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; 2–6 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— whenTRUE, 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;3is "scope mode" behavior,0turns 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 = FALSEin[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 = FALSEcontrols whether food items exist in the world even with the system off;FOOD_DECAY_IN_SECTORS = TRUEmakes food rot over time.DISEASE = FALSEin[Disease Settings]adds illnesses (defined inDisease.xml) caught from swamps, people or corpses, plus a strategic plague layer (DISEASE_STRATEGIC = TRUEonce 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), andZOMBIE_ONLY_HEADSHOTS_WORK = FALSEfor purists.[Raid Settings]lets undefended towns be attacked at night:RAID_BLOODCATS,RAID_ZOMBIESandRAID_BANDITSare allFALSEby 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 = TRUEandDYNAMIC_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 inRebelCommand_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 andData-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_REINFORCEMENTSmove toDifficultySettings.xml.