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9 — Fire Sale...

Puts the named house into its endgame state, in which its AI keeps selling its structures and sending its other objects to hunt.

Editor data
Numeric ID
9
Engine ID
TACTION_FIRE_SALE
Editor name
Fire Sale...
Need token
NEED_HOUSE
Parameters
  1. Househouse
Attachment
none
INI example
[Actions]
<TriggerID>=1,9,0,<House>,0,0,0,0,

Nothing happens at the moment the action runs. The selling starts on the house’s next AI pass, at most about seven and a half seconds of game time later, and repeats on every pass after that, about every seven seconds.

Each pass sells every structure the house has on the map. In a Short Game, a house with enough forces left keeps one, as FireSaleKeepThreshold describes. The pass then gives the house’s infantry, vehicles and aircraft on the map the same order as All to Hunt. That order also marks the house as hunting, which changes how its objects choose targets. The All to Hunt page describes the mark.

Valid values

  • A house by number, either a country or a spawn house. A country selects the first house in the scenario that plays it. A spawn house selects the house at that start position.
Caveats
  • Only a computer-controlled house acts on the endgame state. For a house a human plays, or one whose country sets [MultiplayPassive=yes](/keys/multiplaypassive/), the action has no effect.
  • The house never leaves the endgame state. On each later pass, it also sells any structure it has gained and sends any infantry, vehicle or aircraft it has gained to hunt.
  • A structure whose type has no [Buildup](/keys/buildup/) artwork cannot be sold and stays on the map. The exception is a [FirestormWall=yes](/keys/firestormwall/) structure without that artwork, which is removed.
  • The action does nothing when it names no house, a country that no house in the scenario plays, or a start position that no house holds.