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Ja2_Options.INI guide

Ja2_Options.INI is the master switchboard of 1.13. It is a plain text file of roughly 4,800 lines, split into 55 [Sections], and almost every headline feature of the mod — NCTH, the food system, drop-all, backgrounds, the strategic AI — has its on/off switch or tuning knobs in here. This page is a guided tour: where the file lives, how to edit it safely, what each section does, and a closer look at the settings players actually change.

Everything below (key names, defaults, value ranges) is taken from the current file in the 1dot13/gamedir repository, which is what ships with the "Latest" releases. In current releases the file on disk is named Ja2_Options.INI — capitalization doesn't matter on Windows, and the community calls it Ja2_Options.INI either way.

Older installs differ

On the old stable r7609, several of these switches (NCTH, drop-all, backgrounds, the food system and more) were options on the New Game screen instead; r8610 moved them into this file. See New game options for what is still on that screen today — including maximum squad size, which is not an INI setting.

How to edit the file

The file lives in your game folder at Data-1.13\Ja2_Options.INI. If you play a mod that uses its own data folder, edit that mod's copy instead (for example Data-AIM\ for AIMNAS) — see Configuration overview for how the data folders stack.

Open it with any plain text editor. Notepad works; something with search like Notepad++ is much more comfortable at this file size. 1.13 also ships an INI Editor.exe in the game folder, and the file's own header recommends it for its longer setting descriptions — but the previous community documentation advised against the bundled editor because it caused problems for some users, so a text editor is the safer choice.

A few rules the file itself spells out in its header:

  • Every setting has a built-in minimum, maximum and default. A value outside the valid range generates a warning at startup and the game falls back to a sane value, so a typo won't break anything permanently.
  • If you delete a line, the game silently uses the default for that setting.
  • You cannot add new settings — that requires changing the game's code.

Back up first, and change limits before a new campaign

Make a backup copy of the file before editing. Most settings can be changed between sessions, but the [System Limit Settings] section explicitly warns that changing limits such as MAX_NUMBER_PLAYER_MERCS mid-campaign can make your savegames unloadable. If a save breaks after an edit, restoring your original values makes it loadable again.

Not everything lives in this one file anymore. Newer feature areas have their own INIs in Data-1.13\, and Ja2_Options.INI refers you to them in its comments: Skills_Settings.INI (traits and skill tuning), Morale_Settings.INI, Mod_Settings.ini, RebelCommand_Settings.ini, AI.ini, Item_Settings.ini and others. NCTH's math lives in CTHConstants.ini and action point costs in APBPConstants.ini — see the Configuration overview.

The sections at a glance

In file order:

Section What lives there
[System Limit Settings] Program limits: max mercs, vehicles, people per sector
[Data File Settings] Data sources: XML profiles vs PROF.DAT, externalized enemy drops, XML tilesets
[Backgrounds] Merc backgrounds on/off, alternative IMP background pools
[Recruitment Settings] IMP creation points/costs, A.I.M./M.E.R.C. availability, special recruits
[Financial Settings] Mine income, salary raises, selling items, militia training costs
[Troubleshooting Settings] Deadlock delay, autosaves, cheat mode
[Graphics Settings] V-sync, turn animation speed-up, load screens, radar map modes
[Sound Settings] Weapon volume, silenced-shot threshold, ambient sounds
[Tactical Interface Settings] Tactical UI: CtH readout, NCTH cursor styles, goggle swapping, militia command
[Tactical Difficulty Settings] Enemy CtH/equipment/resistance bonuses, drop-all, stat gain speed
[Tactical Vision Settings] Sight range, day/night brightness, tunnel vision
[Tactical Tooltip Settings] How much enemy tooltips reveal
[Tactical Gameplay Settings] Combat rules: NCTH toggle, weapon holding, interrupts, close combat
[Tactical Enemy Role Settings] Enemy special roles (e.g. officers with the squadleader trait)
[Individual Militia Settings] Settings for individual militia
[Tactical Cover System Settings] The cover display shown with End
[Tactical Suppression Fire Settings] Suppression severity and side effects
[Tactical Weather Settings] Rain and lightning
[Environment Hazard Settings] Sector-dependent hazards
[Tactical Weapon Overheating Settings] Global overheating tuning
[Tactical Zombie Settings] Zombie behavior and difficulty
[Corpse Settings] How fast corpses rot and vanish
[Tactical Food Settings] The food and water system
[Disease Settings] Diseases and the strategic disease layer
[Dynamic Opinion Settings] Mercs forming opinions of each other
[Dynamic Dialogue Settings] Mercs talking to each other
[PMC Settings] A private military contractor that rents out militia
[Tactical Fortification Settings] Building fortifications
[Strategic Gamestart Settings] Game start time, first arrival sector
[Strategic Interface Settings] Map screen UI, Extreme Iron Man save prompts
[Strategic Progress Settings] How game progress is calculated, progress-gated events
[Strategic Event Settings] Drassen counterattack, city offensives, mine shutdown
[Strategic Gameplay Settings] Reinforcements, repairs, prisoners, Skyrider, transport groups
[Morale Settings] Team morale modifiers
[Laptop Settings] Laptop screen tweaks
[Bobby Ray Settings] Bobby Ray's store and shipments
[Item Property Settings] Global damage/range modifiers, armor coverage, attachment drops
[Strategic Enemy AI Settings] The queen's army on the strategy map
[Strategic Additional Enemy AI Settings] The Arulco Special Division (enemy vehicles by budget)
[Enemy Helicopter Settings] Enemy troop-deploying helicopters
[Raid Settings] Night raids by bloodcats, zombies, bandits
[Militia Training Settings] Militia amounts, costs, elite training
[Militia Volunteer Pool Settings] Limited volunteer pool for training
[Militia Strategic Movement Settings] Plotting militia movement on the map
[Militia Strength Settings] Militia strength in combat and autoresolve
[Militia Equipment Settings] Militia equipping from sector inventories
[Militia Resource Settings] Resource costs for militia
[Intel Settings] The intel resource for espionage
[Shopkeeper Inventory Settings] Tony's availability, faster Bobby Ray shipments
[Strategic Assignment Settings] Non-combat assignment efficiency
[Clock Settings] Game speed behavior
[Overhead Map Settings] The "mark remaining hostiles" feature
[Tactical AI Settings] Enemy tactical AI toggles
[Mini Events Settings] Random strategic popup events
[Rebel Command Settings] The Rebel Command (A.R.C.) strategic layer

The rest of this page walks through the sections with the settings people change most.

The Drassen counterattack and other campaign events

[Strategic Event Settings] is small but infamous. TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN (default TRUE) lets the queen send a huge force to retake Drassen shortly after you capture it — the file's own comment warns "this will make the beginning of the game MUCH HARDER if enabled". Turning it off is the single most common tweak for new players; see Starter tips for how to survive it if you leave it on, and the early game walkthrough for the details.

Right below it, AGGRESSIVE_STRATEGIC_AI (default 2) extends the same idea to the rest of Arulco: 0 disables counterattacks, 1 allows Drassen-style counterattacks on all cities, and 2 additionally enables major offensives at high game progress (the thresholds are GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65 and GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85 in [Strategic Progress Settings]).

The same section also has WHICH_MINE_SHUTS_DOWN (default -1 = random; 0 = no mine ever runs dry; 26 pick a specific mine) and ENABLE_CREPITUS (default TRUE), which controls whether the sci-fi creatures can appear at all in Sci-Fi mode.

Drop-all and loot

Loot behavior is split between [Tactical Difficulty Settings] and [Item Property Settings]:

Setting Default Effect
DROP_ALL 0 0 = normal drop chances, 1 = enemies drop everything, 2 = drop everything but normally-undroppable items arrive severely damaged
MILITIA_DROP_EQUIPMENT 0 0 = militia never drop gear, 1 = only when killed by non-mercs, 2 = always
CIVILIANS_DROP_ALL FALSE Civilians (including faction NPCs like Kingpin's goons) drop everything
NPC_AUTORESOLVE_DROP_ALL FALSE Items can also drop from autoresolve battles
ATTACHMENT_DROP_RATE 10 % chance each attachment drops with a dead NPC's gun
MAX_ENEMY_ATTACHMENTS 6 Max attachments enemies can get on randomly-generated guns
MAP_ITEM_CHANCE_OVERRIDE 0 Overrides each map's item spawn chance (0 = use map values, up to 100) — mainly for modders

Related: in [Data File Settings], USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1 makes enemy drops come from the EnemyWeaponDrops.xml family of files (see XML files) whenever drop-all is off.

NCTH and combat rules

[Tactical Gameplay Settings] is the largest section in the file and changes the rules of tactical combat for everyone, friend and foe alike. Its headline switch is the very first key: NCTH = FALSE — set it to TRUE to play with the New Chance to Hit system instead of the classic (OCTH) model. The fine-tuning constants for NCTH live in a separate file, CTHConstants.ini.

Other frequently discussed settings in this section:

  • REDUCED_INSTANT_DEATH = FALSE — when TRUE, gun or knife damage that would kill a merc outright is reduced so they fall into a coma instead. The comment is honest: "Activating this makes the game easier." Recommended for players who hate sudden deaths.
  • IMPROVED_INTERRUPT_SYSTEM = TRUE — the 1.13 interrupt rules (was a New Game screen option before r8610).
  • ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE — reworked hand-to-hand and stealing rules.
  • ALLOW_ALTERNATIVE_WEAPON_HOLDING = 3 — firing rifles from the hip / pistols one-handed; 3 is "scope mode" behavior, 0 turns the feature off.

In [Tactical Interface Settings] two related toggles change how much the game tells you: INACCURATE_CTH_READOUT = TRUE makes the CtH bar and F feedback only as precise as the merc is skilled, and HIDE_BULLET_COUNT_INTENSITY = 75 makes mercs lose track of how many bullets are left in the magazine during turn-based combat (0 disables this). INVENTORY_MANIPULATION_COSTS_AP = FALSE charges APs for moving items around in combat when enabled. For NCTH players, IMPROVED_NCTH_CURSOR (default 0, options 1 and 2) gives cleaner crosshair readouts, and ADDITIONAL_NCTH_CURSOR_INFO (default 0) can show enemy armor and weapons when you hold Alt.

Backgrounds and IMP creation

[Backgrounds] governs the merc background system: ENABLE_BACKGROUNDS = TRUE gives every merc a background with bonuses, penalties and abilities. ALTERNATIVE_IMP_CREATION = FALSE and REDUCED_IMP_CREATION = FALSE switch your IMP's background choices to an alternative rule set (choices filtered by your selected skills/traits/disabilities) and a smaller curated pool, respectively. The data itself is in Backgrounds.xml.

[Recruitment Settings] shapes your IMP and the merc market:

Setting Default Effect
IMP_INITIAL_POINTS 500 Total attribute points for IMP creation
IMP_MIN_ATTRIBUTE / IMP_MAX_ATTRIBUTE 35 / 85 Attribute floor (before dropping to 0) and ceiling
IMP_PROFILE_COST 3000 Cost of creating an IMP
DYNAMIC_IMP_PROFILE_COST FALSE Each additional IMP costs proportionally more
MERCS_CAN_BE_ON_ASSIGNMENT 0 0 = vanilla, 1 = all mercs available at game start, 2 = nobody ever leaves on other assignments
MERCS_CAN_DIE_ON_ASSIGNMENT TRUE Unhired A.I.M./M.E.R.C. mercs can die while away
SLAY_STAYS_FOREVER FALSE Lets Slay stay on your team indefinitely
EARLY_REBELS_RECRUITMENT 3 When rebels become recruitable (3 = vanilla)

There are no INI settings for the number of IMP slots anymore — the file notes that any profile with <Type>6</Type> in MercProfiles.xml is an IMP slot.

Money

[Financial Settings] is where you tune the economy. MINE_INCOME_PERCENTAGE = 100 scales all mine income (down to 1%, up to absurd values). SELL_ITEMS_WITH_ALT_LMB = TRUE lets you sell items from the sector inventory with Alt + left-click, with SELL_ITEMS_PRICE_MODIFIER = 10 as the price divisor (10 = you get 10% of value). MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25 controls how fast salaries rise on level up. For an extra economic layer, MINE_REQUIRES_WORKERS = FALSE ties mine income to town population working the mine when enabled.

Food, disease, zombies and raids

Several optional "survival" systems are off by default:

  • FOOD = FALSE in [Tactical Food Settings] enables the food and water system: mercs digest food hourly, and starving mercs suffer morale, energy and eventually stat and health loss. ALWAYS_FOOD = FALSE controls whether food items exist in the world even with the system off; FOOD_DECAY_IN_SECTORS = TRUE makes food rot over time.
  • DISEASE = FALSE in [Disease Settings] adds illnesses (defined in Disease.xml) caught from swamps, people or corpses, plus a strategic plague layer (DISEASE_STRATEGIC = TRUE once diseases are on).
  • [Tactical Zombie Settings] configures the undead if you play with them: ZOMBIE_DIFFICULTY_LEVEL = 3 (1 "Night of the Living Dead" through 4 "28 Days Later"), ZOMBIE_RISE_BEHAVIOUR = 0 (whether corpses can rise repeatedly), and ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE for purists.
  • [Raid Settings] lets undefended towns be attacked at night: RAID_BLOODCATS, RAID_ZOMBIES and RAID_BANDITS are all FALSE by default, with the file warning "THIS WILL MAKE THE GAME HARDER!!!".

Iron man saves and autosaves

The iron man variants themselves (Save Anytime / Iron Man and friends) are chosen on the New Game screen, but [Strategic Interface Settings] controls how Extreme Iron Man behaves: EXTREME_IRON_MAN_SAVING_HOUR = 0 is the hour of the game day when saving is allowed, and EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION = 1 sets what happens then (0 = open the save screen, 1 = pause the game, 2 = do nothing).

For everyone else, [Troubleshooting Settings] has AUTO_SAVE_EVERY_N_HOURS = 12 (game-hours between autosaves, 0 disables) and AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE, which tries to save when the game hits an internal error — useful for bug reports. The same section holds CHEAT_MODE = FALSE and the emergency ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE, which when enabled lets you hold Num Lock to skip a strategic event that hangs the game.

Bobby Ray and the shops

[Bobby Ray Settings] and [Shopkeeper Inventory Settings] cover shopping:

Setting Default Effect
STEALING_FROM_SHIPMENTS_DISABLED FALSE Set TRUE so nobody (hello, Pablo) pilfers your Drassen shipments
CHANCE_OF_SHIPMENT_LOSS 10 % chance an entire Bobby Ray shipment goes missing
BOBBY_RAY_MAX_PURCHASE_AMOUNT 30 Max units of one item per order
FAST_BOBBY_RAY_SHIPMENTS FALSE Faster deliveries
CHANCE_TONY_AVAILABLE 80 % chance Tony is at his San Mona shop (100 = always home)

The store's quality and quantity sliders are New Game screen options, not INI settings.

Strategic AI knobs

[Strategic Enemy AI Settings] changes how the queen's army plays the map game. NEW_AGGRESSIVE_AI = FALSE enables an AI capable of assembling massive multi-group attacks on important sectors — Drassen-counterattack-style events for every city. ENEMY_INVESTIGATE_SECTOR = FALSE makes nearby garrisons come looking when you take a city sector, and REASSIGN_PENDING_REINFORCEMENTS = FALSE keeps (when left off) enemy groups en route to a sector you just captured coming instead of turning around.

[Strategic Additional Enemy AI Settings] adds the Arulco Special Division (ASD_ACTIVE = FALSE): a second strategic AI with its own budget that buys, fuels and deploys helicopters, jeeps, tanks and robots — explicitly "not recommended for new players". [Enemy Helicopter Settings] and the related ASD_* cost/time keys tune it. STRATEGIC_TRANSPORT_GROUPS_ENABLED = FALSE in [Strategic Gameplay Settings] adds lootable enemy supply convoys.

[Strategic Gameplay Settings] is also home to the prisoner system (ALLOW_TAKE_PRISONERS = TRUE, ENEMY_CAN_SURRENDER = TRUE), Skyrider hot drops (ALLOW_SKYRIDER_HOT_LZ = 2), advanced repair (ADVANCED_REPAIR = TRUE), and two campaign-content toggles: ENABLE_ALL_TERRORISTS = TRUE (all terrorists appear in one campaign) and ENABLE_ALL_WEAPON_CACHES = FALSE (all hidden weapon cache sectors are filled).

Where did ALLOW_REINFORCEMENTS go?

The old ALLOW_REINFORCEMENTS key is no longer in this file — battlefield reinforcement permission moved to TableData\DifficultySettings.xml (the <AllowReinforcements> tag). The INI still tunes the details via MIN_DELAY_ENEMY_REINFORCEMENTS, RND_DELAY_ENEMY_REINFORCEMENTS and the matching militia keys in [Strategic Gameplay Settings].

Tactical AI knobs

[Tactical AI Settings] near the end of the file is a compact list of enemy behavior toggles, most of them self-explanatory one-liners: AI_TACTICAL_RETREAT = FALSE (enemies may flee a lost battle), AI_NEW_MORALE = TRUE, AI_BETTER_COVER = TRUE (avoid sight lines, corpses and crowds), AI_MOVEMENT_MODE = TRUE, AI_PATH_TWEAKS = TRUE (avoid gas, deep water and light at night), AI_SHOOT_UNSEEN = FALSE (fire at remembered positions) and AI_YELLOW_FLANKING = FALSE. Deeper AI tuning lives in the separate AI.ini.

Militia

Militia behavior is spread across six [Militia ...] sections; the ones most players touch are in [Militia Training Settings]: MAX_MILITIA_PER_SECTOR = 20, NUM_MILITIA_TRAINED_PER_SESSION = 10, MILITIA_BASE_TRAINING_COST = 750 (in [Financial Settings]) and ALLOW_TRAINING_ELITE_MILITIA = FALSE, which unlocks training the dark-blue elites. ALLOW_TACTICAL_MILITIA_COMMAND = TRUE in [Tactical Interface Settings] enables giving militia direct orders in battle. The volunteer pool, strategic movement, equipment and resource sections are newer optional layers — see Militia for how they play.

Newer optional systems

A quick roll call of feature switches added in the GitHub era, each heading its own section near the end of the file:

  • RESOURCE_INTEL = TRUE ([Intel Settings]) — an intel currency earned from interrogations, spying and photographs, spent on enemy information.
  • DYNAMIC_OPINIONS = TRUE and DYNAMIC_DIALOGUE = FALSE — mercs form evolving opinions of each other, and (if enabled) hold voiced conversations.
  • PMC = TRUE ([PMC Settings]) — a contractor that lets you hire militia guards.
  • FACTORIES = FALSE ([Strategic Gameplay Settings]) — captured facilities can produce items.
  • MINI_EVENTS_ENABLED = FALSE — random two-choice popup events during the campaign.
  • REBEL_COMMAND_ENABLED = FALSE — the A.R.C. laptop page for directing the rebel movement; further settings in RebelCommand_Settings.ini.

If a section here isn't covered in depth on this page (suppression fire, weapon overheating, fortifications, weather...), the comment blocks inside the file itself are genuinely good documentation — every key has an explanation and valid range right above it. For a curated "just tell me what to set" list, see Recommended settings. If something is still unclear, ask at the Bear's Pit forum or the 1.13 Discord (see Links).

Sources

  • Ja2_Options.INI (Data-1.13, current) from the 1dot13/gamedir repository — all section names, key names, defaults and comment quotes.
  • GitHub API listing of 1dot13/gamedir (repository root and Data-1.13/) — companion INI file names.
  • "Jagged Alliance 2 v1.13 — Recommended Settings" and "Play Guide" from the previous (r8741-era) starter documentation — INI editor caveat, r8610 New Game screen migration, ALLOW_REINFORCEMENTS move to DifficultySettings.xml.