CombatBy Pax Autocratica GuidePublished

Soldiers and Squad Roles: Work, Status, and Field Commands

A high work attribute solves a staffing problem; it does not automatically define the same unit’s best field role.

A current field command view with multiple soldiers following the player
Field commands organize the squad around the player while management screens handle aptitude and long-term status.
Table of contents

The same population can appear in colony work, management, and first-person field command, but those views answer different questions. A soldier’s best work attribute does not automatically define a combat class, and a useful field unit can still leave a critical colony job uncovered.

Separate the three decisions

Colony work

Choose by the visible attributes: mining, logging, gathering, production, construction, research, cooking, planting, breeding, and carry load.

Long-term status

Inspect age, Aged status, relationships, loyalty/fear context, captivity or conversion state, and any other visible condition that changes reliability.

Field role

Choose by weapon behavior, survivability, position, command response, and the specific expedition threat.

Decision Main input Do not substitute
Work assignment Aptitude plus colony need Weapon appearance
Status response Current state and colony context Raw work score
Field role Equipment, commands, encounter Best colony job alone

Build a squad without breaking the colony

  1. List the work each candidate currently performs.
  2. Identify jobs with no substitute, especially food, hauling, research, and a chain needed for ammunition or equipment.
  3. Move field candidates only after arranging coverage.
  4. Choose weapons whose ranges and modes create distinct useful positions.
  5. Set a return condition that protects both the squad and the unattended colony.

This is where Jobs and Production and Getting Started meet the combat loop.

Field command cues

Current field material shows multiple soldiers following the player and a command interface for organizing movement. Use commands to solve concrete problems:

  • Travel: keep the group together without trapping everyone in one line.
  • Approach: stop followers from entering a mine, projectile lane, or boss space before you read it.
  • Engagement: spread roles so one attack does not punish the entire squad.
  • Withdrawal: preserve a route and call the group before the player is the only unit leaving.

Current field command view with several soldiers

Aging is a planning signal

The current game includes an Aged status and lifespan-related change. That means a staffing plan should not rely permanently on one exceptional worker or fighter. Build redundancy before the status creates an emergency.

For each critical person, name:

  • the job or field role they cover;
  • the next-best substitute;
  • the cost of moving that substitute;
  • whether research, policy, reproduction, recruitment, or prisoner conversion can improve the replacement pipeline.

This is workforce continuity, not a hidden-stat formula.

Squad-role checklist by encounter

Encounter Squad question
Dense projectiles Can the group spread and withdraw without crossing lanes?
Mines or area denial Can followers be held before entering the hazard?
Weak-point target Which weapon and position can sustain accurate fire?
Capture attempt Who can control surrounding threats while damage stops on the target?
Overlord Does any planned control effect explicitly fail on this target?

No launch-day class tier list

The current material does not expose a complete, stable soldier-class catalogue with comparable inputs. This page therefore does not rank classes or declare a best unit. It gives a workflow for the information visible now.

Continue to Citizens for population signals, Prisoners for recruitment inputs, or Enemies and Sector Overlords for the threat the squad must solve.

Related guides

Colony system

Citizens: Fear, Loyalty, Relationships, and Rebellion

Read citizen signals, isolate the cause of unrest, and choose a government or production response.

Read guide
Process guide

Prisoners: Capture, Hold, Convert, or Spend

Follow the confirmed prisoner loop while keeping unexposed thresholds and timers out of the plan.

Read guide
Threat guide

Enemies, Elites, and Sector Overlords: Read the Threat

Recognize large threats, weak points, projectiles, mines, and immunity warnings without inventing an all-boss list.

Read guide