What connects to what
The score reports an integer tier as the balance crosses the ladder you defined. On its own that is a number in a log line. Load ATG Faction Progress and it becomes the faction’s progression level, which decides what the arsenal stocks and what a player is allowed to save in a loadout.
The chain runs one way and each link is replaceable:
objectives pay -> balance -> tier -> progression level -> what the arsenal stocks
Tier N grants progression level N, clamped into 1 to 8. That mapping is fixed and there is no setting for it, on purpose: the tier ladder is already yours to define, so if you want tier 3 to buy stage 2 gear, you move the rung rather than adding a second mapping that can disagree with the first.
Tier 0 grants level 1, never Not applicable. Not applicable means progression does not apply to that faction and opens every gate, which is the opposite of what a faction that has earned nothing should get.
Load order
The two mods find each other by load order, not by a declared dependency. ATG Faction Progress must load before ATG Scenario. List it first in your server’s mod list, or first in the addons argument on a launch command.
Get it the wrong way round and nothing errors — the score runs, tiers are reported, and they simply gate nothing. The server log says so once at startup, and that line is the thing to check if gear is not unlocking:
ATG Faction Progress is not loaded ahead of this mod - tiers are reported
but gate no gear.
When the two are ordered correctly you get the opposite line, naming the mod that has taken charge of the level.
The Game Master control
Select the scored faction’s delegate in the editor. In the Faction category there is one control, Scenario Tier, running 1 to 8.
Setting it does three things in order: the balance moves onto that tier’s rung, the tier becomes the one you chose, and the faction’s progression level follows. So after a change the balance, the tier and the arsenal all agree — which they would not if the tier were set beside a balance that no longer supported it, because the next upkeep tick would quietly undo it.
Granting a tier grants the bank that earns it. The movement is recorded as an adjustment rather than as faction earnings, so the “what happened while I was away” report still means what the faction did, not what a Game Master handed them.
Two deliberate behaviours:
- It bypasses the ratchet. The setting that stops the ladder falling protects against a bad week, not against a Game Master who has said what they mean.
- Tier 0 is not offered. It is where a faction lands by spending, not something to hand them. Drop the balance if that is what you want.
On a server running narrative operations, how far the ladder may move between them is bounded separately — see the tier band on Narrative ops. A Game Master setting the tier here is not subject to it; the band exists to bound the stretch nobody is supervising.
The control only appears on the faction the scenario scores, and only while the score and its tiers are both switched on. Every other faction’s delegate shows nothing, because a tier on a side with no ledger behind it would be a number with nothing to mean.
When a tier changes
Everything that reacts happens on the server and reaches players on its own:
- Arsenals belonging to that faction re-stock, including ones a player is standing at.
- The faction’s own players are notified that their level rose or fell. Other factions are not told.
- Vehicle pads restock. Empty ones get another chance to fill, and a pad already holding a vehicle swaps it for whatever the new tier says belongs there — but only inside the base exclusion zone and only with nobody aboard, so nothing is taken out from under a crew in the field. A tier that falls far enough that the catalogue offers nothing at all empties the bay instead.
A tier change is also written to disk immediately rather than waiting for the next save tick — it is the one movement worth surviving a crash.