A.I, NPC Behavior

A.I in Ferrus: Commissar is centered around small groups of individuals - an emphasis on quality over quantity - with an aim to be heavily reliant on decision making algorithms which depend on environmental factors.

As such, it is first important to cover the basics of A.I in Ferrus: Ultimately, the goal is to provide an interesting combat experience (rather than trying to simulate 'daily lives', as that is an area of its own, but it is not 100% confirmed to not be part of any future plans), simulating sane behavior on the behalf of combat groups. Individuals will retreat, take cover, even surrender if need be, in stark contrast to games where, even if you have slaughtered every other soldier in a platoon, no one will even think about surrendering but instead squat behind a box and pop its head out now and again to shoot you before being added to the list of casualties.
 * A.I is grouped into synthetic and biological (semantically), to distinguish robotic from organic behavior.
 * Functionally, A.I is grouped into Simple Conversation Trees - Simple Individual Behavior - Complex Individual Behavior and Unit Behavior. The reason for this is to be able to compartmentalize NPC behavior trees in respect to the role of a given character.
 * For Complex Individual Behavior and Unit Behavior, the focus is on social groupings of different sizes, with UB being an abstraction of CIB, i.e CIB A.I recognizes it is grouped/in the vicinity of others of the same kind with whom it can safely operate together, and thus alters its behavioral preferences based on that.