FreeUnit: Difference between revisions
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Specifies the [[VehicleType]] that should appear beside this [[BuildingType]] when it is placed after being constructed by the player (the '''unit''' comes '''free''' with the building). | |||
This logic is used | This logic is only used by the two Ore Refineries in the unmodded game. | ||
You cannot have a | You cannot have a [[BuildingType]] that costs less than its {{TTL|FreeUnit}}. | ||
If the {{TTL|Cost}} | If the {{TTL|Cost}} of the {{TTL|FreeUnit}} is higher than the {{TTL|Cost}} of the [[BuildingType]], then the price of the [[BuildingType]] will be overridden to match the {{TTL|Cost}} of the {{TTL|FreeUnit}}.<br> | ||
For example, if you have a [[BuildingType]] with {{TTL|Cost|500}} and its {{TTL|FreeUnit}} has {{TTL|Cost|2000}} then the [[BuildingType]] will actually cost 2000 in-game (although note that the construction speed of the [[BuildingType]] is not affected by this change in price).<br> | |||
FreeUnit Cost | |||
If the [[BuildingType]] is sold then the {{TTL|FreeUnit}} {{TTL|Cost}} is not taken into account - the [[BuildingType]]'s {{TTL|Soylent}} is based on the {{TTL|Cost}} of the [[BuildingType]] only, so you need to set the {{TTL|Soylent}} for the [[BuildingType]] manually. | |||
In the case of the Ore Refinery, {{TTL|Soylent}} is set to 300 because the Ore Refinery | In the case of the Ore Refinery, {{TTL|Soylent}} is set to 300 because the Ore Refinery has {{TTL|Cost|2000}} and its {{TTL|FreeUnit}} has {{TTL|Cost|1400}} (in the unmodded game, you get 50% refund when you sell a [[BuildingType]]). | ||
== FreeUnit and Industrial Plant logic == | == FreeUnit and Industrial Plant logic == | ||
As far as Industrial Plant logic is concerned, 'free units' are not actually free. | As far as [[FactoryPlant|Industrial Plant logic]] is concerned, 'free units' are not actually free. | ||
In the case of the Ore Refinery (Cost | In the case of the Ore Refinery ({{TTL|Cost|2000}}), the game thinks you are paying for a 1400 credit ore miner and a 600 credit Ore Refinery at the same time. | ||
Assuming the original Industrial Plant settings are used, | Assuming the original [[FactoryPlant|Industrial Plant]] settings are used, [[VehicleType]] prices are reduced to 75% and [[BuildingType]] prices are not reduced. | ||
Therefore the | Therefore the price of the Ore Refinery becomes: | ||
(0.75 x 1400) + 600 = 1650 | (0.75 x 1400) + 600 = 1650 | ||
If you changed the Industrial Plant so that | If you changed the [[FactoryPlant|Industrial Plant]] so that [[BuildingType]] prices were reduced to 50% as well (or made a new [[FactoryPlant|Industrial Plant]]), then the price of the Ore Refinery would become: | ||
(0.75 x 1400) + (0.5 x 600) = 1350 | (0.75 x 1400) + (0.5 x 600) = 1350 | ||
Note that multiple [[FactoryPlant|Industrial Plants]] stack their bonuses. For example, owning two [unmodded] [[FactoryPlant|Industrial Plants]] would cause the price of the Ore Refinery to become: | |||
(0.75 x (0.75 x 1400)) + 600 = 1387.5 | |||
0.75 x 0.75 x | |||
[[Category:General_Editing_Information]] | [[Category:General_Editing_Information]] | ||
[[Category:INI_Flags]] | [[Category:INI_Flags]] |
Revision as of 19:43, 4 June 2008
Flag: | FreeUnit |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: VehicleTypes) |
Applicable to: | BuildingTypes |
Specifies the VehicleType that should appear beside this BuildingType when it is placed after being constructed by the player (the unit comes free with the building). This logic is only used by the two Ore Refineries in the unmodded game.
You cannot have a BuildingType that costs less than its Template:TTL.
If the Template:TTL of the Template:TTL is higher than the Template:TTL of the BuildingType, then the price of the BuildingType will be overridden to match the Template:TTL of the Template:TTL.
For example, if you have a BuildingType with Template:TTL and its Template:TTL has Template:TTL then the BuildingType will actually cost 2000 in-game (although note that the construction speed of the BuildingType is not affected by this change in price).
If the BuildingType is sold then the Template:TTL Template:TTL is not taken into account - the BuildingType's Template:TTL is based on the Template:TTL of the BuildingType only, so you need to set the Template:TTL for the BuildingType manually. In the case of the Ore Refinery, Template:TTL is set to 300 because the Ore Refinery has Template:TTL and its Template:TTL has Template:TTL (in the unmodded game, you get 50% refund when you sell a BuildingType).
FreeUnit and Industrial Plant logic
As far as Industrial Plant logic is concerned, 'free units' are not actually free. In the case of the Ore Refinery (Template:TTL), the game thinks you are paying for a 1400 credit ore miner and a 600 credit Ore Refinery at the same time. Assuming the original Industrial Plant settings are used, VehicleType prices are reduced to 75% and BuildingType prices are not reduced. Therefore the price of the Ore Refinery becomes:
(0.75 x 1400) + 600 = 1650
If you changed the Industrial Plant so that BuildingType prices were reduced to 50% as well (or made a new Industrial Plant), then the price of the Ore Refinery would become:
(0.75 x 1400) + (0.5 x 600) = 1350
Note that multiple Industrial Plants stack their bonuses. For example, owning two [unmodded] Industrial Plants would cause the price of the Ore Refinery to become:
(0.75 x (0.75 x 1400)) + 600 = 1387.5