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Harvester

Changed in 0.2.0

Makes a UnitType harvest Tiberium, or sets the IQ at which the computer starts replacing lost harvesters.

Tiberium harvester

Specification — Tiberium harvester
Applies to
UnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

The vehicle harvests Tiberium on its own. It fills its Storage from Tiberium cells and unloads at a DockUnload=yes building from its Dock list. Harvesting covers the search, load, and unload cycle.

IQ threshold

Specification — IQ threshold
Applies to
global rules
File
rules.ini
Section
[IQ]
Value
integer
When omitted
3

A computer house whose IQ is at least this value builds harvesters up to a number set by its refineries. Before it chooses any other vehicle to build, it orders a harvester when all of the following hold:

  • its IQ is at least this value;
  • it has not been marked short of Tiberium;
  • it owns fewer harvesters than its refineries multiplied by a difficulty factor;
  • the harvester type’s TechLevel is within the house’s tech level.

The difficulty factor is 1 in a campaign game and for a house in the [Difficult] difficulty slot, and 2 for every other house. A computer house therefore normally keeps two harvesters per refinery, and one where the factor is 1.

Every type listed in HarvesterUnit counts as a harvester, and every type listed in BuildRefinery counts as a refinery. The house orders the first listed harvester type its country may own, or the first listed type if it may own none.

Once it has ordered a harvester, the house chooses no other vehicle until that harvester leaves the factory or its production is abandoned. When a condition fails, the house chooses its next vehicle from production demand instead.

History

  1. Changed0.2.0In development

    Send a harvester to work when it leaves a factory — unittype