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	<updated>2026-05-01T13:07:19Z</updated>
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	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=3196</id>
		<title>FreeUnit</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=FreeUnit&amp;diff=3196"/>
		<updated>2007-03-27T08:37:27Z</updated>

		<summary type="html">&lt;p&gt;58.7.247.210: (Kilkakon) buildtime is not affected by cost change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=strings (names of [[VehicleTypes]])&lt;br /&gt;
|special=None&lt;br /&gt;
|default=null&lt;br /&gt;
|types={{Categ|BuildingTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tt|FreeUnit}}= is a building tag that takes a value from the [[VehicleTypes]] list to tell the game that this unit should appear beside the building when it is constructed.&lt;br /&gt;
This logic is used for the Ore Refinery.&lt;br /&gt;
&lt;br /&gt;
You cannot have a building that costs less than the FreeUnit.&lt;br /&gt;
If the {{TTL|Cost}} value of the FreeUnit is higher than the cost of the building, the cost of the building will be overridden to match the cost of the vehicle.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&amp;lt;br&amp;gt;&lt;br /&gt;
Building Cost=500&amp;lt;br&amp;gt;&lt;br /&gt;
FreeUnit Cost=2000&amp;lt;br&amp;gt;&lt;br /&gt;
In-game, the building will actually cost 2000.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice however, that the construction speed of the structure is not effected.&lt;br /&gt;
&lt;br /&gt;
Selling the building will give you the normal refund amount (the FreeUnit cost is not taken into account), so you need to set the {{TTL|Soylent}} for the building manually.&lt;br /&gt;
In the case of the Ore Refinery, {{TTL|Soylent}} is set to 300 because the Ore Refinery cost is 2000 and the FreeUnit cost is 1400 (by normal rules, you get 50% refund when you sell a building).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FreeUnit and Industrial Plant logic ==&lt;br /&gt;
&lt;br /&gt;
As far as Industrial Plant logic is concerned, &#039;free units&#039; are not actually free.&lt;br /&gt;
In the case of the Ore Refinery (Cost=2000), the game thinks you are paying for a 1400 credit Ore Miner and a 600 credit Ore Refinery at the same time.&lt;br /&gt;
Assuming the original Industrial Plant settings are used, Vehicle costs are reduced to 0.75 and building costs are not reduced.&lt;br /&gt;
Therefore the cost of the Ore Refinery would become:&lt;br /&gt;
 (0.75 x 1400) + 600 = 1650&lt;br /&gt;
&lt;br /&gt;
If you changed the Industrial Plant so that building costs were reduced to 0.5 as well (or made a new {{TTL|FactoryPlant|yes}} building), then the cost of the Ore Refinery would become:&lt;br /&gt;
 (0.75 x 1400) + (0.5 x 600) = 1350&lt;br /&gt;
&lt;br /&gt;
When changing bonuses in Yuri&#039;s Revenge, don&#039;t forget that the Allied Ore Processor gives 25% ore bonus, which is sort of equivalent to a FactoryPlant with 0.75 cost multipliers for Infantry, Vehicles, Aircraft and Buildings. Yuri&#039;s Cloning Vats give an equivalent cost multiplier of 0.5 to Infantry.&lt;br /&gt;
&lt;br /&gt;
Also note that multiple Industrial Plants and/or Cloning Vats stack their bonuses.&lt;br /&gt;
EG: Two Factory Plants for a Flak Track would result in:&lt;br /&gt;
 0.75 x 0.75 x 500 = 281.25&lt;br /&gt;
&lt;br /&gt;
Similarly, the Ore Purifier bonus stacks so that building more ore purifiers results in more credits per bail returned by the ore miner.&lt;br /&gt;
&lt;br /&gt;
[[Category:General_Editing_Information]]&lt;br /&gt;
[[Category:INI_Flags]]&lt;/div&gt;</summary>
		<author><name>58.7.247.210</name></author>
	</entry>
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