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CollateralDamageCoefficient

The fraction of its own maximum strength a destroyed object deals to its surroundings.

Specification
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
floating point
When omitted
Context-dependent`1` for an AircraftType, BuildingType or UnitType and `0.66` for an InfantryType. A `Cyborg=yes` InfantryType falls to `0.33`, but only from the second rules layer that names its section onward, because the cyborg flag is not yet set when the value is chosen on the first pass.
rules.ini
[MYAMMOTRUCK] ; a UnitType registered in [VehicleTypes]
Explodes=yes
Strength=200
CollateralDamageCoefficient=2.5 ; 500 damage delivered on death

The coefficient multiplies the type’s Strength — its full maximum, not the strength it had left — and the product is the damage a destroyed object deals to everything around it. A structure adds the Power of each Tiberium held in its Storage on top, which is why a full refinery makes a far larger crater than an empty one.

That figure is reached only on a death that explodes, so the setting does nothing at all unless the type is Explodes=yes or the object carries the veteran explodes ability. It also sizes the blast radius, and because the radius calculation divides the figure by 100 and discards the remainder, any product below 100 collapses to the minimum radius.