[Basic] NewINIFormat=3 Name=(JUMP) Ocean [Map] Theater=SNOW X=16 Y=16 Width=96 Height=96 [Waypoints] 0=13970 1=14189 2=2412 3=2193 98=12380 [MapPack] 1=swAAIIH//kUQ/4UlACUAAf9fAEkQgRFAAv6SAP8Q/v9iAEgQUQL+kgD//2gARBH/lgCqEf 2=9qAEQS/5gAqBD/agBEE/+UAKwS/2wAQhP/lACsFP92AEIV/4gAthX/cABCFv+SAK4V/3IA 3=Qhf/jACyF/90AEAX/4wAsBb/dgBAGf+IALQY/3gAQBr/jgC0Gv98AEQb/34Avhv/fAA+G/ 4=+EALgb/34APh3/gAC6Hf+AAD4e/0QAuByA1AAAIIH/+gAAhSUAJQAB/30AQQCBESAC/nYA 5=/xD+/4AAQAD/fAC+AP+MADwB/3IAxgH/hgA8Av98AL4B/4gAPAP/dgDCA/+KADoD/3YAwA 6=L/jAA6Bf9yAMQE/44AOgb/eADEBv+MAD4HgS0gAoEGzM8I/lgA//+SADgH/2wBygj/kgA4 7=CtXGC/5YAP///gA4C/8AATYL//4ANg3/qgA2Dv9cAN4N//oAOg//AAE0D//+ADQR/6wANB 8=L/QgDeEoIIAM0gFIEzIAL/6AI4E/+oADgW/zgIyBaAnAAAIIH/3AAAggEA/74AIADdAAD/ 9=IA8AAIIfAMkgEIEyAAL/AAEyD4Ex/+0AMxDLHxKCKgAQAv/6ADQRMQL/AAE0Ev+sADIT/l 10=AA/zEA/6oANBT+UgD//wACMhX/rgAuE/5UAP//rAAyF/5UAP//rAAwFf5WAP//AAI2Gv+q 11=ADIY/lgA//+IADYcgRzcvx7+WAD//4QANBqBMAAC/cAegL8AACCB//YAAIIqABACgQH/ew 12=A/AIEwAAKBHNy/AP5aAP//fgA6AIEXQAL+fAD//3oAPAH/hAC4Af98ADgB/4QAuAJRAP9y 13=AEAD/4YAtgL/eAA4A/+KALQE/3wAPAX+iAD//3AAQAb/jACyBf9yADoG/5AAsAf/cAA6BP 14=+QALAI/24APAj/kgCuCP9sAD4K/5YArAr/agA8B/+YAKwL/2YAQAv/mgCqC/9kAD4J/5wA 15=qA3/ZABADf+eAKgO/rsP/4H/gDcBACCBAP4iCACCAgPu8geBAfAjCNWJCIMFBgfucQiDBg 16=cI/kkAAIMJCgvv8AiDDA0O/kcAAPRXCf9KAFYI89kJ/0kA1gjxogj/TABTCfIiCf9KANQJ 17=99kK/0cAWAr3Wwv/RQDZCvWhCv9IAFYL9iEL/0YA1wv7Wwz/QwBbDPvdDP9BANwM+aAM/0 18=QAWQ35IA3/QwDZDf9CAN0N/F4O/0EA3Qz73g78nw7/QQCaD/0fD/zcD/9FAFsM+WAQ/38A 19=Wwv/QwCeEPpeEf9EAB4R+N8R/0kAVwn1nBP/SQDZCYIBAlAD/3MAcRKFAAADBAVQA/9zAP 20=ESIgFQA/91ACwJ/3wA5xH/fQBkEP99AOIO/30AYA3+QwAA//YBHBZ1q4EC/nQAAMjlFIEF 21=/nQAAMhlFf9KANgI/poEAIEAgOgAACCBAP4XCACBAf53AACBATABgwIDCP5+AACCAQL+fg 22=AAggYH/n4AAIMLDA3+fQAAhBAREhP+fQAAgxYXGP5+AAD/xwMYCQFFyWEP/28A7gyEAQME 23=BcrgD/9uAG4NhQIDBgcIymAQ/2wA7g0IRoEE/3sAXg6BBQDw/3wA3Q6DCgsM/3wA2gz/Qg 24=DcEPoaEP9DAFsR+poQ/0MA2xH5GhH/RQBaEvebEf9HANkS9hwS/0cAWRP1nBL/SADYE/Qc 25=E/9JAFcU9JwT/0oA1xTyHRT/TABWFfCeFP9NANUV8B4V/00AVRb+3wcAgQCA [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=3 ; average delay between computer attacks AttackDelay=5 ; 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=3 ; 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=2 ; never build more than this many barracks WarRatio=.1 ; ratio of base that should be composed of war factories WarLimit=2 ; never build more than this many war factories DefenseRatio=.4 ; ratio of base that should be defensive structures DefenseLimit=40 ; 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=10 ; maximum number of tesla coils to build HelipadRatio=.12 ; ratio of base that should be composed of helipads HelipadLimit=5 ; maximum number of helipads to build AirstripRatio=.12 ; ratio of base that should be composed of airstrips AirstripLimit=5 ; 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