Civ4BuildingInfos: Difference between revisions

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|-
|-
!bAreaCleanPower  
!bAreaCleanPower  
|
|Provides clean power to all cities (e.g. Three Gorges Dam).
|-
|-
!bBuildingOnlyHealthy  
!bBuildingOnlyHealthy  
|
|Removes unhealthiness caused by buildings (e.g. used by Recycling Center).
|-
|-
!bCapital  
!bCapital  
|
|Sets the Capital City.  There can only be one per civilization.
|-
|-
!bCenterInCity  
!bCenterInCity  
|
|Appears to locate the building at the center of the city.  Buildings with a value of 1 for this tag include Aqueduct, Castle, and Monument.
|-
|-
!bDiploVote  
!bDiploVote  
|
|Allows diplomatic votes (e.g. the United Nations).
|-
|-
!bDirtyPower  
!bDirtyPower  
|
|Power provided is polluting.
|-
|-
!bForceTeamVoteEligible  
!bForceTeamVoteEligible  
|
|Forces team members to vote with you.
|-
|-
!bGoldenAge  
!bGoldenAge  
|
|Starts a golden age (e.g. used by Taj Mahal).
|-
|-
!bGovernmentCenter  
!bGovernmentCenter  
|
|Makes the city a center of government (multiple allowed per civilization). Used by the Versailles wonder.
|-
|-
!bMapCentering  
!bMapCentering  
|
|On completion, centers the map.
|-
|-
!bNeverCapture  
!bNeverCapture  
|
|Indicates if the building is destroyed when the city is captured.
|-
|-
!bNoUnhappiness  
!bNoUnhappiness  
|
|Removes all unhappiness from the city. Used by the Globe Theatre.
|-
|-
!bNoUnhealthyPopulation  
!bNoUnhealthyPopulation  
|
|Removes all unhealthiness from population.  Used by the National Park.
|-
|-
!bNukeImmune  
!bNukeImmune  
|
|Makes the building immune to nuking.
|-
|-
!bPower  
!bPower  
|
|''Provides'' power.
|-
|-
!bPrereqReligion  
!bPrereqReligion  
|
|Indicates if a Religion must be present.
|-
|-
!bRiver  
!bRiver  
|
|Requires river.
|-
|-
!bTeamShare  
!bTeamShare  
|
|Allows team members to build together.
|-
|-
!bWater  
!bWater  
|
|Requires water.
|}
|}


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! style="background:#efefef;" | Description
! style="background:#efefef;" | Description
|-
|-
!Tag name
!BonusHappinessChanges
|enter text here
|
|-
!BonusHealthChanges
|
|-
!BonusProductionModifiers
|
|-
!BonusYieldModifiers
|
|-
!BuildingClassNeededs
|
|-
!CommerceChangeDoubleTimes
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|-
!CommerceChangeOriginalOwners
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|-
!CommerceChanges
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|-
!CommerceFlexibles
|
|-
!CommerceHappinesses
|
|-
!CommerceModifiers
|
|-
!DomainFreeExperiences
|
|-
!DomainProductionModifiers
|
|-
!Flavors
|
|-
!FreeSpecialistCounts
|
|-
!GlobalSeaPlotYieldChanges
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|-
!HotKey
|
|-
!ObsoleteSafeCommerceChanges
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|-
!PrereqBuildingClasses
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|-
!ProductionTraits
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|-
!ReligionChanges
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|-
!SeaPlotYieldChanges
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|-
!SpecialistCounts
|
|-
|-
!Tag name
!SpecialistExtraCommerces
|enter text here
|
|-
!SpecialistYieldChanges
|
|-
!StateReligionCommerces
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|-
!TechTypes
|
|-
!UnitCombatFreeExperiences
|
|-
!YieldChanges
|
|}
|}




===Art===


These tags are directly related to the rendering of art for the entry.


Boolean Tags
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
 
|-
• bAreaCleanPower = Provides clean power to all cities a la Three Gorges Dam.
! style="background:#efefef;" | Tag Name
 
! style="background:#efefef;" | Description
• bBuildingOnlyHealthy = Removes unhealthiness caused by buildings. Used by Recycling Centre.
|-
 
!fVisibilityPriority
• bCapital = Sets Capitol city. Can only have one.
|Used to give certain buildings priority when drawing them on the map. Most buildings have a value of 1.0, but the Aqueduct, for example, as a value of 10240000.0 in order to ensure that it is always drawn first.
 
|}
• bCenterInCity =
 
• bDiploVote = Allows diplomatic votes.
 
• bDirtyPower = Power provided is polluting.
 
• bForceTeamVoteEligible = Forces team members to vote with you.
 
• bGoldenAge = Starts a golden age. Used by Taj Mahal.
 
• bGovernmentCenter = Center of Government (multiple allowed). Used by Versailles.
 
• bMapCentering = On completion, centers the map.


• bNeverCapture = Indicates if the building is destroyed when the city is captured.


• bNoUnhappiness = Removes all unhappiness from the city. Used by the Globe Theatre.
• bNoUnhealthyPopulation = Removes unhealthiness. Used by ???.
• bNukeImmune = Makes the building immune to nuking.
• bPower = Provides power.
• bPrereqReligion = Indicates if a Religion must be present.
• bRiver = Requires river.
• bTeamShare = Allows team members to build together.
• bWater = Requires water.
Floating-Point Tags
• fVisibilityPriority = Priority for the building to be seen on the map.




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             iYield = There are three of these tags. The first is for Food change, the second for Production change, and the third for Trade change (Integer tag).
             iYield = There are three of these tags. The first is for Food change, the second for Production change, and the third for Trade change (Integer tag).


Unsorted
• BuildingHappinessChanges
• CommerceFlexibles
• UnitCombatFreeExperiences


==Example==
==Example==

Revision as of 14:37, 28 May 2009

The Civ4BuildingInfos file defines all of the game's buildings (city improvements) as well as their effects, like providing extra health and happiness or allowing production of certain units.

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.


Tags

Text

Tag Name Description
Advisor Defines the type of advisor that would recommend this building in the in-game menus.
ArtDefineTag Specifies the tag in the Civ4ArtDefines_Building file that provides graphic data for this building.
Bonus Bonus type that speeds production.
BuildingClass The class of the building, as defined in the Civ4BuildingClassInfos file.
CivicOption Free civics allowed with building (for example, the Pyramids enable all Government civics).
Civilopedia Refers to a tag in the Civ4GameText_Civilopedia_BuildingsProjects file which stores the Civilopedia description for the Building.
ConstructSound Sound used when building is completed. See the AudioDefines, Audio2DScripts, and Audio3DScripts files.
Description Refers to a tag in the Civ4GameTextInfos_Objects file that stores the in-game name of the Building.
FreeBonus Provides the city with iFreeBonus (see below) number of a certain resource, like Hit Musicals (BONUS_DRAMA), Hit Songs (BONUS_MUSIC), or Hit Movies (BONUS_MOVIES).
FreeBuilding Provides the listed building free to every city. For example, the Three Gorges Dam gives a Hydro Station to each city.
FreePromotion Allows building to give listed promotion to all units built in that city, like Red Cross and Medic I.
FreeStartEra Building is free if you start in this Era or later.
GlobalReligionCommerce Earns gold from every city with this religion.
GreatPeopleUnitClass Type of Great Person Points the building generates.
HolyCity If set, the building can only be constructed in the Holy City of the religion specified.
MaxStartEra Latest Era the building can be constructed.
MovieDefineTag Specifies the tag in the Civ4ArtDefines_Movie file that will play when this building is constructed.
ObsoleteTech Tech that makes the building obsolete (like Economics for Castles).
PowerBonus Any building with this bonus supplies power to the given city (i.e. BONUS_COAL for the Coal Plant).
PrereqBonuses Bonus type required for production.
PrereqReligion Defines Religion needed for production.
ReligionType If set, the Building can only be constructed if the specified Religion type is present in a city within the Civilization (though not necessarily in the city where it is being constructed).
SpecialBuildingType Determines whether or not the building is one the special types listed in the Civ4SpecialBuildingInfos file, like a monastery or cathedral.
StateReligion If set, the Building can only be constructed while the specified Religion type is the Civilization's State Religion.
Strategy Refers to a tag in the Civ4GameText_Strategy file that stores the strategic or usage info on the Building, displayed in mouseover pop-ups.
Type The type of Building (see the Civ4ArtDefines_Building file).
VictoryPrereq Victory type required for construction of the building (i.e. the Diplomacy victory condition must be enabled for the United Nations to be available).


Integers

All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.

Tag Name Description
iAirlift The distance from city that units can be airlifted.
iAirModifier Damage change from air units.
iAIWeight Importance of building to the AI.
iAllCityDefense % change in defense in all cities (e.g. Chichen Itza increases defenses by 25% ).
iAnarchyModifier % change in anarchy length.
iAreaHappiness Change in happiness in all cities on this continent.
iAreaHealth Change in healthiness in all cities on this continent.
iAreaFreeSpecialist Free specialists allowed in all cities on this continent (e.g. Statue of Liberty grants +1 specialist per city).
iAsset Point value of building for victory score.
iCitiesPrereq Requisite number of cities for this building.
iCoastalTradeRoutes Increases the number of trade routes in all coastal cities by this amount.
iConquestProb Percentage chance building will survive if city is captured.
iCost Building cost in hammers.
iDefense % change in this city's defense bonus.
iExperience Experience bonus to units built in this city.
iFoodKept % of food kept after city grows.
iFreeSpecialist Free specialists allowed in this city.
iFreeTechs Number of free techs provided when built.
iGlobalExperience Experience bonus to units built in all cities (e.g. the Pentagon gives +2 XP to all units).
iGlobalFreeSpecialist Free specialists allowed in all cities.
iGlobalGreatPeopleRateModifier % increase of Great Person Points generation rate for civilization.
iGlobalHappiness Change in happiness in all cities.
iGlobalHealth Change in healthiness in all cities.
iGlobalHurryModifier % change in hurry cost in all cities.
iGlobalPopulationChange Change in population globally.
iGlobalSpaceProductionModifier % change in spaceship parts production in all cities.
iGlobalTradeRoutes Change in number of trade routes in all cities.
iGlobalWarWearinessModifier % change in war weariness in all cities.
iGreatPeopleRateChange Integer change in Great Person Points generation (i.e. used for wonders, like the Pyramid's +2 Great Engineer points per turn).
iGreatPeopleRateModifier % increase of Great Person Points generation rate in this city.
iHappiness Change in happiness in this city.
iHealRateChange % change in healing rates.
iHealth Change in healthiness in this city.
iHurryCostModifier Building hurry cost modifier (e.g. a value of 100 makes the building, usually a wonder, twice as expensive to rush via gold or population).
iLevelPrereq Requisite unit level (e.g. a level 6 unit is required for West Point).
iMaintenanceModifier % change in maintenance cost.
iMaxLatitude Maximum distance from equator.
iMilitaryProductionModifier % change in military units' production.
iMinAreaSize Size of adjacent body of water for sea buildings (usually 10).
iMinLatitude Minimum distance from equator.
iNukeModifier Damage change from nukes.
iNukeExplosionRand Chance that a nuclear power plant will randomly blow up, causing a meltdown (default 1 in 1000).
iNumFreeBonuses Connected to the FreeBonus tag, this determines how many of the specified resource to provide. -1 gives 5 of the above bonuses. Any number >= 0 is itself, i.e. 10 here with a BONUS_DRAMA in the FreeBonus tag means 10 Hit Musicals from your city. Anything below -1 shows up as that negative number.
iPower Value used by AI to calculate a player's relative strength (Forge, Heroic Epic, etc. influence this).
iSpaceProductionModifier % change in spaceship parts' production.
iStateReligionHappiness Change in happiness with state religion.
iTeamsPrereq Instances among a team in multiplayer (e.g. the Apostolic Palace and United Nations have the value 3, while most buildings have a value of 0).
iTradeRouteModifier % change in trade routes' yield in this city.
iTradeRoutes Change in number of trade routes in this city.
iWarWearinessModifier % change in war weariness.
iWorkerSpeedModifier % change in worker speed.


Boolean

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".

Tag Name Description
bAreaCleanPower Provides clean power to all cities (e.g. Three Gorges Dam).
bBuildingOnlyHealthy Removes unhealthiness caused by buildings (e.g. used by Recycling Center).
bCapital Sets the Capital City. There can only be one per civilization.
bCenterInCity Appears to locate the building at the center of the city. Buildings with a value of 1 for this tag include Aqueduct, Castle, and Monument.
bDiploVote Allows diplomatic votes (e.g. the United Nations).
bDirtyPower Power provided is polluting.
bForceTeamVoteEligible Forces team members to vote with you.
bGoldenAge Starts a golden age (e.g. used by Taj Mahal).
bGovernmentCenter Makes the city a center of government (multiple allowed per civilization). Used by the Versailles wonder.
bMapCentering On completion, centers the map.
bNeverCapture Indicates if the building is destroyed when the city is captured.
bNoUnhappiness Removes all unhappiness from the city. Used by the Globe Theatre.
bNoUnhealthyPopulation Removes all unhealthiness from population. Used by the National Park.
bNukeImmune Makes the building immune to nuking.
bPower Provides power.
bPrereqReligion Indicates if a Religion must be present.
bRiver Requires river.
bTeamShare Allows team members to build together.
bWater Requires water.


Lists (Multi-line)

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).

Tag Name Description
BonusHappinessChanges
BonusHealthChanges
BonusProductionModifiers
BonusYieldModifiers
BuildingClassNeededs
CommerceChangeDoubleTimes
CommerceChangeOriginalOwners
CommerceChanges
CommerceFlexibles
CommerceHappinesses
CommerceModifiers
DomainFreeExperiences
DomainProductionModifiers
Flavors
FreeSpecialistCounts
GlobalSeaPlotYieldChanges
HotKey
ObsoleteSafeCommerceChanges
PrereqBuildingClasses
ProductionTraits
ReligionChanges
SeaPlotYieldChanges
SpecialistCounts
SpecialistExtraCommerces
SpecialistYieldChanges
StateReligionCommerces
TechTypes
UnitCombatFreeExperiences
YieldChanges


Art

These tags are directly related to the rendering of art for the entry.

Tag Name Description
fVisibilityPriority Used to give certain buildings priority when drawing them on the map. Most buildings have a value of 1.0, but the Aqueduct, for example, as a value of 10240000.0 in order to ensure that it is always drawn first.



Multi-Line Tags

• BonusHappinessChanges = Changes to healthiness provided by the building if you have the specified resources.

           BonusHappinessChange = Bracketed by BonusHappinessChanges, contains each individual resource and its effect.
                       BonusType = Type of resource (Text tag).
                       iHappinessChange = Amount of change to happiness (Integer tag).

• BonusHealthChanges = Changes to healthiness provided by the building if you have the specified resources.

           BonusHealthChange = Bracketed by BonusHealthChanges, contains each individual resource and its effect. 
                       BonusType = Type of resource (Text tag).
                       iHealthChange = Amount of change to healthiness (Integer tag).

• BonusProductionModifiers = Bonus to production for the building if you have the specified resources.

           BonusProductionModifier = Bracketed by BonusProductionModifiers, contains each individual resource and its effect.
                       BonusType = Type of resource (Text tag).
                       iProductionModifier = Amount of change to production (Integer tag).

• BonusYieldModifiers = Bonuses to resource yield from a building.

           BonusYieldModifier = Defines each resource. 
                       BonusType = Type of resource (Text tag).
                       YieldModifiers = Bracket that covers the 3 Yield tags. 
                                   iYield = There are three of these tags. The first is for Food change, the second for Production change, and the third for Trade change (Integer tag).

• BuildingClassNeededs = Building required in city to construct.

           BuildingClassNeeded = Defines individual building classes and if thier needed in that city or not. 
                       BuildingClassType = Building type.
                       bNeededInCity = If it's needed in this city.
                       BuildingInfo = Brackets entire building group.

• CommerceChangeDoubleTimes = Defines how many turns must pass before a given Commerce output is doubled. ie: Versailles starts giving 10 Culture, but after 1000 turns, begins giving 20 Culture. Uses iCommerce.

• CommerceChangeOriginalOwners = UNKNWON EFFECT ??? ??? ???.

           bCommerceChangeOriginalOwner = UNKNWON EFFECT ??? ??? ???. Boolean tag.

• CommerceChanges = Additions to commerce/science/culture that the building provides, uses iCommerce. (Adds fourth tag as of BtS for Espionage)

• CommerceHappinesses = Determines change in tax/research/culture rates that produce happy faces, uses iCommerce.

           iCommerce = There are three of these tags. The first is for Commerce (tax), the second for Research, and the third for Culture (Integer tag).

• CommerceModifiers = Percentage change to that commerce production for the entire city (e.g., 25 is 25% increase), uses iCommerce.

• DomainFreeExperiences = Experience bonus to a specified unit type.

           DomainFreeExperience = Bracketed by DomainFreeExperiences, contains each individual unit type and its XP bonus. 
                       DomainType = Type of unit (land/sea) (Text tag). (Includes Air as of BtS)
                       iExperience = Amount of experience provided (Integer tag).

• DomainProductionModifiers = Construction bonus to a specified unit type.

           DomainProductionModifier = Bracketed by DomainProductionModifiers, contains each individual unit type and its production bonus. 
                       DomainType = Type of unit (land/sea) (Text tag). (Includes Air as of BtS)
                       iProductionModifier = Bonus as a percent given to construction (Integer tag).

• Flavors = Unsure (Determines which advisor asks to build?)

           Flavor = Contains each religion & flavour strength. 
                       FlavorType = Religion (Text tag).
                       iFlavor = UNKNOWN EFFECT ??? ??? ???

• FreeSpecialistCounts = Free specialists allocated to city by the building.

           FreeSpecialistCount = Bracketed by FreeSpecialistCounts, brackets each individual Specialist granted. Can have multiple entries. 
                       SpecialistType = Type of specialist. (Text tag).
                       iFreeSpecialistCount = Amount allowed. (Integer tag).

• GlobalSeaPlotYieldChanges = Change in sea square yield for all cities, uses iYield.

• HotKey = Unsure (Hotkeys for building?)

           bAltDown = UNKNOWN EFFECT ??? ??? ???
           bShiftDown = UNKNOWN EFFECT ??? ??? ???
           bCtrlDown = UNKNOWN EFFECT ??? ??? ???

• ObsoleteSafeCommerceChanges = Additions to commerce that aren't affected by other changes (usually culture), uses iCommerce.

• PrereqBuildingClasses = Amount of certain building class needed to construct.

           PrereqBuildingClass = defines individual building class types & amounts. 
                       BuildingClassType = Building type.
                       iNumBuildingNeeded = Amount of building class required.

• ProductionTraits = Contains all the Traits and their production bonus effects for the building.

           ProductionTrait = Contains an individual trait it's production bonus effect. Is nested within the ProductionTraits tags. 
                       ProductionTraitType = Trait type (Text tag).
                       iProductionTrait = % bonus to construction (Integer tag).

• ReligionChanges = UNKNOWN EFFECT ??? ??? ???

           ReligionChange = Bracketed by ReligionChanges. UNKNOWN EFFECT ??? ??? ??? 
                       ReligionType = Inidicates the individual religion affecting the change. UNKNOWN EFFECT ??? ??? ??? (Text tag).
                       iReligionChange = UNKNOWN EFFECT ??? ??? ???. (Integer tag).

• SeaPlotYieldChanges = Change in sea square yield, uses iYield.

• SpecialistCounts = Specialist allowances.

           SpecialistCount = Bracketed by SpecialistCounts, brackets each individual Specialist allowed. Can have multiple entries. 
                       SpecialistType = Type of specialist (Text tag).
                       iSpecialistCount = Amount of specialists allowed.

• SpecialistExtraCommerces = Bonus provided to specialists by the building, uses iCommerce.

• SpecialistYieldChanges = Bonuses to specialist yield from a building.

           SpecialistYieldChange = Defines each specialist. 
                       SpecialistType = Type of specialist (Text tag).
                       YieldChanges = Bracket that covers the 3 Yield tags. 
                                   iYield = There are three of these tags. The first is for Commerce change, the second for Research change, and the third for Culture change (Integer tag).

• StateReligionCommerces = Bonus provided by buildings of the state religion, uses iCommerce.

• TechTypes = Lists all Techs that are required to allow construction (functionality is AND).

           PrereqTech = Tech that is required to allow construction of the building (Text tag).

• YieldChanges = Change in city yield, uses iYield.

           iYield = There are three of these tags. The first is for Food change, the second for Production change, and the third for Trade change (Integer tag).


Example

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.

<BuildingInfos>
 <BuildingInfo>
  <BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
  <Type>BUILDING_PALACE</Type>
  <SpecialBuildingType>NONE</SpecialBuildingType>
  <Description>TXT_KEY_BUILDING_PALACE</Description>
  <Civilopedia>TXT_KEY_BUILDING_PALACE_PEDIA</Civilopedia>
  <Strategy>TXT_KEY_BUILDING_PALACE_STRATEGY</Strategy>
  <Advisor>ADVISOR_ECONOMY</Advisor>
  <ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag>
  <MovieDefineTag>NONE</MovieDefineTag>
  <HolyCity>NONE</HolyCity>
  <ReligionType>NONE</ReligionType>
  <StateReligion>NONE</StateReligion>
  <bStateReligion>0</bStateReligion>
  <PrereqReligion>NONE</PrereqReligion>
  <PrereqCorporation>NONE</PrereqCorporation>
  <FoundsCorporation>NONE</FoundsCorporation>
  <GlobalReligionCommerce>NONE</GlobalReligionCommerce>
  <GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
  <VictoryPrereq>NONE</VictoryPrereq>
  <FreeStartEra>NONE</FreeStartEra>
  <MaxStartEra>NONE</MaxStartEra>
  <ObsoleteTech>NONE</ObsoleteTech>
  <PrereqTech>NONE</PrereqTech>
  <TechTypes/>
  <Bonus>NONE</Bonus>
  <PrereqBonuses/>
  <ProductionTraits/>
  <HappinessTraits/>
  <NoBonus>NONE</NoBonus>
  <PowerBonus>NONE</PowerBonus>
  <FreeBonus>NONE</FreeBonus>
  <iNumFreeBonuses>0</iNumFreeBonuses>
  <FreeBuilding>NONE</FreeBuilding>
  <FreePromotion>NONE</FreePromotion>
  <CivicOption>NONE</CivicOption>
  <GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
  <iGreatPeopleRateChange>0</iGreatPeopleRateChange>
  <iHurryAngerModifier>0</iHurryAngerModifier>
  <bBorderObstacle>0</bBorderObstacle>
  <bTeamShare>0</bTeamShare>
  <bWater>0</bWater>
  <bRiver>0</bRiver>
  <bPower>0</bPower>
  <bDirtyPower>0</bDirtyPower>
  <bAreaCleanPower>0</bAreaCleanPower>
  <DiploVoteType>NONE</DiploVoteType>
  <bForceTeamVoteEligible>0</bForceTeamVoteEligible>
  <bCapital>1</bCapital>
  <bGovernmentCenter>1</bGovernmentCenter>
  <bGoldenAge>0</bGoldenAge>
  <bAllowsNukes>0</bAllowsNukes>
  <bMapCentering>0</bMapCentering>
  <bNoUnhappiness>0</bNoUnhappiness>
  <bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
  <bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
  <bNeverCapture>0</bNeverCapture>
  <bNukeImmune>1</bNukeImmune>
  <bPrereqReligion>0</bPrereqReligion>
  <bCenterInCity>0</bCenterInCity>
  <iAIWeight>0</iAIWeight>
  <iCost>160</iCost>
  <iHurryCostModifier>50</iHurryCostModifier>
  <iAdvancedStartCost>-1</iAdvancedStartCost>
  <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
  <iMinAreaSize>-1</iMinAreaSize>
  <iConquestProb>0</iConquestProb>
  <iCitiesPrereq>4</iCitiesPrereq>
  <iTeamsPrereq>0</iTeamsPrereq>
  <iLevelPrereq>0</iLevelPrereq>
  <iMinLatitude>0</iMinLatitude>
  <iMaxLatitude>90</iMaxLatitude>
  <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
  <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
  <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
  <iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
  <iAnarchyModifier>0</iAnarchyModifier>
  <iGoldenAgeModifier>0</iGoldenAgeModifier>
  <iGlobalHurryModifier>0</iGlobalHurryModifier>
  <iExperience>0</iExperience>
  <iGlobalExperience>0</iGlobalExperience>
  <iFoodKept>0</iFoodKept>
  <iAirlift>0</iAirlift>
  <iAirModifier>0</iAirModifier>
  <iAirUnitCapacity>0</iAirUnitCapacity>
  <iNukeModifier>0</iNukeModifier>
  <iNukeExplosionRand>0</iNukeExplosionRand>
  <iFreeSpecialist>0</iFreeSpecialist>
  <iAreaFreeSpecialist>0</iAreaFreeSpecialist>
  <iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
  <iMaintenanceModifier>0</iMaintenanceModifier>
  <iWarWearinessModifier>0</iWarWearinessModifier>
  <iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
  <iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
  <iHealRateChange>0</iHealRateChange>
  <iHealth>0</iHealth>
  <iAreaHealth>0</iAreaHealth>
  <iGlobalHealth>0</iGlobalHealth>
  <iHappiness>1</iHappiness>
  <iAreaHappiness>0</iAreaHappiness>
  <iGlobalHappiness>0</iGlobalHappiness>
  <iStateReligionHappiness>0</iStateReligionHappiness>
  <iWorkerSpeedModifier>0</iWorkerSpeedModifier>
  <iMilitaryProductionModifier>0</iMilitaryProductionModifier>
  <iSpaceProductionModifier>0</iSpaceProductionModifier>
  <iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
  <iTradeRoutes>0</iTradeRoutes>
  <iCoastalTradeRoutes>0</iCoastalTradeRoutes>
  <iGlobalTradeRoutes>0</iGlobalTradeRoutes>
  <iTradeRouteModifier>0</iTradeRouteModifier>
  <iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
  <iGlobalPopulationChange>0</iGlobalPopulationChange>
  <iFreeTechs>0</iFreeTechs>
  <iDefense>0</iDefense>
  <iBombardDefense>0</iBombardDefense>
  <iAllCityDefense>0</iAllCityDefense>
  <iEspionageDefense>0</iEspionageDefense>
  <iAsset>0</iAsset>
  <iPower>0</iPower>
  <fVisibilityPriority>10000.0</fVisibilityPriority>
  <SeaPlotYieldChanges/>
  <RiverPlotYieldChanges/>
  <GlobalSeaPlotYieldChanges/>
  <YieldChanges>
   <iYield>0</iYield>
   <iYield>0</iYield>
   <iYield>8</iYield>
  </YieldChanges>
  <CommerceChanges>
   <iCommerce>0</iCommerce>
   <iCommerce>0</iCommerce>
   <iCommerce>0</iCommerce>
   <iCommerce>4</iCommerce>
  </CommerceChanges>
  <ObsoleteSafeCommerceChanges>
   <iCommerce>0</iCommerce>
   <iCommerce>0</iCommerce>
   <iCommerce>2</iCommerce>
  </ObsoleteSafeCommerceChanges>
  <CommerceChangeDoubleTimes/>
  <CommerceModifiers/>
  <GlobalCommerceModifiers/>
  <SpecialistExtraCommerces/>
  <StateReligionCommerces/>
  <CommerceHappinesses/>
  <ReligionChanges/>
  <SpecialistCounts/>
  <FreeSpecialistCounts/>
  <CommerceFlexibles/>
  <CommerceChangeOriginalOwners/>
  <ConstructSound/>
  <BonusHealthChanges/>
  <BonusHappinessChanges/>
  <BonusProductionModifiers/>
  <UnitCombatFreeExperiences/>
  <DomainFreeExperiences/>
  <DomainProductionModifiers/>
  <BuildingHappinessChanges/>
  <PrereqBuildingClasses/>
  <BuildingClassNeededs/>
  <SpecialistYieldChanges/>
  <BonusYieldModifiers/>
  <ImprovementFreeSpecialists/>
  <Flavors/>
  <HotKey/>
  <bAltDown>0</bAltDown>
  <bShiftDown>0</bShiftDown>
  <bCtrlDown>0</bCtrlDown>
  <iHotKeyPriority>0</iHotKeyPriority>
 </BuildingInfo>
</BuildingInfos>


GlobalDefinesGlobalDefinesAltGlobalTypesPythonCallbackDefines

Art:

Civ4ArtDefines_BonusCiv4ArtDefines_BuildingCiv4ArtDefines_CivilizationCiv4ArtDefines_FeatureCiv4ArtDefines_ImprovementCiv4ArtDefines_InterfaceCiv4ArtDefines_LeaderheadCiv4ArtDefines_MiscCiv4ArtDefines_MovieCiv4ArtDefines_TerrainCiv4ArtDefines_UnitCiv4MainMenusCiv4RiverModelInfosCiv4RouteModelInfos

Audio; Buildings:

Audio2DScriptsAudio3DScriptsAudioDefinesAudioSoundscapeScriptsCiv4BuildingClassInfosCiv4BuildingInfosCiv4CityLSystemCiv4PlotLSystemCiv4SpecialBuildingInfos

BasicInfos:

Civ4AttitudeInfosCiv4BasicInfosCiv4CalendarInfosCiv4CityTabInfosCiv4DenialInfosCiv4DomainInfosCiv4InvisibleInfosCiv4MemoryInfosCiv4MonthInfosCiv4NewConceptInfosCiv4SeasonInfosCiv4UnitAIInfosCiv4UnitCombatInfos

Civilizations; Events:

Civ4CivilizationInfosCiv4LeaderHeadInfosCiv4TraitInfosCiv4UnitArtStyleTypeInfosCiv4EventInfosCiv4EventTriggerInfos

GameInfo:

Civ4CivicInfosCiv4CivicOptionInfosCiv4ClimateInfoCiv4CommerceInfoCiv4CorporationInfoCiv4CultureLevelInfoCiv4CursorInfoCiv4DiplomacyInfosCiv4EmphasizeInfosCiv4EspionageMissionInfoCiv4EraInfosCiv4ForceControlInfosCiv4GameOptionInfosCiv4GameSpeedInfoCiv4GoodyInfoCiv4GraphicOptionInfosCiv4HandicapInfoCiv4HintsCiv4MPOptionInfosCiv4PlayerOptionInfosCiv4ProcessInfoCiv4ReligionInfoCiv4SeaLevelInfoCiv4SpecialistInfosCiv4TurnTimerInfoCiv4UpKeepInfoCiv4VictoryInfoCiv4VoteInfoCiv4VoteSourceInfosCiv4WorldInfo

Interface:

Civ4AdvisorInfosCiv4CameraInfosCiv4ColorValsCiv4InterfaceModeInfosCiv4PlayerColorInfosCiv4SlideShowInfosCiv4SlideShowRandomInfosCiv4SpaceShipInfosCiv4ThroneRoomeInfosCiv4ThroneRoomCameraInfosCiv4ThroneRoomStyleInfosCiv4WorldPickerInfos

Misc:

Civ4AttachableInfosCiv4CameraOverlayInfosCiv4DetailManagerCiv4EffectInfosCiv4QuestInfosCiv4RiverInfosCiv4RouteInfosCiv4TerrainPlainInfosCiv4TutorialInfosCiv4WaterPlaneInfos

Technologies:

Civ4TechInfos

Terrain:

Civ4BonusClassInfosCiv4BonusInfosCiv4FeatureInfosCiv4ImprovementInfosCiv4SymbolMeshPathsCiv4TerrainInfosCiv4TerrainSettingsCiv4YieldInfos

Units:

Civ4AnimationInfosCiv4AnimationPathInfosCiv4AutomateInfosCiv4BuildInfosCiv4CommandInfosCiv4ControlInfosCiv4EntityEventInfosCiv4FormationInfosCiv4MissionInfosCiv4PromotionInfosCiv4SpecialUnitInfosCiv4UnitClassInfosCiv4UnitInfos

Schemas:

Civ4GlobalDefinesSchemaCiv4GlobalTypesSchemaCiv4ArtDefinesSchemaAudioDefinesSchemaAudioScriptSchemaCiv4BasicInfoSchemaCiv4BuildingSchemaCiv4LSystemSchemaCiv4CivilizationSchemaCiv4EventSchemaCiv4GameInfoSchemaCiv4InterfaceSchemaCiv4MiscSchemaCiv4TutorialSchemaCiv4DetailManagerSchemaCiv4TechnologiesSchemaCiv4TerrainSchemaCiv4FormationSchemaCiv4UnitSchema

Italics: Beyond the Sword only