[IQ]
Settings read from [IQ].
11 of 11
| Key | Description | Value | When omitted |
|---|---|---|---|
AircraftNo effect | Parsed intelligence level that the engine never uses. | integer | 4 |
AutoCrush | A parsed per-type flag that nothing acts on, and the IQ at which a computer house starts running things over. | integer | 2 |
ContentScanNo effect | Parsed IQ threshold and difficulty flag that the engine never uses. | integer | 4 |
GuardArea | The IQ level at which a computer house leaves idle objects in Area Guard instead of Guard. | integer | 4 |
Harvester | Makes a UnitType harvest Tiberium, or sets the IQ at which the computer starts replacing lost harvesters. | integer | 3 |
MaxIQLevels | The top of the house intelligence scale, which computer houses hold outside campaign games. | integer | 5 |
Production | The intelligence level at which a computer house starts itself building rather than waiting to be started. | integer | 5 |
RepairSell | The house intelligence level at which the computer begins repairing its damaged buildings and selling the ones it cannot afford. | integer | 3 |
Scatter | Whether objects on a mission are allowed to scatter, or the intelligence level at which a house's objects step aside from an incoming threat. | integer | 3 |
SellBack | The tech level a house must have reached before the computer will sell a building it cannot afford to repair. | integer | 2 |
SuperWeapons | The house intelligence level at which a computer house begins firing its superweapons in a campaign. | integer | 4 |
No keys match the current filters.