Harvester
Makes a UnitType harvest Tiberium, or sets the IQ at which the computer starts replacing lost harvesters.
Tiberium harvester
- Applies to
- UnitType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
The vehicle takes the harvest mission on its own, fills from cells of Tiberium up to its Storage, and returns to a DockUnload=yes building drawn from its Dock list. Harvesting covers the search, load, and unload cycle.
IQ threshold
- Applies to
- global rules
- File
rules.ini- Section
[IQ]- Value
- integer
- When omitted
3
A computer house whose IQ reaches this level replaces harvesters it has lost. The check runs at the head of the routine that picks the house’s next vehicle, ahead of the ordinary demand tally, and choosing a harvester ends that pass — no other vehicle is selected until that harvester leaves the factory.
Three further conditions have to hold: the house must not be flagged as short of Tiberium, the harvester type must be within the house’s tech level, and its refineries multiplied by a difficulty factor must outnumber its harvesters. That factor is 1 in a campaign game and for a house sitting in the [Difficult] slot, and 2 for every other house, so a computer house ordinarily keeps two harvesters per refinery and only one where the factor is 1.
Both counts are taken from single entries: the first HarvesterUnit type is what counts as a harvester here, and the first BuildRefinery type is what counts as a refinery.