|Values:||Strings: Normal text. (Limited to: VehicleTypes)|
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 .
If the of the is higher than the of the BuildingType, then the price of the BuildingType will be overridden to match the of the .
For example, if you have a BuildingType with and its has 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 is not taken into account - the BuildingType's is based on the of the BuildingType only, so you need to set the for the BuildingType manually. In the case of the Ore Refinery, is set to 300 because the Ore Refinery has and its has (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 ( ), 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
(0.75 x 1400) + (0.5 x 600) = 1350
(0.75 x (0.75 x 1400)) + 600 = 1387.5Industrial Plant that reduces the cost of VehicleTypes and/or BuildingTypes (whether one or both of these causes the problem has not been established) using a very small multiplier, say 0.01, then FreeUnit will cease to function on all your buildings - i.e. the free unit will not appear.