MultiplayPassive
Takes the country's houses out of the contest, so they are neither fought nor counted.
Specification
- Applies to
- HouseType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
[Neutral]MultiplayPassive=trueA passive country’s houses run no computer AI at all, in any kind of game. Neither the expert-system pass that chooses attacks and teams nor the production passes that queue buildings, units, infantry and aircraft is entered for one, so such a house only ever owns what the map gave it.
Everything else the flag does is confined to skirmish and multiplayer games, where a passive house is treated as scenery rather than as an opponent.
- It is exempt from the defeat check that removes a player who has run out of objects, and its defeat is not announced.
- It is not counted among the players still alive, nor in the test for whether everyone left is allied — except in a skirmish game, where that second exclusion is dropped.
- A computer house never picks it as an enemy, and it never picks one of its own.
- Its objects are rejected outright by automatic target scans, and they never open a crate they drive over.
- Its objects do not reveal the map, and its buildings are never marked for automatic repair.
- It is skipped by the score screen, by the starting-unit generator, and by the pass that thins out surplus computer players.
Setup also rewrites two things on its behalf. WallOwner is forced off on every passive country and on for every other one, and every house in the game is allied to the house of the country named Special.