Facility Source Commodities and Class production types

Certain facilities require commodities to produce. For example biofuels produces petrol by consuming agri. This is set using a bitmask as follows:


 * 1 - Agri
 * 2 - Water
 * 4 - Timber
 * 8 - Petrol
 * 16 - Coal
 * 32 - Ore
 * 64 - Uranium
 * 128 - Electricity
 * 256 - Consumer Goods
 * 512 - Industrial Goods
 * 1024 - Military Goods

So for a facility to need Timber and Ore you would use a value of 36 (4+32)

The same system is used to determine which class of units can be built by a facility in the UBuildClassMask field:

(Note: As of version 9.1.89, UBuildClassMask is not fully implemented, and will not restrict production to a single class)


 * 1 - Infantry
 * 2 - Recon
 * 4 - Tank
 * 8 - Anti-Tank
 * 16 - Artillery / MLRS / Launch Vehicle / Mortar
 * 32 - Air Defense
 * 64 - Transport/Bridging
 * 128 - Helicopter
 * 256 - Missiles
 * 512 - Fighter/Interceptor
 * 1024 - Fighter/Bomber
 * 2048 - Fighter/Multi Role
 * 4096 - Strategic Bomber
 * 8192 - Patrol/AWACS / Recon/Surveillance / Surveillance / ECM/Recce
 * 16384 -Transport / Tanker
 * 32768 - Submarine
 * 65536 - Carrier
 * 131072 - Battleship / Cruiser / Destroyer
 * 262144 - Frigate / Corvette
 * 524288 - Patrol/Recon
 * 1048576 - Transport/Support

Quick Reference for added up values of all land/air/naval:


 * 127 - All Land Units
 * 32384 - All Air Units
 * 2064384 - All Naval Units