Civ4LeaderHeadInfos: Difference between revisions

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! style="background:#efefef;" | Description
! style="background:#efefef;" | Description
|-
|-
!iAtPeaceAttitudeChangeLimit
!iWonderConstructRand
|Sets the maximum value for the good attitude due to be in peace.
|A factor that determines how likely the AI leader will build world wonders
 
(0 less likely; 50 very likely)
|-
!iBaseAttitude
|The base attitude value the leader has toward everyone else.
 
(-1 unfriendly; 2 friendly)
|-
!iBasePeaceWeight
|The base value for the Peace Weight, which will be added to a random value (see iPeaceWeightRand). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.


(1 for all; the higher the value, the higher the limit)
(0 warmonger; 10 peace lover)
|-
|-
!iAtPeaceAttitudeDivisor
!iPeaceWeightRand
|Determines how fast a peace builds up a good attitude toward another leader.
|The maximum random value for the Peace Weight, which will be added to a base value (see iBasePeaceWeight). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.


(60 for all; the higher the value, the slower the attitude changes)
(3 to everyone)
|-
!iWarmongerRespect
|Specifies how much relations are affected by warmonger attitudes. Given two leaders and the minimum value of their WarmongerRespect, this bonus applies to both.
(non warmonger 0; warmonger 2)
|-
|-
!iAttackOddsChangeRand
!iEspionageWeight
|Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)
|Sets how much the AI leader likes espionage (affects both the slider and the overall strategy).


(16 for barbarians; 8 for everyone else)
(50 doesn't like; 150 does like (most leaders are in the range of 90 - 120 but not all))
|-
|-
!iAtWarAttitudeChangeLimit
!iRefuseToTalkWarThreshold
|Sets the maximum value for the bad attitude due to be at war.
|A factor that affects how long an AI leader refuses to talk when at war.


(5 for all)
(5 more likely to talk; 12 less likely to talk)
|-
|-
!iAtWarAttitudeDivisor
!iNoTechTradeThreshold
|Determines how fast a war builds up a bad attitude toward an enemy.
|An AI leader will stop trading a rival any technology, if he realizes that the rival is becoming too advanced, and this happens when the rival has received via trade a certain number of technologies. This value sets the number of technologies.


(-5 for all; the higher the value, the slower the attitude changes)
(5 stops trading soon; 20 stops trading late (all 5 except Mansa Musa))
|-
!iTechTradeKnownPercent
|An AI leader will monopoly a technology (refusing to trade it) until the specified percent of rivals have acquired it.
(0 very likely to share techs; 100 very unlikely to share techs)
|-
|-
!iBaseAttackOddsChange
!iMaxGoldTradePercent
|Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)
|Affects how much of this AI leader's gold will be available for trade.


(0 (most leaders); 6 (Ragnar, Napoleon))
(5 less gold; 20 more gold (all 5 except Louis XIV and Mansa Musa))
|-
|-
!iBaseAttitude
!iMaxGoldPerTurnTradePercent
|The base attitude value the leader has toward everyone else.
|Affects how much of this AI leader's gold per turn will be available for trade.


(-1 unfriendly; 2 friendly)
(10 less gold; 15 more gold (most are 10))
|-
|-
!iBasePeaceWeight
!iMaxWarRand
|The base value for the Peace Weight, which will be added to a random value (see iPeaceWeightRand). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.
|A factor that affects how likely an AI leader will start a "total" war.


(0 warmonger; 10 peace lover)
(50 very likely; 400 unlikely)
|-
|-
!iBetterRankDifferenceAttitudeChange
!iMaxWarNearbyPowerRatio
|Affects how much relations between other leaders are affected by the others to be better in rank.
|Specifies the minimum power ratio (in percent) an AI leader must have with a nearby leader, to consider him a valid target for a "total" war.


(-1 indifferent; 4 friendly with the stronger)
(80 the enemy must be weaker; 130 the enemy may be stronger)
|-
|-
!iBonusTradeAttitudeChangeLimit
!iMaxWarDistantPowerRatio
|Sets the maximum value for the good attitude due to trade bonus resources with another leader.
|Specifies the minimum power ratio (in percent) an AI leader must have with a distant leader, to consider him a valid target for a "total" war.


(2 to all)
(30 the enemy must be far weaker; 100 the enemy may be up to as powerful as this leader)
|-
|-
!iBonusTradeAttitudeDivisor
!iMaxWarMinAdjacentLandPercent
|Determines how fast trading bonus resources with another leader builds up a good attitude toward him.
|Affects how much an adjacent rival can be target for a "total" war (specifying how many "adjacent land" tiles must be between the two empires)


(50 to all; the higher the value, the slower the attitude changes)
(0 even non adjacent; 4 requires a lot of adjacent land)
|-
|-
!iBuildUnitProb
!iLimitedWarRand
|Affects how many units an AI will tend to build.
|A factor that affects how likely an AI leader will start a "limited" war.


(15 very few units; 40 a lot of units)
(40 very likely; 200 unlikely)
|-
|-
!iCloseBordersAttitudeChange
!iLimitedWarPowerRatio
|Affects how much close borders cause tensions with other leaders
|Specifies the minimum power ratio (in percent) an AI leader must have with a leader, to consider him a valid target for a "limited" war.


(-4 hates close borders; 0 indifferent (the range used by Firaxis is -4 to -2))
(80 the enemy must be weaker; 130 the enemy may be stronger)
|-
|-
!iDeclareWarTradeRand
!iDogpileWarRand
|Determines how likely an AI leader will try to bring other leaders at war with him against an enemy.
|A factor that affects how likely an AI leader will start a war to "dogpile" an enemy (join an existing war against a common victim).


(40 likely; 60 unlikely)
(20 very likely; 100 less likely)
|-
|-
!iDefensivePactAttitudeChangeLimit
!iMakePeaceRand
|Sets the maximum value for the good attitude due to have a defensive pact with another leader.
|Determines how likely an AI leader will try to stop a war he has started.


(2 for all)
(10 very likely; 120 unlikely)
|-
|-
!iDefensivePactAttitudeDivisor
!iDeclareWarTradeRand
|Determines how fast having a defensive pact builds up a good attitude toward another leader.
|Determines how likely an AI leader will try to bring other leaders at war with him against an enemy.


(12 for all; the higher the value, the slower the attitude changes)
(40 likely; 60 unlikely)
|-
|-
!iDemandRebukedSneakProb
!iDemandRebukedSneakProb
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|-
|-
!iDemandRebukedWarProb
!iDemandRebukedWarProb
|The chance (in percent) an AI leader will istantly declare war against a weaker enemy who denied a request of tribute.  Note: this tage is not actually used by the game.
|The chance (in percent) an AI leader will istantly declare war against a weaker enemy who denied a request of tribute.  (Note: this tage is not called by the SDK, but by Python: [[CvDiplomacy]]).


(0 very unlikely; 50 likely)
(0 very unlikely; 50 likely)
|-
|-
!iDifferentReligionAttitudeChange
!iRazeCityProb
|The base attitude to have a different state religions than another leader.
|Affects how likely an AI will raze enemy cities.


(-2 zealot; 0 doesn't care of different religions)
(0 unlikely to raze; 75 likely to raze)
|-
|-
!iDifferentReligionAttitudeChangeLimit
!iBuildUnitProb
|Sets the maximum value for the bad attitude due to have different state religions.
|Affects how many units an AI will tend to build.


(-1 to all; the higher the absolute value, the higher the limit)
(15 very few units; 40 a lot of units)
|-
|-
!iDifferentReligionAttitudeDivisor
!iBaseAttackOddsChange
|Determines how fast two different state religions builds up a bad attitude toward another leader.
|Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)


(-5 for all; the higher the absolute value, the slower the attitude changes)
(0 (most leaders); 6 (Ragnar, Napoleon))
|-
|-
!iDogpileWarRand
!iAttackOddsChangeRand
|A factor that affects how likely an AI leader will start a war to "dogpile" an enemy (join an existing war against a common victim).
|Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)


(20 very likely; 100 less likely)
(16 for barbarians; 8 for everyone else)
|-
|-
!iEspionageWeight
!iWorseRankDifferenceAttitudeChange
|Sets how much the AI leader likes espionage (affects both the slider and the overall strategy).
|Affects how much relations between other leaders are affected by the others to be worse in rank.


(50 doesn't like; 150 does like (most leaders are in the range of 90 - 120 but not all))
(-3 annoyed with the weaker; 1 very tolerant)
|-
|-
!iFavoriteCivicAttitudeChange
!iBetterRankDifferenceAttitudeChange
|The base attitude for adopting the favorite civic of another leader.
|Affects how much relations between other leaders are affected by the others to be better in rank.


(1 for all)
(-1 indifferent; 4 friendly with the stronger)
|-
|-
!iFavoriteCivicAttitudeChangeLimit
!iCloseBordersAttitudeChange
|Sets the maximum value for the good attitude due to adopting the favorite civic of another leader.
|Affects how much close borders cause tensions with other leaders


(1 doesn't care of civics; 6 trusts who shares his way of thinking)
(-4 hates close borders; 0 indifferent (the range used by Firaxis is -4 to -2))
|-
|-
!iFavoriteCivicAttitudeDivisor
!iLostWarAttitudeChange
|Determines how fast adopting another leader's favorite civic builds up a good attitude toward him.
|An attitude modifier used during a war, when the AI leader has lost more battles than his enemy.


(10 for all; the higher the absolute value, the slower the attitude changes)
(0 for barbarians; -1 for all the others)
|-
|-
!iFreedomAppreciation
!iAtWarAttitudeDivisor
|The bonus attitude for leaders who have given independence to another leader (when a colony is splitted).
|Determines how fast a war builds up a bad attitude toward an enemy.


(10 for all)
(-5 for all; the higher the value, the slower the attitude changes)
|-
|-
!iLimitedWarPowerRatio
!iAtWarAttitudeChangeLimit
|Specifies the minimum power ratio (in percent) an AI leader must have with a leader, to consider him a valid target for a "limited" war.
|Sets the maximum value for the bad attitude due to be at war.


(80 the enemy must be weaker; 130 the enemy may be stronger)
(5 for all)
|-
|-
!iLimitedWarRand
!iAtPeaceAttitudeDivisor
|A factor that affects how likely an AI leader will start a "limited" war.
|Determines how fast a peace builds up a good attitude toward another leader.


(40 very likely; 200 unlikely)
(60 for all; the higher the value, the slower the attitude changes)
|-
|-
!iLostWarAttitudeChange
!iAtPeaceAttitudeChangeLimit
|An attitude modifier used during a war, when the AI leader has lost more battles than his enemy.
|Sets the maximum value for the good attitude due to be in peace.


(0 for barbarians; -1 for all the others)
(1 for all; the higher the value, the higher the limit)
|-
|-
!iMakePeaceRand
!iSameReligionAttitudeChange
|Determines how likely an AI leader will try to stop a war he has started.
|The base attitude to have the same state religion as another leader.


(10 very likely; 120 unlikely)
(1 for all)
|-
|-
!iMaxGoldPerTurnTradePercent
!iSameReligionAttitudeDivisor
|Affects how much of this AI leader's gold per turn will be available for trade.
|Determines how fast the same state religion builds up a good attitude toward another leader.


(10 less gold; 15 more gold (most are 10))
(10 for all; the higher the value, the slower the attitude changes)
|-
|-
!iMaxGoldTradePercent
!iSameReligionAttitudeChangeLimit
|Affects how much of this AI leader's gold will be available for trade.
|Sets the maximum value for the good attitude due to have the same state religion.


(5 less gold; 20 more gold (all 5 except Louis XIV and Mansa Musa))
(1 almost doesn't care of state religion; 7 zealot)
|-
|-
!iMaxWarDistantPowerRatio
!iDifferentReligionAttitudeChange
|Specifies the minimum power ratio (in percent) an AI leader must have with a distant leader, to consider him a valid target for a "total" war.
|The base attitude to have a different state religions than another leader.


(30 the enemy must be far weaker; 100 the enemy may be up to as powerful as this leader)
(-2 zealot; 0 doesn't care of different religions)
|-
|-
!iMaxWarMinAdjacentLandPercent
!iDifferentReligionAttitudeDivisor
|Affects how much an adjacent rival can be target for a "total" war (specifying how many "adjacent land" tiles must be between the two empires)
|Determines how fast two different state religions builds up a bad attitude toward another leader.


(0 even non adjacent; 4 requires a lot of adjacent land)
(-5 for all; the higher the absolute value, the slower the attitude changes)
|-
|-
!iMaxWarNearbyPowerRatio
!iDifferentReligionAttitudeChangeLimit
|Specifies the minimum power ratio (in percent) an AI leader must have with a nearby leader, to consider him a valid target for a "total" war.
|Sets the maximum value for the bad attitude due to have different state religions.


(80 the enemy must be weaker; 130 the enemy may be stronger)
(-1 to all; the higher the absolute value, the higher the limit)
|-
|-
!iMaxWarRand
!iBonusTradeAttitudeDivisor
|A factor that affects how likely an AI leader will start a "total" war.
|Determines how fast trading bonus resources with another leader builds up a good attitude toward him.


(50 very likely; 400 unlikely)
(50 to all; the higher the value, the slower the attitude changes)
|-
|-
!iNoTechTradeThreshold
!iBonusTradeAttitudeChangeLimit
|An AI leader will stop trading a rival any technology, if he realizes that the rival is becoming too advanced, and this happens when the rival has received via trade a certain number of technologies. This value sets the number of technologies.
|Sets the maximum value for the good attitude due to trade bonus resources with another leader.


(5 stops trading soon; 20 stops trading late (all 5 except Mansa Musa))
(2 to all)
|-
!iOpenBordersAttitudeChangeLimit
|Sets the maximum value for the good attitude due to have open borders with another leader.
 
(2 for all)
|-
|-
!iOpenBordersAttitudeDivisor
!iOpenBordersAttitudeDivisor
Line 248: Line 261:
(25 for all; the higher the value, the slower the attitude changes)
(25 for all; the higher the value, the slower the attitude changes)
|-
|-
!iPeaceWeightRand
!iOpenBordersAttitudeChangeLimit
|The maximum random value for the Peace Weight, which will be added to a base value (see iBasePeaceWeight). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.
|Sets the maximum value for the good attitude due to have open borders with another leader.


(3 to everyone)
(2 for all)
|-
|-
!iRazeCityProb
!iDefensivePactAttitudeChangeLimit
|Affects how likely an AI will raze enemy cities.
|Sets the maximum value for the good attitude due to have a defensive pact with another leader.


(0 unlikely to raze; 75 likely to raze)
(2 for all)
|-
|-
!iRefuseToTalkWarThreshold
!iDefensivePactAttitudeDivisor
|A factor that affects how long an AI leader refuses to talk when at war.
|Determines how fast having a defensive pact builds up a good attitude toward another leader.


(5 more likely to talk; 12 less likely to talk)
(12 for all; the higher the value, the slower the attitude changes)
|-
|-
!iSameReligionAttitudeChange
!iShareWarAttitudeChange
|The base attitude to have the same state religion as another leader.
|The base attitude for sharing a war with another leader against a common enemy.


(1 for all)
(1 for all)
|-
|-
!iSameReligionAttitudeChangeLimit
!iShareWarAttitudeDivisor
|Sets the maximum value for the good attitude due to have the same state religion.
|Determines how fast sharing a war builds up a good attitude toward another leader.


(1 almost doesn't care of state religion; 7 zealot)
(8 for all; the higher the absolute value, the slower the attitude changes)
|-
|-
!iSameReligionAttitudeDivisor
!iShareWarAttitudeChangeLimit
|Determines how fast the same state religion builds up a good attitude toward another leader.
|Sets the maximum value for the good attitude due to sharing a war with another leader against a common enemy.


(10 for all; the higher the value, the slower the attitude changes)
(2 doesn't care of alliances; 6 trusts his allies)
|-
|-
!iShareWarAttitudeChange
!iFavoriteCivicAttitudeChange
|The base attitude for sharing a war with another leader against a common enemy.
|The base attitude for adopting the favorite civic of another leader.


(1 for all)
(1 for all)
|-
|-
!iShareWarAttitudeChangeLimit
!iFavoriteCivicAttitudeDivisor
|Sets the maximum value for the good attitude due to sharing a war with another leader against a common enemy.
|Determines how fast adopting another leader's favorite civic builds up a good attitude toward him.


(2 doesn't care of alliances; 6 trusts his allies)
(10 for all; the higher the absolute value, the slower the attitude changes)
|-
|-
!iShareWarAttitudeDivisor
!iFavoriteCivicAttitudeChangeLimit
|Determines how fast sharing a war builds up a good attitude toward another leader.
|Sets the maximum value for the good attitude due to adopting the favorite civic of another leader.


(8 for all; the higher the absolute value, the slower the attitude changes)
(1 doesn't care of civics; 6 trusts who shares his way of thinking)
|-
|-
!iTechTradeKnownPercent
!iFreedomAppreciation
|An AI leader will monopoly a technology (refusing to trade it) until the specified percent of rivals have acquired it.
|The bonus attitude for leaders who have given independence to another leader (when a colony is splitted).
(0 very likely to share techs; 100 very unlikely to share techs)
 
(10 for all)
|-
|-
!iVassalPowerModifier
!iVassalPowerModifier
Line 301: Line 315:


(-20 easy to capitulate; 50 extremely hard to capitulate)
(-20 easy to capitulate; 50 extremely hard to capitulate)
|-
!iWarmongerRespect
|Specifies how much relations are affected by warmonger attitudes. Given two leaders and the minimum value of their WarmongerRespect, this bonus applies to both.
(non warmonger 0; warmonger 2)
|-
!iWonderConstructRand
|A factor that determines how likely the AI leader will build world wonders
(0 less likely; 50 very likely)
|-
!iWorseRankDifferenceAttitudeChange
|Affects how much relations between other leaders are affected by the others to be worse in rank.
(-3 annoyed with the weaker; 1 very tolerant)
|}
|}


===Lists (Multi-line)===
===Lists (Multi-line)===
Line 360: Line 359:
|How much past events affect attitude of this leader (in percent). The possible values for event types are defined both in the BasicInfos\CIV4MemoryInfos.xml file, and in the SDK.
|How much past events affect attitude of this leader (in percent). The possible values for event types are defined both in the BasicInfos\CIV4MemoryInfos.xml file, and in the SDK.


(+/-5 almost not important; +/-300 extremely important)
(These are percentages. 100 = +1 attitude, -500 = -5 attitude)
|-
|-
!MemoryDecays
!MemoryDecays
|How likely is an AI leader to forget past events. The possible values for event types are defined both in the BasicInfos\CIV4MemoryInfos.xml file, and in the SDK.
|How likely is an AI leader to forget past events. The XML value is the denominator of a fractional value. The numorator is randomly generated, between 0 and the XML value. This function is checked for each new turn. If the randomly generated value is 0 that turn, the AI will forget one point for that diplomacy type. This is a [http://en.wikipedia.org/wiki/Binomial_distribution binomial distribution].


(10; 50)
For example, setting the value to 20 for "MEMORY_MADE_DEMAND_RECENT" will cause the game to generate a value between 0 and 20, and divide it by 20. If it turns out to be 0/20, the AI will forget a one point of diplomacy for the "You made an arrogant demand!"
|-
|-
!NoWarAttitudeProbs
!NoWarAttitudeProbs
Line 380: Line 379:
(100 for each type)
(100 for each type)
|}
|}


===Miscellaneous===
===Miscellaneous===
Line 390: Line 388:
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Description
! style="background:#efefef;" | Description
|-
!AdoptCivicRefuseAttitudeThreshold
|An AI will refuse to change his civics, unless the trading partner will exceed this attitude.
|-
!ConvertReligionRefuseAttitudeThreshold
|An AI will refuse to change his state religion, unless the trading partner will exceed this attitude.
|-
!DeclareWarRefuseAttitudeThreshold
|An AI will refuse to declare war to another leader, unless the trading partner will exceed this attitude.
|-
!DeclareWarThemRefuseAttitudeThreshold
|An AI will refuse to declare war to another leader, if the potential target exceeds this attitude.
|-
!DefensivePactRefuseAttitudeThreshold
|An AI will refuse a defensive pact with another leader, unless the trading partner will exceed this attitude.
|-
|-
!DemandTributeAttitudeThreshold
!DemandTributeAttitudeThreshold
|An AI leader won't request tribute to a human leader, if he exceeds this attitude. (the AI will consider the human leader's DemandTributeAttitudeThreshold attribute).
|An AI leader won't request tribute to a human leader, if he exceeds this attitude. (the AI will consider the human leader's DemandTributeAttitudeThreshold attribute).
|-
|-
!FavoriteCivic
!NoGiveHelpAttitudeThreshold
|The civic this AI leader prefers. When he is running this civic, he will refuse to switch any civic.
|An AI leader may give help to a human leader, if he exceeds this attitude. (the AI will consider the human leader's NoGiveHelpAttitudeThreshold attribute).
|-
!TechRefuseAttitudeThreshold
|An AI will refuse to share his technologies, unless the trading partner will exceed this attitude.
|-
|-
!FavoriteReligion
!StrategicBonusRefuseAttitudeThreshold
|The religion this AI leader prefers.
|An AI will refuse to trade strategic bonus resources, unless the trading partner will exceed this attitude.
|-
|-
!HappinessBonusRefuseAttitudeThreshold
!HappinessBonusRefuseAttitudeThreshold
Line 424: Line 410:
|An AI will refuse to trade his map, unless the trading partner will exceed this attitude.
|An AI will refuse to trade his map, unless the trading partner will exceed this attitude.
|-
|-
!NoGiveHelpAttitudeThreshold
!DeclareWarRefuseAttitudeThreshold
|An AI leader may give help to a human leader, if he exceeds this attitude. (the AI will consider the human leader's NoGiveHelpAttitudeThreshold attribute).
|An AI will refuse to declare war to another leader, unless the trading partner will exceed this attitude.
|-
|-
!OpenBordersRefuseAttitudeThreshold
!DeclareWarThemRefuseAttitudeThreshold
|An AI will refuse to open his borders with another leader, unless the trading partner will exceed this attitude.
|An AI will refuse to declare war to another leader, if the potential target exceeds this attitude.
|-
!PermanentAllianceRefuseAttitudeThreshold
|An AI will refuse a permanent alliance with another leader, unless the trading partner will exceed this attitude.
|-
!TechRefuseAttitudeThreshold
|An AI will refuse to share his technologies, unless the trading partner will exceed this attitude.
|-
|-
!StopTradingRefuseAttitudeThreshold
!StopTradingRefuseAttitudeThreshold
Line 442: Line 422:
|An AI will refuse to stop trading with another leader, if the potential target exceeds this attitude.
|An AI will refuse to stop trading with another leader, if the potential target exceeds this attitude.
|-
|-
!StrategicBonusRefuseAttitudeThreshold
!AdoptCivicRefuseAttitudeThreshold
|An AI will refuse to trade strategic bonus resources, unless the trading partner will exceed this attitude.
|An AI will refuse to change his civics, unless the trading partner will exceed this attitude.
|-
!ConvertReligionRefuseAttitudeThreshold
|An AI will refuse to change his state religion, unless the trading partner will exceed this attitude.
|-
!OpenBordersRefuseAttitudeThreshold
|An AI will refuse to open his borders with another leader, unless the trading partner will exceed this attitude.
|-
!DefensivePactRefuseAttitudeThreshold
|An AI will refuse a defensive pact with another leader, unless the trading partner will exceed this attitude.
|-
!PermanentAllianceRefuseAttitudeThreshold
|An AI will refuse a permanent alliance with another leader, unless the trading partner will exceed this attitude.
|-
|-
!VassalRefuseAttitudeThreshold
!VassalRefuseAttitudeThreshold
|An AI will refuse a to be vassal of another leader, unless the trading partner will exceed this attitude.
|An AI will refuse a to be vassal of another leader, unless the trading partner will exceed this attitude.
|-
!FavoriteCivic
|The civic this AI leader prefers. When he is running this civic, he will refuse to switch any civic.
|-
!FavoriteReligion
|The religion this AI leader prefers.
|}
|}


===Art===
===Art===

Latest revision as of 03:10, 3 October 2011

The Civ4LeaderHeadInfos file contains all the information related to each leader.

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.

Note: Everything that affects attitude only applies to AI leaders, as humans don't have real attitudes. Rather, the human's attitude is not decided by the computer! You can find the personality values Firaxis gave each leader at this link.


Tags

Headers

These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.

Tag Name Description
LeaderHeadInfo Main bracket for each entry
Type Label that is used throughout all other XML files


Text

Tag Name Description
Description References the Text which contains the leader name. The text is specified in any of the Assets\XML\Text files.
Civilopedia References the Text which contains the civilopedia entry for this leader. The text is specified in any of the Assets\XML\Text files.


Integers

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

Tag Name Description
iWonderConstructRand A factor that determines how likely the AI leader will build world wonders

(0 less likely; 50 very likely)

iBaseAttitude The base attitude value the leader has toward everyone else.

(-1 unfriendly; 2 friendly)

iBasePeaceWeight The base value for the Peace Weight, which will be added to a random value (see iPeaceWeightRand). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.

(0 warmonger; 10 peace lover)

iPeaceWeightRand The maximum random value for the Peace Weight, which will be added to a base value (see iBasePeaceWeight). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.

(3 to everyone)

iWarmongerRespect Specifies how much relations are affected by warmonger attitudes. Given two leaders and the minimum value of their WarmongerRespect, this bonus applies to both.

(non warmonger 0; warmonger 2)

iEspionageWeight Sets how much the AI leader likes espionage (affects both the slider and the overall strategy).

(50 doesn't like; 150 does like (most leaders are in the range of 90 - 120 but not all))

iRefuseToTalkWarThreshold A factor that affects how long an AI leader refuses to talk when at war.

(5 more likely to talk; 12 less likely to talk)

iNoTechTradeThreshold An AI leader will stop trading a rival any technology, if he realizes that the rival is becoming too advanced, and this happens when the rival has received via trade a certain number of technologies. This value sets the number of technologies.

(5 stops trading soon; 20 stops trading late (all 5 except Mansa Musa))

iTechTradeKnownPercent An AI leader will monopoly a technology (refusing to trade it) until the specified percent of rivals have acquired it.

(0 very likely to share techs; 100 very unlikely to share techs)

iMaxGoldTradePercent Affects how much of this AI leader's gold will be available for trade.

(5 less gold; 20 more gold (all 5 except Louis XIV and Mansa Musa))

iMaxGoldPerTurnTradePercent Affects how much of this AI leader's gold per turn will be available for trade.

(10 less gold; 15 more gold (most are 10))

iMaxWarRand A factor that affects how likely an AI leader will start a "total" war.

(50 very likely; 400 unlikely)

iMaxWarNearbyPowerRatio Specifies the minimum power ratio (in percent) an AI leader must have with a nearby leader, to consider him a valid target for a "total" war.

(80 the enemy must be weaker; 130 the enemy may be stronger)

iMaxWarDistantPowerRatio Specifies the minimum power ratio (in percent) an AI leader must have with a distant leader, to consider him a valid target for a "total" war.

(30 the enemy must be far weaker; 100 the enemy may be up to as powerful as this leader)

iMaxWarMinAdjacentLandPercent Affects how much an adjacent rival can be target for a "total" war (specifying how many "adjacent land" tiles must be between the two empires)

(0 even non adjacent; 4 requires a lot of adjacent land)

iLimitedWarRand A factor that affects how likely an AI leader will start a "limited" war.

(40 very likely; 200 unlikely)

iLimitedWarPowerRatio Specifies the minimum power ratio (in percent) an AI leader must have with a leader, to consider him a valid target for a "limited" war.

(80 the enemy must be weaker; 130 the enemy may be stronger)

iDogpileWarRand A factor that affects how likely an AI leader will start a war to "dogpile" an enemy (join an existing war against a common victim).

(20 very likely; 100 less likely)

iMakePeaceRand Determines how likely an AI leader will try to stop a war he has started.

(10 very likely; 120 unlikely)

iDeclareWarTradeRand Determines how likely an AI leader will try to bring other leaders at war with him against an enemy.

(40 likely; 60 unlikely)

iDemandRebukedSneakProb The chance (in percent) an AI leader will start preparing a war against a weaker enemy who denied a request of tribute.

(0 very unlikely; 100 very likely)

iDemandRebukedWarProb The chance (in percent) an AI leader will istantly declare war against a weaker enemy who denied a request of tribute. (Note: this tage is not called by the SDK, but by Python: CvDiplomacy).

(0 very unlikely; 50 likely)

iRazeCityProb Affects how likely an AI will raze enemy cities.

(0 unlikely to raze; 75 likely to raze)

iBuildUnitProb Affects how many units an AI will tend to build.

(15 very few units; 40 a lot of units)

iBaseAttackOddsChange Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)

(0 (most leaders); 6 (Ragnar, Napoleon))

iAttackOddsChangeRand Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)

(16 for barbarians; 8 for everyone else)

iWorseRankDifferenceAttitudeChange Affects how much relations between other leaders are affected by the others to be worse in rank.

(-3 annoyed with the weaker; 1 very tolerant)

iBetterRankDifferenceAttitudeChange Affects how much relations between other leaders are affected by the others to be better in rank.

(-1 indifferent; 4 friendly with the stronger)

iCloseBordersAttitudeChange Affects how much close borders cause tensions with other leaders

(-4 hates close borders; 0 indifferent (the range used by Firaxis is -4 to -2))

iLostWarAttitudeChange An attitude modifier used during a war, when the AI leader has lost more battles than his enemy.

(0 for barbarians; -1 for all the others)

iAtWarAttitudeDivisor Determines how fast a war builds up a bad attitude toward an enemy.

(-5 for all; the higher the value, the slower the attitude changes)

iAtWarAttitudeChangeLimit Sets the maximum value for the bad attitude due to be at war.

(5 for all)

iAtPeaceAttitudeDivisor Determines how fast a peace builds up a good attitude toward another leader.

(60 for all; the higher the value, the slower the attitude changes)

iAtPeaceAttitudeChangeLimit Sets the maximum value for the good attitude due to be in peace.

(1 for all; the higher the value, the higher the limit)

iSameReligionAttitudeChange The base attitude to have the same state religion as another leader.

(1 for all)

iSameReligionAttitudeDivisor Determines how fast the same state religion builds up a good attitude toward another leader.

(10 for all; the higher the value, the slower the attitude changes)

iSameReligionAttitudeChangeLimit Sets the maximum value for the good attitude due to have the same state religion.

(1 almost doesn't care of state religion; 7 zealot)

iDifferentReligionAttitudeChange The base attitude to have a different state religions than another leader.

(-2 zealot; 0 doesn't care of different religions)

iDifferentReligionAttitudeDivisor Determines how fast two different state religions builds up a bad attitude toward another leader.

(-5 for all; the higher the absolute value, the slower the attitude changes)

iDifferentReligionAttitudeChangeLimit Sets the maximum value for the bad attitude due to have different state religions.

(-1 to all; the higher the absolute value, the higher the limit)

iBonusTradeAttitudeDivisor Determines how fast trading bonus resources with another leader builds up a good attitude toward him.

(50 to all; the higher the value, the slower the attitude changes)

iBonusTradeAttitudeChangeLimit Sets the maximum value for the good attitude due to trade bonus resources with another leader.

(2 to all)

iOpenBordersAttitudeDivisor Determines how fast having open borders builds up a good attitude toward another leader.

(25 for all; the higher the value, the slower the attitude changes)

iOpenBordersAttitudeChangeLimit Sets the maximum value for the good attitude due to have open borders with another leader.

(2 for all)

iDefensivePactAttitudeChangeLimit Sets the maximum value for the good attitude due to have a defensive pact with another leader.

(2 for all)

iDefensivePactAttitudeDivisor Determines how fast having a defensive pact builds up a good attitude toward another leader.

(12 for all; the higher the value, the slower the attitude changes)

iShareWarAttitudeChange The base attitude for sharing a war with another leader against a common enemy.

(1 for all)

iShareWarAttitudeDivisor Determines how fast sharing a war builds up a good attitude toward another leader.

(8 for all; the higher the absolute value, the slower the attitude changes)

iShareWarAttitudeChangeLimit Sets the maximum value for the good attitude due to sharing a war with another leader against a common enemy.

(2 doesn't care of alliances; 6 trusts his allies)

iFavoriteCivicAttitudeChange The base attitude for adopting the favorite civic of another leader.

(1 for all)

iFavoriteCivicAttitudeDivisor Determines how fast adopting another leader's favorite civic builds up a good attitude toward him.

(10 for all; the higher the absolute value, the slower the attitude changes)

iFavoriteCivicAttitudeChangeLimit Sets the maximum value for the good attitude due to adopting the favorite civic of another leader.

(1 doesn't care of civics; 6 trusts who shares his way of thinking)

iFreedomAppreciation The bonus attitude for leaders who have given independence to another leader (when a colony is splitted).

(10 for all)

iVassalPowerModifier Affects how much a leader can resist before he accepts to be vassal of someone else.

(-20 easy to capitulate; 50 extremely hard to capitulate)

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
ContactDelays How many turns an AI leader must wait before contacting again another leader for a particular reason. The possible values for reasons are defined both in the GlobalTypes.xml file (in the section ContactTypes), and in the SDK.

(10; 50)

ContactRands How likely an AI leader may contact another leader for a particular reason. The possible values for reasons are defined both in the GlobalTypes.xml file (in the section ContactTypes), and in the SDK.

(2 extremely likely; 10000 almost never)

DiplomacyIntroMusicPeace Specifies the music to be played as intro in diplomacy in each game era, when in peace. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.
DiplomacyIntroMusicWar Specifies the music to be played as intro in diplomacy in each game era, when at war. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.
DiplomacyMusicPeace Specifies the music to be played in diplomacy in each game era, when in peace. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.
DiplomacyMusicWar Specifies the music to be played in diplomacy in each game era, when at war. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.
Flavors The list of flavors for this leader, and their weights. Flavors make the leader prefer some aspects (gold, culture, military,...) when choosing technologies, buildings, and so on. Possible values for flavors are defined in the GlobalTypes.xml, in the section FlavorTypes.
ImprovementWeightModifiers Modifies the weight for an AI leader to prefer some land improvements. The possible values for ImprovementType are defined in the Terrain\CIV4ImprovementInfos.xml file.

(20 for each type)

MemoryAttitudePercents How much past events affect attitude of this leader (in percent). The possible values for event types are defined both in the BasicInfos\CIV4MemoryInfos.xml file, and in the SDK.

(These are percentages. 100 = +1 attitude, -500 = -5 attitude)

MemoryDecays How likely is an AI leader to forget past events. The XML value is the denominator of a fractional value. The numorator is randomly generated, between 0 and the XML value. This function is checked for each new turn. If the randomly generated value is 0 that turn, the AI will forget one point for that diplomacy type. This is a binomial distribution.

For example, setting the value to 20 for "MEMORY_MADE_DEMAND_RECENT" will cause the game to generate a value between 0 and 20, and divide it by 20. If it turns out to be 0/20, the AI will forget a one point of diplomacy for the "You made an arrogant demand!"

NoWarAttitudeProbs Specifies the chance an AI leader will reconsider a war plan, based on his attitude toward the potential victim.

(0 will never reconsider; 100 will always reconsider and never declare)

Traits The list of traits of this leader. The possible values are defined in the Civilizations\CIV4TraitInfos.xml file.
UnitAIWeightModifiers Modifies the weight for an AI leader to prefer some unit types. The possible values for UnitAIType are defined in the BasicInfos\CIV4BasicInfos.xml file, in the section UnitAIInfos.

(100 for each type)

Miscellaneous

These tags must be included when writing new entries, or the game will crash or otherwise malfunction.

Tag Name Description
DemandTributeAttitudeThreshold An AI leader won't request tribute to a human leader, if he exceeds this attitude. (the AI will consider the human leader's DemandTributeAttitudeThreshold attribute).
NoGiveHelpAttitudeThreshold An AI leader may give help to a human leader, if he exceeds this attitude. (the AI will consider the human leader's NoGiveHelpAttitudeThreshold attribute).
TechRefuseAttitudeThreshold An AI will refuse to share his technologies, unless the trading partner will exceed this attitude.
StrategicBonusRefuseAttitudeThreshold An AI will refuse to trade strategic bonus resources, unless the trading partner will exceed this attitude.
HappinessBonusRefuseAttitudeThreshold An AI will refuse to trade happiness bonus resources, unless the trading partner will exceed this attitude.
HealthBonusRefuseAttitudeThreshold An AI will refuse to trade health bonus resources, unless the trading partner will exceed this attitude.
MapRefuseAttitudeThreshold An AI will refuse to trade his map, unless the trading partner will exceed this attitude.
DeclareWarRefuseAttitudeThreshold An AI will refuse to declare war to another leader, unless the trading partner will exceed this attitude.
DeclareWarThemRefuseAttitudeThreshold An AI will refuse to declare war to another leader, if the potential target exceeds this attitude.
StopTradingRefuseAttitudeThreshold An AI will refuse to stop trading with another leader, unless the trading partner will exceed this attitude.
StopTradingThemRefuseAttitudeThreshold An AI will refuse to stop trading with another leader, if the potential target exceeds this attitude.
AdoptCivicRefuseAttitudeThreshold An AI will refuse to change his civics, unless the trading partner will exceed this attitude.
ConvertReligionRefuseAttitudeThreshold An AI will refuse to change his state religion, unless the trading partner will exceed this attitude.
OpenBordersRefuseAttitudeThreshold An AI will refuse to open his borders with another leader, unless the trading partner will exceed this attitude.
DefensivePactRefuseAttitudeThreshold An AI will refuse a defensive pact with another leader, unless the trading partner will exceed this attitude.
PermanentAllianceRefuseAttitudeThreshold An AI will refuse a permanent alliance with another leader, unless the trading partner will exceed this attitude.
VassalRefuseAttitudeThreshold An AI will refuse a to be vassal of another leader, unless the trading partner will exceed this attitude.
FavoriteCivic The civic this AI leader prefers. When he is running this civic, he will refuse to switch any civic.
FavoriteReligion The religion this AI leader prefers.

Art

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

Tag Name Description
ArtDefineTag Reference the graphic set to be used for this leader (his button image, and his animation). The possible values are defined in the Assets\XML\Art\CIV4ArtDefines_Leaderhead.xml file.


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.

 <LeaderHeadInfo>
  <Type>LEADER_BISMARCK</Type>
  <Description>TXT_KEY_LEADER_BISMARCK</Description>
  <Civilopedia>TXT_KEY_LEADER_BISMARCK_PEDIA</Civilopedia>
  <ArtDefineTag>ART_DEF_LEADER_BISMARCK</ArtDefineTag>
  <iWonderConstructRand>30</iWonderConstructRand>
  <iBaseAttitude>1</iBaseAttitude>
  <iBasePeaceWeight>6</iBasePeaceWeight>
  <iPeaceWeightRand>3</iPeaceWeightRand>
  <iWarmongerRespect>1</iWarmongerRespect>
  <iEspionageWeight>120</iEspionageWeight>
  <iRefuseToTalkWarThreshold>8</iRefuseToTalkWarThreshold>
  <iNoTechTradeThreshold>5</iNoTechTradeThreshold>
  <iTechTradeKnownPercent>70</iTechTradeKnownPercent>
  <iMaxGoldTradePercent>5</iMaxGoldTradePercent>
  <iMaxGoldPerTurnTradePercent>10</iMaxGoldPerTurnTradePercent>
  <iMaxWarRand>200</iMaxWarRand>
  <iMaxWarNearbyPowerRatio>100</iMaxWarNearbyPowerRatio>
  <iMaxWarDistantPowerRatio>50</iMaxWarDistantPowerRatio>
  <iMaxWarMinAdjacentLandPercent>0</iMaxWarMinAdjacentLandPercent>
  <iLimitedWarRand>120</iLimitedWarRand>
  <iLimitedWarPowerRatio>90</iLimitedWarPowerRatio>
  <iDogpileWarRand>100</iDogpileWarRand>
  <iMakePeaceRand>20</iMakePeaceRand>
  <iDeclareWarTradeRand>40</iDeclareWarTradeRand>
  <iDemandRebukedSneakProb>20</iDemandRebukedSneakProb>
  <iDemandRebukedWarProb>25</iDemandRebukedWarProb>
  <iRazeCityProb>0</iRazeCityProb>
  <iBuildUnitProb>30</iBuildUnitProb>
  <iBaseAttackOddsChange>0</iBaseAttackOddsChange>
  <iAttackOddsChangeRand>8</iAttackOddsChangeRand>
  <iWorseRankDifferenceAttitudeChange>-1</iWorseRankDifferenceAttitudeChange>
  <iBetterRankDifferenceAttitudeChange>0</iBetterRankDifferenceAttitudeChange>
  <iCloseBordersAttitudeChange>-4</iCloseBordersAttitudeChange>
  <iLostWarAttitudeChange>-1</iLostWarAttitudeChange>
  <iAtWarAttitudeDivisor>-5</iAtWarAttitudeDivisor>
  <iAtWarAttitudeChangeLimit>5</iAtWarAttitudeChangeLimit>
  <iAtPeaceAttitudeDivisor>60</iAtPeaceAttitudeDivisor>
  <iAtPeaceAttitudeChangeLimit>1</iAtPeaceAttitudeChangeLimit>
  <iSameReligionAttitudeChange>1</iSameReligionAttitudeChange>
  <iSameReligionAttitudeDivisor>10</iSameReligionAttitudeDivisor>
  <iSameReligionAttitudeChangeLimit>3</iSameReligionAttitudeChangeLimit>
  <iDifferentReligionAttitudeChange>0</iDifferentReligionAttitudeChange>
  <iDifferentReligionAttitudeDivisor>-5</iDifferentReligionAttitudeDivisor>
  <iDifferentReligionAttitudeChangeLimit>-1</iDifferentReligionAttitudeChangeLimit>
  <iBonusTradeAttitudeDivisor>50</iBonusTradeAttitudeDivisor>
  <iBonusTradeAttitudeChangeLimit>2</iBonusTradeAttitudeChangeLimit>
  <iOpenBordersAttitudeDivisor>25</iOpenBordersAttitudeDivisor>
  <iOpenBordersAttitudeChangeLimit>2</iOpenBordersAttitudeChangeLimit>
  <iDefensivePactAttitudeDivisor>12</iDefensivePactAttitudeDivisor>
  <iDefensivePactAttitudeChangeLimit>2</iDefensivePactAttitudeChangeLimit>
  <iShareWarAttitudeChange>1</iShareWarAttitudeChange>
  <iShareWarAttitudeDivisor>8</iShareWarAttitudeDivisor>
  <iShareWarAttitudeChangeLimit>3</iShareWarAttitudeChangeLimit>
  <iFavoriteCivicAttitudeChange>1</iFavoriteCivicAttitudeChange>
  <iFavoriteCivicAttitudeDivisor>10</iFavoriteCivicAttitudeDivisor>
  <iFavoriteCivicAttitudeChangeLimit>2</iFavoriteCivicAttitudeChangeLimit>
  <DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold>
  <NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold>
  <TechRefuseAttitudeThreshold>ATTITUDE_ANNOYED</TechRefuseAttitudeThreshold>
  <StrategicBonusRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StrategicBonusRefuseAttitudeThreshold>
  <HappinessBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</HappinessBonusRefuseAttitudeThreshold>
  <HealthBonusRefuseAttitudeThreshold>ATTITUDE_FURIOUS</HealthBonusRefuseAttitudeThreshold>
  <MapRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</MapRefuseAttitudeThreshold>
  <DeclareWarRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</DeclareWarRefuseAttitudeThreshold>
  <DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarThemRefuseAttitudeThreshold>
  <StopTradingRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingRefuseAttitudeThreshold>
  <StopTradingThemRefuseAttitudeThreshold>ATTITUDE_ANNOYED</StopTradingThemRefuseAttitudeThreshold>
  <AdoptCivicRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</AdoptCivicRefuseAttitudeThreshold>
  <ConvertReligionRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</ConvertReligionRefuseAttitudeThreshold>
  <OpenBordersRefuseAttitudeThreshold>ATTITUDE_ANNOYED</OpenBordersRefuseAttitudeThreshold>
  <DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold>
  <PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold>
  <VassalRefuseAttitudeThreshold>ATTITUDE_PLEASED</VassalRefuseAttitudeThreshold>
  <iVassalPowerModifier>0</iVassalPowerModifier>
  <iFreedomAppreciation>10</iFreedomAppreciation>
  <FavoriteCivic>CIVIC_NATIONHOOD</FavoriteCivic>
  <FavoriteReligion>RELIGION_CHRISTIANITY</FavoriteReligion>
  <Traits>
   <Trait>
    <TraitType>TRAIT_EXPANSIVE</TraitType>
    <bTrait>1</bTrait>
   </Trait>
   <Trait>
    <TraitType>TRAIT_INDUSTRIOUS</TraitType>
    <bTrait>1</bTrait>
   </Trait>
  </Traits>
  <Flavors>
   <Flavor>
    <FlavorType>FLAVOR_MILITARY</FlavorType>
    <iFlavor>10</iFlavor>
   </Flavor>
  </Flavors>
  <ContactRands>
   <ContactRand>
    <ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
    <iContactRand>500</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
    <iContactRand>1000</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_JOIN_WAR</ContactType>
    <iContactRand>20</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_STOP_TRADING</ContactType>
    <iContactRand>50</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_GIVE_HELP</ContactType>
    <iContactRand>500</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_ASK_FOR_HELP</ContactType>
    <iContactRand>100</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
    <iContactRand>250</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_OPEN_BORDERS</ContactType>
    <iContactRand>20</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
    <iContactRand>80</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
    <iContactRand>80</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_PEACE_TREATY</ContactType>
    <iContactRand>20</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_TRADE_TECH</ContactType>
    <iContactRand>10</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_TRADE_BONUS</ContactType>
    <iContactRand>10</iContactRand>
   </ContactRand>
   <ContactRand>
    <ContactType>CONTACT_TRADE_MAP</ContactType>
    <iContactRand>20</iContactRand>
   </ContactRand>
  </ContactRands>
  <ContactDelays>
   <ContactDelay>
    <ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
    <iContactDelay>50</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
    <iContactDelay>50</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_JOIN_WAR</ContactType>
    <iContactDelay>20</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_STOP_TRADING</ContactType>
    <iContactDelay>20</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_GIVE_HELP</ContactType>
    <iContactDelay>50</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_ASK_FOR_HELP</ContactType>
    <iContactDelay>50</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
    <iContactDelay>50</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_OPEN_BORDERS</ContactType>
    <iContactDelay>20</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
    <iContactDelay>20</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
    <iContactDelay>20</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_PEACE_TREATY</ContactType>
    <iContactDelay>10</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_TRADE_TECH</ContactType>
    <iContactDelay>30</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_TRADE_BONUS</ContactType>
    <iContactDelay>20</iContactDelay>
   </ContactDelay>
   <ContactDelay>
    <ContactType>CONTACT_TRADE_MAP</ContactType>
    <iContactDelay>50</iContactDelay>
   </ContactDelay>
  </ContactDelays>
  <MemoryDecays>
   <MemoryDecay>
    <MemoryType>MEMORY_GIVE_HELP</MemoryType>
    <iMemoryRand>200</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_REFUSED_HELP</MemoryType>
    <iMemoryRand>100</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
    <iMemoryRand>50</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_REJECTED_DEMAND</MemoryType>
    <iMemoryRand>150</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType>
    <iMemoryRand>100</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_DENIED_RELIGION</MemoryType>
    <iMemoryRand>50</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType>
    <iMemoryRand>100</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_DENIED_CIVIC</MemoryType>
    <iMemoryRand>50</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_ACCEPTED_JOIN_WAR</MemoryType>
    <iMemoryRand>150</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType>
    <iMemoryRand>100</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType>
    <iMemoryRand>100</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType>
    <iMemoryRand>50</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_STOPPED_TRADING_RECENT</MemoryType>
    <iMemoryRand>30</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_MADE_DEMAND_RECENT</MemoryType>
    <iMemoryRand>20</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_CANCELLED_OPEN_BORDERS</MemoryType>
    <iMemoryRand>10</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType>
    <iMemoryRand>100</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_RECEIVED_TECH_FROM_ANY</MemoryType>
    <iMemoryRand>20</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType>
    <iMemoryRand>10</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_VOTED_FOR_US</MemoryType>
    <iMemoryRand>10</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType>
    <iMemoryRand>50</iMemoryRand>
   </MemoryDecay>
   <MemoryDecay>
    <MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType>
    <iMemoryRand>50</iMemoryRand>
   </MemoryDecay>
  </MemoryDecays>
  <MemoryAttitudePercents>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_DECLARED_WAR</MemoryType>
    <iMemoryAttitudePercent>-300</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_HIRED_WAR_ALLY</MemoryType>
    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_NUKED_US</MemoryType>
    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_NUKED_FRIEND</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_RAZED_CITY</MemoryType>
    <iMemoryAttitudePercent>-250</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_RAZED_HOLY_CITY</MemoryType>
    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_SPY_CAUGHT</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_GIVE_HELP</MemoryType>
    <iMemoryAttitudePercent>100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_REFUSED_HELP</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType>
    <iMemoryAttitudePercent>100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_REJECTED_DEMAND</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType>
    <iMemoryAttitudePercent>100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_DENIED_RELIGION</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType>
    <iMemoryAttitudePercent>100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_DENIED_CIVIC</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType>
    <iMemoryAttitudePercent>50</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_STOPPED_TRADING</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_HIRED_TRADE_EMBARGO</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_MADE_DEMAND</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType>
    <iMemoryAttitudePercent>5</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType>
    <iMemoryAttitudePercent>-200</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_VOTED_FOR_US</MemoryType>
    <iMemoryAttitudePercent>200</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType>
    <iMemoryAttitudePercent>100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType>
    <iMemoryAttitudePercent>-100</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
   <MemoryAttitudePercent>
    <MemoryType>MEMORY_LIBERATED_CITIES</MemoryType>
    <iMemoryAttitudePercent>150</iMemoryAttitudePercent>
   </MemoryAttitudePercent>
  </MemoryAttitudePercents>
  <NoWarAttitudeProbs>
   <NoWarAttitudeProb>
    <AttitudeType>ATTITUDE_ANNOYED</AttitudeType>
    <iNoWarProb>10</iNoWarProb>
   </NoWarAttitudeProb>
   <NoWarAttitudeProb>
    <AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
    <iNoWarProb>50</iNoWarProb>
   </NoWarAttitudeProb>
   <NoWarAttitudeProb>
    <AttitudeType>ATTITUDE_PLEASED</AttitudeType>
    <iNoWarProb>90</iNoWarProb>
   </NoWarAttitudeProb>
   <NoWarAttitudeProb>
    <AttitudeType>ATTITUDE_FRIENDLY</AttitudeType>
    <iNoWarProb>100</iNoWarProb>
   </NoWarAttitudeProb>
  </NoWarAttitudeProbs>
  <UnitAIWeightModifiers>
   <UnitAIWeightModifier>
    <UnitAIType>UNITAI_COLLATERAL</UnitAIType>
    <iWeightModifier>100</iWeightModifier>
   </UnitAIWeightModifier>
  </UnitAIWeightModifiers>
  <ImprovementWeightModifiers>
   <ImprovementWeightModifier>
    <ImprovementType>IMPROVEMENT_FARM</ImprovementType>
    <iWeightModifier>20</iWeightModifier>
   </ImprovementWeightModifier>
  </ImprovementWeightModifiers>
  <DiplomacyIntroMusicPeace>
   <DiploMusicPeaceEra>
    <EraType>ERA_ANCIENT</EraType>
   </DiploMusicPeaceEra>
   <DiploMusicPeaceEra>
    <EraType>ERA_CLASSICAL</EraType>
   </DiploMusicPeaceEra>
   <DiploMusicPeaceEra>
    <EraType>ERA_MEDIEVAL</EraType>
   </DiploMusicPeaceEra>
   <DiploMusicPeaceEra>
    <EraType>ERA_RENAISSANCE</EraType>
   </DiploMusicPeaceEra>
   <DiploMusicPeaceEra>
    <EraType>ERA_INDUSTRIAL</EraType>
   </DiploMusicPeaceEra>
   <DiploMusicPeaceEra>
    <EraType>ERA_MODERN</EraType>
   </DiploMusicPeaceEra>
   <DiploMusicPeaceEra>
    <EraType>ERA_FUTURE</EraType>
   </DiploMusicPeaceEra>
  </DiplomacyIntroMusicPeace>
  <DiplomacyMusicPeace>
   <DiploMusicPeaceEra>
    <EraType>ERA_ANCIENT</EraType>
    <DiploScriptId>AS2D_DIPLO_BISMARCK_EARLY</DiploScriptId>
   </DiploMusicPeaceEra>
   <DiploMusicPeaceEra>
    <EraType>ERA_CLASSICAL</EraType>
    <DiploScriptId>AS2D_DIPLO_BISMARCK_EARLY</DiploScriptId>
   </DiploMusicPeaceEra>
   <DiploMusicPeaceEra>
    <EraType>ERA_MEDIEVAL</EraType>
    <DiploScriptId>AS2D_DIPLO_BISMARCK_MIDDLE</DiploScriptId>
   </DiploMusicPeaceEra>
   <DiploMusicPeaceEra>
    <EraType>ERA_RENAISSANCE</EraType>
    <DiploScriptId>AS2D_DIPLO_BISMARCK_MIDDLE</DiploScriptId>
   </DiploMusicPeaceEra>
   <DiploMusicPeaceEra>
    <EraType>ERA_INDUSTRIAL</EraType>
    <DiploScriptId>AS2D_DIPLO_BISMARCK_LATE</DiploScriptId>
   </DiploMusicPeaceEra>
   <DiploMusicPeaceEra>
    <EraType>ERA_MODERN</EraType>
    <DiploScriptId>AS2D_DIPLO_BISMARCK_LATE</DiploScriptId>
   </DiploMusicPeaceEra>
   <DiploMusicPeaceEra>
    <EraType>ERA_FUTURE</EraType>
    <DiploScriptId>AS2D_DIPLO_BISMARCK_LATE</DiploScriptId>
   </DiploMusicPeaceEra>
  </DiplomacyMusicPeace>
  <DiplomacyIntroMusicWar>
   <DiploMusicWarEra>
    <EraType>ERA_ANCIENT</EraType>
   </DiploMusicWarEra>
   <DiploMusicWarEra>
    <EraType>ERA_CLASSICAL</EraType>
   </DiploMusicWarEra>
   <DiploMusicWarEra>
    <EraType>ERA_MEDIEVAL</EraType>
   </DiploMusicWarEra>
   <DiploMusicWarEra>
    <EraType>ERA_RENAISSANCE</EraType>
   </DiploMusicWarEra>
   <DiploMusicWarEra>
    <EraType>ERA_INDUSTRIAL</EraType>
   </DiploMusicWarEra>
   <DiploMusicWarEra>
    <EraType>ERA_MODERN</EraType>
   </DiploMusicWarEra>
   <DiploMusicWarEra>
    <EraType>ERA_FUTURE</EraType>
   </DiploMusicWarEra>
  </DiplomacyIntroMusicWar>
  <DiplomacyMusicWar>
   <DiploMusicWarEra>
    <EraType>ERA_ANCIENT</EraType>
    <DiploScriptId>AS2D_DIPLO_WARDRUMS_EARLY</DiploScriptId>
   </DiploMusicWarEra>
   <DiploMusicWarEra>
    <EraType>ERA_CLASSICAL</EraType>
    <DiploScriptId>AS2D_DIPLO_WARDRUMS_EARLY</DiploScriptId>
   </DiploMusicWarEra>
   <DiploMusicWarEra>
    <EraType>ERA_MEDIEVAL</EraType>
    <DiploScriptId>AS2D_DIPLO_WARDRUMS_MIDDLE</DiploScriptId>
   </DiploMusicWarEra>
   <DiploMusicWarEra>
    <EraType>ERA_RENAISSANCE</EraType>
    <DiploScriptId>AS2D_DIPLO_WARDRUMS_MIDDLE</DiploScriptId>
   </DiploMusicWarEra>
   <DiploMusicWarEra>
    <EraType>ERA_INDUSTRIAL</EraType>
    <DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId>
   </DiploMusicWarEra>
   <DiploMusicWarEra>
    <EraType>ERA_MODERN</EraType>
    <DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId>
   </DiploMusicWarEra>
   <DiploMusicWarEra>
    <EraType>ERA_FUTURE</EraType>
    <DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId>
   </DiploMusicWarEra>
  </DiplomacyMusicWar>
 </LeaderHeadInfo>


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