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Firepower

The multiplier a country applies to the damage its houses deal by firing a weapon.

Case-sensitive spelling

INI keys distinguish uppercase and lowercase letters. FirePower is a different setting.

Specification
Applies to
HouseType
File
rules.ini
Section
[<ObjectType ID>]
Value
floating point
When omitted
1.0

When an object of a house of this country fires a weapon, the projectile carries the weapon’s Damage multiplied by this value, so a value above 1 hits harder. A healing weapon, one with a negative Damage, is not scaled.

rules.ini
[GDI]
Firepower=1.1 ; example: GDI's weapons deal 10% more damage

Damage that does not come from an object firing a weapon is never scaled by this value. That includes a nuke silo’s launch, either kind of EM pulse, a superweapon, a trigger action, a projectile splitting into more, a hunter-seeker’s detonation, a drop pod’s weapon as the pod descends, and a jellyfish’s sting. Sonic weapons and weapons that use fire particles are not scaled either: their projectiles carry no damage, and the damage they deal comes from elsewhere.

Outside a campaign game, the house multiplies this value by the difficulty section’s FirePower= once, when it is given its difficulty slot. A campaign game leaves the country’s value out, so it affects skirmish and multiplayer games only.

See also — difficulty