You can customize your War Mechanics gameplay by changing settings in the holotape. You can find those settings under Options>Gameplay>War.
These Options are also available through MCM (Mod Configuration Manager), Sim Settlements 2, Gameplay.
|Armory Auto-Equip||When ON, Outposts with active Armories will auto-equip soldiers with rank appropriate loadouts.
When OFF, soldiers will not be auto-equipped.
|Assault Behavior||After meeting your assault force, the soldiers will follow you until combat starts. Note: If you don't meet up with them first, they will wait until an enemy gets close to them or you initiate combat.||Follow Player Until Combat (Default)|
|After meeting your assault force, the soldiers will immediately charge into battle. Note: If you don't meet up with them first, they will wait until an enemy gets close to them or you initiate combat.||Charge In Immediately|
|Assault Range||Assaults require an Outpost within range of the attack target. (Range being the same used for connecting Settlements with Caravan Services.)||Near Outposts (Default)|
|Assaults can occur at any range winin the same Worldspace.||Unlimited|
|Autoassign Changes Role||When ON, If auto-assignment assigns a job plot, the soldier will be given appropriate Guard/Support roles -- Guard, if the plot provides defense, such as Basic Defenses or Watchower, and Support for everything else.||ON (Default)/OFF|
|Auto Convert Jobs to Martial||When ON, converting a settlement to an outpost will cause all non-Municipial job plots to be converted to Martial.||ON (Default)/OFF|
|Auto Recruit Soldiers||When ON, if the Soldier recruitment queue is empty, default soldiers will be recruited.
Note: Soldiers will only be recruited up to the max each outpost supports and only if enough resources are available.
|Autosave Before Assaults||When ON, just before an assault begins, the game will autosave to ensure you have a rollback point. This option was added due to the base-game's power grid bugs meaning you could run into a crash when you approach the target.
If that occurs, you can reload back to the save and use tools from Workshop Framework to remotely reset the target settlement.
OFF (Default for Survival Players)
|Cinematic Victories: Assaults||When ON, after an Assault victory, cinematic mode will be engaged for a brief time to give you an aerial view of the battlefield.
When OFF, cinematic mode will not be engaged.
|Cinematic Victories: Raids||When ON, after a Raid victory, cinematic mode will be engaged for a brief time to give you an aerial view of the battlefield.
When OFF, cinematic mode will not be engaged.
|Control Vassals||When ON, Vassals remain under your control, rather than being independent.
When OFF, you will be able to use the Workshop at your Vassal Settlement.
|Dynamic Assault Soldiers||Only Soldiers with the Warrior role will show up for Assaults started with the Flare Gun.||Warriors Only (Default)|
|Any Soldier can show up for Assaults started with the Flare Gun.||Any Role|
|For both Options: For many assault types, after the assault, Soldiers will be assigned to Guard the target location, losing their preiovus assignments.|
|Limit Assaults to Uninjured||When ON, only uninjured soldiers will be able to join Assaults.||ON (Default)/OFF|
|Manual Assign Changes Role||When ON, if you assign a Soldier to a job plot, they will be given an appropriate Guard/Support role -- Guard, if the plot provides defense, such as Basic Defenses or Watchtower, and Support for everything else.||ON (Default)/OFF|
|Mortal Soldiers||When ON, Non-unique soldiers are mortal and can actually die in combaat as opposed to just being injured.||ON/OFF (Default)|
|Move In Outpost Soldiers||After an Assault to take a settlement as an Outpost, this is how many of the assaulting soldiers will be moved into the Outpost as their new home location.||Entire Assault Team (Default), None, 1, 3, 5, 10|
|Move in Territory Guards||After an Assault to take a new non-settlement territory, this is how many of the assaulting soldiers will be assigned to guard the territory after the capture is complete.||Entire Assault Team, None, 1, 3,
5 (Default), 10
|Outpost Job Plot Limitations||When ON, job plots in Outposts are limited to Martial and Municipal.
Note: You can still build Residential and Recreational for non-job use.
|Planned Assault Soldiers||Only Soldiers with the Warrior role will appear as options when planning an assault from a menu.||Warriors Only|
|All Soldiers, regardless of role, will appear as options when planning an assault from a menu.||Any Role|
|For Both Options - Note: For many assault types, after the assault they will be assigned to Guard the target location, losing their previous assignments.|
|Raid Warnings||Raids will only start defense quests if you have Communications at the location.
For Settlements, this would be a Municipal Plot with a Communications class building.
For Territories, this would be a Communications object, such as a Makeshift Communications.
|Raids will always start a defend quest, regardless of whether you have Communications in the location.||Automatic|
|Show War Results Screen: Assaults||When ON, after an Assault victory, you'll be presented a score screen showing how you did.||ON (Default)/OFF|
|Show War Results Screen: Raids||When ON, after a Raid victory, you'll be presented a score screen showing how you did.||ON/OFF (Default)|
|Soldier Rank Up FX||When ON, when a Soldier Ranks up, there is a visual and audio cue.||ON (Default)/OFF|