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WaterBound

Picks the movement kind a type's ground is tested against when it is placed.

Water-bound structure

Specification — Water-bound structure
Applies to
BuildingType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no
Parse behavior

when the key is absent the building stays land-bound -- the effective default is no

The setting picks which of two terrain tests is taken over each cell of the foundation, and every placement check reads the same choice — the legality test the structure is put through as it arrives, the one a vehicle runs before deploying into it, and the cursor a player carries while placing it.

SettingWhat each foundation cell must satisfy
WaterBound=noNot a bridge, not a cell under a bridge, no ramp, and a land type carrying Buildable=yes
WaterBound=yesA land type the floating movement kind can cross at all — a cost above zero, set alongside Buildable= in that land type’s own section

Everything the two tests share still applies either way: the cell must be empty, inside the local radar bounds and free of overlay. What the water-bound branch drops is the bridge, under-bridge and ramp rejection, which is tested only on the land-bound side.

Water-based terrain object

Specification — Water-based terrain object
Applies to
TerrainType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

Placing a terrain object tests every cell of its footprint, and the setting picks which movement kind that test is taken for. A water-based object needs a land type the floating movement kind can cross; every other object needs one a tracked vehicle can cross. A cell whose land type carries a cost of zero for the kind being tested refuses the object, and so does a cell outside the local radar bounds or holding any overlay.

Neither branch consults Buildable=: a terrain object is placed against movement costs, not against the flag that admits foundations. The object is simply not placed when any cell of its footprint refuses it.