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2. Also what are the benefits of a guard mode? Mood for the colony? "feeling secure +5" for example. I use the mod spotted which adds a watchtower (and has a chance to tell you of the timing of an upcoming raid/at higher levels of spotting the strength/number of those involved) so this might be interesting in conjunction with it. In your mod what does guarding do?
3. for missions like escort vip, do you get to play those missions or are they just assumed to happen when you are leasing your mercs out to the USFM?
4. if you recruit a merc via the incident do the implants still explode?
1) Yes
2) Guard mean simply a new job that allow colonists/mercs to stand on "guard spots" ( it's just a location like animal sleep spot), they stand like if they are drafted but automatically attack near treats, and fit their vitals needs (sleep, food), they work only on "work" and "anything" work assignments, note you can dedicate a guard spot to one colonist.
3) Actually there is no event which let you play interactively on map with your rented mercenaries (but there is incidents about injured, earn money bounty, and killed mercenaries during their contract). It's planned to add more interaction event like you describe (interactive map where there is a battle and you control your rented mercs to fight as part of a mission of the USFM).
4) No, implants/organs should not explode
when trying to rent a colonist with one, we are only informed of two "(pyromaniac, nudist, etc...)"