FCS: Faction

### Overview

A faction is any group that a character can be a member of and have relations with in the game. Squads can be given a faction to be a part of, which can affect their behavior in certain situations.

### Data

* **AI**
	+ **Heals Strangers:** If true, characters in this faction will heal unconscious neutral characters that they see. May need the "medic" goal active in their package for this to work.
	+ **Squad Formations:** The formation that squads of this faction will move around in.
	+ **Trustworthy:** Some value to represent how traitorous or honorable the faction is. Not sure what this affects.
* **Armor Vendor Quality Chance**
	+ Each value represents a possible armor quality of the vendor. A higher value represents a higher chance for that quality level to be chosen compared to the other quality levels.
* **Flee**
	+ **Run Away Ratio of Squad Size:** Value ranging from 0-1 representing what percentage of the squad must be intact for them to hold their ground. A value of **0.7** means that a squad will flee if they have less than 70% of their men left, so a squad of 10 would flee when 4 of their members go down.
	+ **Run Away Ratio Relative to Enemy:** Determines if this faction will flee depending on how many members they have relative to the enemy. A value of **2** means that they will flee unless if they outnumber the enemy by at least 2 to 1, while a value of **0.5** means that they will flee if they themselves are outnumbered 2 to 1.
* **General**
	+ **Allow Slaves Weapons:** Whether or not this faction lets slaves carry weapons.
	+ **Building Cost Multiplier:** Multiplier for how much it costs to buy buildings from this faction in towns they own.
	+ **Faces Weirdness:** Probability of weird face morphs for this faction.
	+ **Max Prosperity:**
	+ **Road Preference:** Chance that this faction will use roads. At a value of **0** this faction will completely ignore them, at a value of **1** this faction will use them as much as possible.
	+ **Roaming Population:**
* **Locks**
	+ **Cages Lock Level:**
	+ **Containers Lock Level:**
	+ **Doors Lock Level:**
	+ **Lock Level Random:**
* **Rank**
	+ **Negative Rank (N):** Name of negative rank N. Characters can be assigned ranks when created, or have their rank increased or decreased via the dialogue system. Conditions can be added to dialogue to check the character's rank in the faction.
	+ **Num Negative Ranks:** Adds more negative ranks to this faction.
	+ **Num Ranks:** Adds more ranks to this factions
	+ **Offers Bounties:** If true, this faction can place bounties on players and NPCs.
	+ **Rank (N):** Name of rank N. Characters can be assigned ranks when created, or have their rank increased or decreased via the dialogue system. Conditions can be added to dialogue to check the character's rank in the faction.
* **Relation**
	+ **Business Relation:** Minimum relation needed to do business with this faction.
	+ **Default Relation:** Default relations that this faction has with others if no relation is specified. Can range from -100 to 100.
	+ **Effect of Anger:** How easy it is to lose a faction's trust. At a value of **0.1**, an anger value of 100 will cause a 10 point drop in relations.
	+ **Effect of Happy:** How easy it is to gain a faction's trust. At a value of **0.1**, a happiness value of 100 will cause a 10 point rise in relations.
	+ **Emotion Fade Rate:** Multiplier for speed that emotion fade back to 0. Higher values makes emotions more volatile.
	+ **Enemy Classification:** Below what relation you have to be with this faction to be considered an enemy and be attacked-on-sight.
	+ **Not Real:** If true, then this faction is not organized and relations will not be affected by crimes or aggression. Used for wildlife and other non-factions.
* **Type**
	+ **Anti Slavery:** If true, then the faction is against slavery. They will not use or sell slaves and will not rat out escapees.
	+ **Fundamental Type:** A classification for what type of faction this is.

* **Sidebar Addons**
	+ **AI Fallback:**
	+ **Bar Squads:** Resident squads that spawn in bars. Val1 is number, val2 is % chance.
	+ **Biomes:**
	+ **Building Replacements:**
	+ **Campaigns:**
	+ **Coexistence:** This faction will try to coexist with these factions. They can still fight, but will usually avoid targeting neutrals unprovoked. Used to stop excessive warfare and wiping out small villages, etc.
	+ **Color:** The color scheme that this faction uses. Used for coloring certain types of armor that they wear.
	+ **Default Resident:**
	+ **Dialog Default:**
	+ **Hairstyles:**
	+ **Item Spawns Armoury:** Vendor list used for spawning random items in containers for buildings of this type. Overridden if the squad has a vendor list.
	+ **Item Spawns Bar:** Vendor list used for spawning random items in containers for buildings of this type. Overridden if the squad has a vendor list.
	+ **Item Spawns HQ:** Vendor list used for spawning random items in containers for buildings of this type. Overridden if the squad has a vendor list.
	+ **Item Spawns Resident:** Vendor list used for spawning random items in containers for buildings of this type. Overridden if the squad has a vendor list.
	+ **Item Spawns Resident Small:** Vendor list used for spawning random items in containers for buildings of this type. Overridden if the squad has a vendor list.
	+ **Item Spawns Treasure:** Vendor list used for spawning random items in containers for buildings of this type. Overridden if the squad has a vendor list.
	+ **Legal System:** The faction that this faction reports crimes to.
	+ **No-Go Zones:** Biomes this faction will avoid.
	+ **Personality:** The personality of the characters.
	+ **Races:** List of races in this faction with a number representing the relative change for each race.
	+ **Relations:** Relations with other factions can be set here. Relations value ranges from -100 to 100.
	+ **Residents:** Types of residents that this faction will spawn inside of their towns. The residents list of the Town takes priority, but after that it will check the owning faction's residents list unless if "Residents Override" is set to false by the town.
	+ **Slave Clothing:** Clothing that this faction makes their slaves wear.
	+ **Special Squads:**
	+ **Squad Default:**
	+ **Squads:**
	+ **Trade Culture:**