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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
AIBuildsWallsWhether computer houses plan a perimeter wall around their bases.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 a team of its first TeamType fails.floating point-1
AITriggerSuccessWeightDeltaThe amount added to an AI trigger's weight each time a team of its first TeamType 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 answers a power shortfall with a power turbine upgrade instead of a new power plant.floating point1
AllowShroudedSubteranneanMovesWhether a subterranean unit accepts a click on an object standing under the shroud, and follows a rally point into the shroud.booleanno
AttackingAircraftSightRangeRadius in cells revealed when a human player's aircraft fires from or at shrouded ground.integer5
BaseBiasNo effectParsed multiplier that the engine never uses.floating point1
BaseDefenseDelayMinutes during which no house calls up base defenders again against an attacker that a call-up has already covered.floating point.25
BaseUnitThe UnitTypes handed out at a multiplayer start, one per house, and counted as a base of their own.typelistnone
BestLowPowerBuildRateCoefficientNo effectParsed best-case low-power build coefficient that the engine never uses.floating point.75
BlendedFogNo effectParsed choice of fog pattern that makes no visible difference.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 moves to a new firing position after every second shot.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 effectA house-wide replacement for MyEffectivenessCoefficient that no house ever uses.floating point0
DumbTargetDistanceCoefficientNo effectA house-wide replacement for TargetDistanceCoefficient that no house ever uses.floating point0
DumbTargetEffectivenessCoefficientNo effectA house-wide replacement for TargetEffectivenessCoefficient that no house ever uses.floating point0
DumbTargetSpecialThreatCoefficientNo effectA house-wide replacement for TargetSpecialThreatCoefficient that no house ever uses.floating point0
DumbTargetStrengthCoefficientNo effectA house-wide replacement for TargetStrengthCoefficient that no house ever uses.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 or sold structure can hand 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
EngineerDamageNo effectParsed engineer damage figure that the engine never uses.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 on every house's build time and ground movement speed.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
GDIHunterSeekerSeeds the first side's HunterSeeker.classnone
GDIPowerPlantSeeds the first side's RegularPowerPlant.classnone
GDIPowerTurbineSeeds the first side's PowerTurbine.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 per step of a harvester's loading cycle, which lifts one unit every nine steps.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
IonLightningFrequencyThe approximate percent chance, on each frame of an ion storm, that the storm tries a lightning bolt.floating point25
IonLightningRandomnessThe percent chance that an ion storm lightning bolt strikes a random cell instead of an object.integer75
IonStormDurationNo effectParsed storm length that the engine never uses.integer20
IonStormWarheadThe 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 a vehicle, infantryman or structure ten percent 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
MaxWaypointPathLengthThe most waypoints one waypoint path can hold.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
MultiMCVbooleanno
MultiplayerAICMThe percentage of its starting money added to each computer house outside a campaign, one entry per difficulty.list of integers(empty)
MultipleFactoryThe build-time multiplier each factory past the first applies to production of its category.floating point1
MultipleFactoryCapinteger0
MyEffectivenessCoefficientDefaultThe MyEffectivenessCoefficient every object type falls back on.floating point0
NodAdvancedPowerSeeds the second side's AdvancedPowerPlant.classnone
NodAIBuildsWallsSeeds the second side's AIBuildsWalls.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
NodHunterSeekerSeeds the second side's HunterSeeker.classnone
NodRegularPowerSeeds the second side's RegularPowerPlant.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 time the screen is redrawn.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 time the screen is redrawn while it closes in.floating point.1
RadarEventSpeedPixels of the radar pane a radar event's box loses from its radius each time the screen is redrawn.floating point1
RadarEventSuppressionDistancesThe cells within which a radar event causes a later event of its kind to be dropped, 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)
RecheckPrerequisitesbooleanno
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 that a vehicle on the Repair mission, or a damaged computer aircraft, heads for 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 the interval self-healing falls back to.floating point.016
RepairStepThe strength one repair step restores to a structure, vehicle or aircraft.integer5
RevealByHeightWhether high ground between an object 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
SelfHealCapThe share of maximum strength at which self-healing stops.floating point-1
SelfHealRateThe interval between self-healing ticks.floating point-1
SelfHealStepThe strength one self-healing tick restores.integer1
SeparateAircraftWhether pad aircraft are bought separately from the pads they dock at.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 in leptons 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 of game time 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 that vehicle, infantry, aircraft and structure types fall back on.floating point0
TargetEffectivenessCoefficientDefaultThe TargetEffectivenessCoefficient that vehicle, infantry, aircraft and structure types fall back on.floating point0
TargetSpecialThreatCoefficientDefaultThe TargetSpecialThreatCoefficient that vehicle, infantry, aircraft and structure types fall back on.floating point0
TargetStrengthCoefficientDefaultThe TargetStrengthCoefficient that vehicle, infantry, aircraft and structure types fall back on.floating point0
TeamDelaysThe frames a house waits between team creation passes, one entry per difficulty.list of integers(empty)
TechnicianThe InfantryType a crewed object leaves as its survivor when its house has no side, and sometimes when it is armed.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.integerContext-dependent
TireVoxelDebrisNo effectParsed VoxelAnimType that the engine never uses.classnone
TotalAITeamCapTeam count at which a house stops starting teams from AI triggers, 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 reports as its own.classnone
VeteranArmorDamage taken by an object holding the STRONGER 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 one more than this value.floating point1
VeteranSpeedMovement speed of an object holding the faster ability is multiplied by one more than this value.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