-
Notifications
You must be signed in to change notification settings - Fork 0
GUER Insurgent Player Economy
Source-verified 2026-06-27 against master bef714aa5. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted (other roots: Server/, Common/, Client/). Arma 2 OA 1.64.
The optional GUER "Insurgents" playable faction has no commander, no factory, and no town-supply economy. Instead it runs a self-contained two-part loop on the server: a per-minute stipend paid straight into each living resistance player's team funds, and a time-tier broadcast that progressively unlocks heavier ground vehicles in the buy menu. Both halves live in a single server loop (Server/Server_GuerStipend.sqf) and a client overlay (Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf). The whole system keys off the master gate WFBE_C_GUER_PLAYERSIDE — which defaults to ON (1) since the B66 trial-round flip, so a stock server runs the faction live (set the gate to 0 to disable it and restore byte-for-byte two-side behaviour).
Current build84/cmdcon36 balance refresh: Balance asymmetries records the current 30/80/160 kill-tier defaults, 0.5 kill-bounty coefficient, checkpoint toll versus stipend math, upgrade dependency splits, and W1 War Chest sizing. Older provenance on this page still describes the broader system shape unless a row cites the refreshed constants directly.
Everything keys off one constant. It defaults to ON since B66; set it to 0 to disable the faction.
| Item | Value / Behaviour | Source |
|---|---|---|
| Constant default |
WFBE_C_GUER_PLAYERSIDE = 1 (ON since B66; 0=off) |
Common/Init/Init_CommonConstants.sqf:76 |
| Resistance side ID | WFBE_C_GUER_ID = 2 |
Common/Init/Init_CommonConstants.sqf:32 |
| Server loop spawn gate |
Init_Server.sqf runs execVM "Server\Server_GuerStipend.sqf" at its own isServer + WFBE_C_GUER_PLAYERSIDE > 0 gate (B74.2: decoupled from team-registration block) |
Server/Init/Init_Server.sqf:814-815 |
| Server loop self-gate | if ((... "WFBE_C_GUER_PLAYERSIDE", 0) < 1) exitWith {} |
Server/Server_GuerStipend.sqf:14 |
| Client overlay load gate |
Root_GUE.sqf compiles the overlay only when WFBE_C_GUER_PLAYERSIDE > 0
|
Common/Config/Core_Root/Root_GUE.sqf:129-130 |
| Client overlay self-gate |
if !((... "WFBE_C_GUER_PLAYERSIDE", 0) > 0) exitWith {}; also exits if not local player or not resistance |
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:22-24 |
When the gate is OFF, Init_Server.sqf additionally deletes the synced GUER player-slot units so nobody can join a non-functional insurgent slot (Server/Init/Init_Server.sqf:621-626).
When the gate is ON, Init_Server.sqf registers the four RESISTANCE player slots (synced to WFBE_L_GUE, the LocationLogicOwnerResistance) as harass teams before the stipend loop starts.
| Item | Value | Source |
|---|---|---|
| Registration gate | WFBE_C_GUER_PLAYERSIDE > 0 && !isNil "WFBE_L_GUE" |
Server/Init/Init_Server.sqf:751 |
| GUER starting funds |
wfbe_funds = 50000 per team |
Server/Init/Init_Server.sqf:760 |
| Team side flag | wfbe_side = resistance |
Server/Init/Init_Server.sqf:761 |
| Persistent flag | wfbe_persistent = true |
Server/Init/Init_Server.sqf:762 |
| Autonomy | [_group, false] Call SetTeamAutonomous |
Server/Init/Init_Server.sqf:765 |
Note the registration comment at Server/Init/Init_Server.sqf:586 calls GUER a "zero-fund harass team", but the live registration seeds each team with 50000 funds (Server/Init/Init_Server.sqf:596) — the stipend tops that up from minute to minute.
The loop pays a town-deficit-scaled rate to every living resistance player's group, once per interval, via WFBE_CO_FNC_ChangeTeamFunds.
| Parameter | Value | Source |
|---|---|---|
| Interval |
_interval = 60 seconds |
Server/Server_GuerStipend.sqf:18,33 |
| Base rate |
_baseRate = 150 per interval |
Server/Server_GuerStipend.sqf:19 |
| Per-town bonus |
_townBonus = 10 per GUER-held town below start count |
Server/Server_GuerStipend.sqf:20 |
| Cap |
_baseRate * 3 = 450 per interval (deep deficit) |
Server/Server_GuerStipend.sqf:49 |
| Rate formula | (_baseRate + (_deficit * _townBonus)) min (_baseRate * 3) |
Server/Server_GuerStipend.sqf:49 |
| Deficit formula | (_startTownCount - _curTowns) max 0 |
Server/Server_GuerStipend.sqf:48 |
| Recipient filter |
alive _x && side _x == resistance && isPlayer _x, iterated over playableUnits
|
Server/Server_GuerStipend.sqf:51-52,58 |
| Payment call |
[_g, _rate] Call WFBE_CO_FNC_ChangeTeamFunds on the player's group |
Server/Server_GuerStipend.sqf:56 |
WFBE_CO_FNC_ChangeTeamFunds simply adds _amount to the team's wfbe_funds (broadcast public): _team setVariable ["wfbe_funds", (_team getVariable "wfbe_funds") + _amount, true] (Common/Functions/Common_ChangeTeamFunds.sqf:8). Before paying, the loop initialises a missing wfbe_funds to 0 on the player's group (Server/Server_GuerStipend.sqf:55).
The "starting" town count is captured once, after ownership has had time to settle, and the loop never re-baselines it — so capturing towns back from GUER raises the stipend, while GUER expanding past its start does not reduce it below base.
| Step | Behaviour | Source |
|---|---|---|
| Wait condition |
waitUntil towns populated AND WFBE_L_GUE exists & non-null |
Server/Server_GuerStipend.sqf:23-26 |
| Settle delay |
sleep 30 after the wait |
Server/Server_GuerStipend.sqf:27 |
| Snapshot | _startTownCount = {(_x getVariable ["sideID", -1]) == WFBE_C_GUER_ID} count towns |
Server/Server_GuerStipend.sqf:29 |
| Current count | recomputed each tick by the same sideID == WFBE_C_GUER_ID count |
Server/Server_GuerStipend.sqf:47 |
| Loop guard | while {!WFBE_GameOver} |
Server/Server_GuerStipend.sqf:52 |
| Start log | ["INITIALIZATION", ... "GUER player economy started (start towns=%1)."] |
Server/Server_GuerStipend.sqf:30 |
Because the snapshot uses sideID == 2 (WFBE_C_GUER_ID), only towns the resistance actually owns at settle time count toward the baseline. Deficit is clamped at 0 (max 0), so the rate never drops below the 150 base.
Beyond the stipend, a GUER player's team is paid a bounty every time the player kills a WEST/EAST unit, handled server-side in RequestOnUnitKilled.sqf. This is the third GUER income source (alongside the stipend and the 150 * supplyValue town-capture cash).
| Item | Value | Source |
|---|---|---|
| Gate |
WFBE_C_GUER_PLAYERSIDE > 0, killer is resistance, killer side != killed side, killer has a wfbe_funds team |
Server/PVFunctions/RequestOnUnitKilled.sqf:131-152 |
| Normal bounty |
round((unitPrice select QUERYUNITPRICE) * WFBE_C_GUER_KILL_BOUNTY_COEF), coef 0.5 (50% of unit price) |
Common/Init/Init_CommonConstants.sqf:80 |
| IED bounty | coef WFBE_C_GUER_IED_KILL_COEF = 0.30 (30%) when the kill is within ~6 s of a wfbe_ied_recent stamp (anti-farm) |
Common/Init/Init_CommonConstants.sqf:81 |
| Sink | added to the killer's group wfbe_funds via WFBE_CO_FNC_ChangeTeamFunds
|
Server/PVFunctions/RequestOnUnitKilled.sqf:152 |
The cumulative side-wide counter WFBE_GUER_PLAYER_KILLS (incremented only on WEST/EAST kills by GUER players) drives the vehicle kill-tiers below, the 25-kill M113_UN_EP1 VBIED unlock, and the kill-scaled barracks AI cap (base 4, +1 per 10 kills, max 12).
The same loop publishes WFBE_GUER_VEHICLE_TIER from the cumulative GUER player kill count (WFBE_GUER_PLAYER_KILLS), so the buy menu gates heavier ground vehicles on kills — the legacy elapsed-time ladder (30 m / 90 m / 180 m) was removed in B75.5. Both WFBE_GUER_VEHICLE_TIER and WFBE_GUER_PLAYER_KILLS are re-published every cycle (not only on change) for JIP durability, and the tier is seeded + broadcast immediately at loop start so already-joined players do not wait 60 s.
| Tier | Unlock threshold (WFBE_GUER_PLAYER_KILLS) |
Source |
|---|---|---|
| 0 (default) | 0 kills (from start) | Server/Server_GuerStipend.sqf |
| 1 |
_kills >= WFBE_C_GUER_KILLTIER_1 (current default 30 kills; was 15) |
Common/Init/Init_CommonConstants.sqf:108, Server/Server_GuerStipend.sqf
|
| 2 |
_kills >= WFBE_C_GUER_KILLTIER_2 (current default 80 kills; was 40) |
Common/Init/Init_CommonConstants.sqf:109, Server/Server_GuerStipend.sqf
|
| 3 |
_kills >= WFBE_C_GUER_KILLTIER_3 (current default 160 kills; was 80) |
Common/Init/Init_CommonConstants.sqf:110, Server/Server_GuerStipend.sqf
|
| Broadcast | sets + publicVariable "WFBE_GUER_VEHICLE_TIER" every cycle (JIP durability); also re-broadcasts WFBE_GUER_PLAYER_KILLS each cycle |
Server/Server_GuerStipend.sqf |
Root_GUE_PlayerOverlay.sqf runs on each GUER player and rebuilds the buy-menu depot pool WFBE_GUERDEPOTUNITS whenever the broadcast tier changes. The buy menu reads WFBE_GUERDEPOTUNITS at open time, so updating it dynamically is what time-gates the vehicles.
| Item | Value / Behaviour | Source |
|---|---|---|
| First-tick seed |
WFBE_GUERDEPOTUNITS set synchronously before the watcher spawns |
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:47 |
| Watcher loop | [] spawn { while {!WFBE_GameOver && local player && side group player == resistance} ... } |
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:48-51 |
| Tier read |
_tier = ... getVariable ["WFBE_GUER_VEHICLE_TIER", 0]; rebuild only when _tier != _lastTier
|
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:52-53 |
| Poll interval | sleep 10 |
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:84 |
| Map branch | runtime if (worldName == "Chernarus") selects GUE_* roster, else TK_GUE_*_EP1 (GUER-MAPFIX 2026-06-18: was a #ifdef IS_CHERNARUS_MAP_DEPENDENT, broken when the file is preprocessed standalone) |
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:63 |
| Tier | Vehicles added | Source |
|---|---|---|
| 0 (always) |
Offroad_DSHKM_Gue, V3S_Gue, hilux1_civil_2_covered (VBIED), Ka137_MG_PMC + GUE_Soldier_* infantry |
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:58-63 |
| 1 (current default 30 kills) |
+ BRDM2_Gue, T34_TK_GUE_EP1
|
Common/Init/Init_CommonConstants.sqf:108, Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:64
|
| 2 (current default 80 kills) |
+ T55_TK_GUE_EP1, BTR40_TK_GUE_EP1
|
Common/Init/Init_CommonConstants.sqf:109, Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:65
|
| 3 (current default 160 kills) |
+ T72_Gue, BMP2_Gue
|
Common/Init/Init_CommonConstants.sqf:110, Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:66
|
The Takistan branch has no T-72/BMP-2 GUE (caps at the T-55 family) and repoints the VBIED type to the TK covered pickup.
| Tier | Vehicles added | Source |
|---|---|---|
| 0 (always) |
Offroad_DSHKM_TK_GUE_EP1, Pickup_PK_TK_GUE_EP1, V3S_TK_GUE_EP1, datsun1_civil_2_covered (VBIED), Ka137_MG_PMC + TK_GUE_*_EP1 infantry |
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:71-77 |
| 1 (current default 30 kills) |
+ BRDM2_TK_GUE_EP1, T34_TK_GUE_EP1
|
Common/Init/Init_CommonConstants.sqf:108, Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:78
|
| 2 (current default 80 kills) |
+ T55_TK_GUE_EP1, BTR40_MG_TK_GUE_EP1
|
Common/Init/Init_CommonConstants.sqf:109, Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:79
|
| 3 (current default 160 kills) | + Ural_ZU23_TK_GUE_EP1 |
Common/Init/Init_CommonConstants.sqf:110, Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:80
|
The overlay also defines per-role respawn gear for the Engineer, Spotter/Sniper and Medic roles, identical on both maps (AKS-74 family): WFBE_GUER_DefaultGearEngineer/Spot/Medic (Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:28-42). The single overlay file is the persistent edit point for both maps — LoadoutManager copies Chernarus to Takistan on regen, and a separate Root_TKGUE_PlayerOverlay.sqf would be deleted by DeleteExtraFiles (Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:9-12).
| Stage | Actor | What happens |
|---|---|---|
| Boot | Server |
Init_Server.sqf registers GUER teams (50000 funds) and execVMs the stipend loop when gate ON (Server/Init/Init_Server.sqf:587,596,612) |
| Settle | Server | Loop waits for towns + WFBE_L_GUE, sleeps 30 s, snapshots start-owned town count (Server/Server_GuerStipend.sqf:23-29) |
| Each 60 s | Server | Recomputes tier from WFBE_GUER_PLAYER_KILLS, re-publishes the tier + kill count every cycle; computes the deficit-scaled rate, pays each unique living resistance group (Server/Server_GuerStipend.sqf) |
| On tier change | Client | Overlay watcher rebuilds WFBE_GUERDEPOTUNITS for the new tier (Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:51-82) |
| On buy-menu open | Client | Buy menu reads WFBE_GUERDEPOTUNITS as its depot pool |
-
GUER Insurgents Faction Overview — the whole faction at a glance (slots, gate, spawn, combat, win condition).
-
Balance Asymmetries — current build84/cmdcon36 stipend/toll, bounty, kill-tier, upgrade and War Chest pacing reference.
-
Resistance Supply Scaffold — the separate (and incomplete) side-supply economy layer for resistance, distinct from this player stipend.
-
Economy Towns And Supply — town ownership, supply ticks, and the wider funds model the stipend plugs into.
-
Faction Root Variables Reference — the
WFBE_C_GUER_*constants and side-owner logics this system gates on. -
Faction Unit And Vehicle Roster Catalog — full classname catalog for the GUE_/TK_GUE_ units the depot pool draws from.
-
Gameplay Systems Atlas — the one-row atlas entry this page expands.
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index