ContentScan
Parsed IQ threshold and difficulty flag that the engine never uses.
The engine accepts and loads it, but no gameplay code uses the stored value.
IQ threshold
- Applies to
- global rules
- File
rules.ini- Section
[IQ]- Value
- integer
- When omitted
4- Used by the game
- No — loaded but not used
A house whose IQ reached this level would count the worth of a transport’s passengers toward the transport’s worth as a target, and so would a house whose difficulty section sets the companion flag; the two are alternatives rather than conditions that both have to hold.
Neither is reached. The comparison sits inside the routine that puts a figure on an object as a target, and the only thing that calls that routine is the pass in which a computer house picks a building to aim a superweapon at — a pass nothing invokes. This is the one entry in [IQ] that raising a house’s intelligence cannot switch on, and moving the threshold changes nothing at any level.
Difficulty cargo scan
- Applies to
- difficulty settings
- File
rules.ini- Section
[<Difficulty ID>]- Value
- boolean
- When omitted
noThe difficulty block is re-read from fixed defaults whenever its section is present, so a later file that carries the section without this key restores no rather than keeping the earlier value.- Used by the game
- No — loaded but not used
The flag is one of two ways into a test that adds the worth of everything riding inside a transport to the transport’s own worth as a target. This one opens it for every house in the slot; the threshold in [IQ] opens it for a house clever enough. The two are alternatives, so either on its own is sufficient.
Neither is reached. The test sits inside the routine that puts a figure on an object as a target, and the only thing that calls that routine is the pass in which a computer house picks a building to aim a superweapon at — a pass nothing invokes. What a computer house does weigh when it chooses a target is traced under target selection, and cargo has no part in it.