Commander – Wage War the Fun Way
If you, like me, enjoy playing on death worlds because we apparently hate ourselves… then you probably also hate the usual way of clearing biters: inching forward with turret creep and mountains of ammo.
Effective? Sure.
Fun? Not really.
Commander is here to fix that.
Instead of personally exterminating every nest, you build a factory that fuels a war machine—and let soldiers do the fighting while you focus on logistics, production, and glorious conquest.
What Is Commander?
Commander is a mod that introduces base-centered army building with a hierarchical command structure.
The long-term vision is to let you field up to a brigade-sized force—roughly 400–700 commandable soldiers—organized around military bases and HQ buildings.
This is not an RTS with constant micromanagement. The goal is strategic command at scale.
How It Works
- You construct HQ buildings to organize and command soldiers
- Soldiers are grouped into squads, which roll up into larger formations
- Orders are issued at higher levels and trickle down automatically
- AI behavior handles combat decisions like retreating
- Your factory produces soldier tokens, put those in the platoon HQ
Army Structure
Squad
The core unit of the mod.
- Executes all combat orders
- Forms the building block of larger units
- Spawned from the Platoon HQ
- Planned AI behavior for autonomous combat decisions
(currently, squads can only decide to retreat, but this is broken right now :D) - Squad consists of a heavy machine gunner and 7 riflemen. I'm looking to further expand on squad compositions, we'll see
Platoon HQ
The first command building and the heart of early army control.
- Spawns and reinforces squads
- Currently issues one order per platoon
- All squads in the platoon execute the same order
- Granular squad-level control may be added later (without heavy micro)
Spawns: 3 squads
Company HQ
- Consists of 3 platoons
- Planned to support company-wide orders affecting all platoons
Battalion HQ
- Consists of 3 companies
- Functions the same way as lower HQ tiers, at a larger scale
Brigade HQ
- Consists of 3 battalions
- Highest command tier
- Potential support for multiple brigades in the future
(depending on performance and scaling)
Command & Control
Issuing Orders
1: shift + left-click to select an HQ
2: shift + right-click to command an attack at mouse position
(I know shift + left-click conflicts with another use and will try to overcome this, or set another key sequence)
HQ buildings and squads automatically generate map tags.
Higher-tier orders cascade down through all connected sub-units—down to each squad.
What Units Do
When given an order, a unit will:
- Move to the attack location
- Attack enemies in the area
- Return to base once the mission is complete
Simple orders. Big results.
Squads, Losses & Reinforcements
Squad Thresholds
Each squad has:
- Operational threshold
- Minimum soldiers required to deploy
- Default: 6 soldiers
- Retreat threshold
- Squad disengages when losses are too high
- Default: retreat at 3 soldiers remaining (broken)
Reinforcements
- HQ buildings store soldier tokens
- Squads reinforce when they return to base after combat
- If a squad is wiped out:
- A new squad is spawned at the HQ
- Requires sufficient soldier tokens
Design Philosophy
Commander is not about micromanaging every soldier.
As your force grows, you command at higher levels:
- Platoon
- Company
- Battalion
- Brigade
Work in Progress
This mod is very much a work in progress.
Expect:
- Bugs
- Odd behavior
- Unfinished systems
- Crashes
If you try it out and:
- Encounter bugs
- Have balancing ideas
- Or just want to suggest something cool
I’d genuinely love to hear from you ❤️
Compatibility Notes
- Tested only with vanilla Factorio
- Space Age has not been tested
- I don’t own it myself
- If you try it and run into issues, please report them
- I’ll do my best to support it, but vanilla Factorio is the priority