The Civ4ImprovementInfos file defines all of the Civilization's improvements as well as their effects, like providing extra food, production or commerce.
All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.
This page is missing information. Do not remove this notice until it is complete.
|Type||The internal name of this Improvement.|
|Description||A reference to the text files, which contain an entry for this resource.|
|Civilopedia||Refers to a tag in the Civ4GameText file which stores the Civilopedia description for the Improvement.|
|ArtDefineTag||Refers to a tag in the Civ4ArtDefines Improvement files|
|WorldSoundscapeAudioScript||Refers to the Audiodefines file for the ambient background music that is played when the tile is on screen.|
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.
|iTilesPerGoody||States how many tiles must exist per goody hut generated. (E.g If the value is 40, for every fourty tiles in game, one goody hut is placed.)|
|iGoodyRange||The minimum distance between goody huts|
|iFeatureGrowth||Chance for spreading local terrain feature (aka Forest) to adjacent plots. Mechanic unknown, but higher means faster.|
|iUpgradeTime||The time in turns that is needed on standard gamespeed until it upgrades to another improvement|
|iAirBombDefense||The defence of this improvement against attacks by air units. (it seems that if the strength of the air unit is equal to the airbombdefense, there is a 50-50 chance that it get´s destroyed on attack.)|
|iDefenseModifier||The defence percentage added to all units on the tile of the improvement|
|iHappiness||The Happiness modifier that the improvement provides to the nearest city.|
|iPillageGold||the base gold value that a unit get´s if this improvement is pillaged|
|iDiscoverRand||The chance that the resource will be discovered on the improvement plot. Each turn that the tile is worked, there is a 1/(iDiscoverRand) chance that the bonus will be added to the tile.|
All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True".
|bHillsMakesValid||If true, the improvement always can be built on a hill, regardless of anything else. (0 = false, 1 = true)|
|bFreshWaterMakesValid||If true, the improvement always can be built next to a river or a lake.|
|bRiverSideMakesValid||If true, the improvement always can be built next to a river.|
|bRequiresIrrigation||if true, the improvement needs an irrigated tile next to it before it can be built.|
|bCarriesIrrigation||If true, the improvement will count as irrigated so you can irrigate tiles next to it.|
|bRequiresFeature||If true, the improvement needs the specified feature existing or it will be removed.|
|bWater||If true, the improvement needs water to be built on.|
|bGoody||if true, the improvement acts as a goody hut.|
|bPermanent||If true, the improvement cannot be destroyed.|
|bGraphicalOnly||If true, the improvement is simply a graphic added to the map. Used for the land/water worked improvements.|
|bUseLSystem||Uses the L system,a art file,and is always 1.|
All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the "s" (i.e. singular, rather than plural).
|PrereqNatureYields||The amount of food, production, commerce that already has to be on the tile before the improvement can be built there. (note that a river adds one commerce and that a forest adds one production.)|
|YieldChanges||The food, production, commerce changes that occur if this improvement has been built on a tile|
|TerrainMakesValid||The specified terrain types on which this improvement can be built|
|FeatureMakesValid||The specified feature types on which this improvement can be built|
|BonusTypeStructs||The bonus resource(s) that allows the improvement to be built upon|
|ImprovementPillage||If the improvement is pillaged, this lists what it is downgraded to. (Ex. A pillaged Cottage downgrades to a Hamlet.)|
|ImprovementUpgrade||The improvement to which this one is upgraded after the iUpgradeTime is passed.|
|TechYieldChanges||Food, production, commerce changes for the improvement after the specified tech has been researched.|
|RouteYieldChanges||Food, production, commerce changes if a road or railroad was built on the improvement tile|
In the following example of code, please note that there is a specific order of all of the tags. You must list the tags in this order for the game to properly interpret your file.
<ImprovementInfo> <Type>IMPROVEMENT_FARM</Type> <Description>TXT_KEY_IMPROVEMENT_FARM</Description> <Civilopedia>TXT_KEY_IMPROVEMENT_FARM_PEDIA</Civilopedia> <ArtDefineTag>ART_DEF_IMPROVEMENT_FARM</ArtDefineTag> <PrereqNatureYields> <iYield>1</iYield> <iYield>0</iYield> <iYield>0</iYield> </PrereqNatureYields> <IrrigatedYieldChange> <iYield>1</iYield> <iYield>0</iYield> <iYield>0</iYield> </IrrigatedYieldChange> <bHillsMakesValid>0</bHillsMakesValid> <bFreshWaterMakesValid>1</bFreshWaterMakesValid> <bRiverSideMakesValid>0</bRiverSideMakesValid> <bNoFreshWater>0</bNoFreshWater> <bRequiresFlatlands>1</bRequiresFlatlands> <bRequiresRiverSide>0</bRequiresRiverSide> <bRequiresIrrigation>1</bRequiresIrrigation> <bCarriesIrrigation>1</bCarriesIrrigation> <bRequiresFeature>0</bRequiresFeature> <bWater>0</bWater> <bGoody>0</bGoody> <bPermanent>0</bPermanent> <bUseLSystem>1</bUseLSystem> <iTilesPerGoody>0</iTilesPerGoody> <iGoodyRange>0</iGoodyRange> <iUpgradeTime>0</iUpgradeTime> <iAirBombDefense>5</iAirBombDefense> <iDefenseModifier>0</iDefenseModifier> <iHappiness>0</iHappiness> <iPillageGold>5</iPillageGold> <TerrainMakesValids> <TerrainMakesValid> <TerrainType>TERRAIN_GRASS</TerrainType> <bMakesValid>1</bMakesValid> </TerrainMakesValid> <TerrainMakesValid> <TerrainType>TERRAIN_PLAINS</TerrainType> <bMakesValid>1</bMakesValid> </TerrainMakesValid> </TerrainMakesValids> <FeatureMakesValids/> <BonusTypeStructs> <BonusTypeStruct> <BonusType>BONUS_CORN</BonusType> <bBonusMakesValid>1</bBonusMakesValid> <bBonusTrade>1</bBonusTrade> <iDiscoverRand>0</iDiscoverRand> <YieldChanges> <iYieldChange>2</iYieldChange> <iYieldChange>0</iYieldChange> <iYieldChange>0</iYieldChange> </YieldChanges> </BonusTypeStruct> </BonusTypeStructs> <ImprovementPillage/> <ImprovementUpgrade/> <TechYieldChanges> <TechYieldChange> <PrereqTech>TECH_BIOLOGY</PrereqTech> <TechYields> <iYield>1</iYield> <iYield>0</iYield> <iYield>0</iYield> </TechYields> </TechYieldChange> </TechYieldChanges> <RouteYieldChanges/> <bGraphicalOnly>0</bGraphicalOnly> </ImprovementInfo>