Cost: Difference between revisions
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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). | 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). | ||
{{TTL|Cost}} | {{TTL|Cost}} is sometimes used when calculating the [[Soylent#Default|refund amount]] a player gets when selling or grinding a unit or building, depending on the circumstances (see {{TTL|Soylent}} for details). | ||
{{TTL|Cost}} also determines, in part, the amount of time the object will take to construct. [{{TTL|General}}]{{arr|r}}{{TTL|BuildSpeed}} determines the time, in minutes, to construct 1000 credits' worth of an object, so an object with {{TTL|Cost|2000}} will take ( 2 * {{TTL|BuildSpeed}} ) minutes to construct. | {{TTL|Cost}} also determines, in part, the amount of time the object will take to construct. [{{TTL|General}}]{{arr|r}}{{TTL|BuildSpeed}} determines the time, in minutes, to construct 1000 credits' worth of an object, so an object with {{TTL|Cost|2000}} will take ( 2 * {{TTL|BuildSpeed}} ) minutes to construct. |
Revision as of 20:00, 7 June 2008
Flag: | Cost |
File(s): | rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 0 |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
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).
Template:TTL is sometimes used when calculating the refund amount a player gets when selling or grinding a unit or building, depending on the circumstances (see Template:TTL for details).
Template:TTL also determines, in part, the amount of time the object will take to construct. [[[:Template:TTL]]]→Template:TTL determines the time, in minutes, to construct 1000 credits' worth of an object, so an object with Template:TTL will take ( 2 * Template:TTL ) minutes to construct. Any multipliers to cost have no effect on construction time - construction time is always determined by the base Template:TTL of an object.
Template:TTL also determines, in part, the order objects' build icons will appear on the sidebar - if there are two or more objects of the same Template:TTL, the cheaper one(s) will appear earlier in the list.
It is possible to set Template:TTL to a negative value so that the player will actually receive credits during the object's construction. However, setting negative Template:TTL 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 Template:TTL value, and negative Template:TTL values are converted to zero for this calculation.
A BuildingType that has a Template:TTL with a higher Template:TTL than the BuildingType's own Template:TTL will actually cost the same as the Template:TTL in-game, however the base cost is unchanged as far as other values, such as Template:TTL and build time, are concerned.