AIAlternateProductionCreditCutoff
Credit total below which a computer house builds structures and units in alternation instead of together.
- Applies to
- global rules
- File
rules.ini- Section
[General]- Value
- integer
- When omitted
1000
The figure is compared against the house’s loose credits plus the value of the Tiberium it holds in storage, and the comparison is made again every time one of the house’s factories delivers something.
At or above the figure the house orders structures, vehicles, infantry and aircraft in the same pass. Below it the house drops to one class at a time and turns away from whatever it just delivered: after a structure — or as soon as it has none pending that an owned factory can produce — it moves to units, and after a unit it moves back to structures only when it owns none of the BuildBarracks types, owns none of the BuildWeapons types, is drawing more power than it makes, or wins a one-in-two draw.
The narrowed pass is not a hard block. A house restricted to structures falls through to units as soon as no owned factory can produce the structure it wants, and a house restricted to units falls through to structures once it has nothing pending or nothing pending that an owned factory can produce. While the pending vehicle is the first HarvesterUnit entry, that restricted house skips infantry and aircraft entirely. Choosing what to build next covers how the structure half of the pass picks its target.