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cncrules.ini
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cncrules.ini
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; Command & Conquer RULES.INI
; If placed in game directory, it will not override built in values. Values to be used as
; multipliers or percentages can be specified as either a simple floating point number (embed ".")
; or as a conventional percentage number (append "%"). Values used as cell distances or time delays
; are specified as simple floating point number. Distance values are expressed in cells. Time
; values are expressed in minutes.
; This is not the real file because there is none - the C&C rules were hard-coded into the game.dat
; file (C&C95.exe in Win95 Edition). This is what the file could have been like, based on what
; editors/testing tells us, as well as what the values were in Red Alert, which is VERY similar to
; C&C. Therefore most of the rules file has been taken directly from Red Alert, as well as the rules
; flags, if applicable. The unit names are the actual names also used in the game files for the .shp
; images. There is still a lot missing from what should be here. These are usually things that cannot
; be found, so it is unknown what their values are.
; C&C is different from Red Alert and its successors in a few ways. First of all, the Burst= flag is
; not tied to weapons here. Instead, units that have this flag set to yes will fire their weapons twice,
; but another unit with the same weapon may not. Another difference is that explosions from weapons are
; attached to the weapon, not the warhead. An example is that the chemical sprayer and the high-velocity
; chaingun both use the HE warhead, which is also used for the MLRS and hand grenade. When I was doing
; testing it was hard to say this is true, but one clue was that the percentages (verses=) were the same.
; Another clue was that both weapons can destroy walls.
; Note how the object speed is drastically higher than what Red Alert uses. To make it even more
; complicated, C&C treats the speeds for different types of unit differently. But to make it a bit easier
; to compare it to Red Alert: aircraft, ship and vehicle speeds should be divided by four, while infantry
; speeds should be divided by two. Projectile speeds are ok the way they are. A strange quirk is the
; speed of the cargo plane [C17], which is 5. I have the feeling that it should be either doubled or
; tripled but I'm not certain of this.
; Another thing to note is that the numeric data hard-coded in the C&C files has building
; hit-points that are only half of what it says here, and this is also what editors show.
; Don't be fooled by this - the game is wired to double the Strength= values for buildings -
; whatever is in this file is correct.
;
; -ImmoMan
[General]
; crates
CrateMinimum=1 ; crates are normally one per human player but never below this number
CrateMaximum=255 ; 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]
SoloCrateMoney=2000 ; money to give for money crate in solo play missions
SilverCrate=HealBase ; solo play silver 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=20% ; 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
; combat and damage
IonDamage=600 ; damage points for ion cannon strike
AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)
BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles
C4Delay=.02 ; minutes to delay after placing C4 before building will explode
Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles
MaxDamage=1000 ; maximum damage (after adjustments) per shot
MinDamage=1 ; minimum damage (after adjustments) per shot
TiberiumExplosive=no ; Does the harvester explode big time when destroyed?
PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry?
PlayerReturnFire=no ; More aggressive return fire from player controlled objects?
PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage?
ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage
TreeTargeting=no ; Automatically show target cursor when over trees?
Incoming=10 ; If an incoming projectile is as slow or slower than this, then
; object in the target location will try to run away. Grenades and
; parachute bombs have this characteristic.
; income and production
BailCount=28 ; number of 'bails' carried by a harvester
BuildSpeed=1.0 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildupTime=.06 ; average minutes that building build-up animation runs
TiberiumValue=25 ; credits per 'bail' carried by a harvester
GrowthRate=2 ; minutes between Tiberium growth
SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad?
SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold
; audio/visual map controls
AllyReveal=yes ; Allies automatically reveal radar maps to each other?
ConditionRed=25% ; when damaged to this percentage, health bar turns red
ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow
DropZoneRadius=4 ; distance around drop zone flair that map reveals itself
EnemyHealth=yes ; Show enemy health bar graph when selected?
Gravity=3 ; gravity constant for ballistic projectiles
IdleActionFrequency=.1 ; average minutes between infantry performing idle actions
MessageDelay=.6 ; time duration of multiplayer messages displayed over map
MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only)
NamedCivilians=no ; Show true names over civilians and civilian buildings?
SavourDelay=.03 ; delay between scenario end and ending movie [keep the delay short]
SpeakDelay=2 ; minutes between EVA repeating advice to the player
; computer and movement controls
BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base
BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat
CloseEnough=2.75 ; If distance to destination less than this, then abort movement if otherwise blocked.
DamageDelay=1 ; minutes between applying trivial structure damage when low on power
GameSpeedBias=1 ; multiplier to overall game object movement speed
LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied
Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action
SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
SuspendDelay=2 ; minutes that suspended teams will remain suspended
SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops
TeamDelay=.6 ; interval between checking for and creating teams
; ******* Special weapon charge times *******
; The time (minutes) for recharge of these special weapons.
[Recharge]
Nuke=13 ; nuclear missile
Airstrike=8 ; A-10 strike
IonCannon=10 ; ion cannon
; ******* Unit Statistics *******
; Specifies the characteristics of the various game objects.
; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none)
; Cloakable = Is it equipped with a cloaking device (def=no)?
; Cost = cost to build object (in credits)
; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
; GuardRange = distance to scan for enemies to attack (def=use weapon range)
; Invisible = Is completely and always invisible to enemy (def=no)?
; Owner = who can build this [GoodGuy, BadGuy, Neutral or Special] (def=none)
; Prerequisite = list of buildings needed before this can be manufactured*** (def=nothing)
; Primary = primary weapon equipped with (def=none)
; Secondary = secondary weapon equipped with (def=none)
; Burst = does it fire its weapon(s) twice in rapid succession (def=no)?
; RangeLimit = does this unit only attack units at this range even if the weapon range is different (def=same as weapon range)?
; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
; SelfHealing = Does the object heal automatically up to half strength (def=no)?
; Sight = sight range, in cells
; Strength = strength (hit points) of this object
; TechLevel = tech level required to build this [anything higher than 7 means can't build]
; BuildLevel = single player mission level required to build this [max for GDI is 15, 13 for Nod, higher means can't build]
; Buildable = can this object be built at all [if yes, TechLevel and BuildLevel are used] (def=no)
; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
; Immune = Is it immune to all combat damage (def=no)?
; Selectable = Can this unit be selected (def=yes)?
; Attack = Will units automatically open fire upon it (units def=yes, buildings def=no)?
; <<< applies only to moving units (not buildings) >>>
; Speed = speed of this object (def=0)
; NoMovingFire = The unit must stop before it can fire (def=no)?
; TiberiumHeal = This unit regenerates hit points in a Tiberium field (def=no)
; <<< applies only to aircraft >>>
; Landable = Can it land on open ground (def=yes)?
; <<< applies only to infantry types >>>
; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
; Fraidycat = Is it inherently afraid and will panic easily (def=no)?
; Infiltrate = Can it enter a building to capture or C4 it (def=no)?
; TiberiumProof = Is it immune to damage from walking in Tiberium (def=no)?
; <<< applies only to terrestrial driving vehicle types >>>
; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
; Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)?
; Passengers = number of passengers it may carry (def=0)
; <<< applies only to building types >>>
; Bib = Should the building have an attached bib (def=no)?
; Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
; Crewed = Does it contain a crew that can escape (def=no)?
; PowerIn = power drain (def=0)
; PowerOut = power output
; Powered = Does it require power to function (def=no)?
; Repairable = Can it be repaired (def=yes)?
; Storage = the number of credits this building can store (def=0)
; Closable = can this building be "closed" when idle [this requires special art, if it has a weapon, it will close after every shot] (def=no)?
; ClosedMultiple = How many times stronger this building is when it is "closed" (def=1)
; *** TECH means EYE or TMPL, BAR means HAND or PYLE and WAR means WEAP or AFLD - the game is hard-wired to treat both prerequisites as equal, like Red Alert did with both tech centres
; ******* terrestrial driving vehicle types *******
; visceroid
[VICE]
Primary=Chemspray
Strength=150
Armor=wood
TechLevel=99
BuildLevel=1
Sight=4
Speed=18
Cost=800
ROT=5
Explodes=yes
TiberiumHeal=yes
; flame tank
[FTNK]
Prerequisite=WAR,HQ
Buildable=yes
Primary=FlameTongue
Burst=yes
Strength=300
Armor=heavy
TechLevel=4
BuildLevel=9
Sight=4
Speed=18
Owner=BadGuy
Cost=800
ROT=5
Crewed=yes
Tracked=yes
; stealth tank
[STNK]
Prerequisite=WAR,HQ
Buildable=yes
Primary=Dragon
Burst=yes
Strength=110
Armor=light
TechLevel=5
BuildLevel=12
Sight=4
Speed=30
Owner=BadGuy
Cost=900
ROT=5
Crewed=yes
Tracked=yes
Cloakable=yes
; light tank
[LTNK]
Prerequisite=WAR
Buildable=yes
Primary=75mm
Strength=300
Armor=heavy
TechLevel=3
BuildLevel=5
Sight=3
Speed=18
Owner=BadGuy
Cost=600
ROT=5
Crewed=yes
Tracked=yes
; medium tank
[MTNK]
Prerequisite=WAR
Buildable=yes
Primary=105mm
Strength=400
Armor=heavy
TechLevel=3
BuildLevel=7
Sight=3
Speed=18
Owner=GoodGuy
Cost=800
ROT=5
Crewed=yes
Tracked=yes
; mammoth tank
[HTNK]
Prerequisite=WAR,FIX
Buildable=yes
Primary=120mm
Secondary=MammothTusk
Burst=yes
Strength=600
Armor=heavy
TechLevel=5
BuildLevel=13
Sight=4
Speed=12
Owner=GoodGuy
Cost=1500
ROT=5
Crewed=yes
Tracked=yes
SelfHealing=yes
; mobile headquarters
[MHQ]
Strength=110
Armor=light
TechLevel=99
BuildLevel=99
Sight=5
Speed=18
Owner=GoodGuy,BadGuy
Cost=600
ROT=5
; surface-to-surface missile launcher
[MLRS]
Prerequisite=WAR,OBLI
Buildable=yes
Primary=HonestJohn
Strength=120
Armor=light
TechLevel=7
BuildLevel=98
Sight=4
Speed=18
Owner=BadGuy
Cost=750
ROT=5
Crewed=yes
Tracked=yes
; mobile artillery
[ARTY]
Prerequisite=WAR
Buildable=yes
Primary=155mm
Strength=75
Armor=light
TechLevel=6
BuildLevel=9
Sight=4
Speed=12
Owner=BadGuy
Cost=450
ROT=2
Crewed=yes
; tiberium harvester
[HARV]
Prerequisite=WAR,PROC
Buildable=yes
Strength=600
Armor=light
TechLevel=2
BuildLevel=7
Sight=2
Speed=12
Owner=GoodGuy,BadGuy
Cost=1400
ROT=5
Tracked=yes
Crewed=yes
; mobile construction yard
[MCV]
Prerequiste=WAR,TECH
Buildable=yes
Strength=600
Armor=light
TechLevel=7
BuildLevel=15
Sight=2
Speed=12
Owner=GoodGuy,BadGuy
Cost=5000
ROT=5
Tracked=yes
Crewed=yes
; hum-vee
[JEEP]
Prerequisite=WAR
Buildable=yes
Primary=M60
Strength=150
Armor=light
TechLevel=2
BuildLevel=5
Sight=2
Speed=30
Owner=GoodGuy
Cost=400
ROT=10
Crewed=yes
; Nod buggy
[BGGY]
Prerequisite=WAR
Buildable=yes
Primary=M60
Strength=140
Armor=light
TechLevel=2
BuildLevel=5
Sight=2
Speed=30
Owner=BadGuy
Cost=300
ROT=10
Crewed=yes
; attack bike
[BIKE]
Prerequisite=WAR
Buildable=yes
Primary=Dragon
Strength=160
Armor=wood
TechLevel=2
BuildLevel=5
Sight=2
Speed=40
Owner=BadGuy
Cost=500
ROT=10
Crushable=yes
; mobile rocket launcher
[MSAM]
Prerequiste=WAR,TECH
Buildable=yes
Primary=227mm
Burst=yes
Strength=100
Armor=light
TechLevel=7
BuildLevel=11 ; game disables this for Nod in any game classed as "single player"
Sight=4
Speed=18
Owner=GoodGuy,BadGuy
Cost=800
ROT=5
Crewed=yes
Tracked=yes
; armoured personnel carrier
[APC]
Prerequiste=WAR,PYLE
Buildable=yes
Primary=M60
Strength=200
Armor=heavy
TechLevel=4
BuildLevel=5
Sight=4
Speed=35
Owner=GoodGuy,BadGuy
Cost=700
ROT=5
Tracked=yes
; triceratops
[TRIC]
Primary=DinoBite1
Strength=700
Armor=heavy
TechLevel=99
BuildLevel=99
Sight=5
Speed=8
Owner=GoodGuy,BadGuy
Cost=-1
ROT=5
; tyrannosaurus rex
[TREX]
Primary=DinoBite2
Strength=750
Armor=heavy
TechLevel=99
BuildLevel=99
Sight=5
Speed=18
Owner=GoodGuy,BadGuy
Cost=-1
ROT=5
; velociraptor
[RAPT]
Primary=DinoBite2
Strength=180
Armor=heavy
TechLevel=99
BuildLevel=99
Sight=5
Speed=40
Owner=GoodGuy,BadGuy
Cost=-1
ROT=5
; stegosaurus
[STEG]
Primary=DinoBite1
Strength=600
Armor=heavy
TechLevel=99
BuildLevel=99
Sight=5
Speed=8
Owner=GoodGuy,BadGuy
Cost=-1
ROT=5
; ******* ship types *******
; patrol boat
[BOAT]
Primary=BoatMissile
Burst=yes
Strength=700
Armor=heavy
TechLevel=99
BuildLevel=99
Sight=5
Speed=8
Owner=GoodGuy,BadGuy
Cost=300
; landing craft
[LST]
Strength=400
Armor=light
Immune=yes
TechLevel=99
BuildLevel=99
Sight=3
Speed=30
Owner=GoodGuy,BadGuy
Cost=300
; ******* infantry types *******
; minigunner
[E1]
Prerequisite=BAR
Buildable=yes
Primary=M16
Strength=50
Armor=none
TechLevel=1
BuildLevel=1
Sight=1
Speed=8
Owner=GoodGuy,BadGuy
Cost=100
; grenadier
[E2]
Prerequisite=BAR
Buildable=yes
Primary=Grenade
Strength=50
Armor=none
TechLevel=1
BuildLevel=3
Sight=1
Speed=10
Owner=GoodGuy
Cost=160
Explodes=yes
; bazooka
[E3]
Prerequisite=BAR
Buildable=yes
Primary=Dragon
Strength=25
Armor=none
TechLevel=2
BuildLevel=3 ; game makes it available to GDI at 9
Sight=2
Speed=6
Owner=GoodGuy,BadGuy
Cost=300
; flame infantry
[E4]
Prerequisite=BAR
Buildable=yes
Primary=Flamethrower
Strength=70
Armor=none
TechLevel=1
BuildLevel=5
Sight=1
Speed=10
Owner=BadGuy
Cost=200
Explodes=yes
; chem infantry
[E5]
Prerequisite=BAR,TMPL
Buildable=yes
Primary=Chemspray
Strength=70
Armor=none
TechLevel=7
BuildLevel=99
Sight=1
Speed=8
Owner=BadGuy
Cost=300
Explodes=yes
; engineer
[E6]
Prerequisite=BAR
Buildable=yes
Strength=25
Armor=none
TechLevel=3
BuildLevel=2
Sight=2
Speed=8
Owner=GoodGuy,BadGuy
Cost=500
Infiltrate=yes
; commando
[RMBO]
Prerequisite=BAR,TECH
Primary=Sniper
Strength=100
Armor=none
TechLevel=7
BuildLevel=99
Sight=5
Speed=10
Owner=GoodGuy,BadGuy
Cost=1000
Infiltrate=yes
C4=yes
; Doctor Moebius
[MOEBIUS]
Strength=25
Armor=none
TechLevel=99
BuildLevel=99
Sight=0
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
; special agent
[DELPHI]
Primary=Pistol
Strength=25
Armor=none
TechLevel=99
BuildLevel=99
Sight=0
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Ammo=10
; special agent
[CHAN]
Strength=25
Armor=none
TechLevel=99
BuildLevel=99
Sight=0
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
; civilians
[C1]
Primary=Pistol
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Ammo=10
Fraidycat=yes
[C2]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes
[C3]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes
[C4]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes
[C5]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes
[C6]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes
[C7]
Primary=Pistol
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Ammo=10
Fraidycat=yes
[C8]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes
[C9]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes
[C10]
Strength=5
Armor=none
TechLevel=99
BuildLevel=99
Speed=10
Owner=GoodGuy,BadGuy
Cost=10
Fraidycat=yes
; ******* aircraft types *******
; orca
[ORCA]
Prerequisite=HPAD
Buildable=yes
Primary=Dragon
Burst=yes
Strength=125
Armor=heavy
TechLevel=6
BuildLevel=10
Sight=0
Speed=40
Owner=GoodGuy
Cost=1200
ROT=4
Ammo=6
GuardRange=30
; apache
[HELI]
Prerequisite=HPAD
Buildable=yes
Primary=Chaingun
Burst=yes
Strength=125
Armor=heavy
TechLevel=6
BuildLevel=10
Sight=0
Speed=40
Owner=BadGuy
Cost=1200
ROT=4
Ammo=15
GuardRange=30
; chinook
[TRAN]
Prerequisite=HPAD
Buildable=yes
Strength=90
Armor=light
TechLevel=6
BuildLevel=98
Sight=0
Speed=30
Owner=GoodGuy,BadGuy
Cost=1500
ROT=5
Passengers=5
; cargo plane
[C17]
Strength=25
Armor=light
TechLevel=0
BuildLevel=0
Sight=0
Speed=50
Owner=GoodGuy,BadGuy
Cost=800
ROT=4
Passengers=5
Attack=no
Landable=no
Selectable=no
; A-10 warthog
[A10]
Strength=60
Armor=light
TechLevel=0
BuildLevel=0
Sight=0
Speed=40
Owner=GoodGuy,BadGuy
Cost=800
ROT=4
Ammo=3
Landable=no
Selectable=no
; ******* building types *******
; temple of Nod
[TMPL]
Prerequisite=HQ
Buildable=yes
Strength=2000
Armor=light
TechLevel=7
BuildLevel=13
Sight=4
Owner=BadGuy
Cost=3000
PowerIn=150
Capturable=yes
Crewed=yes
Bib=yes
; advanced comm centre
[EYE]
Prerequisite=HQ
Buildable=yes
Strength=1000
Armor=wood
TechLevel=7
BuildLevel=13
Sight=10
Owner=GoodGuy
Cost=2800
PowerIn=200
Capturable=yes
Crewed=yes
Bib=yes
; weapons factory
[WEAP]
Prerequisite=PROC
Buildable=yes
Strength=400
Armor=light
TechLevel=2
BuildLevel=5
Sight=3
Owner=GoodGuy
Cost=2000
PowerIn=30
Capturable=yes
Crewed=yes
Bib=yes
; guard tower
[GTWR]
Prerequisite=PYLE
Buildable=yes
Primary=Chaingun
Strength=400
Armor=wood
TechLevel=2
BuildLevel=7
Sight=3
Owner=GoodGuy
Cost=500
PowerIn=10
Crewed=yes
Sensors=yes
; advanced guard tower
[ATWR]
Prerequisite=HQ
Buildable=yes
Primary=Tomahawk
Burst=yes
Strength=600
Armor=light
TechLevel=4
BuildLevel=13
Sight=4
Owner=GoodGuy
Cost=1000
PowerIn=20
Powered=yes
Crewed=yes
Sensors=yes
; obelisk of light
[OBLI]
Prerequisite=HQ
Buildable=yes
Primary=Laser
Strength=400
Armor=light
TechLevel=4
BuildLevel=11
Sight=5
Owner=BadGuy
Cost=1500
PowerIn=150
Powered=yes
Crewed=yes
Sensors=yes
; gun turret
[GUN]
Prerequisite=HAND
Buildable=yes
Primary=TurretGun
Strength=400
Armor=heavy
TechLevel=2
BuildLevel=8
Sight=5
Owner=BadGuy
Cost=600
PowerIn=20
Sensors=yes
Crewed=yes
ROT=12
; construction yard
[FACT]
Strength=800
Armor=wood
TechLevel=99
BuildLevel=1
Sight=3
Owner=GoodGuy,BadGuy
Cost=5000
PowerIn=15
PowerOut=30
Capturable=yes
Crewed=yes
Bib=yes
; tiberium refinery
[PROC]
Prerequisite=NUKE
Buildable=yes
Strength=900
Armor=wood
TechLevel=1
BuildLevel=2
Sight=4
Owner=GoodGuy,BadGuy
Cost=2000
PowerIn=40
PowerOut=10
Storage=1000
Capturable=yes
Crewed=yes
Bib=yes
; tiberium silo
[SILO]
Prerequisite=PROC
Buildable=yes
Strength=300
Armor=wood
TechLevel=1