Cost (Multiplier)
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Flag: | Cost |
File(s): | rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Default: | 1.0 |
Applicable to: | Countries, Difficulty |
Next to the "normal" usage of Cost, Cost can also be used as a multiplier in the Country Statistics and Difficulty Settings. Different to normal Cost, these multipliers accept float values, and there is a default value of 1.0. In both cases, the Cost in these sections is a direct multiplier to the Cost setting on the object purchased.
Country Statistics
In Red Alert 2/Yuri's Revenge, a new system is put in place for cost multiplier like CostBuildingsMult.
In Tiberian Sun, if you put Cost on a house's rules and play as that house, the price for all objects you purchase will be (object's cost) x (multiplier's cost)
Difficulty Settings
In Red Alert 2/Yuri's Revenge, Cost in Difficulty Settings is obsolete.
In Tiberian Sun, Cost is a direct multiplier (object's cost) x (multiplier's cost). Check Difficulty Settings for how this value is used differently in singleplayer and multiplayer games.
This flag(s) can change the course of the game significantly, not only because of the financial aspects, but also because the time to build is determined by the cost. As it affects build time of units, one should be careful to not reduce it beyond a certain value, otherwise units will be unable to come out of war factories.
In Tiberian Sun, both flags have cumulative effect, meaning that a player's object's cost would have the effective value of (object's cost) x (houses's cost multiplier) x (difficulty cost multiplier).