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13 — Autocreate Begins...

Marks the house named as alerted, which nothing reads.

Editor data
Numeric ID
13
Engine ID
TACTION_AUTOCREATE
Editor name
Autocreate Begins...
Need token
NEED_HOUSE
Parameters
  1. Househouse
Attachment
none
INI example
[Actions]
<TriggerID>=1,13,0,<House>,0,0,0,0,

Autocreate=yes on a TeamType is a separate setting that shares the word and nothing else: it selects which of an object’s two recruitable states a team of that type reads when it recruits, and no part of it is switched on or off by this action. What actually decides whether a house raises teams is the AI-trigger switch and the ratio behind it.

Valid values

  • A house available to the scenario. Every house behaves the same way, because nothing reads what is stored.
Caveats
  • No team is created and no house builds anything it would not have built without the action. The mark is written and no path that runs reads it back.
  • The routine that once raised autocreate teams from the mark is not compiled into the game, and the team pass that survives it does not consult the mark either.
  • One other route sets the same mark. A computer house whose IQ reaches the production threshold marks itself alerted on its next AI pass, and that costs it nothing either.
  • Naming no house does nothing at all. Naming a country that no house in the scenario plays leaves the house unresolved, and the action writes through the unresolved result.