# Random field hospitals and camps Everon now has **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. The prison, radio, four mortars and existing supply/extraction objectives remain separate. 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. 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. The original medical clue route remains marked after prison escape. The other field sites are hidden until seen nearby or revealed through existing intel. Partial clues use an approximate question mark; identified hospitals use the medical icon and camps use the outpost icon. Intel carried by AI can refer to these sites, and corpse inspection therefore feeds their compromise into the existing HQ security response. ## Placement and authoring Edit `addons/core/Configs/ERR/EveronSites.conf`. `GuardCount` selects the permanent roster size (1–8, or zero for the full faction group). `ResponseCount` selects a separate mobile roster (0–8). `GuardOffset` and `ResponseOffset` are rotated with the composition. Do not put a roaming `Patrol` on a permanent garrison; use its separate response team instead. The selected profile must provide usable infantry members. `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; preparation reports the site's ID if placement fails. 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. ## Original investigation The installed original was inspected read-only. Its location preparer chooses weighted types at random-location holders, randomly enables static hospitals, and attaches existing static buildings as compositions. Its location character manager creates local defenders independently of its patrol manager. The successor uses newly authored vanilla-resource layouts and its existing terrain sampler and HQ rather than importing the original's compositions or lifecycle code. This is a field-hospital/camp implementation, not full parity with every original city, checkpoint, depot or hideout. Reference SHA-256 values: - `ESCT_LocationPreparer.c`: `71b32259306b4a5794283d31485a5c4533a3e95364218fcb0e3e46998df89df6` - `ESCT_LocationCharacterManagerComponent.c`: `15090d0a7a5a1f972db4a46d9dc027d6fd45b3f4e1f00b6620a05419c7918694` - `ESCT_LocationPatrolManagerComponent.c`: `5da0ed5d50ec7bee4496d8e9007255c400c059cb54ff7efd6a2428aebaa4ddcd` The medical tent's GUID was verified through the installed vanilla foundation variant referencing `Prefabs/Structures/Military/Camps/TentUS_01/TentUSMedical_01.et`. No additional Workshop dependency is introduced. ## Validation `tests/test_field_sites.py` executes actual roster selection and placement-separation code. The HQ registration regression checks that groups sharing a home receive different permanent/mobile eligibility. The `site-garrisons` Workbench scenario uses the production randomized configuration and checks physical squads, finite inventories, marker discovery, generated spacing and role separation before/after prison escape. It does not fabricate enemy reports or claim a dedicated multiplayer hunting test. The final local Workbench run on 24 September completed with **106 passing assertions and no script/runtime failures**. It verified all eight randomized sites, exact direct stock (including the separate mortar shells and excluding nested rifle attachments), 32 permanent defenders, 16 eligible mobile soldiers, map discovery and role separation across live HQ ticks after unlocking the prison. The complete repository checks also passed. Local evidence is retained in `.local/analysis/field-sites-2026-09-24/`. The runner reported a transient process-classification failure during immediate shutdown verification; a separate follow-up confirmed the disposable prefix was idle and the addon source hash unchanged. The original runner result is preserved. Existing RHS/WCS resource/keyword engine errors remain in the native report. This is not dedicated multiplayer, manual interaction, sustained hunting/navigation or performance qualification. No Workshop publication or live-server update was performed.