The Civ4BuildInfos file describes the various terrain improvements available for workers, work boats, and others.
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.
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.
|BuildInfos||Begins and ends the entire file. Contains various BuildInfo entries.|
|BuildInfo||Contains the information for each terrain improvement.|
|Type||The internal name of this build improvement option.|
|Description||A reference to the text files, which contain an entry for this build option.|
|Help||Any additional text used for the build; for example, the Final Frontier mod's starbase build.|
|PrereqTech||The technology required for this improvement.|
|ImprovementType||The name of the terrain improvement (i.e. farm, mine, whaling boats, etc. Roads and railroads have the value of NONE.)|
|RouteType||The in-game reference to the type of route provided by this build, as described in the Civ4RouteInfos file. Used for roads and railroads.|
|EntityEvent||This describes the graphics displayed while this build is being constructed (e.g. a worker using a shovel).|
|HotKey||Describes the keyboard shortcut for this build. For example, a road has the value of KB_R (KB = keyboard).|
|FeatureType||Used with the FeatureStructs tag to create terrain-specific information.|
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.
|iTime||The number of turns it takes to complete the improvement, times 100. That is, a value of 600 means the improvement requires 6 turns of action. Note: this is only true for the default worker. Units with a different work rate will work differently. The turns it takes is actually iTime / iWorkRate (in Civ4UnitInfos).|
|iCost||The gold cost for this improvement (i.e. can be used to draw money from the treasury to pay for improvements).|
|iHotKeyPriority||If multiple builds have the same hot key shortcut, the build with a value of 1 for this tag is chosen to be constructed.|
|iProduction||The amount of hammers provided to the nearest city after this build is completed; used with the FeatureStructs tags.|
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".
|bKill||If 1, the unit constructing the improvement dies (used for fishing boats, whaling boats, etc.).|
|bAltDown||If 1, the keyboard shortcut requires the Alt key.|
|bShiftDown||If 1, the keyboard shortcut requires the Shift key.|
|bCtrlDown||If 1, the keyboard shortcut requires the Control key.|
|bRemove||If 1, removes the terrain feature after completion (i.e. chopping a forest).|
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).
|FeatureStructs||Any features that will be removed with the completion of the build.
<FeatureStruct> <FeatureType>FEATURE_FOREST</FeatureType> <PrereqTech>TECH_BRONZE_WORKING</PrereqTech> <iTime>300</iTime> <iProduction>30</iProduction> <bRemove>1</bRemove> </FeatureStruct>
These tags are directly related to the rendering of art for the entry.
|Button||References to the build button displayed in the bottom middle of the screen.|
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.
<BuildInfos> <BuildInfo> <Type>BUILD_WINERY</Type> <Description>TXT_KEY_BUILD_WINERY</Description> <Help/> <PrereqTech>TECH_MONARCHY</PrereqTech> <iTime>500</iTime> <iCost>0</iCost> <bKill>0</bKill> <ImprovementType>IMPROVEMENT_WINERY</ImprovementType> <RouteType>NONE</RouteType> <EntityEvent>ENTITY_EVENT_BUILD</EntityEvent> <FeatureStructs> <FeatureStruct> <FeatureType>FEATURE_JUNGLE</FeatureType> <PrereqTech>TECH_IRON_WORKING</PrereqTech> <iTime>400</iTime> <iProduction>0</iProduction> <bRemove>1</bRemove> </FeatureStruct> <FeatureStruct> <FeatureType>FEATURE_FOREST</FeatureType> <PrereqTech>TECH_BRONZE_WORKING</PrereqTech> <iTime>300</iTime> <iProduction>30</iProduction> <bRemove>1</bRemove> </FeatureStruct> </FeatureStructs> <HotKey>KB_W</HotKey> <bAltDown>0</bAltDown> <bShiftDown>1</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>1</iHotKeyPriority> <Button>,Art/Interface/Buttons/Builds/BuildWinery.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,6,8</Button> </BuildInfo> </BuildInfos>