Engineer
Whether a soldier restores and captures structures, or which InfantryType a destroyed structure hands back as an engineer.
Engineer soldier
- Applies to
- InfantryType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
Setting this also forces Infiltrate=yes on, in the same pass and after that key has been read, so a section that carries Engineer=yes cannot write Infiltrate=no. The forcing is not undone: a later rules layer that writes Engineer=no over the type clears the engineer behavior and leaves the infiltrate behavior standing, which produces a soldier that still takes the enter cursor, still walks into the structure, and does nothing when it arrives.
The flag drives its own cursor block, the restore-or-capture split at the structure, and the bridge repair branch. It also changes how the soldier travels and what its owner points it at: an engineer is given its target as a movement destination instead of closing to weapon range, may walk into an occupied cell while on guard, area guard or patrol, skips target scanning on plain guard, and is treated as a special case throughout target selection.
Survivor engineer type
- Applies to
- global rules
- File
rules.ini- Section
[General]- Value
- class
- When omitted
none
The named InfantryType is offered on a one-in-four roll for each survivor a structure produces, and only for a structure whose own production kind is buildings — a construction yard in the shipped rules. Every other survivor falls through to the ordinary crew or technician type. That crew roll is the only place the value is read. It applies both to a destroyed structure and to a sold one, and a sale hands back at most one engineer however many survivors leave.
A structure that has ever changed hands is excluded from the roll for the rest of the match, so a captured construction yard never returns an engineer.