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Storage

Units of Tiberium an object can hold.

Specification
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

A harvester holds up to this many units of Tiberium. It takes one unit for each growth stage it lifts from a cell, and heads home to unload once it is full. A harvester type with Storage=0 cannot harvest. The stock harvester sets Storage=28; at the stock Value of 25 for green Tiberium, a full load of it is worth 700 credits. A weeder also fills to this value. It takes two units for each vein cell it lifts, or one when the first unit fills it.

A structure adds this value to its house’s storage capacity while it stands. Harvested Tiberium fills the house’s storage structures one at a time, and whatever does not fit is lost. A computer-controlled house in a skirmish or multiplayer game converts Tiberium to credits at once and needs no storage. Credits and storage covers what happens to stored Tiberium when a structure is captured, destroyed or sold.

Stored Tiberium is counted in units, not credits. Each unit keeps the Tiberium type it came from and is priced at that type’s Value when the house spends it.

Any vehicle or structure type with a nonzero Storage also counts as a Tiberium target. Team missions whose quarry is harvesters and Thief=yes infantry pick their targets only from these objects. A hunting aircraft outside campaigns looks for them first. Target selection covers the scans.