Value
Credits paid for each growth stage of a Tiberium type.
- Applies to
- Tiberium
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0Cells of the type are worth nothing.
A harvester lifts one growth stage at a time and carries each as one unit of Tiberium. Each unit is worth Value credits.
When the units become credits depends on the house, as Credits and storage explains. A computer house in a skirmish or multiplayer game receives the credits as soon as its harvester unloads. Every other house keeps only the units that fit in its free storage. Each stored unit becomes Value credits when the house spends it.
The harvester’s patch search ranks a cell by Value multiplied by its growth stage plus one, so a full-grown cell counts twelve times the setting.
FillSilos=yes uses the first Tiberium type’s Value to decide how much Tiberium each house receives when the scenario starts.