[Basic] NewINIFormat=3 Name=(JUMP) Turnover [Map] Theater=TEMPERATE X=16 Y=16 Width=96 Height=96 [Waypoints] 0=2451 1=5284 2=2472 3=5139 4=2649 5=2794 6=5226 7=5080 98=2064 [MapPack] 1=QgAAIIH//jUQ/4KyAN0WEIUnACcAAfhbEIESIAL/QgAWEP5WAP+CsgDbvhAQ/v/eAVoQ/w 2=AEOBDfOhb//AFaFv+qBlYWgDIAACCB//IAAIKyANsYAIInABACgQH4WwCBEiAC/RYA/lgA 3=//8gATYAMQL/+gFcAP+qG1YBgDEAACCB//IAAIKyAN0WAIUnACcAAfhbAIESIAL/QgAWAP 4=5WAP/dvgAQ/v/8AVoA/6ocVgCAmwAAIIH/8gAAgrIA2xgAgicAEAKBAfhbAIESIAL9FgD+ 5=WAD/374A//4AWAD/AAFWAP8ABFYAgjUAEAKBHPhbB4E4IAL/ugCeA/9EAFgH/0QAFAj+Vg 6=D//2QANgj/RgASCf5WAP//eAC+Cf+IACYKg8AAwP+FADcKgcP/ewC/Cv+CADgLgsMA/34A 7=vguBtv9/ADsN/3oAvAz+yRH/gf+AYAAAIIEA/isIAIIBAv0NCOptCIICA8uNCIMDBAXbfQ 8=jQqwj5TgjNzQiDBgcI2/0I3isJ/3IA7Qf53wj/RACbCIEE/38A4Aj/TQBOCPCsCflfCs1O 9=C/ErCvneC81fC//VE6sKgIoAACCBAOgAAIIBAu4NAIEE6QAAzIsAzU4AgwMEBdt9AN6rAO 10=vsAM1fAIMGBwjb/QDQKwHdLQDqfgH/AxIsAN6sE/9bAFASgwAEBQFi2i4U/k0AAM5NFIIH 11=CAFi2a4U4AkU/m8AAPpNFIEB/kIAAPmcFf9DAMwS+kwUAdKEBAUGB/meFoIGB/4fCQCBAI 12=A= [OverlayPack] 1=CQAAIIH//v4f/4H/gAkAACCB//7+H/+B/4A= [England] Firepower=5 Groundspeed=1 Airspeed=1.0 Armor=1 ROF=1 Cost=0 BuildTime=1 [Germany] Firepower=5 Groundspeed=1.0 Airspeed=5 Armor=1.0 ROF=1.0 Cost=0 BuildTime=1 [France] Firepower=5 Groundspeed=1 Airspeed=1.0 Armor=1.0 ROF=1 Cost=0 BuildTime=1 [Ukraine] Firepower=5 Groundspeed=1 Airspeed=1.0 Armor=1 ROF=1.0 Cost=0 BuildTime=1 [USSR] Firepower=5 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1 Cost=0 BuildTime=1 [Greece] Firepower=5 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=0 BuildTime=1 [Turkey] Firepower=5 Groundspeed=1 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=0 BuildTime=1 [Spain] Firepower=5 Groundspeed=1.0 Airspeed=1 Armor=1.0 ROF=1.0 Cost=0 BuildTime=1 [Recharge] Chrono=0.1 ; chronosphere GPS=0.1 ; satellite radar IronCurtain=0.1 ; invulnerability device Nuke=0.1 ; nuclear missile ParaBomb=14 ; parachute bombs Paratrooper=0.1 ; paratroopers Saboteur=14 ; para-saboteur Sonar=10 ; sonar pulse SpyPlane=0.1 ; recon mission [General] ; crates CrateMinimum=50 ; crates are normally one per human player but never below this number CrateMaximum=10000 ; crates can never exceed this quantity CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses CrateRegen=3 ; average minutes between random powerup crate regeneration UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly] WaterCrateChance=20% ; chance that a water crate will be generated rather than land crate [multiplay only] SoloCrateMoney=2000 ; money to give for money crate in solo play missions SilverCrate=HealBase ; solo play silver crate bonus WaterCrate=Money ; solo play water crate bonus WoodCrate=Money ; solo play wood crate bonus ; repair and refit RefundPercent=50% ; percent of original cost to refund when building/unit is sold ReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicopters RepairPercent=0% ; percent cost to fully repair as ratio of full cost RepairRate=.016 ; minutes between applying repair step RepairStep=7 ; hit points to heal per repair 'tick' for buildings URepairPercent=0% ; [units only] percent cost to fully repair as ratio of full cost URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units AtomDamage=0 ; damage points when nuclear bomb explodes (regardless of source) [AI] AttackInterval=0.05 ; average delay between computer attacks AttackDelay=0.05 ; average delay time before computer begins first attack PatrolScan=.016 ; minute interval between scanning for enemys while patrolling. CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount. PathDelay=.01 ; Delay (minutes) between retrying when path is blocked. OreNearScan=6 ; cell radius to scan when harvesting a single patch of ore OreFarScan=48 ; cells radius to scan when looking for a new ore patch to harvest AutocreateTime=5 ; average minutes between creating an 'autocreate' team InfantryReserve=3000 ; always build infantry if cash reserve is greater than this InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity PowerSurplus=50 ; build power plants until power surplus is at least this amount BaseSizeAdd=1 ; computer base size can be no larger than the largest human opponent, plus this quantity RefineryRatio=.16 ; ratio of base that should be composed of refineries RefineryLimit=4 ; never build more than this many refineries BarracksRatio=.16 ; ratio of base that should be composed of barracks BarracksLimit=3 ; never build more than this many barracks WarRatio=.2 ; ratio of base that should be composed of war factories WarLimit=3 ; never build more than this many war factories DefenseRatio=.4 ; ratio of base that should be defensive structures DefenseLimit=10 ; maximum number of defensive buildings to build AARatio=.14 ; ratio of base that should be anti-aircraft defense AALimit=10 ; maximum number of anti-aircraft buildings to build TeslaRatio=.16 ; ratio of base that should be telsa coils TeslaLimit=2 ; maximum number of tesla coils to build HelipadRatio=.2 ; ratio of base that should be composed of helipads HelipadLimit=10 ; maximum number of helipads to build AirstripRatio=.2 ; ratio of base that should be composed of airstrips AirstripLimit=10 ; maximum number of airstrips to build CompEasyBonus=no ; When more than one human in game, computer player goes to "easy" mode? Paranoid=yes ; Will computer players ally with each other if the situation looks bleak? PowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage