[<House ID>]
Keys read from [<House ID>].
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| Key | Description | Value | When omitted |
|---|---|---|---|
ActsLike | The country a campaign house builds and plans as. | string | Computed |
Allies | The houses a scenario's house counts as friendly. | list of HouseTypes | (empty) |
Color | Color scheme for a projectile, house, or Tiberium type; the multiplayer setting holds the index of the player's preferred color. | color scheme | Inherited |
Credits | The money a scenario's house begins a campaign mission with, counted in hundreds. | integer | 0 |
Edge | The map edge that a scenario house's reinforcement teams enter from. | sourcetype | North |
IQ | A campaign house's intelligence level, which turns on each computer behavior whose threshold it reaches. | integer | 0 |
NodeCount | The number of base node entries read from the house's section. | integer | 0 |
PercentBuiltNo effect | A base completion figure that is read but has no effect. | integer | 0 |
PlayerControl | Hands a campaign house to the local player, who commands its objects, and gives the house the player's difficulty slot. | boolean | no |
RatioAITriggerTeam | The percent chance that a house reads its AI triggers when its team countdown expires. | integer | 100 |
RatioTeamAircraftNo effect | Parsed aircraft share that the engine never uses. | integer | 75 |
RatioTeamInfantryNo effect | Parsed infantry share that the engine never uses. | integer | 75 |
RatioTeamUnitsNo effect | Parsed vehicle share that the engine never uses. | integer | 75 |
TechLevel | The level an object type requires, the level a house holds, the starting value of the tech level setting for skirmish and network games, or a TeamType level that nothing reads. | integer | Computed |
No keys match the current filters.