FCS: Squads

### Overview

Squads are groups of characters that will spawn together and refer to the same AI Package. Squads can also be given building information for use in towns, where the squad will populate vacant buildings inside towns when spawned.

### Data

* **AI**
	+ **Blood Smell Mult:** Determines if this squad will move towards or avoid death. Positive values cause the squad to be attracted to death, while negative values will cause them to move away from it. A value of **0** has no effect, a value of **1** is moderate, and a value of **4** has a very strong effect.
	+ **Patrol Approaches Towns:** Tells this squad whether or not to walk into towns that they pass by.
* **Building**
	+ **Initial Door State:** If this squad is spawned into a town, will the door to the building they own be open or closed?
* **Choosefrom List**
	+ **Num Random Characters:** Minimum number of characters to pick from the choosefrom list in the sidebar.
	+ **Num Random Characters Max:** Maximum number of characters to pick from the choosefrom list in the sidebar.
* **Content**
	+ **Gear Artifacts Base Value:**
	+ **Item Artifacts Base Value:**
* **general**
	+ **Malnourished:** If true, the characters in this squad will be starving.
* **General**
	+ **Animal Age Random:** Affects how much the age of animals in the squad can be randomized. Values must be between **0** and **1**.
	+ **Don't Multiply:**
	+ **Force Speed:**
	+ **Roaming Military:**
	+ **Sell Home:** Is this squad willing to sell the building they own to the player?
* **Town Residents**
	+ **Bed Usage Cost:** If beds are public, how much will it cost for other characters to use them?
	+ **Building Designation:** What type of building this is.
	+ **Building Name:** The name of the building shown when selected. If empty, it will just choose the name of the **Layout Interior**
	+ **Building Ruined:** If true, the building this squad owns will just spawn as a destroyed ruin.
	+ **Layout Exterior:** The exterior layout for the building to use. New layouts can be added to the mod file via the ingame editor.
	+ **Layout Interior:** The interior layout for the building to use. New layouts can be added to the mod file via the ingame editor.
	+ **Public Beds:** If true, beds inside this building will be available for characters outside the squad to use.
	+ **Public Day:** If true, anyone can enter this building during the daytime.
	+ **Public Night:** If true, anyone can enter this building at night.
	+ **Regenerates:**
* **Vendors**
	+ **Buy Mult:**
	+ **Buys Illegal:**
	+ **Buys Stolen:**
	+ **Crossbow Levels:**
	+ **Is Trader:**
	+ **Robotics Level:**
	+ **Vendor Money:**
	+ **Vendor Fill Total Amount:**
	+ **Vendors Refresh Time:**

* **Sidebar Addons**
	+ **AI Packages:** Gives the squad an AI Package to control their behavior. Multiple AI packages can be given to make them switch between multiple tasks based on the package's signal function and given priority.
	+ **Animals:** Any animals the squad owns.
	+ **Animals2:** A second group to place animals in.
	+ **Building:**
	+ **Building Dislike:**
	+ **Choosefrom List:** List of NPCs that can be randomly added to the squad. Each character can be given a chance of being selected, and the min and max number of NPCs to select can be decided by the two choosefrom list values in the data section.
	+ **Dialogue Animal:** Dialogue that can be given to animals in the squad.
	+ **Dialogue Leader:** Dialogue that can be given to the squad's leader.
	+ **Dialogue Squad:** Dialogue that can be given to the squad.
	+ **Faction:** What faction the members of the squad are a part of.
	+ **Generation Info:**
	+ **Housemates:** Squads added here will use the same building as this squad if it is spawned in a town. They will still be considered separate squads, but they will share the same home building.
	+ **Leader:** The squad's leader that everyone follows. The squad leader can be given special actions by the AI Package or have the rest of the squad do things such as follow the leader as he travels to a nearby town.
	+ **Nest:**
	+ **Personality:** The personality of characters in this squad. Mainly used by the dialogue system.
	+ **Prisoners:** A separate squad can be inserted here who's members will be spawned in cages. If there are no cages available then they won't be spawned.
	+ **Race Override:** Will force characters in this squad to be these specific races, rather than what the characters would normally spawn as. Each race can be given a % chance of spawning.
	+ **Slaves:** A separate squad can be inserted here who's members will be spawned as slaves. Slaves will follow AI Goals placed under the slave category inside of the squad's AI package.
	+ **Special Items:**
	+ **Special Map Items:**
	+ **Squad:** Characters can be inserted here to be added into the squad.
	+ **Squad2:** A second place to insert characters into the squad. Squad members in this group can be given separate AI Goals from the ones in the regular squad group, but will still follow the normal squad packages if nothing is specified.
	+ **Vendors:** Any items to spawn in the squad's home building.
	+ **World State:** World states can be added here as conditions for this squad to spawn.