Cloning
| Flag: | Cloning |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | BuildingTypes |
Designate this structure as a Clone Cultivation Chamber. It will simultaneously create an infantry unit whenever a Factory=InfantryType building (typically barracks) of the same house produces infantry, similar to the Cloning Vat in Red Alert 2.
Notes
When setting this on a structure (let's call it 'Structure A') which has Factory=InfantryType set aswell, the structure will produce infantry like normal barracks, but these infantry units will not be cloned by any instance of Structure A if they are produced by an instance of Structure A. Infantry units will however be cloned by all instances of Structure A owned by a given player if that player produces these units in an instance of another type of structure (such as normal barracks). An interesting effect could thus be achieved by giving one side (or country) a building for infantry production which has Cloning=yes set. The side (or country) could produce infantry the normal way, however upon capturing or building another side's Barracks, all of their own barracks would function as Cloning Vats for every infantry unit produced in that other sides's Barracks.
Wether instances of a structure type with Cloning=yes clone infantry that has been produced by an instance of another structure type with Cloning=yes still requires testing.
Bugs/Side-Effects/Unexpected Limitations
Adding the Cloning=yes tag to BuildingTypes that use the Refinery=yes tag will result in the following:
- You will no longer be able to produce InfantryTypes with the BuildLimit tag for the rest of the game (after the first creation). Even if those InfantryTypes do not exist in the game (this glitch is equivalent to BuildLimit=-1, except it's a little special in that you can see the icons for those InfantryTypes even though you can't produce them).

Ares 0.2 fixed an issue where buildings marked as Cloning=yes did not respond to production when an Infantry Factory had WeaponsFactory=yes, but introduced a new fake cloning problem where, in situations where cloning should not occur, cloned units might appear in strange ways, including but not limited to probabilistically exiting from Tech Oil Derricks granted to the player by map triggers...
- This bug has been fixed in Ares 3.0p1.
References
In vanilla, cloning vats can work fine even low power. Starting from Ares 2.0, they need power to work. Starting from Phobos Build #49, this can be customized and is by default consistent with the behavior in vanilla. Refer to Phobos documentation.
See Also
- CloningFacility (Ares Only) - Version of Vehicle Factory
- Cloneable (Ares Only)
- ClonedAs (Ares Only)
- ClonedAt (Ares Only)