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ICBM: Escalation — Modder's Reference for Units, Weapons, Sensors and Technologies

This folder documents every property that the game reads from its unit, missile, radar, explosion and technology definition files, what each one does in the simulation, its default value, and how to tune it safely, plus the AI configuration files in AI/ (chapter 08) the map files in MAPS/ (chapter 09), the Cheats build (chapter 10) and campaigns (chapter 11), and the texts of the Explodopedia (chapter 14). Everything here describes how the game reads and uses these values, and the value catalogs (A1–A5) were generated from the shipped data files.

# Document What it covers
00 Basics File layout, load order, mods (USE PREVIOUS), MODIFY / COPY / delete / reset, IF markers, units of measure, what happens on an unknown keyword
01 Units Every [UNIT] property: stats, weapon configs, hangars/airways, readiness states, occupation, AI hints, global unit settings, VirtualCity
02 Missiles Every [MISSILE] / [TYPE] property: targeting classes, range/speed/precision, MIRVs, Geneva & AI categories, AI hints, trajectories
03 Explosions & combat Every [EXPLOSION] property, the exact damage, precision, interception and city-casualty formulas, the emulated (procedural) explosion files, and the ICBM Explosion Simulator that plays and edits them
04 Radars Every [RADAR] / [TYPE] property: detection classes, range, altitude ceiling, precise targeting
05 Technologies tech.txt: [TECHNOLOGY], [TYPE], [LEVEL], [UNIT_CLASS], [DEFCON], costs and tech levels, built-in techs, TechLevels.txt
06 Tech modifiers ImprovedBy / AffectedBy: all headers, operators, Complex/case, Unless, AND, { } blocks, Modifier tags, which property names work on which object, evaluation order
07 Tuning guide Recipes for common balance changes, how to test them, and how event scripts interact with these definitions
08 AI configuration The AI/ folder: support and nuclear roles, defence groups, group compositions and targets, strategies and research lists, dynamic build rules, research reactions, war thresholds, pitfalls
09 Maps The map file in MAPS/: names, water and land masks, terrain, regions and factions, cities, starting setup, AI cache, lobby defaults, display settings, region-building tools, making a new map, map-specific mods
10 Cheats build The modding edition of the game: every cheat key combination (instant research and production, free placement, switching sides, territory, coordinates and IDs), saving as a scenario
11 Campaigns and scenarios The top-level SCENARIO file, ScenarioInfo, missions in event scripts, chaining missions, DLC campaigns, preparing a mission map in the Cheats build, mission-specific mods, a 3-mission tutorial
12 Other configuration files Mod info.txt, DefaultMap.txt, Limits.txt, speed.txt, espionage.txt, AdditionalElements.txt, model_info.txt, emulated explosions, picture and model files, music, interface layout, language files, player files, Cheats-build-only files, game modes (Blitz, Standoff, Conquest) and their mods, NewGameSettings.txt
13 Tutorial missions Tutorial/MissionN/: the tutorial script language — messages, waiting for the player's actions (events and variables), actions that lock and unlock the interface, highlight units, add units and drive diplomacy, timers and subroutines, the full event list, making and checking a tutorial mission
14 Explodopedia The in-game encyclopedia: which objects get pages and where each part of a page comes from, explodopedia.lng (category and field descriptions, explosion texts), general information articles in plain text or basic HTML (links, pictures), adding them in a mod or a translation
A1 Unit catalog Base values of all shipped unit types, their weapon configs, radars, hosted units and modifier tags
A2 Missile catalog Base values of all shipped weapons, type templates, Geneva and AI categories
A3 Explosion catalog Damage, radii, yields and lasting effects of all explosions
A4 Radar catalog Range, altitude ceiling and detection classes of all sensors
A5 Technology catalog Every technology with display name, cost, level, category and unlocks

How the pieces fit together

tech.txt ──────────────► Technology  ◄─── every unit / missile / radar needs one (Tech "…"): it gives the
   │                        ▲             display name and makes the object available when researched
   │                        │
   │                ImprovedBy / AffectedBy "tech"  (06)
   │                        │
Units/Radars.txt ───► Radar ─┐
Units/explosion.txt ► Explosion ◄── Explosion "…" ── Missile ◄── Weapon "…" in a Config ── Unit type
Units/Missiles.txt ─► (Missile_types.txt + Missile_defs.txt)            Radar "…" ──────────┘
Units/Units.txt ────► Unit types (and the VirtualCity pseudo-unit)
  • A unit type carries weapon configs (lists of missiles with stock, salvo size and reload time), radars, hosted units, and modifier tags.
  • A missile is any weapon or effect a unit can apply — guns, lasers, cyber attacks, buffs and debuffs are all missiles. It flies (or acts instantly) and then produces one or more explosions.
  • An explosion carries the actual damage, blast radii, casualties, pollution and lasting effects.
  • A radar is any sensor (radar, sonar, optics, satellite camera).
  • Technologies unlock objects and drive almost all balance through tech modifiers.

Load order at start-up

  1. Units/explosion.txt (explosions)
  2. Units/Radars.txt
  3. Units/Missiles.txt (which USEs Missile_types.txt then Missile_defs.txt)
  4. Units/Units.txt
  5. tech.txt is loaded before all of these (the object files look technologies up by ID).

An object can only refer to things loaded earlier or in the same file (unit types may forward-reference other unit types in the same file). A multiplayer game compares a CRC of the loaded values, so every player must run the same mods.

Source of truth

When this document and the shipped data disagree about a value, the data files win — the catalogs are a snapshot. When it disagrees about syntax or behaviour with what the game does, the game wins; please report it.