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INI referenceRules[General]

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KeyDescriptionValueWhen omitted
AIAlternateProductionCreditCutoffCredit total below which a computer house builds structures and units in alternation instead of together.integer1000
AIBuildsWallsLets a computer house close its base plan with the node that runs the perimeter wall planner.booleanyes
AIHateDelaysThe frames a computer house waits before picking its first enemy, one entry per difficulty.list of integers(empty)
AIIonCannonAPCValueThe ion cannon rating a computer house gives an enemy vehicle that can carry passengers.list of integers(empty)
AIIonCannonBaseDefenseValueThe ion cannon rating a computer house gives an enemy IsBaseDefense structure.list of integers(empty)
AIIonCannonConYardValueThe ion cannon rating a computer house gives an enemy structure that produces buildings.list of integers(empty)
AIIonCannonEngineerValueThe ion cannon rating a computer house gives an enemy engineer.list of integers(empty)
AIIonCannonHarvesterValueThe ion cannon rating a computer house gives an enemy harvesting vehicle.list of integers(empty)
AIIonCannonHelipadValueThe ion cannon rating a computer house gives an enemy HoverPad structure.list of integers(empty)
AIIonCannonMCVValueThe ion cannon rating a computer house gives an enemy vehicle that deploys into a construction yard.list of integers(empty)
AIIonCannonPlugValueThe ion cannon rating a computer house gives an enemy IsPlug structure.list of integers(empty)
AIIonCannonPowerValueThe ion cannon rating a computer house gives an enemy structure that produces more power than it draws.list of integers(empty)
AIIonCannonTempleValueThe ion cannon rating a computer house gives an enemy IsTemple structure.list of integers(empty)
AIIonCannonThiefValueThe ion cannon rating a computer house gives an enemy vehicle thief.list of integers(empty)
AIIonCannonWarFactoryValueThe ion cannon rating a computer house gives an enemy structure that produces vehicles.list of integers(empty)
AircraftFogRevealRadius in cells that an airborne aircraft with no sight of its own clears of fog.integer6
AITriggerFailureWeightDeltaThe amount added to an AI trigger's weight each time one of its teams fails.floating point-1
AITriggerSuccessWeightDeltaThe amount added to an AI trigger's weight each time one of its teams succeeds.floating point1
AITriggerTrackRecordCoefficientThe multiplier applied to an AI trigger's history term when one of its teams fails.floating point1
AIUseTurbineUpgradeProbabilityThe chance that a computer house named "GDI" answers a power shortfall with a turbine upgrade rather than another power plant.floating point1
AllowShroudedSubteranneanMovesWhether a subterranean unit accepts a click on an object standing under the shroud.booleanno
AttackingAircraftSightRangeRadius in cells revealed when a player-controlled aircraft fires from or at shrouded ground.integer5
BaseBiasNo effectParsed multiplier that the engine never uses.floating point1
BaseDefenseDelayMinutes an attacker is ignored after it has already drawn a full base defense response.floating point.25
BaseUnitThe UnitType handed to each house at a multiplayer start and counted as a base of its own.classnone
BestLowPowerBuildRateCoefficientNo effectParsed best-case low-power build coefficient that the engine never uses.floating point.75
BlendedFogNo effectParsed flag whose branches are unreachable.booleanyes
BridgeVoxelMaxNo effectParsed debris count that the engine never uses.integer3
BuildSpeedThe multiplier that turns an object's cost into its base build time.floating point1
BuildupTimeThe length of a structure's construction animation, in game minutes.floating point.05
CameraRangeNo effectParsed distance that the engine never uses.distance (cells)9
ChargeToDrainRatioThe exchange rate between a charge-draining superweapon's stored charge and the time its effect runs.floating point3
CliffBackImpassabilityMode that turns a cell standing a cliff step below a neighbor into rock.integer0
CloakDelayThe time in game minutes an object must wait after it is uncloaked before it may hide again.floating point0
CloakingStagesThe number of fade stages an object's cloak is measured against.integer9
CloseEnoughDistance in cells within which a blocked ground object treats its destination as reached.distance (cells)2.5
ConditionRedSparkingProbabilityChance each frame that a critically damaged object starts throwing sparks.floating point.02
ConditionYellowSparkingProbabilityChance each frame that a damaged object starts throwing sparks.floating point.01
CraterLevelHow many cells around a meteor impact are slumped into a crater.integer4
CrewThe InfantryType that ordinarily leaves a destroyed or sold object as its survivor.classnone
CrewEscapeThe chance that a destroyed vehicle's crew steps out as an infantry survivor.floating point.5
CurleyShuffleWhether an attacking aircraft picks a fresh firing position between shots.booleanno
DamageDelayMinutes between the damage ticks a house takes while it is short of power.floating point1
DamageToFirestormDamageCoefficientHow much firestorm charge a raised wall loses per point of damage aimed at one of its sections.floating point0.1
DisguiseThe InfantryType whose name and artwork a disguised soldier shows to everyone else.classnone
DissolveUnfilledTeamDelayThe frames an empty team outside a campaign waits before dissolving itself.integer5000
DropPodAngleDrop-pod descent angle in radians, clamped to 22.5-67.5 degrees when rules load.floating pointNot documented
DropPodHeightInitial drop-pod altitude above the landing cell, measured in leptons.integerNot documented
DropPodInfantryMaximumUpper bound for the number of infantry requested by the Drop Pods superweapon.integerNot documented
DropPodInfantryMinimumLower bound for the number of infantry requested by the Drop Pods superweapon.integerNot documented
DropPodSpeedMinimum per-frame movement speed for a descending drop pod.integerNot documented
DropPodWeaponSelects the WeaponType used by airborne drop-pod effects.classnone
DumbMyEffectivenessCoefficientNo effectThe house-wide stand-in for MyEffectivenessCoefficient on a house that owns no threat rating node.floating point0
DumbTargetDistanceCoefficientNo effectThe house-wide stand-in for TargetDistanceCoefficient on a house that owns no threat rating node.floating point0
DumbTargetEffectivenessCoefficientNo effectThe house-wide stand-in for TargetEffectivenessCoefficient on a house that owns no threat rating node.floating point0
DumbTargetSpecialThreatCoefficientNo effectThe house-wide stand-in for TargetSpecialThreatCoefficient on a house that owns no threat rating node.floating point0
DumbTargetStrengthCoefficientNo effectThe house-wide stand-in for TargetStrengthCoefficient on a house that owns no threat rating node.floating point0
EnemyHouseThreatBonusAdded to a candidate's threat score when the candidate belongs to the house's declared enemy.floating point0
EngineerWhether a soldier restores and captures structures, or which InfantryType a destroyed structure hands back as an engineer.classnone
EngineerCaptureLevelThe fraction of maximum strength at or below which an engineer's cursor over a non-allied structure is the enter cursor.floating point1
EngineerDamageA figure the rules parser stores for engineer damage that no gameplay path consults.floating point0
ExplosiveVoxelDebrisNo effectParsed VoxelAnimType list that the engine never uses.typelist(empty)
FillEarliestTeamProbabilityThe percent chance that the next vehicle, infantryman or aircraft chosen goes to the oldest waiting team, one entry per difficulty.list of integers(empty)
FineDiffControlNo effectParsed flag that the engine never uses.booleanno
FlashFrameTimeFrames between repaints of a flashing radar blip.integer7
FlightLevelThe cruising altitude a type flies at, or the rules-wide altitude used by anything that names none of its own.integer500
GameSpeedBiasThe multiplier folded into every house's build-time and ground-speed figures.floating point1
GDIFirestormGeneratorThe BuildingType whose loss discharges a house's firestorm superweapon and brings down its wall.classnone
GDIGateOneThe BuildingType that joins a brick or sandbag wall running east to west.classnone
GDIGateTwoThe BuildingType that joins a brick or sandbag wall running north to south.classnone
GDIHunterSeekerThe type created by a hunter-seeker superweapon fired by a house acting as GDI.classnone
GDIPowerPlantThe BuildingType a computer house named "GDI" inserts to cover a power shortfall.classnone
GDIPowerTurbineThe BuildingType a computer house named "GDI" inserts to cover a power shortfall while it owns a power plant with a free upgrade slot.classnone
GrowthRateNo effectParsed rate that the engine never uses.floating point2
HarvesterDumpRateMinutes a docked harvester spends handing over each stored unit.floating point.016
HarvesterLoadRateGame frames between the animation ticks of a harvester taking on a load.integer2
HarvesterUnitUnitTypes the engine treats as a house's harvesters when it counts or replaces them.typelistnone
HoverAccelerationTime in minutes a hovering unit takes to work its throttle up to full.floating point.03
HoverBobPeriod in minutes of the vertical bob a hovering unit performs.floating point30
HoverBoostMultiplier on the throttle ceiling of a hovering unit whose path continues straight ahead.floating point1.3
HoverBrakeTime in minutes a hovering unit takes to close its throttle again.floating point.03
HoverDampenFraction of its vertical motion a hovering unit keeps from one frame to the next.floating point.8
HoverHeightHeight in leptons that a hovering unit rides above the ground.integer120
HunterSeekerAscentSpeedLeptons a hunter seeker climbs each frame once it is airborne.integer0
HunterSeekerDescendProximityHorizontal distance from its destination, in leptons, at which a hunter seeker starts diving onto its target.integer0
HunterSeekerDescentSpeedLeptons a hunter seeker drops each frame.integer0
HunterSeekerDetonateProximityHorizontal distance from its destination, in leptons, at which a hunter seeker detonates.integer0
HunterSeekerEmergeSpeedLeptons a hunter seeker climbs each frame while it is still lifting off.integer0
IceBreakingWeightVehicle weight at or above which crossing ice breaks it open into water.floating point4
IceCrackingWeightVehicle weight at or above which crossing ice cracks it.floating point2
IonLightningDamageThe raw damage each ion storm lightning bolt delivers.integer500
IonLightningFrequencyTen times this value is the chance in 1001 that an ion storm calls down a lightning bolt on a frame.floating point25
IonLightningRandomnessThe percentage of ion storm lightning bolts that fall on a random cell rather than on an object.integer75
IonStormDurationNo effectParsed storm length that the engine never uses.integer20
IonStormWarheadSelects the WarheadType every ion storm lightning bolt detonates with.classnone
IonStormWarningSeconds of warning between a scripted ion storm being ordered and the storm breaking.integer31
IRepairRateThe interval between servicing steps inside a hospital, and an armory's promotion delay.floating point.016
IRepairStepThe strength one repair step restores to an infantry.integer1
LargeVisceroidMakes a UnitType behave as a large visceroid, or picks the UnitType two merging small visceroids become.classnone
LeptonsPerSightIncreaseLeptons of height that earn an object ten per cent more sight range.integer50
MaximumAIDefensiveTeamsThe number of defensive teams above which a house passes over its defensive AI triggers, one entry per difficulty.list of integers(empty)
MaximumQueuedObjectsThe most entries a production queue may hold.integer5
MaxVeinholeGrowthCeiling on the veins one veinhole monster may cover.integer1000
MaxWaypointPathLengthNumber of markers a player may place into one waypoint path.integer15
MinimumAIDefensiveTeamsThe number of defensive teams a house must hold before any non-defensive AI trigger may spring, one entry per difficulty.list of integers(empty)
MinProductionSpeedThe floor the low-power production multiplier is held to.floating point.5
MissileROTVarHow far a homing projectile's rate of turn swings above its nominal value.floating point.25
MissileSpeedVarNo effectParsed fraction that the engine never uses.floating point.25
MultiplayerAICMThe percentage of its own starting money added to each computer house outside a campaign, one entry per difficulty.list of integers(empty)
MultipleFactoryThe speed-up each factory past the first gives to production of its category.floating point1
MyEffectivenessCoefficientDefaultThe MyEffectivenessCoefficient every object type falls back on.floating point0
NodAdvancedPowerThe BuildingType every computer house except one named "GDI" inserts to cover a power shortfall once it can build it.classnone
NodAIBuildsWallsLets a computer house named "Nod" close its base plan with the node that runs the perimeter wall planner.booleanyes
NodGateOneThe BuildingType that joins a Nod wall running east to west.classnone
NodGateTwoThe BuildingType that joins a Nod wall running north to south.classnone
NodHunterSeekerThe type created by a hunter-seeker superweapon fired by any house not acting as GDI.classnone
NodRegularPowerThe BuildingType every computer house except one named "GDI" inserts to cover a power shortfall.classnone
PadAircraftThe AircraftTypes bundled into the price of the pad they dock at.typelist(empty)
ParatrooperNo effectParsed InfantryType that the engine never uses.classnone
PilotNo effectParsed InfantryType that the engine never uses.classnone
PlacementDelayMinutes a factory waits before trying again when the object it finished cannot leave yet.floating point.05
PrerequisiteBarracksThe BuildingTypes that satisfy a BARRACKS prerequisite.list of BuildingTypes(empty)
PrerequisiteFactoryThe BuildingTypes that satisfy a FACTORY prerequisite.list of BuildingTypes(empty)
PrerequisiteGDIFactoryThe BuildingTypes that satisfy a GDIFACTORY prerequisite.list of BuildingTypes(empty)
PrerequisiteNodFactoryThe BuildingTypes that satisfy a NODFACTORY prerequisite.list of BuildingTypes(empty)
PrerequisitePowerThe BuildingTypes that satisfy a POWER prerequisite.list of BuildingTypes(empty)
PrerequisiteRadarThe BuildingTypes that satisfy a RADAR prerequisite.list of BuildingTypes(empty)
PrerequisiteTechThe BuildingTypes that satisfy a TECH prerequisite.list of BuildingTypes(empty)
RadarCombatFlashTimeFrames a damaged object's radar blip keeps flashing for.integer21
RadarEventColorSpeedFraction of the blend between a radar event's two colors covered each frame.floating point.05
RadarEventDurationsThe frames a radar event stays in play, one entry per event kind.list of integers(empty)
RadarEventMinRadiusPixels of the radar pane a shrinking radar event box stops at.integer5
RadarEventRotationSpeedRadians a radar event's box turns each frame.floating point.1
RadarEventSpeedPixels of the radar pane a radar event's box loses from its radius each frame.floating point1
RadarEventSuppressionDistancesThe cells within which a radar event swallows a later event of its kind, one entry per event kind.list of integers(empty)
RadarEventVisibilityDurationsThe frames a settled radar event stays drawn, one entry per event kind.list of integers(empty)
RefundPercentThe fraction of an object's price handed back when a human player's house sells it.floating point.5
ReloadRateThe interval between the ammunition points a rearming building hands the object docked with it.floating point.05
RepairBayThe BuildingType a vehicle or aircraft heads for when it is ordered to be repaired.classnone
RepairPercentThe share of an object's price that a full repair charges.floating point.25
RepairRateThe interval between structure repair steps and between self-healing steps.floating point.016
RepairStepThe strength one repair step restores to a structure, vehicle or aircraft.integer5
RevealByHeightWhether high ground between a looker and a cell blocks that cell from being revealed.booleanyes
RevealTriggerRadiusRadius in cells that the reveal-around-waypoint trigger action uncovers.integer5
ScrapVoxelDebrisNo effectParsed VoxelAnimType that the engine never uses.classnone
SeparateAircraftStops a helipad coming with a free aircraft and pricing itself around one.booleanno
SmallVisceroidMakes a UnitType behave as a small visceroid, or picks the UnitType that Tiberium deaths spawn.classnone
SpotlightAccelerationRadians per frame by which a sweeping spotlight's turn rate rises and falls.floating point.005
SpotlightAngleWidth of the arc a sweeping spotlight covers before reversing, in radians.floating point20
SpotlightLocationRadiusDistance ahead of a structure, in leptons, that its spotlight beam is aimed at.integer1000
SpotlightMovementRadiusDistance behind a structure at which its spotlight's sweep pivots, and the range beyond which a followed target is dropped.integer2000
SpotlightRadiusBase radius, in leptons, within which a spotlight notices an intruder.integer175
SpotlightSpeedTurn rate a spotlight beam builds toward, in radians per frame.floating point.05
StrayDistance in cells a team member may drift from the team before it is ordered back.distance (cells)2
SurvivorDivisorThe divisor applied to a structure's cost when its number of survivors is worked out.integer100
SurvivorRateThe fraction of a structure's cost that decides how many survivors leave it.floating point.5
SuspendDelayMinutes a team stays suspended after a base attack emptied it.floating point2
SuspendPriorityThe TeamType priority a team must reach to survive a base attack.integer20
TalkBubbleTimeHow long a scripted talk bubble stays above the unit that is speaking.floating point5
TargetDistanceCoefficientDefaultThe TargetDistanceCoefficient every object type falls back on.floating point0
TargetEffectivenessCoefficientDefaultThe TargetEffectivenessCoefficient every object type falls back on.floating point0
TargetSpecialThreatCoefficientDefaultThe TargetSpecialThreatCoefficient every object type falls back on.floating point0
TargetStrengthCoefficientDefaultThe TargetStrengthCoefficient every object type falls back on.floating point0
TeamDelaysThe frames a house waits between team creation passes, one entry per difficulty.list of integers(empty)
TechnicianThe InfantryType that leaves a civilian object, and occasionally an armed one, in place of the ordinary crew.classnone
TiberiumHealWhether an object mends itself while standing on Tiberium, and how often every such object is mended.floating point.0167
TiberiumTransmogrifyNo effectParsed number that the engine never uses.integerUnchanged
TireVoxelDebrisNo effectParsed VoxelAnimType that the engine never uses.classnone
TotalAITeamCapThe number of live teams a house may hold before its AI triggers stop springing, one entry per difficulty.list of integers(empty)
TrackedDownhillSpeed multiplier for a tracked vehicle stepping to a lower cell.floating point1
TrackedUphillSpeed multiplier for a tracked vehicle stepping to a higher cell.floating point1
TreeFlammabilityChance a burning terrain object sets fire to each unburnt terrain object beside it.floating point.1
TreeStrengthMaximum strength a TerrainType takes when its own section sets none.integer25
TunnelSpeedMultiplier on how fast a subterranean unit sinks and rises, and divisor of its dig-in wait.floating point1
URepairRateThe interval between the repair steps a service depot applies to the vehicle or aircraft docked with it.floating point.016
UseMinDefenseRuleWhether a house must hold its minimum number of defensive teams before any other AI trigger may spring.booleanyes
VeinDamageRaw damage a vein cell deals on every second frame.integer2
VeinholeGrowthRateGame frames between one veinhole monster's growth steps.integer100
VeinholeMonsterStrengthNo effectParsed strength figure that the engine never uses.integer10000
VeinholeShrinkRateGame frames between the withering steps of a destroyed monster's field.integer100
VeinholeTypeClassTerrainType every veinhole monster in the scenario is built from.classnone
VeteranArmorDamage taken by an object holding the armor ability is divided by this value plus one.floating point1
VeteranCapThe highest experience total a credited kill may leave an object at.floating point1
VeteranCombatWeapon damage from an object holding the firepower ability is multiplied by this value plus one.floating point1
VeteranRatioThe multiple of its own cost an object must destroy to earn one point of experience.floating point10
VeteranROFReload delay of an object holding the rate of fire ability is divided by this value plus one.floating point1
VeteranSightSight range of an object holding the sight ability is multiplied by this value plus one.floating point1
VeteranSpeedMovement speed of an object holding the faster ability is multiplied by this value plus one.floating point1
WallBuildSpeedCoefficientThe multiplier applied to a wall's build time.floating point.5
WallTowerThe BuildingType that joins a brick or sandbag wall run from any direction.classnone
WeedCapacityUnits of weed a house can hold.integer0
WheeledDownhillSpeed multiplier for a vehicle that is not tracked stepping to a lower cell.floating point1
WheeledUphillSpeed multiplier for a vehicle that is not tracked stepping to a higher cell.floating point1
WindDirectionThe facing that smoke and gas particles drift toward.integer-1
WorstLowPowerBuildRateCoefficientNo effectParsed worst-case low-power build coefficient that the engine never uses.floating point.3
ZoomInFactorHow far the tactical view magnifies when a trigger zooms it in.floating point2