Right now alert status determines which schedule is followed. It would be much more straightforward if the schedules switched between statuses of squads, while an alert would override them.
So the steps to make a military would be:
- Define squads (including commanding positions etc.)
At this point you could already switch between the three standard statuses by means of the squad menu without extra fuzz. Then you have the option to:
- Define more statuses for each squad: (equipment/uniforms/supplies, place to be, in the future tactics - like now in the military screen). (Standard statuses: off-duty (= civilian), train (at 80% capacity), emergency (= direct player control).
- Define schedules for each squad: switch between statuses, based on time. (I imagine most squads to have just one schedule under this setup.) No schedule: revert to manual player control. Standard schedule: "train" status.
- Define alerts: switch statuses, overriding schedules. For every alert you would get a list of groups present (squad 1, squad 2, civilians etc.): for each, you would indicate what status to switch to when this alert is active. No input: keep following active schedule.
Copying schedules and statuses between squad ought to be possible, naturally.
tl;dr
- For each squad you define statuses (place/equipment/tactics/command).
- Schedules automatically switch a squad between statuses.
- An alert switches every group in the fortress to an appropriate status. Alerts override schedules.