IQ
A campaign house's intelligence level, which turns on each computer behavior whose threshold it reaches.
- Applies to
- House (per-scenario)
- File
map file- Section
[<House ID>]- Value
- integer
- When omitted
0
Each automatic behavior with an entry in the [IQ] section turns on for a house whose IQ reaches that entry. Raising the value turns the behaviors on in the order of their thresholds. For example, RepairSell is the level that turns on automatic repair and sell-back.
Three [IQ] entries do not compare against this value:
SellBackcompares against the house’s tech level.ContentScanandAircrafthave no effect.
With Paranoid on, a computer house whose IQ equals MaxIQLevels makes the surviving computer houses ally with each other and declare war on the human houses when the Destroy all of… action defeats it.
Keep the value at or below MaxIQLevels. A larger value is replaced by 1, not by the maximum, so it turns nearly every behavior off.
Only a campaign mission reads this value. Outside a campaign, every computer house gets the maximum level, and so does a house the computer takes over from a player who leaves.