# Documentation for *UpgradableBuilding* ## Overview Property holder class. Contains properties required to define all three building upgrades.

Each building can have up to three upgrades, this division is internally called tiering. I.e. the first upgrade of a building is tier one, second is tier two, etc. This has no special meaning and is mostly used for upgrade identification purposes.

All upgrade properties are formed in the following fassion (.. is the lua concatenation operator): "upgrade" .. tier .. "_" .. upgrade_property_base_name. So, if one needs to access the "id" property of a tier two upgrade, the actual member to access would be "upgrade2_id".
## Parent classes * PropertyObject ## Class properties ### Modifiable Properties #### Upgrade 1 **upgrade1_consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. #### Upgrade 2 **upgrade2_consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. #### Upgrade 3 **upgrade3_consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. ### Template Properties #### Upgrade 1 **upgrade1_restore_defaults** : Restore Upgrade Defaults **upgrade1_id** : ID **upgrade1_display_name** : Display Name **upgrade1_description** : Description **upgrade1_icon** : Icon **upgrade1_upgrade_cost_Concrete** : Concrete Cost **upgrade1_upgrade_cost_Metals** : Metals Cost **upgrade1_upgrade_cost_Polymers** : Polymers Cost **upgrade1_upgrade_cost_Electronics** : Electronics Cost **upgrade1_upgrade_cost_MachineParts** : Machine Parts Cost **upgrade1_upgrade_cost_PreciousMetals** : Rare Metals Cost **upgrade1_upgrade_time** : Upgrade Time Cost **upgrade1_mod_target_1** : Modifier Target 1 **upgrade1_mod_label_1** : Modifier Label 1 **upgrade1_mod_prop_id_1** : Modified Property 1 **upgrade1_mul_value_1** : Percent Modifier 1 **upgrade1_add_value_1** : Amount Modifier 1 **upgrade1_mod_target_2** : Modifier Target 2 **upgrade1_mod_label_2** : Modifier Label 2 **upgrade1_mod_prop_id_2** : Modified Property 2 **upgrade1_mul_value_2** : Percent Modifier 2 **upgrade1_add_value_2** : Amount Modifier 2 **upgrade1_mod_target_3** : Modifier Target 3 **upgrade1_mod_label_3** : Modifier Label 3 **upgrade1_mod_prop_id_3** : Modified Property 3 **upgrade1_mul_value_3** : Percent Modifier 3 **upgrade1_add_value_3** : Amount Modifier 3 **upgrade1_consumption_resource_type** : The type of resource associated with consumption demands. **upgrade1_consumption_max_storage** : The max amount of storage for consumption resource. **upgrade1_consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. **upgrade1_consumption_type** : Determines the purpose of the consumption resource. **upgrade1_consumption_resource_stockpile_spot_name** : If there is any consumption, will try to attacha purely visual stockpile at this spot. #### Upgrade 2 **upgrade2_restore_defaults** : Restore Upgrade Defaults **upgrade2_id** : ID **upgrade2_display_name** : Display Name **upgrade2_description** : Description **upgrade2_icon** : Icon **upgrade2_upgrade_cost_Concrete** : Concrete Cost **upgrade2_upgrade_cost_Metals** : Metals Cost **upgrade2_upgrade_cost_Polymers** : Polymers Cost **upgrade2_upgrade_cost_Electronics** : Electronics Cost **upgrade2_upgrade_cost_MachineParts** : Machine Parts Cost **upgrade2_upgrade_cost_PreciousMetals** : Rare Metals Cost **upgrade2_upgrade_time** : Upgrade Time Cost **upgrade2_mod_target_1** : Modifier Target 1 **upgrade2_mod_label_1** : Modifier Label 1 **upgrade2_mod_prop_id_1** : Modified Property 1 **upgrade2_mul_value_1** : Percent Modifier 1 **upgrade2_add_value_1** : Amount Modifier 1 **upgrade2_mod_target_2** : Modifier Target 2 **upgrade2_mod_label_2** : Modifier Label 2 **upgrade2_mod_prop_id_2** : Modified Property 2 **upgrade2_mul_value_2** : Percent Modifier 2 **upgrade2_add_value_2** : Amount Modifier 2 **upgrade2_mod_target_3** : Modifier Target 3 **upgrade2_mod_label_3** : Modifier Label 3 **upgrade2_mod_prop_id_3** : Modified Property 3 **upgrade2_mul_value_3** : Percent Modifier 3 **upgrade2_add_value_3** : Amount Modifier 3 **upgrade2_consumption_resource_type** : The type of resource associated with consumption demands. **upgrade2_consumption_max_storage** : The max amount of storage for consumption resource. **upgrade2_consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. **upgrade2_consumption_type** : Determines the purpose of the consumption resource. **upgrade2_consumption_resource_stockpile_spot_name** : If there is any consumption, will try to attacha purely visual stockpile at this spot. #### Upgrade 3 **upgrade3_restore_defaults** : Restore Upgrade Defaults **upgrade3_id** : ID **upgrade3_display_name** : Display Name **upgrade3_description** : Description **upgrade3_icon** : Icon **upgrade3_upgrade_cost_Concrete** : Concrete Cost **upgrade3_upgrade_cost_Metals** : Metals Cost **upgrade3_upgrade_cost_Polymers** : Polymers Cost **upgrade3_upgrade_cost_Electronics** : Electronics Cost **upgrade3_upgrade_cost_MachineParts** : Machine Parts Cost **upgrade3_upgrade_cost_PreciousMetals** : Rare Metals Cost **upgrade3_upgrade_time** : Upgrade Time Cost **upgrade3_mod_target_1** : Modifier Target 1 **upgrade3_mod_label_1** : Modifier Label 1 **upgrade3_mod_prop_id_1** : Modified Property 1 **upgrade3_mul_value_1** : Percent Modifier 1 **upgrade3_add_value_1** : Amount Modifier 1 **upgrade3_mod_target_2** : Modifier Target 2 **upgrade3_mod_label_2** : Modifier Label 2 **upgrade3_mod_prop_id_2** : Modified Property 2 **upgrade3_mul_value_2** : Percent Modifier 2 **upgrade3_add_value_2** : Amount Modifier 2 **upgrade3_mod_target_3** : Modifier Target 3 **upgrade3_mod_label_3** : Modifier Label 3 **upgrade3_mod_prop_id_3** : Modified Property 3 **upgrade3_mul_value_3** : Percent Modifier 3 **upgrade3_add_value_3** : Amount Modifier 3 **upgrade3_consumption_resource_type** : The type of resource associated with consumption demands. **upgrade3_consumption_max_storage** : The max amount of storage for consumption resource. **upgrade3_consumption_amount** : Amount of stored consumption resources needed for consumption op. In other words, the convertion rate of consumption resources to other stuff. **upgrade3_consumption_type** : Determines the purpose of the consumption resource. **upgrade3_consumption_resource_stockpile_spot_name** : If there is any consumption, will try to attacha purely visual stockpile at this spot. (insert footer.md.html here)