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[AI]

INI referenceRules[AI]

Settings read from [AI].

54 of 54

KeyDescriptionValueWhen omitted
AALimitNo effectParsed ceiling on anti-aircraft buildings that the engine never uses.integer10
AARatioNo effectParsed fraction that the engine never uses.floating point.14
AIBaseSpacingCells of clearance kept around a building when base ground is reserved and computer placements are searched.integer1
AIDetectDisguiseLets every computer house see a disguised soldier for what it is when it scans for a target.booleanno
AirstripLimitNo effectParsed ceiling on airstrips that the engine never uses.integer5
AirstripRatioNo effectParsed airstrip share of a computer base that the engine never uses.floating point.12
AttackDelayNo effectParsed multiplier on a house's first-attack countdown, which no decision consults.floating point5
AttackIntervalNo effectParsed spacing between computer attacks that the engine never uses.floating point3
AutocreateTimeNo effectParsed number that the engine never uses.floating point5
BarracksLimitNo effectParsed ceiling on barracks that the engine never uses.integer2
BarracksRatioNo effectParsed barracks share of a computer base that the engine never uses.floating point.16
BaseSizeAddNo effectParsed allowance over a rival base's size that the engine never uses.integer3
BlockagePathDelayFrames a ground object spends preferring to wait out a moving obstruction before it insists on routing around one.integer60
BuildAANo effectParsed anti-aircraft defense list for a computer base that the engine never uses.typelist(empty)
BuildBarracksThe barracks a computer house resolves a generic barracks prerequisite to, in order of preference.typelist(empty)
BuildConstThe construction yard BuildingType; only the first entry is read.typelist(empty)
BuildDefenseNo effectParsed defensive structure list for a computer base that the engine never uses.typelist(empty)
BuildHelipadNo effectParsed helipad list for a computer base that the engine never uses.typelist(empty)
BuildPDefenseNo effectParsed power-hungry defense list for a computer base that the engine never uses.typelist(empty)
BuildPowerThe power plants a computer house plans first, in order of preference.typelist(empty)
BuildRadarThe buildings a computer house resolves a generic radar prerequisite to, in order of preference.typelist(empty)
BuildRefineryThe refineries a computer house plans and measures its income against, in order of preference.typelist(empty)
BuildTechThe buildings a computer house resolves a generic tech prerequisite to, in order of preference.typelist(empty)
BuildWeaponsThe war factories a computer house resolves a generic factory prerequisite to, in order of preference.typelist(empty)
CompEasyBonusWhether a computer house drops one difficulty slot when the session holds more than one human player.booleanyes
ComputerBaseDefenseResponseMultiplies an attacker's ThreatPosed to size the defenders a computer house calls up.integer3
ConcreteWallsThe walls a computer house builds its base perimeter from, in order of preference.typelist(empty)
CreditReserveThe balance a computer house must hold before it will start repairing one of its buildings.integer1000
DefenseLimitNo effectParsed ceiling on defensive buildings that the engine never uses.integer40
DefenseRatioNo effectParsed defensive share of a computer base that the engine never uses.floating point.5
EWGatesThe gates a computer house fits into the east-west runs of its base perimeter, in order of preference.typelist(empty)
GDIBaseDefenseCoefficientScales how many base defenses every computer house except one named "Nod" plans against its accumulated build cost.floating point1
GDIWallDefenseThe fixed part of the cap on wall tower and base defense pairs a computer house named "GDI" appends after planning its perimeter wall.floating point6
GDIWallDefenseCoefficientThe difficulty-scaled part of the cap on wall tower and base defense pairs a computer house named "GDI" appends after planning its perimeter wall.floating point3
HelipadLimitNo effectParsed ceiling on helipads that the engine never uses.integer5
HelipadRatioNo effectParsed helipad share of a computer base that the engine never uses.floating point.12
InfantryBaseMultNo effectParsed multiplier on building count for infantry production that the engine never uses.integer2
InfantryReserveNo effectParsed cash threshold for infantry production that the engine never uses.integer2000
MaximumBaseDefenseValueCaps each of the three defense values computed for a base defense BuildingType.integer60
NodBaseDefenseCoefficientScales how many base defenses a computer house named "Nod" plans against its accumulated build cost.floating point1
NSGatesThe gates a computer house fits into the north-south runs of its base perimeter, in order of preference.typelist(empty)
ParanoidWhether the computer houses close ranks against the human players when the game turns against them.booleanyes
PathDelayHow long a ground object waits before searching for a route again after a search that failed.floating point.016
PatrolScanHow often a patrolling team looks around for something to attack.floating point.016
PowerEmergencyNo effectParsed power fraction that the engine never uses.floating point.75
PowerSurplusNo effectParsed power margin that the engine never uses.integer50
RefineryLimitNo effectParsed ceiling on refineries that the engine never uses.integer4
RefineryRatioNo effectParsed refinery share of a computer base that the engine never uses.floating point.16
TeslaLimitNo effectParsed ceiling on Tesla coils that the engine never uses.integer10
TeslaRatioNo effectParsed Tesla coil share of a computer base that the engine never uses.floating point.16
TiberiumFarScanDistance a harvester searches for a Tiberium patch when it has none in mind.distance (cells)32
TiberiumNearScanDistance a harvester searches for more Tiberium once it is already working a field.distance (cells)6
WarLimitNo effectParsed ceiling on war factories that the engine never uses.integer2
WarRatioNo effectParsed war factory share of a computer base that the engine never uses.floating point.1