|File(s):||Rules(md).ini, ai(md).ini, Maps|
|Values:||Boolean values: yes or no, true or false, 1 or 0|
|Applicable to:||BuildingTypes, TeamTypes|
In Tiberian Sun and Firestorm
The AI also uses this flag to identify base defense structures for target selection used by AI scripts as well as superweapons.
In Red Alert 2
YR doesn't use IsBaseDefense=yes for building AI base defenses. Base defense buildings are built depending on the list provided in AlliedBaseDefenses, SovietBaseDefenses and ThirdBaseDefenses. AlliedBaseDefenseCounts, SovietBaseDefenseCounts and ThirdBaseDefenseCounts determine the total counts. Proportions of these buildings is calculated based on the values of AntiInfantryValue, AntiArmorValue and AntiAirValue and influenced by AIForcePredictionFudge.
YR AI uses both the specific base defense buildings as mentioned above and any building having IsBaseDefense=yes to identify base defense structure for target selection.
TeamType makes it a base defense team. This type of team can be produced even without the AI choosing an enemy (see AIHateDelays for multiplayer maps and Make enemy trigger action for singleplayer maps). The total number of such teams is subject to the limits set by MinimumAIDefensiveTeams and MaximumAIDefensiveTeams under the General section.on a
Although the TS AI automatically builds buildings with prerequisites for other buildings unless the defense structure also has set.As the AI tries to build base defense teams first, failure to be able to build set, it cannot use such buildings as MinimumAIDefensiveTeams with will result in an AI that is unable to build any of its applicable teams listed in AI Triggers