The Civ4CorporationInfos file defines all of the game's corporations as well as their effects, like providing extra resources and gold.
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.
|BonusProduced||This is the resource that the Corporation produces. Can be "NONE".|
|Civilopedia||Refers to the TXT_KEY files that keeps the civilopedia information for the Corporation.|
|Description||Refers to the TXT_KEY files that keeps the name of the Corporation.|
|FreeUnitClass||Unknown. Is "NONE" for all corporations.|
|TechPrereq||The Tech that is required to found this Corporation.|
|Type||Defines the Corporations number.|
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.
|iMaintenance||The base percent maintenance that the corporation costs. (Default is "100" percent. "0" would make it so that corporation costs no maintenance, "200" would double corporation maintenance.)|
|iSpreadCost||The base cost that a player must pay to spread the Corporation to a new city.|
|iSpreadFactor||Unknown (The rate at which corporations spread?), Is "200" for all Corporations.|
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).
|CommercesProduced||This defines the extra commerce that the corporation provides, per resource the corporation consumes, using the iCommerceProduced integer tag. (Ex. 100 = one extra gold, beaker, culture. 25 = .25 extra gold, beakers, culture.)|
|HeadquarterCommerces||This defines the changes in commerce that are given to the founding city in the corporation. The tags affect the increases in gold, beakers, culture per turn that the corporation provides, using the iHeadquarterCommerce integer tag.|
|PrereqBonuses||A city must have at least one of these resources for the city to experience the benefits that the corporation provides. The more of the resources the city has, the more bonuses the corporation provides.|
|YieldsProduced||This defines the extra yields that the corporation provides, per resource the corporation consumes, using the iYieldProduced integer tag. iYieldProduced controls the extra changes in food, hammer, and commerce production in each city with the corporation present. (Ex. 100 = one extra Food, Hammer, Gold. 25 = .25 extra Food, Hammer, Gold)|
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.
<CorporationInfo> <Type>CORPORATION_1</Type> <Description>TXT_KEY_CORPORATION_1</Description> <Civilopedia>TXT_KEY_CORPORATION_1_PEDIA</Civilopedia> <TechPrereq>NONE</TechPrereq> <FreeUnitClass>NONE</FreeUnitClass> <iSpreadFactor>200</iSpreadFactor> <iSpreadCost>50</iSpreadCost> <iMaintenance>100</iMaintenance> <PrereqBonuses> <BonusType>BONUS_WHEAT</BonusType> <BonusType>BONUS_CORN</BonusType> <BonusType>BONUS_RICE</BonusType> </PrereqBonuses> <HeadquarterCommerces> <iHeadquarterCommerce>4</iHeadquarterCommerce> <iHeadquarterCommerce>0</iHeadquarterCommerce> <iHeadquarterCommerce>0</iHeadquarterCommerce> </HeadquarterCommerces> <BonusProduced>NONE</BonusProduced> <CommercesProduced> <iCommerceProduced>0</iCommerceProduced> </CommercesProduced> <YieldsProduced> <iYieldProduced>75</iYieldProduced> </YieldsProduced> <Button>,Art/Interface/Buttons/TechTree/Corporation.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,1,6</Button> <MovieFile>NONE</MovieFile> <MovieSound>NONE</MovieSound> <Sound>AS2D_BUILD_BANK</Sound> </CorporationInfo>