|Values:||Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.|
Sets the base amount of credits needed to purchase this object, before any multipliers are applied (such as Country bonuses or the Industrial Plant). The final cost (after any multipliers have been applied) is the amount of credits that will be deducted from the constructing player during the course of construction (when the unit is, say, 10% constructed, 10% of the final cost will have been deducted from the player. When the unit is 50% constructed, 50% of the final cost will have been deducted, and so on).
refund amount a player gets when selling or grinding a unit or building, depending on the circumstances (see for details).is sometimes used when calculating the
also determines, in part, the amount of time the object will take to construct. [ ]→ determines the time, in minutes, to construct 1000 credits' worth of an object, so an object with will take ( 2 * ) minutes to construct. Any multipliers to cost have no effect on construction time - construction time is always determined by the base of an object.
the order objects' build icons will appear on the sidebar - if there are two or more objects of the same , the cheaper one(s) will appear earlier in the list.also determines, in part,
It is possible to setto a negative value so that the player will actually receive credits during the object's construction. However, setting negative values on multiplayer start units causes you to start with a very high number of units, because the number of starting units is based, in part, on their value, and negative values are converted to zero for this calculation.
A BuildingType that has a with a higher than the BuildingType's own will actually cost the same as the in-game, however the base cost is unchanged as far as other values, such as and build time, are concerned.