So I'm working on a game where squads of varied units would explore, fight, trade and build on an overworld map. Combat would be automated more or less, and happen on the overworld. Basically, something like Mount&Blade but without the real-time hack and slash combat.
I'm using an ECS architecture, and even in MVP stages I'm running into confusion: Should each unit be an entity in the grand entity pool, with an ID pointing to the squad it belongs to? Or should they be in an array of units in the squad entity?
When they start having items, should every dagger and boot be part of a gigantic entity pool, or only exist inside units and inventories?
When it'll come to skills and enchantments, buffs... will a "+10% damage" buff float among houses and squads and knives and forests in the entity pool, or will it be part of a buff array?
If it helps
I'm using Javascript with a homemade ECS, for fast and shareable iterations, and for learning purposes too.