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Ubisoft games cannot be extensively modded, and definitely nothing like what you ask for.
The NPCs in this game have two sets of AI behaviors: combat decisions and non-combat decisions (aka stealth).
The non-combat decisions for NPCs are much more complex. So much so that they're removed in large-scale combat sequences like in conquest battles and boarding ships, when you do have a squad fighting for you. These large combat scenarios are essentially built as self-contained mini-games with simpler NPCs in order to reduce calculations the game has to make.
Hypothetically, if you wanted a mod to summon a squad anywhere at any time, then you first must lobotomize all the open world NPCs to prevent overloading the game. Not to mention you have to add commands like attack / defend / retreat etc, as well defining behaviors after a fight.
For comparison, in Valhalla, summon your squad in the open world is a feature, but the cost of it is that all NPCs' non-combat decision-making were simplified. In other words, stealth gameplay took a backseat to combat in Valhalla. Simplified AI is also the reason why Valhalla has much more enemies guarding fortresses, almost on the level of Unity. Valhalla tries to compensate the lesser quality of NPCs via sheer quantity of NPCs, and then bumped up their detection for stealth gameplay.
I know you don't care about stealth, but if you're playing AC games, you should at least recognize there is a dynamic relationship between combat and stealth elements in these games. Each element affects another, and shouldn't be thought of in isolation.
Steam will delete anyone dealing with piracy. I suggest you delete this comment.
Huh ??
What do you mean??
Steam will delete anyone dealing with piracy. I suggest you delete this comment.