The survey checks water, terrain variation, physical obstacles, the composition footprint, and both squad assembly areas. Each site has a bounded 12,000-candidate/30-second search and a validated authored fallback. Invalid terrain is never accepted just to satisfy a requested count. If both search and fallback fail, a dispensable site is removed before spawning and logged under `[site skipped]`; preparation continues. A site providing indispensable accessible radio intel cannot be skipped. Custom scenery still needs to fit the surveyed footprint (ten metres either side of its centre).
Scenario bounds are 32 sites, 24 initial groups including mobile teams, 512 stock items and 128 scenery props. The default field sites total 32 fixed defenders and 16 mobile soldiers, in addition to other mission forces. These finite limits are not performance measurements.
Scenario bounds are 32 sites, 64 initial groups including mobile teams, 1024 stock items and 128 scenery props. The default field sites total 32 fixed defenders and 16 mobile soldiers, in addition to other mission forces. These finite limits are not performance measurements.
## Original investigation