Use this skill when working with the Tactics gamemode — army building, species army lists, vehicle rules, points-based composition, operational campaign, squad/platoon management, or any Tactics-specific data files. Also use for cross-mode safety review when changes touch files shared between Tactics and other modes. Use for Tactica prototype conversion questions.
| Reference | Contents |
|---|---|
references/tactics-data-model.md | TacticsCampaignCore design, army building rules (points/heroes/duplicates), 14 species overview, vehicles, Training stat, KP system |
references/tactics-turn-flow.md | Operational campaign turn phases, army builder wizard, battle resolution, Solo AI system |
references/prototype-conversion-map.md | Tactica→FPCM file mapping, rename table, what transfers (structure) vs what to discard (data/3D/VFX), army book schema |
references/cross-mode-safety.md | 4-mode isolation protocols, shared file list, temp_data namespacing, campaign type detection |
tactics-data-model.mdtactics-data-model.mdtactics-data-model.md (species section)tactics-data-model.md (vehicles section)tactics-turn-flow.mdprototype-conversion-map.mdcross-mode-safety.mdtactics-turn-flow.md (wizard section)| File | Class/Role | Purpose |
|---|---|---|
src/game/campaign/TacticsCampaignCore.gd | Resource | Tactics campaign persistence (save/load) |
src/data/tactics/*.gd | 14 Resource classes | Data model (SpeciesBook, UnitProfile, Roster, etc.) |
src/data/tactics/TacticsSpeciesBookLoader.gd | RefCounted | JSON→Resource pipeline (species manifest for export) |
src/ui/screens/tactics/TacticsScreenBase.gd | Control base | Base class for Tactics screens |
src/ui/screens/tactics/TacticsCreationUI.gd | Control | 5-step creation wizard shell |
src/ui/screens/tactics/TacticsCreationCoordinator.gd | Node | Creation state machine + validation |
src/ui/screens/tactics/TacticsDashboard.gd | Control | Campaign overview + army roster display |
src/ui/screens/tactics/TacticsTurnController.gd | Control | 8-phase operational turn flow |
src/ui/screens/tactics/panels/*.gd | 7 panel scripts | Config, Species, Roster, Review, BattleSetup, PostBattle, OperationalMap |
src/core/campaign/TacticsPhaseManager.gd | RefCounted | 8-phase turn state machine |
src/core/systems/TacticsInitiativeManager.gd | RefCounted | D6 alternating activations |
src/core/systems/TacticsEnemyGenerator.gd | RefCounted | Enemy army generation |
src/core/systems/TacticsMissionGenerator.gd | RefCounted | D100 mission seed generation |
data/tactics/ | 24 JSON files | Species (16), weapons, vehicles, traits, skills, events, config |
docs/rules/Five Parsecs From Home - Tactics.pdf | Tactics rulebook (212 pages) | |
docs/QA_TACTICS_AUDIT.md | Markdown | QA audit — 108 costs verified, 9 bugs fixed, 5/7 scenarios PASS |
Tactics data — species profiles, point costs, weapon stats, vehicle rules, army composition limits, special abilities — MUST be verified against docs/rules/tactics_source.txt and the Tactics PDF. Never invent Tactics values. Never copy data from the Tactica prototype (wrong IP — Age of Fantasy, not Five Parsecs).
load() for Tactics data classes, NOT preload() or bare class_names. This avoids Godot 4.6 parse-order issues across directories. See RT-003 in QA doc.uid files — If new .gd files are created outside the Godot editor, UIDs won't be generated. Open the editor once to trigger UID generation. See RT-002 in QA doc"tactics_*" prefixcard_pressed — Dashboard uses PanelContainers, not Button nodes. Can't use click_element in MCP testing